/*GUEORGI KHATCHATOUROV Created Nov 6Nov 6*/ #include "stdafx.h" #define GL_PI 3.1415f GLfloat xRot = 0.45f; GLfloat yRot = 0.35f; GLfloat LUZ[4] = { 75.f, 50.f, 0.f, 1.f }; GLboolean bCull = glIsEnabled(GL_CULL_FACE); GLboolean bDepth = glIsEnabled(GL_DEPTH_TEST); //variables para configuracion luz Phong GLboolean bOutline = (GLboolean)true; GLfloat ambientLight[] = { 0.1f, 0.1f, 0.1f, 1.0f }, diffuseLight[] = { 0.9f, 0.9f, 0.9f, 1.0f }, lmodel_ambient[] = { 0.4, 0.4, 0.4, 1.0 }, specular[] = { 1.0f, 1.0f, 1.0f, 1.0f }, specref[] = { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat local_view[] = { 0.0 }; GLfloat mat_diffuse[] = { 0.8, 0.5, 0.1, 1.0 }; GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat high_shininess[] = { /*100.0*/ 128 }; void normalize(GLfloat v[3]) { GLfloat d = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); if (d == 0.0) { exit(100); return; } // wrong input exit v[0] /= d; v[1] /= d; v[2] /= d; } void normcrossprod(GLfloat v1[3], GLfloat v2[3], GLfloat out[3]) { out[0] = v1[1] * v2[2] - v1[2] * v2[1]; out[1] = v1[2] * v2[0] - v1[0] * v2[2]; out[2] = v1[0] * v2[1] - v1[1] * v2[0]; normalize(out); } void gltGetNormalVector(GLfloat v0[3], GLfloat //build normal 'norm' v1[3], GLfloat v2[3], GLfloat norm[3]) // by the triangle vrtices { GLfloat d1[3], d2[3]; for (int j = 0; j < 3; j++) { d1[j] = v0[j] - v1[j]; d2[j] = v1[j] - v2[j]; } normcrossprod(d1, d2, norm); } 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 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 } }; ///////// datos del plano de piso y matriz de sombra ////////// GLfloat datosdePlano[] = { 0.f, 1.f/*-1.*/, 0.f, 150 /*o -150 ?*/ }; GLfloat matrizdeSombra[16]; GLfloat ALFA = 0.75f; /////////////////////////para texturas://////////////////////////////// #define checkImageWidth 256 #define checkImageHeight 256 #define subImageWidth 64 #define subImageHeight 64 static GLubyte checkImage[checkImageHeight][checkImageWidth][4]; static GLubyte otherImage[checkImageHeight][checkImageWidth][4]; static GLubyte subImage[subImageHeight][subImageWidth][4]; static GLuint texName[2]; //////////// para seleccionar una cara destinguida del cubo //////// #define BUFSIZE 512 GLuint selectBuf[BUFSIZE]; #define CARA_DESTINGUIDA 111 GLboolean CARA_DESTINGUIDA_TOCADA; //revise uso de esta variable a continuacion! GLfloat STARTcolor_de_cara[] = { 0.0f, 1.0f, 1.0f }, color_de_cara_DESTINGUIDA[3]; void initColors() { for (int i = 0; i<3; i++) { color_de_cara_DESTINGUIDA[i] = STARTcolor_de_cara[i]; } } ///////// fin "para seleccionar" /////////////////// void makeCheckImages(void) { int i, j, c; for (i = 0; i < checkImageHeight; i++) { for (j = 0; j < checkImageWidth; j++) { c = ((((i & 0x8) == 0) ^ ((j & 0x8)) == 0)) * 255; checkImage[i][j][0] = (GLubyte)c; checkImage[i][j][1] = (GLubyte)c; checkImage[i][j][2] = (GLubyte)c; checkImage[i][j][3] = (GLubyte)255; c = ((((i & 0x10) == 0) ^ ((j & 0x10)) == 0)) * 255; otherImage[i][j][0] = (GLubyte)0; otherImage[i][j][1] = (GLubyte)0; otherImage[i][j][2] = (GLubyte)c; otherImage[i][j][3] = (GLubyte)255; } } for (i = 0; i < subImageHeight; i++) { for (j = 0; j < subImageWidth; j++) { c = ((((i & 0x4) == 0) ^ ((j & 0x4)) == 0)) * 255; subImage[i][j][0] = (GLubyte)c; subImage[i][j][1] = (GLubyte)0; subImage[i][j][2] = (GLubyte)0; subImage[i][j][3] = (GLubyte)255; } } } 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, .0f, 1.0f); //para seleccion initColors(); // 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); makeCheckImages(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glGenTextures(2, texName); glBindTexture(GL_TEXTURE_2D, texName[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkImage); glTexSubImage2D(GL_TEXTURE_2D, 0, 48, 170, subImageWidth, subImageHeight, GL_RGBA, GL_UNSIGNED_BYTE, subImage); glTexSubImage2D(GL_TEXTURE_2D, 0, 48, 48, subImageWidth, subImageHeight, GL_RGBA, GL_UNSIGNED_BYTE, subImage); glTexSubImage2D(GL_TEXTURE_2D, 0, 170, 48, subImageWidth, subImageHeight, GL_RGBA, GL_UNSIGNED_BYTE, subImage); glTexSubImage2D(GL_TEXTURE_2D, 0, 170, 170, subImageWidth, subImageHeight, GL_RGBA, GL_UNSIGNED_BYTE, subImage); // Set up and enable light 0 glFrontFace(GL_CCW); glEnable(GL_LIGHTING); glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); GLfloat att[] = { 1. }; glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight); glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight); glLightfv(GL_LIGHT0, GL_SPECULAR, specular); //glLightfv(GL_LIGHT0, GL_QUADRATIC_ATTENUATION, att); /*comentado por prof glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lmodel_ambient); glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, local_view);*/ glEnable(GL_LIGHT0); //glLightfv(GL_LIGHT0, GL_POSITION, LUZ); //<- se llama en luz() // Enable color tracking glEnable(GL_COLOR_MATERIAL); // Front material ambient and diffuse colors track glColor glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE); // All materials hereafter have full specular reflectivity // with a high shine glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess); } void cuadrado() { glBegin(GL_POLYGON); glNormal3f(0., 0., -1. /*-1.?*/);//para phong glVertex2f(-1., -1.); glVertex2f(-1., 1.); glVertex2f(1., 1.); glVertex2f(1., -1.); glEnd(); } void rayas_en_cuadrado() { glColor4f(0., 0., 0., ALFA); glBegin(GL_LINES); int i, n = 10; for (i = 0; i <= n; i++) { glVertex2f(-1. + i*2. / n, -1.); glVertex2f(-1. + i*2. / n, 1.); glVertex2f(-1., -1. + i*2. / n); glVertex2f(1., -1. + i*2. / n); } glEnd(); } void cube2_sin_color(void) { glShadeModel(GL_FLAT); glPushMatrix(); glScalef(30., 30., 30.); glPushMatrix(); glTranslatef(0., 0., 1.); cuadrado(); glPopMatrix(); glPushMatrix(); glRotatef(90., 0., 1., 0.); glTranslatef(0., 0., 1.); cuadrado(); glPopMatrix(); glPushMatrix(); glRotatef(180., 0., 1., 0.); glTranslatef(0., 0., 1.); cuadrado(); glPopMatrix(); glPushMatrix(); glRotatef(270., 0., 1., 0.); glTranslatef(0., 0., 1.); cuadrado(); glPopMatrix(); glPushMatrix(); glRotatef(90., 1., 0., 0.); glTranslatef(0., 0., 1.); cuadrado(); glPopMatrix(); glPushMatrix(); glRotatef(-90., 1., 0., 0.); glTranslatef(0., 0., 1.); cuadrado(); glPopMatrix(); glPopMatrix(); } void Sombra_objetos() { glColor4f(0.2f, 0.2f, 0.2f, ALFA); glPushMatrix(); gltMakeShadowMatrix(datosdePlano, LUZ, matrizdeSombra); glMultMatrixf(matrizdeSombra); cube2_sin_color(); glPopMatrix(); } void colorcube2(GLenum mode) { glShadeModel(GL_FLAT); glPushMatrix(); glScalef(30., 30., 30.); glPushMatrix(); glTranslatef(0., 0., 1.); /*glColor3fv(colors[2]); cuadrado();*/ /*inicio cara con textura*/ glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glBindTexture(GL_TEXTURE_2D, texName[0]); glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex2f(-1., -1.); glTexCoord2f(0.0, 1.0); glVertex2f(-1., 1.); glTexCoord2f(1.0, 1.0); glVertex2f(1., 1.); glTexCoord2f(1.0, 0.0); glVertex2f(1., -1.); glEnd(); glDisable(GL_TEXTURE_2D); /*fin cara con textura*/ glPopMatrix(); // INICIO de construccion de CARA_DESTINGUIDA para seleccion glPushMatrix(); if (mode == GL_SELECT) glLoadName(CARA_DESTINGUIDA);//= glPopNAme(); + glPushName(CARA_DESTINGUIDA); glColor3fv(color_de_cara_DESTINGUIDA); glRotatef(90., 0., 1., 0.); glTranslatef(0., 0., 1.); cuadrado(); if (mode == GL_SELECT) glLoadName(0); //= glPopNAme(); + glPushName(0); glPopMatrix(); // FIN de construccion de CARA_DESTINGUIDA glPushMatrix(); glColor3fv(colors[2]); glRotatef(180., 0., 1., 0.); glTranslatef(0., 0., 1.); cuadrado(); glPopMatrix(); glPushMatrix(); glColor3fv(colors[2]); glRotatef(270., 0., 1., 0.); glTranslatef(0., 0., 1.); cuadrado(); glPopMatrix(); glPushMatrix(); glColor3fv(colors[2]); glRotatef(90., 1., 0., 0.); glTranslatef(0., 0., 1.); cuadrado(); glPopMatrix(); glPushMatrix(); glColor3fv(colors[2]); glRotatef(-90., 1., 0., 0.); glTranslatef(0., 0., 1.); cuadrado(); glPopMatrix(); glPopMatrix(); } void piso() { glPushMatrix(); glTranslatef(0.f, -datosdePlano[3], 50.f); glRotatef(270.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 glColor4f(.7f, .7f, .7f, ALFA); cuadrado(); //cuadro_sin_color(); glDisable(GL_DEPTH_TEST); rayas_en_cuadrado(); if (bDepth)glEnable(GL_DEPTH_TEST); glPopMatrix(); } void StencilConfig() {// step 1 // 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();//DrawGround(); // 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); // end step 1 } void luz() { /*Esta funcion renderiza fuente luz y ademas mediante la 2a instruccion configura su posicion para el modelo de Phong*/ glColor4f(1.f, 1.f, 0.f, 1.f - ALFA); glLightfv(GL_LIGHT0, GL_POSITION, LUZ/*lightPos*/); glPushMatrix(); glTranslatef(LUZ[0], LUZ[1], LUZ[2]); glScalef(10., 10., 10.); glutSolidSphere(1., 20., 20.); glPopMatrix(); } void RenderScene(GLenum mode) { /* ver el comentario en ChangeSize() respecto 4 siguientes instrucciones: */ glMatrixMode(GL_PROJECTION); if (mode == GL_RENDER) //para NO seleccion glLoadIdentity(); gluPerspective(60.0, 1.0, 1.5, 1500.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); gluLookAt(ex, ey, ez, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // Turn culling on if flag is set if (bCull /*alterar con tecla F1*/) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); // Enable depth testing if flag is set if (bDepth /*alterar con tecla F2*/) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); // Draw the back side as a wireframe only, if flag is set if (bOutline /*alterar con tecla F3*/) 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); //para reflejo StencilConfig(); glFrontFace(GL_CCW); glPushMatrix(); glTranslatef(0.0f, /*o '+'?*/-datosdePlano[3], 0.0f); glScalef(1.0f, -1.0f, 1.0f); // geometry is mirrored by ground glTranslatef(0.0f, /*o '-'*/datosdePlano[3], 0.0f); glEnable(GL_LIGHTING); colorcube2(mode); //colorcube2(); //Draw_Objects(); glDisable(GL_LIGHTING); luz();//Draw_Light(); glPopMatrix(); glFrontFace(GL_CW); glDisable(GL_STENCIL_TEST); //fin "reflejo" luz(); //mezclar mundo reflejado con piso 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 redonde piso(); StencilConfig(); glDisable(GL_DEPTH_TEST); Sombra_objetos(); glDisable(GL_STENCIL_TEST); glDisable(GL_BLEND); //fin 'mezclar' nuevo con viejo if (bDepth) glEnable(GL_DEPTH_TEST); glEnable(GL_LIGHTING); colorcube2(mode); //<-para seleccion; antes fue colorcube2(); glDisable(GL_LIGHTING); glPopMatrix(); // Flush drawing commands glFlush();//glutSwapBuffers(); } //para la accion relacionada a seleccion: void anallizename(int name) { int i; if (name == CARA_DESTINGUIDA) { CARA_DESTINGUIDA_TOCADA = true; for (i = 0; i<3; i++) color_de_cara_DESTINGUIDA[i] += 0.25f*(1.0f - color_de_cara_DESTINGUIDA[i]); } glutPostRedisplay(); } /* procesar toques (seleccion)*/ void processHits(GLint hits, GLuint buffer[]) { if (hits == 0) {/*sin toques -> restore all colors*/ initColors(); return; } CARA_DESTINGUIDA_TOCADA = false; unsigned int i, j; GLuint names, *ptr; ptr = (GLuint *)buffer; for (i = 0; i < hits; i++) { /* for each hit */ names = *ptr; ptr += 3; for (j = 0; j < names; j++) /* for each name */ anallizename(*ptr++); } if (!CARA_DESTINGUIDA_TOCADA) /*restore all colors*/ initColors(); } /*seleccionar una cara del cubo*/ void pickCara_del_Cubo(int button, int state, int x, int y) { GLint hits; GLint viewport[4]; if (button != GLUT_LEFT_BUTTON || state != GLUT_DOWN) return; glGetIntegerv(GL_VIEWPORT, viewport); glSelectBuffer(BUFSIZE, selectBuf); (void)glRenderMode(GL_SELECT); glInitNames(); glPushName(0); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); /* create 5x5 pixel picking region near cursor location */ gluPickMatrix((GLdouble)x, (GLdouble)(viewport[3] - y), 5.0, 5.0, viewport); /*inicio: restaurar la matrix de proyeccion*/ RenderScene(GL_SELECT); glMatrixMode(GL_PROJECTION); glPopMatrix(); /*FIN restaurar la matrix de proyeccion*/ glMatrixMode(GL_MODELVIEW); hits = glRenderMode(GL_RENDER); processHits(hits, selectBuf); glutPostRedisplay(); } void display(void) //<- envoltura a RenderScene() para seleccion { glClear(GL_COLOR_BUFFER_BIT); RenderScene(GL_RENDER); } // 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); /*para tomar bajo control la alteraciones de glMatrixMode, los llamados a continuacion se trasladaron a RenderScene */ //glMatrixMode(GL_PROJECTION); //glLoadIdentity(); //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_F7) {//increase height of light: LUZ[1] LUZ[1] *= (1.0f + deltaR); } if (key == GLUT_KEY_F8) {//reduce height of light: LUZ[1] LUZ[1] /= (1.0f + deltaR); } if (key == GLUT_KEY_F9) {//increase X of light: LUZ[0] LUZ[0] += 100.*deltaR; } if (key == GLUT_KEY_F10) {//reduce X of light: LUZ[0] LUZ[0] -= 100.*deltaR; } 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_SINGLE/*GLUT_DOUBLE*/ | GLUT_RGB | GLUT_STENCIL); glutInitWindowSize(200, 200); glutInitWindowPosition(100, 100); glutCreateWindow(argv[0]); glutDisplayFunc(display); glutReshapeFunc(ChangeSize); glutSpecialFunc(SpecialKeys); glutMouseFunc(pickCara_del_Cubo); SetupRC(); glutMainLoop(); return 0; }