#include "stdafx.h" #define GL_PI 3.1415f #define ALTP -150.f GLfloat xRot = 0.45f; GLfloat yRot = 0.35f; GLboolean bCull = glIsEnabled(GL_CULL_FACE); GLboolean bDepth = glIsEnabled(GL_DEPTH_TEST); GLboolean bOutline = (GLboolean)true; GLenum shademode = GL_FLAT; GLfloat ex = 0.0f; GLfloat ey = 0.0f; GLfloat ez = -600.0f; GLfloat delta = 0.01f; GLfloat deltaR = 0.01f; GLfloat vP[] = { 0.f, 1.f, 0.f, -ALTP }; GLfloat vluz[] = { 0.f, 250.f, -50.f, 1.f }; GLfloat msombra[16]; /////////////////////////////////////////////////////////// void gltMakeShadowMatrix(GLfloat vPlaneEquation[], GLfloat vLightPos[], GLfloat destMat[]) { GLfloat dot; // Dot product of plane and light position dot = vPlaneEquation[0] * vLightPos[0] + vPlaneEquation[1] * vLightPos[1] + vPlaneEquation[2] * vLightPos[2] + vPlaneEquation[3] * vLightPos[3]; // Now do the projection // First column destMat[0] = dot - vLightPos[0] * vPlaneEquation[0]; destMat[4] = 0.0f - vLightPos[0] * vPlaneEquation[1]; destMat[8] = 0.0f - vLightPos[0] * vPlaneEquation[2]; destMat[12] = 0.0f - vLightPos[0] * vPlaneEquation[3]; // Second column destMat[1] = 0.0f - vLightPos[1] * vPlaneEquation[0]; destMat[5] = dot - vLightPos[1] * vPlaneEquation[1]; destMat[9] = 0.0f - vLightPos[1] * vPlaneEquation[2]; destMat[13] = 0.0f - vLightPos[1] * vPlaneEquation[3]; // Third Column destMat[2] = 0.0f - vLightPos[2] * vPlaneEquation[0]; destMat[6] = 0.0f - vLightPos[2] * vPlaneEquation[1]; destMat[10] = dot - vLightPos[2] * vPlaneEquation[2]; destMat[14] = 0.0f - vLightPos[2] * vPlaneEquation[3]; // Fourth Column destMat[3] = 0.0f - vLightPos[3] * vPlaneEquation[0]; destMat[7] = 0.0f - vLightPos[3] * vPlaneEquation[1]; destMat[11] = 0.0f - vLightPos[3] * vPlaneEquation[2]; destMat[15] = dot - vLightPos[3] * vPlaneEquation[3]; } void SetupRC() { // Black background glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set drawing color to green glColor3f(0.0f, 1.0f, 0.0f); // Set color shading model to flat glShadeModel(shademode); // Clockwise-wound polygons are front facing; this is reversed // because we are using triangle fans glFrontFace(GL_CW); } void cuadro_sin_color(){ glBegin(GL_QUADS); glVertex3f(1.0f, 1.0f, .0f); glVertex3f(1.0f, -1.0f, .0f); glVertex3f(-1.0f, -1.0f, .0f); glVertex3f(-1.0f, 1.0f, .0f); glEnd(); } // Called to draw scene void luz(){ glColor3f(1.f, 1.f, .0f); glPushMatrix(); glTranslatef(vluz[0]/*0.f*/, vluz[1]/*250.f*/, vluz[2]/*-50.f*/); glScalef(5.f, 5.f, 5.f); //piso 3 veces mas ancho que cubo glutSolidSphere(1., 20, 20); glPopMatrix(); } void piso(){ /*función agregada 23/05/2018*/ glColor3f(.7f, .7f, .7f); glPushMatrix(); glTranslatef(0.f, -vP[3]/*-150.f*/, 50.f); glRotatef(270.f, 1.f, 0.f, 0.f); //la version glRotatef(90.f, 1.f, 0.f, 0.f); // voltea el piso al la cara invisible glScalef(250.f, 250.f, 250.f); //piso 3 veces mas ancho que cubo cuadro_sin_color(); glPopMatrix(); } void objetos_mundo_sin_color(){ //primera cara glPushMatrix(); glTranslatef(0.f, 0.f, 50.f); glScalef(50.f, 50.f, 50.f); cuadro_sin_color(); glPopMatrix(); //2a cara glPushMatrix(); glRotatef(90.f, 0.f, 1.f, 0.f); glPushMatrix(); glTranslatef(0.f, 0.f, 50.f); glScalef(50.f, 50.f, 50.f); cuadro_sin_color(); glPopMatrix(); glPopMatrix(); //3a cara glPushMatrix(); glRotatef(180.f, 0.f, 1.f, 0.f); glPushMatrix(); glTranslatef(0.f, 0.f, 50.f); glScalef(50.f, 50.f, 50.f); cuadro_sin_color(); glPopMatrix(); glPopMatrix(); } void SombradeMiMundo(){ glPushMatrix(); gltMakeShadowMatrix(vP/*GLfloat vPlaneEquation[]*/, vluz/*GLfloat vLightPos[]*/, msombra/*GLfloat destMat[]*/); glMultMatrixf(msombra); objetos_mundo_sin_color(); glPopMatrix(); } void objetos_mundo(){ //primera cara glColor3f(0.0f, 1.0f, 0.0f); glPushMatrix(); glTranslatef(0.f, 0.f, 50.f); glScalef(50.f, 50.f, 50.f); cuadro_sin_color(); glPopMatrix(); //2a cara glColor3f(1.0f, 1.0f, 0.0f); glPushMatrix(); glRotatef(90.f, 0.f, 1.f, 0.f); glPushMatrix(); glTranslatef(0.f, 0.f, 50.f); glScalef(50.f, 50.f, 50.f); cuadro_sin_color(); glPopMatrix(); glPopMatrix(); //3a cara glColor3f(1.0f, .0f, 0.0f); glPushMatrix(); glRotatef(180.f, 0.f, 1.f, 0.f); glPushMatrix(); glTranslatef(0.f, 0.f, 50.f); glScalef(50.f, 50.f, 50.f); cuadro_sin_color(); glPopMatrix(); glPopMatrix(); } void RenderScene(void) { // Reset coordinate system glLoadIdentity(); gluLookAt(ex, ey, ez, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); // Clear the window and the depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Turn culling on if flag is set if (bCull) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); // Enable depth testing if flag is set if (bDepth) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); // Draw the back side as a wireframe only, if flag is set if (bOutline)glPolygonMode(GL_BACK, GL_LINE); else glPolygonMode(GL_BACK, GL_FILL); // Save matrix state and do the rotation glPushMatrix(); glRotatef(xRot, 1.0f, 0.0f, 0.0f); glRotatef(yRot, 0.0f, 1.0f, 0.0f); luz(); piso(); objetos_mundo(); glColor3f(0.5f, 0.5f, 0.5f); glDisable(GL_DEPTH_TEST); SombradeMiMundo(); if (bDepth) glEnable(GL_DEPTH_TEST); glPopMatrix(); // Flush drawing commands glutSwapBuffers(); } // Called by GLUT library when the window has changed size void ChangeSize(GLsizei w, GLsizei h) { // Set Viewport to window dimensions glViewport(0, 0, (GLsizei)w, (GLsizei)h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); //glOrtho (-100.0, 100.0, -100, 100, -270.0, 270.0); //glFrustum (-1.0, 1.0, -1.0, 1.0, 1.5, 20.0); gluPerspective(60.0, 1.0, 1.5, 1500.0); glMatrixMode(GL_MODELVIEW); } void SpecialKeys(int key, int x, int y) { GLfloat dx, dz; if (key == GLUT_KEY_UP) {//increase distance from camera to origin ex *= (1.0f + deltaR); ey *= (1.0f + deltaR); ez *= (1.0f + deltaR); } if (key == GLUT_KEY_DOWN) {//reduce distance from camera to origin (close up) ex *= (1.0f - deltaR); ey *= (1.0f - deltaR); ez *= (1.0f - deltaR); } if (key == GLUT_KEY_LEFT) //Rotate camera around origin in Oxz plane { dx = -ez; dz = ex; GLfloat s = sqrtf(ex*ex + ey*ey + ez*ez); ex += delta*dx; ez += delta*dz; GLfloat s1 = sqrtf(ex*ex + ey*ey + ez*ez) / s; ex /= s1; ey /= s1; ey /= s1; } if (key == GLUT_KEY_RIGHT) //Rotate camera around origin in Oxz plane { dx = -ez; dz = ex; GLfloat s = sqrtf(ex*ex + ey*ey + ez*ez); ex -= delta*dx; ez -= delta*dz; GLfloat s1 = sqrtf(ex*ex + ey*ey + ez*ez) / s; ex /= s1; ey /= s1; ey /= s1; } if (key == GLUT_KEY_F1) bCull = !bCull; if (key == GLUT_KEY_F2)bDepth = !bDepth; if (key == GLUT_KEY_F3)bOutline = !bOutline; if (key == GLUT_KEY_F4) { if (shademode == GL_FLAT){ shademode = GL_SMOOTH; } else { if (shademode == GL_SMOOTH){ shademode = GL_FLAT; } }; glShadeModel(shademode); } // Refresh the Window glutPostRedisplay(); // Refresh the Window glutPostRedisplay(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(200, 200); glutInitWindowPosition(100, 100); glutCreateWindow(argv[0]); glutDisplayFunc(RenderScene); glutReshapeFunc(ChangeSize); glutSpecialFunc(SpecialKeys); SetupRC(); glutMainLoop(); return 0; }