示例#1
0
void draw_shadow(int shad)
{
	int x = 0;
#ifdef GL_VERSION_1_1
  if (supportsOneDotOne() && !forceExtension) {
    polygonOffsetVersion = ONE_DOT_ONE;
    glPolygonOffset(-2.0, -1.0);
  } else
#endif
  {
#ifdef GL_EXT_polygon_offset
  /* check for the polygon offset extension */
  if (glutExtensionSupported("GL_EXT_polygon_offset")) {
    polygonOffsetVersion = EXTENSION;
    glPolygonOffsetEXT(-0.1, -0.002);
  } else 
#endif
    {
      polygonOffsetVersion = MISSING;
      //printf("\nMissing polygon offset.\n");
      //printf("Expect shadow depth aliasing artifacts.\n\n");
    }
  }
	findPlane(floorPlane, floorVertices[1], floorVertices[2], floorVertices[3]);
	redraw(shad);
}
示例#2
0
int
main(int argc, char **argv)
{
  glutInit(&argc, argv);
  glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);

  glutCreateWindow("offset");
  glutDisplayFunc(draw_scene);

#ifdef GL_VERSION_1_1
  if (supportsOneDotOne()) {
    glPolygonOffset(2.0, 1);
    version = MODE_11;
  } else
#endif
  {
#ifdef GL_EXT_polygon_offset
  /* check for the polygon offset extension */
  if (glutExtensionSupported("GL_EXT_polygon_offset")) {
    glPolygonOffsetEXT(0.75, 0.00);
    version = MODE_EXT;
  } else 
#endif
    {
      error(argv[0], "Warning: running with out the polygon offset extension.\n");
      version = MODE_NONE;
    }
  }

  /* set up viewing parameters */
  glMatrixMode(GL_PROJECTION);
  gluPerspective(20, 1, 0.1, 20);
  glMatrixMode(GL_MODELVIEW);
  glTranslatef(0, 0, -15);

  /* set other relevant state information */
  glEnable(GL_DEPTH_TEST);
  glShadeModel(GL_FLAT);
  glDisable(GL_DITHER);
  glutMainLoop();
  return 0;             /* ANSI C requires main to return int. */
}
示例#3
0
int
main(int argc, char **argv)
{
  int i;

  glutInit(&argc, argv);

  for (i=1; i<argc; i++) {
    if (!strcmp("-linear", argv[i])) {
      linearFiltering = 1;
    } else if (!strcmp("-mipmap", argv[i])) {
      useMipmaps = 1;
    } else if (!strcmp("-ext", argv[i])) {
      forceExtension = 1;
    }
  }

  glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL | GLUT_MULTISAMPLE);

#if 1
  /* In GLUT 4.0, you'll be able to do this an be sure to
     get 2 bits of stencil if the machine has it for you. */
  glutInitDisplayString("samples stencil~3 rgb double depth");
#endif

  glutCreateWindow("OpenGL Halo Magic (hit Space)");

  if (glutGet(GLUT_WINDOW_STENCIL_SIZE) < 3) {
    printf("halomagic: Sorry, I need at least 3 bits of stencil.\n");
    exit(1);
  }

  /* Register GLUT callbacks. */
  glutDisplayFunc(redraw);
  glutMouseFunc(mouse);
  glutMotionFunc(motion);
  glutVisibilityFunc(visible);
  glutKeyboardFunc(key);
  glutSpecialFunc(special);

  glutCreateMenu(controlLights);

  glutAddMenuEntry("Toggle halo blending", M_BLENDED_HALO);
  glutAddMenuEntry("Show halo", M_SHOW_HALO);
  glutAddMenuEntry("Switch model", M_SWITCH_MODEL);
  glutAddMenuEntry("Toggle motion", M_MOTION);
  glutAddMenuEntry("-----------------------", M_NONE);
  glutAddMenuEntry("Toggle light", M_LIGHT);
  glutAddMenuEntry("Toggle texture", M_TEXTURE);
  glutAddMenuEntry("Toggle shadows", M_SHADOWS);
  glutAddMenuEntry("Toggle reflection", M_REFLECTION);
  glutAddMenuEntry("Toggle object", M_DINOSAUR);
  glutAddMenuEntry("-----------------------", M_NONE);
  glutAddMenuEntry("Toggle reflection stenciling", M_STENCIL_REFLECTION);
  glutAddMenuEntry("Toggle shadow stenciling", M_STENCIL_SHADOW);
  glutAddMenuEntry("Toggle shadow offset", M_OFFSET_SHADOW);
  glutAddMenuEntry("----------------------", M_NONE);
  glutAddMenuEntry("Positional light", M_POSITIONAL);
  glutAddMenuEntry("Directional light", M_DIRECTIONAL);
  glutAddMenuEntry("-----------------------", M_NONE);
  glutAddMenuEntry("Toggle performance", M_PERFORMANCE);
  glutAttachMenu(GLUT_RIGHT_BUTTON);
  makeDinosaur();

#ifdef GL_VERSION_1_1
  if (supportsOneDotOne() && !forceExtension) {
    polygonOffsetVersion = ONE_DOT_ONE;
    glPolygonOffset(-2.0, -1.0);
  } else
#endif
  {
#if defined(GL_EXT_polygon_offset) && !defined(GL_VERSION_1_1)
  /* check for the polygon offset extension */
  if (glutExtensionSupported("GL_EXT_polygon_offset")) {
    polygonOffsetVersion = EXTENSION;
    glPolygonOffsetEXT(-0.1, -0.002);
  } else 
#endif
    {
      polygonOffsetVersion = MISSING;
      printf("\ndinoshine: Missing polygon offset.\n");
      printf("           Expect shadow depth aliasing artifacts.\n\n");
    }
  }

  glEnable(GL_CULL_FACE);
  glEnable(GL_DEPTH_TEST);
  glLineWidth(3.0);

  glMatrixMode(GL_PROJECTION);
  gluPerspective( /* field of view in degree */ 40.0,
  /* aspect ratio */ 1.0,
    /* Z near */ 20.0, /* Z far */ 100.0);
  glMatrixMode(GL_MODELVIEW);
  gluLookAt(0.0, 8.0, 60.0,  /* eye is at (0,0,30) */
    0.0, 8.0, 0.0,      /* center is at (0,0,0) */
    0.0, 1.0, 0.);      /* up is in postivie Y direction */

  glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);
  glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);
  glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);
  glEnable(GL_LIGHT0);
  glEnable(GL_LIGHTING);

  makeFloorTexture();

  /* Setup floor plane for projected shadow calculations. */
  findPlane(floorPlane, floorVertices[1], floorVertices[2], floorVertices[3]);

  glutMainLoop();
  return 0;             /* ANSI C requires main to return int. */
}