void motion(int x, int y) { switch(active) { case MOVE_LIGHT_XY: { lightpos[X] = 100.f + (x - winwid) * 200.f/winwid; lightpos[Y] = -100.f + (winht - y) * 200.f/winht; shadowmatrix(leftwallshadow, lwallplane, lightpos); shadowmatrix(floorshadow, floorplane, lightpos); /* place light 0 in the right place */ glLightfv(GL_LIGHT0, GL_POSITION, lightpos); glutPostRedisplay(); break; } case MOVE_LIGHT_Z: lightpos[Z] = -320.f - (winht - y) * 200.f/winht; shadowmatrix(leftwallshadow, lwallplane, lightpos); shadowmatrix(floorshadow, floorplane, lightpos); /* place light 0 in the right place */ glLightfv(GL_LIGHT0, GL_POSITION, lightpos); glutPostRedisplay(); break; } }
static void initdlists(void) { GLUquadricObj *lcone,*lbase; GLfloat plane[4]; GLfloat v0[3]={0.0,0.0,0.0}; GLfloat v1[3]={1.0,0.0,0.0}; GLfloat v2[3]={0.0,1.0,0.0}; findplane(plane,v0,v1,v2); shadowmatrix(baseshadow,plane,lightpos); teapotdlist=glGenLists(1); glNewList(teapotdlist,GL_COMPILE); glRotatef(90.0,1.0,0.0,0.0); glCullFace(GL_FRONT); glBindTexture(GL_TEXTURE_2D,t2id); glutSolidTeapot(0.75); glCullFace(GL_BACK); glEndList(); basedlist=glGenLists(1); glNewList(basedlist,GL_COMPILE); drawbase(); glEndList(); lightdlist=glGenLists(1); glNewList(lightdlist,GL_COMPILE); glDisable(GL_LIGHTING); lcone=gluNewQuadric(); lbase=gluNewQuadric(); glRotatef(45.0,0.0,1.0,0.0); glColor3f(1.0,1.0,1.0); glCullFace(GL_FRONT); gluDisk(lbase,0.0,0.2,12.0,1.0); glCullFace(GL_BACK); glColor3f(0.5,0.0,0.0); gluCylinder(lcone,0.2,0.0,0.5,12,1); gluDeleteQuadric(lcone); gluDeleteQuadric(lbase); glEnable(GL_LIGHTING); glEndList(); }
/** draws the scene */ static void display(ModeInfo *mi, Chesscreen *cs) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); mi->polygon_count = 0; glMatrixMode(GL_MODELVIEW); glLoadIdentity(); /** setup perspectiv */ glTranslatef(0.0, 0.0, -1.5*BOARDSIZE); glRotatef(30.0, 1.0, 0.0, 0.0); gltrackball_rotate (cs->trackball); glRotatef(cs->theta*100, 0.0, 1.0, 0.0); glTranslatef(-0.5*BOARDSIZE, 0.0, -0.5*BOARDSIZE); /* cs->position[0] = 4.0 + 1.0*-sin(cs->theta*100*M_PI/180.0); */ /* cs->position[2] = 4.0 + 1.0* cos(cs->theta*100*M_PI/180.0); */ /* cs->position[1] = 5.0; */ /* this is the lone light that the shadow matrix is generated from */ cs->position[0] = 1.0; cs->position[2] = 1.0; cs->position[1] = 16.0; cs->position2[0] = 4.0 + 8.0*-sin(cs->theta*100*M_PI/180.0); cs->position2[2] = 4.0 + 8.0* cos(cs->theta*100*M_PI/180.0); if (!cs->wire) { glEnable(GL_LIGHTING); glLightfv(GL_LIGHT0, GL_POSITION, cs->position); glLightfv(GL_LIGHT1, GL_POSITION, cs->position2); glEnable(GL_LIGHT0); } /** draw board, pieces */ if(!cs->wire) { glEnable(GL_LIGHTING); glEnable(GL_COLOR_MATERIAL); if(reflections && !cs->wire) { draw_reflections(mi, cs); glEnable(GL_BLEND); } glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, cs->boardtexture); drawBoard(mi, cs); glDisable(GL_TEXTURE_2D); if(shadows) { /* render shadows */ GLfloat m[4][4]; shadowmatrix(m, cs->ground, cs->position); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialShadow); glEnable(GL_BLEND); glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); /* display ant shadow */ glPushMatrix(); glTranslatef(0.0, 0.001, 0.0); glMultMatrixf(m[0]); glTranslatef(0.5, 0.01, 0.5); draw_shadow_pieces(mi, cs, cs->wire); glPopMatrix(); glEnable(GL_LIGHTING); glDisable(GL_BLEND); glEnable(GL_DEPTH_TEST); } if(reflections) glDisable(GL_BLEND); } else drawBoard(mi, cs); glTranslatef(0.5, 0.0, 0.5); draw_pieces(mi, cs, cs->wire); if(!cs->wire) { glDisable(GL_COLOR_MATERIAL); glDisable(GL_LIGHTING); } if (!cs->button_down_p) cs->theta += .002; }
/* draw the scene */ static Bool draw_antinspect_strip(ModeInfo * mi) { antinspectstruct *mp = &antinspect[MI_SCREEN(mi)]; int i, j; int mono = MI_IS_MONO(mi); int ro = (((int)antposition[1])/(360/(2*ANTCOUNT))) % (2*ANTCOUNT); glEnable(GL_TEXTURE_2D); position0[1] = 9.6; glLightfv(GL_LIGHT0, GL_POSITION, position0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialGray5); glRotatef(-30.0, 0.0, 1.0, 0.0); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); /* render ground plane */ glBegin(GL_TRIANGLES); glColor4fv(MaterialShadow); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlack); glNormal3f(0.0, 1.0, 0.0); /* middle tri */ glVertex3f(0.0, 0.0, -1.0); glVertex3f(-sqrt(3.0)/2.0, 0.0, 0.5); glVertex3f(sqrt(3.0)/2.0, 0.0, 0.5); mi->polygon_count++; glEnd(); /* rotate */ for(i = 0; i < 3; ++i) { glRotatef(120.0, 0.0, 1.0, 0.0); glBegin(GL_TRIANGLES); glVertex3f(0.0, 0.0, 1.0 + 3.0); glVertex3f(sqrt(3.0)/2.0, 0.0, -0.5 + 3.0); glVertex3f(-sqrt(3.0)/2.0, 0.0, -0.5 + 3.0); mi->polygon_count++; glEnd(); } /* first render shadows -- no depth required */ if(shadows) { GLfloat m[4][4]; shadowmatrix(m, ground, position0); glColor4fv(MaterialShadow); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialShadow); glDisable(GL_BLEND); glDisable(GL_LIGHTING); /* display ant shadow */ glPushMatrix(); glTranslatef(0.0, 0.001, 0.0); glMultMatrixf(m[0]); for(i = 0; i < ANTCOUNT; ++i) { /* draw ant */ glPushMatrix(); /* center */ glRotatef(antposition[i], 0.0, 1.0, 0.0); glTranslatef(2.4, 0.0, 0.0); glTranslatef(0.0, antsphere[i], 0.0); glRotatef(90.0, 0.0, 1.0, 0.0); /* orient ant */ glRotatef(10.0, 0.0, 1.0, 0.0); glRotatef(40.0, 0.0, 0.0, 1.0); glTranslatef(0.0, -0.8, 0.0); glRotatef(180.0, 0.0, 1.0, 0.0); glRotatef(90.0, 0.0, 0.0, 1.0); /* set colour */ glColor4fv(MaterialShadow); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialShadow); if(antposition[i] > 360.0) antposition[i] = 0.0; draw_antinspect_ant(mi, mp, MaterialShadow, mono, mySphere2, myCone2); glDisable(GL_BLEND); glDisable(GL_LIGHTING); /* draw sphere */ glRotatef(-20.0, 1.0, 0.0, 0.0); glRotatef(-mp->ant_step*2, 0.0, 0.0, 1.0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialShadow); mySphere2(1.2); glPopMatrix(); } glPopMatrix(); } glEnable(GL_LIGHTING); /* truants */ for(j = 0; j < ANTCOUNT; ++j) { /* determine rendering order */ i = antorder[ro][j]; glPushMatrix(); /* center */ glRotatef(antposition[i], 0.0, 1.0, 0.0); glTranslatef(2.4, 0.0, 0.0); glTranslatef(0.0, antsphere[i], 0.0); glRotatef(90.0, 0.0, 1.0, 0.0); /* draw ant */ glPushMatrix(); glRotatef(10.0, 0.0, 1.0, 0.0); glRotatef(40.0, 0.0, 0.0, 1.0); glTranslatef(0.0, -0.8, 0.0); glRotatef(180.0, 0.0, 1.0, 0.0); glRotatef(90.0, 0.0, 0.0, 1.0); if(antposition[i] > 360.0) antposition[i] = 0.0; glEnable(GL_BLEND); draw_antinspect_ant(mi, mp, antmaterial[i], mono, mySphere2, myCone2); glDisable(GL_BLEND); glPopMatrix(); /* draw sphere */ glRotatef(-20.0, 1.0, 0.0, 0.0); glRotatef(-mp->ant_step*2, 0.0, 0.0, 1.0); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mono ? MaterialGray5 : antmaterial[i]); mySphere2(1.2); glEnable(GL_BLEND); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, MaterialBlack); mySphere(1.16); glDisable(GL_BLEND); glPopMatrix(); /* finally, evolve */ antposition[i] += antvelocity[i]; } /* but the step size is the same! */ mp->ant_step += 0.2; mp->ant_position += 1; return True; }
/* Parse arguments, and set up interface between OpenGL and window system */ int main(int argc, char *argv[]) { GLUquadricObj *sphere, *cone, *base; GLfloat v0[3], v1[3], v2[3]; unsigned *floortex; int texcomps, texwid, texht; glutInit(&argc, argv); glutInitWindowSize(512, 512); if(argc > 1) { char *args = argv[1]; int done = GL_FALSE; while(!done) { switch(*args) { case 's': /* single buffer */ printf("Single Buffered\n"); dblbuf = GL_FALSE; break; case '-': /* do nothing */ break; case 0: done = GL_TRUE; break; } args++; } } if(dblbuf) glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL|GLUT_DOUBLE); else glutInitDisplayMode(GLUT_RGBA|GLUT_DEPTH|GLUT_STENCIL); (void)glutCreateWindow("projection shadows"); glutDisplayFunc(redraw); glutKeyboardFunc(key); glutMouseFunc(mouse); glutMotionFunc(motion); glutReshapeFunc(reshape); glutCreateMenu(menu); glutAddMenuEntry("No Shadows", NONE); glutAddMenuEntry("Black Shadows", SHADOW_BLACK); glutAddMenuEntry("Shadows on Texture", SHADOW); glutAttachMenu(GLUT_RIGHT_BUTTON); /* draw a perspective scene */ glMatrixMode(GL_PROJECTION); glFrustum(-100., 100., -100., 100., 320., 640.); glMatrixMode(GL_MODELVIEW); /* turn on features */ glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); /* make shadow matricies */ /* 3 points on floor */ v0[X] = -100.f; v0[Y] = -100.f; v0[Z] = -320.f; v1[X] = 100.f; v1[Y] = -100.f; v1[Z] = -320.f; v2[X] = 100.f; v2[Y] = -100.f; v2[Z] = -520.f; findplane(floorplane, v0, v1, v2); shadowmatrix(floorshadow, floorplane, lightpos); /* 3 points on left wall */ v0[X] = -100.f; v0[Y] = -100.f; v0[Z] = -320.f; v1[X] = -100.f; v1[Y] = -100.f; v1[Z] = -520.f; v2[X] = -100.f; v2[Y] = 100.f; v2[Z] = -520.f; findplane(lwallplane, v0, v1, v2); shadowmatrix(leftwallshadow, lwallplane, lightpos); /* place light 0 in the right place */ glLightfv(GL_LIGHT0, GL_POSITION, lightpos); /* remove back faces to speed things up */ glCullFace(GL_BACK); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /* make display lists for sphere and cone; for efficiency */ glNewList(WALLS, GL_COMPILE); glColor3f(1.f, 1.f, 1.f); glBegin(GL_QUADS); /* right wall */ glNormal3f(-1.f, 0.f, 0.f); glVertex3f( 100.f, -100.f, -320.f); glVertex3f( 100.f, 100.f, -320.f); glVertex3f( 100.f, 100.f, -520.f); glVertex3f( 100.f, -100.f, -520.f); /* ceiling */ glNormal3f(0.f, -1.f, 0.f); glVertex3f(-100.f, 100.f, -320.f); glVertex3f(-100.f, 100.f, -520.f); glVertex3f( 100.f, 100.f, -520.f); glVertex3f( 100.f, 100.f, -320.f); /* back wall */ glNormal3f(0.f, 0.f, 1.f); glVertex3f(-100.f, -100.f, -520.f); glVertex3f( 100.f, -100.f, -520.f); glVertex3f( 100.f, 100.f, -520.f); glVertex3f(-100.f, 100.f, -520.f); glEnd(); glEndList(); glNewList(SPHERE, GL_COMPILE); sphere = gluNewQuadric(); glPushMatrix(); glTranslatef(60.f, -50.f, -360.f); gluSphere(sphere, 20.f, 20, 20); gluDeleteQuadric(sphere); glPopMatrix(); glEndList(); glNewList(LIGHT, GL_COMPILE); sphere = gluNewQuadric(); gluSphere(sphere, 5.f, 20, 20); gluDeleteQuadric(sphere); glEndList(); glNewList(CONE, GL_COMPILE); cone = gluNewQuadric(); base = gluNewQuadric(); glPushMatrix(); glTranslatef(-40.f, -40.f, -400.f); glRotatef(-90.f, 1.f, 0.f, 0.f); gluDisk(base, 0., 20., 20, 1); gluCylinder(cone, 20., 0., 60., 20, 20); gluDeleteQuadric(cone); gluDeleteQuadric(base); glPopMatrix(); glEndList(); glNewList(SHADOWERS, GL_COMPILE); glCallList(CONE); glCallList(SPHERE); glEndList(); glNewList(FLOOR, GL_COMPILE); /* make the floor textured */ glEnable(GL_TEXTURE_2D); glBegin(GL_QUADS); glNormal3f(0.f, 1.f, 0.f); glTexCoord2i(0, 0); glVertex3f(-100.f, -100.f, -320.f); glTexCoord2i(1, 0); glVertex3f( 100.f, -100.f, -320.f); glTexCoord2i(1, 1); glVertex3f( 100.f, -100.f, -520.f); glTexCoord2i(0, 1); glVertex3f(-100.f, -100.f, -520.f); glEnd(); glDisable(GL_TEXTURE_2D); glEndList(); glNewList(LEFTWALL, GL_COMPILE); glBegin(GL_QUADS); /* left wall */ glNormal3f(1.f, 0.f, 0.f); glVertex3f(-100.f, -100.f, -320.f); glVertex3f(-100.f, -100.f, -520.f); glVertex3f(-100.f, 100.f, -520.f); glVertex3f(-100.f, 100.f, -320.f); glEnd(); glEndList(); floortex = read_texture("../../data/wood0.rgb", &texwid, &texht, &texcomps); gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, texwid, texht, GL_RGBA, GL_UNSIGNED_BYTE, floortex); free(floortex); glEnable(GL_COLOR_MATERIAL); glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE); glutMainLoop(); return 0; }