#include "stdafx.h" GLfloat colors[][3] = { { 0.33,0.33,0.33 },{ 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 } }, shadowMat[16], vLuz[4] = {2., 3.5, 0, 1.}, vPizo[4] = { 0.0f, 1.0f /*-1?*/, 0.0f, /*-*/3.5 /* 3.5 ?*/}; #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 = -300.0f; 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 lineas() { glColor3f(0.0, 0., 0.); glBegin(GL_LINES); for (int i = 0; i < 10; i++) { glVertex2f(-1. + i*2. / 9., 1.); glVertex2f(-1. + i*2. / 9., -1.); glVertex2f(1, -1. + i*2. / 9.); glVertex2f(-1., -1. + i*2. / 9.); } glEnd(); } void cuadrado() { glBegin(GL_POLYGON); glVertex2f(1., 1.); glVertex2f(1., -1.); glVertex2f(-1., -1.); glVertex2f(-1., 1.); glEnd(); } void uncolored_cube(void) { /* map vertices to faces */ /*cara 1*/ glPushMatrix(); glTranslatef(0, 0, 1.); cuadrado(); glPopMatrix(); /*cara 2*/ glPushMatrix(); glRotatef(90., 0., 1., 0); glTranslatef(0, 0, 1.); cuadrado(); glPopMatrix(); /*cara 3*/ glPushMatrix(); glRotatef(180., 0., 1., 0); glTranslatef(0, 0, 1.); cuadrado(); glPopMatrix(); /*cara 4*/ glPushMatrix(); glRotatef(270., 0., 1., 0); glTranslatef(0, 0, 1.); cuadrado(); glPopMatrix(); /*cara 5*/ glPushMatrix(); glRotatef(90., 1., 0., 0); glTranslatef(0, 0, 1.); cuadrado(); glPopMatrix(); /*cara 6*/ glPushMatrix(); glRotatef(-90., 1., 0., 0); glTranslatef(0, 0, 1.); cuadrado(); glPopMatrix(); } void colorcube(void) { /* map vertices to faces */ /*cara 1*/ glColor3fv(colors[0]); glPushMatrix(); glTranslatef(0, 0, 1.); cuadrado(); glPopMatrix(); /*cara 2*/ glColor3fv(colors[1]); glPushMatrix(); glRotatef(90., 0., 1., 0); glTranslatef(0, 0, 1.); cuadrado(); glPopMatrix(); /*cara 3*/ glColor3fv(colors[2]); glPushMatrix(); glRotatef(180., 0., 1., 0); glTranslatef(0, 0, 1.); cuadrado(); glPopMatrix(); /*cara 4*/ glColor3fv(colors[3]); glPushMatrix(); glRotatef(270., 0., 1., 0); glTranslatef(0, 0, 1.); cuadrado(); glPopMatrix(); /*cara 5*/ glColor3fv(colors[4]); glPushMatrix(); glRotatef(90., 1., 0., 0); glTranslatef(0, 0, 1.); cuadrado(); glPopMatrix(); /*cara 6*/ glColor3fv(colors[5]); glPushMatrix(); glRotatef(-90., 1., 0., 0); glTranslatef(0, 0, 1.); cuadrado(); glPopMatrix(); } void SombradeMiMundo(GLfloat datosdeLuz[], GLfloat datosdePlano[]) { glColor3f(0.33, 0.33, 0.33); //glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glPushMatrix(); gltMakeShadowMatrix(datosdePlano, datosdeLuz, shadowMat); glMultMatrixf(shadowMat); uncolored_cube(); // Objetos_de_MiMundo(); glPopMatrix(); } /////////////////////////////////////////////////////////// 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); } // Called to draw scene void piso() { glColor3f(.66, .66, .66); glPushMatrix(); glTranslatef(0, /*-3.5*/ /*vPizo[3]?*/ -vPizo[3] , 0); glRotatef(-90., 1., 0, 0); glScalef(5., 5, 5.); cuadrado(); glDisable(GL_DEPTH_TEST); lineas(); if (bDepth) glEnable(GL_DEPTH_TEST); glPopMatrix(); } void luz() { glColor3f(1., 1., 0.); glPushMatrix(); glTranslatef(vLuz[0], vLuz[1], vLuz[2]); glutSolidSphere(.1, 20., 20.); 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); glScalef(25., 25, 25.); piso(); colorcube(); glDisable(GL_DEPTH_TEST); SombradeMiMundo(vLuz, vPizo); if (bDepth) glEnable(GL_DEPTH_TEST); luz(); // 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, 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(); } /////////////////////////////////////////////////////////// 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; }