// OPEN_GL_test.cpp : Defines the entry point for the console application. // // OPEN_GL_test.cpp : Defines the entry point for the console application. // #include "stdafx.h" GLfloat colors[][3] = { { .3,.30,0.30 },{ 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 } }; #define GL_PI 3.1415f 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 = 50.0f; GLfloat ez = -120.0f; GLfloat delta = 0.01f; GLfloat deltaR = 0.01f; GLfloat ALFA = 0.25f; GLfloat foc[] = { 15., 55., 0., 1. }; GLfloat pis[] = { 0.,1.,0., 50. /*?-50*/ }; GLfloat MatrizSombra[16]; void SetupRC() { // Black background glClearColor(0.0f, 0.0f, .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_CW); } void cuadrado_unitario() { glBegin(GL_POLYGON); glVertex3f(-1., -1., 0); glVertex3f(-1., 1., 0); glVertex3f(1., 1., 0); glVertex3f(1., -1., 0); glEnd(); } #define NUMLIN 10 void lineas_piso() { glColor4f(1., 1., 1., ALFA); glBegin(GL_LINES); for (int i = 0; i < NUMLIN; i++) { glVertex3f(-1. + i * 2. / (NUMLIN-1.), -1., 0); glVertex3f(-1. + i * 2. / (NUMLIN - 1.), 1., 0); glVertex3f(-1. , 1.- i * 2. / (NUMLIN - 1.), 0); glVertex3f(1. , 1.- i * 2. / (NUMLIN - 1.), 0); } glEnd(); } void colorcube2sincolor() //para la sombra { /* map vertices to faces */ glPushMatrix(); glScalef(10., 10., 10.); //cara1 glPushMatrix(); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara2 glPushMatrix(); glRotatef(90., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara3 glPushMatrix(); glRotatef(180., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara4 glPushMatrix(); glRotatef(270., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara5 glPushMatrix(); glRotatef(90., 0., 0., 1.); glRotatef(270., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara6 glPushMatrix(); glRotatef(-90., 0., 0., 1.); glRotatef(270., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); glPopMatrix(); } void colorcube2(void) { /* map vertices to faces */ glPushMatrix(); glScalef(10., 10., 10.); //cara1 glColor4f(colors[0][0], colors[0][1], colors[0][2], ALFA); //glColor3fv(colors[0]); glPushMatrix(); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara2 glColor4f(colors[1][0], colors[1][1], colors[1][2], ALFA); glColor3fv(colors[1]); glPushMatrix(); glRotatef(90., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara3 glColor4f(colors[2][0], colors[2][1], colors[2][2], ALFA); //glColor3fv(colors[2]); glPushMatrix(); glRotatef(180., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara4 glColor4f(colors[3][0], colors[3][1], colors[3][2], ALFA); //glColor3fv(colors[3]); glPushMatrix(); glRotatef(270., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara5 glColor4f(colors[4][0], colors[4][1], colors[4][2], ALFA); //glColor3fv(colors[4]); glPushMatrix(); glRotatef(90., 0., 0., 1.); glRotatef(270., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara6 glColor4f(colors[5][0], colors[5][1], colors[5][2], ALFA); //glColor3fv(colors[5]); glPushMatrix(); glRotatef(-90., 0., 0., 1.); glRotatef(270., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); glPopMatrix(); } // Called to draw scene void piso() { glColor4f(0.5, 0.5, 0.5, ALFA); glPushMatrix(); glTranslatef(0.,-pis[3], 0.); glRotatef(-90., 1., 0, 0); glScalef(50., 50., 50.); cuadrado_unitario(); lineas_piso(); //para checar "Blending" glPopMatrix(); } void foquito() { glColor4f(1., 1., 0, ALFA); glPushMatrix(); glTranslatef(foc[0], foc[1], foc[2]); glutSolidSphere(1.5, 20, 20); glPopMatrix(); } 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 SombradeMiMundo(GLfloat datosdeLuz[], GLfloat datosdePlano[]) { glColor3f(0.3, 0.3, 0.3); glPushMatrix(); gltMakeShadowMatrix(datosdePlano, datosdeLuz, MatrizSombra); glMultMatrixf(MatrizSombra); colorcube2sincolor(); //en la plantilla <=>Objetos_de_MiMundo(); glPopMatrix(); } 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); // 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); /*reflejo*/ piso(); /*blending*/ glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glFrontFace(GL_CCW); glPushMatrix(); glTranslatef(0., -pis[3], 0.); glScalef(1., -1., 1.); glTranslatef(0., pis[3], 0.); foquito(); colorcube2(); glPopMatrix(); glFrontFace(GL_CW); /*terminar reflejo*/ glDisable(GL_BLEND); /*terminar blending*/ foquito(); /*sombra*/ glDisable(GL_DEPTH_TEST); //para evitar los errores de redondeo SombradeMiMundo(foc, pis); if (bDepth) glEnable(GL_DEPTH_TEST); colorcube2(); // Restore transformations 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, 500.0); 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); } if (key == GLUT_KEY_F11) { foc[1] *= (1. + delta); } if (key == GLUT_KEY_F12) foc[1] /= (1. + delta); // Refresh the Window glutPostRedisplay(); } int main(int argc, char** argv) { glutInit(&argc, argv); glutInitDisplayMode(/*GLUT_DOUBLE*/GLUT_SINGLE | GLUT_RGB); glutInitWindowSize(200, 200); glutInitWindowPosition(100, 100); glutCreateWindow(argv[0]); glutDisplayFunc(RenderScene); glutReshapeFunc(ChangeSize); glutSpecialFunc(SpecialKeys); SetupRC(); glutMainLoop(); return 0; }