#include "stdafx.h" #define GL_PI 3.1415f GLfloat colors[][3] = { { 0.0, 0.0, 0.0 },{ 1.0, 0.0, 0.0 }, { 1.0, 1.0, 0.0 },{ 0.0, 1.0, 0.0 },{ 0.0, 0.0, 1.0 }, { 1.0, 0.0, 1.0 },{ 1.0, 1.0, 1.0 },{ 0.0, 1.0, 1.0 } }; GLfloat pis[4] = { 0., 1., 0., 250. }, foco[4] = { 55., 150., -35., 1.f }, msobmra[16]; GLfloat ALFA = 0.75f; void unit_square() { glBegin(GL_QUADS); glVertex2f(-1., -1.); glVertex2f(1., -1.); glVertex2f(1., 1.); glVertex2f(-1., 1.); glEnd(); } void rayas() { glBegin(GL_LINES); int i; for (i = 0; i<11; i++) { glVertex2f(-1., -1. + i*2. / 10.); glVertex2f(1., -1. + i*2. / 10.); } for (i = 0; i<11; i++) { glVertex2f(1. - i*2. / 10., -1.); glVertex2f(1. - i*2. / 10., 1.); } glEnd(); } void piso() { glPushMatrix(); glTranslatef(0, -pis[3], 0); glRotatef(270, 1.0f, 0.0f, 0.0f); glScalef(150., 150., 150.); glColor4f(0.75, 0.75, 0.75, ALFA); unit_square(); glColor4f(0., 0., 0., ALFA); rayas(); glPopMatrix(); } void luz() { glColor4f(1., 1., 0., 1.); glPushMatrix(); glTranslatef(foco[0], foco[1], foco[2]); glScalef(10., 10., 10.); glutSolidSphere(1, 20, 20); glPopMatrix(); } void colorcube1(void) { glPushMatrix(); glScalef(50., 50., 50.); //1a cara glPushMatrix(); glTranslatef(0., 0., 1.); glColor3fv(colors[1]); unit_square(); glPopMatrix(); //2a cara glPushMatrix(); glRotatef(90., 0., 1., 0.); glTranslatef(0., 0., 1.); glColor3fv(colors[3]); unit_square(); glPopMatrix(); //etc. ... glPopMatrix(); } void colorcube2(void) { glPushMatrix(); glScalef(50., 50., 50.); //1a cara glPushMatrix(); glTranslatef(0., 0., 1.); glColor4f(1.0, 0.0, 0.0, ALFA); unit_square(); glPopMatrix(); //2a cara glPushMatrix(); glRotatef(90., 0., 1., 0.); glTranslatef(0., 0., 1.); glColor4f(0.0, 1.0, 0.0, ALFA); unit_square(); glPopMatrix(); //etc. ... glPopMatrix(); } void cubo_sin_color(void) { glPushMatrix(); glScalef(50., 50., 50.); //1a cara glPushMatrix(); glTranslatef(0., 0., 1.); unit_square(); glPopMatrix(); //2a cara glPushMatrix(); glRotatef(90., 0., 1., 0.); glTranslatef(0., 0., 1.); unit_square(); glPopMatrix(); //etc. ... glPopMatrix(); } 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 = 100.0f; GLfloat ez = -700.0f; GLfloat delta = 0.01f; GLfloat deltaR = 0.01f; /////////////////////////////////////////////////////////// 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 SombraCubo() { glPushMatrix(); gltMakeShadowMatrix(pis, foco, msobmra); glMultMatrixf(msobmra); glColor4f(0.7, 0.7, 0.7, ALFA); cubo_sin_color(); glPopMatrix(); } void SetupRC() { // Black background glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // 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_CCW); } void Stencil_Config() { // turning off writing to the color buffer and depth buffer so we only // write to stencil buffer glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask(GL_FALSE); // enable stencil buffer glEnable(GL_STENCIL_TEST); // write a one to the stencil buffer everywhere we are about to draw glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF); // this is to always pass a one to the stencil buffer where we draw glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE); // render the plane which the shadow will be on // color and depth buffer are disabled, only the stencil buffer // will be modified piso(); // turn the color and depth buffers back on glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); // until stencil test is diabled, only write to areas where the // stencil buffer has a one. This is to draw the shadow only on // the floor. glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); // don't modify the contents of the stencil buffer glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } // Called to draw scene void RenderScene(void) { // Reset coordinate system glLoadIdentity(); gluLookAt(ex, ey, ez, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); GLfloat x, y, angle; // Storage for coordinates and angles int iPivot = 1; // Used to flag alternating colors // Clear the window and the depth buffer glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); //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 front /*back*/ side as a wireframe only, if flag is set if (bOutline)glPolygonMode(/*GL_BACK*/GL_FRONT, GL_LINE); else glPolygonMode(/*GL_BACK*/GL_FRONT, GL_FILL); glPushMatrix(); glRotatef(xRot, 1.0f, 0.0f, 0.0f); glRotatef(yRot, 0.0f, 1.0f, 0.0f); Stencil_Config(); glFrontFace(GL_CW); //cambio de orientacion //para ver objetos reflejados glPushMatrix(); glTranslatef(0., -pis[3], 0.); //trabnsformaciones glScalef(1., -1., 1.); // de glTranslatef(0., pis[3], 0.); //reflejo colorcube1(); //dibujar el mundo luz(); //en espejo glPopMatrix(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDisable(GL_DEPTH_TEST); // para luchar con errores de redondeo SombraCubo(); //dibujar sombra mezclandola con reflejo if (bDepth) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); if (bOutline)glPolygonMode(/*GL_BACK*/GL_FRONT, GL_LINE); else glPolygonMode(/*GL_BACK*/GL_FRONT, GL_FILL); //floor glFrontFace(GL_CCW); piso(); //dibujar piso mezclandolo con reflejo+sombra glDisable(GL_BLEND); colorcube2();/*colorcube1();*/ luz(); glPopMatrix(); // Flush drawing commands glFlush();// 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, 2500.0); glMatrixMode(GL_MODELVIEW); } void SpecialKeys(int key, int x, int y) { GLfloat dx, dz, dy; 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); } if (key == GLUT_KEY_F5)//Rotate camera around origin in Oyz plane { dy = -ez; dz = ey; GLfloat s = sqrtf(ex*ex + ey*ey + ez*ez); ey -= delta*dy; ez -= delta*dz; GLfloat s1 = sqrtf(ex*ex + ey*ey + ez*ez) / s; ex /= s1; ey /= s1; ey /= s1; } if (key == GLUT_KEY_F6)//Rotate camera around origin in Oyz plane { dy = -ez; dz = ey; GLfloat s = sqrtf(ex*ex + ey*ey + ez*ez); ey += delta*dy; ez += delta*dz; GLfloat s1 = sqrtf(ex*ex + ey*ey + ez*ez) / s; ex /= s1; ey /= s1; ey /= s1; } // Refresh the Window glutPostRedisplay(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(/*GLUT_DOUBLE*/GLUT_SINGLE | GLUT_RGBA | GLUT_STENCIL); // glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); glutInitWindowSize(200, 200); glutInitWindowPosition(100, 100); glutCreateWindow(argv[0]); glutDisplayFunc(RenderScene); glutReshapeFunc(ChangeSize); glutSpecialFunc(SpecialKeys); SetupRC(); glutMainLoop(); return 0; }