#include "stdafx.h" #define checkImageHeight 256 #define checkImageWidth 256 #define subImageHeight 64 #define subImageWidth 64 static GLubyte checkImage[checkImageHeight][checkImageWidth][4]; static GLubyte otherImage[checkImageHeight][checkImageWidth][4]; static GLubyte subImage[subImageHeight][subImageWidth][4]; static GLuint texName[2]; GLfloat ALFA = 0.3; 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 datos_luz[4] = { 15., 55., 0., 1. }; GLfloat datos_piso[4] = { 0., 1. , 0., 50. }; GLfloat MatrizSombra[16]; 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, 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_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); glBindTexture(GL_TEXTURE_2D, texName[1]); 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, otherImage); } void cuadrado_con_textura() { glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glBindTexture(GL_TEXTURE_2D, texName[0]); glBegin(GL_POLYGON); glTexCoord2f(0.0, 0.0); glVertex3f(-1., -1., 0); glTexCoord2f(0.0, 1.0); glVertex3f(-1., 1., 0); glTexCoord2f(1.0, 1.0); glVertex3f(1., 1., 0); glTexCoord2f(1.0, 0.0); glVertex3f(1., -1., 0); glEnd(); glDisable(GL_TEXTURE_2D); } 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() { glColor3f(1., 1., 1.); 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 colorcube2(void) { /* map vertices to faces */ glPushMatrix(); glScalef(10., 10., 10.); //cara1 glColor3fv(colors[0]); glPushMatrix(); glTranslatef(0., 0, 1.); cuadrado_con_textura(); //cuadrado_unitario(); glPopMatrix(); //cara2 glColor3fv(colors[1]); glPushMatrix(); glRotatef(90., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara3 glColor3fv(colors[2]); glPushMatrix(); glRotatef(180., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara4 glColor3fv(colors[3]); glPushMatrix(); glRotatef(270., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara5 glColor3fv(colors[4]); glPushMatrix(); glRotatef(90., 0., 0., 1.); glRotatef(270., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara6 glColor3fv(colors[5]); glPushMatrix(); glRotatef(-90., 0., 0., 1.); glRotatef(270., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); glPopMatrix(); } void colorcube_sincolor(void) { /* map vertices to faces */ glPushMatrix(); glScalef(10., 10., 10.); //cara1 //glColor3fv(colors[0]); glPushMatrix(); glTranslatef(0., 0, 1.); cuadrado_con_textura(); //cuadrado_unitario(); glPopMatrix(); //cara2 //glColor3fv(colors[1]); glPushMatrix(); glRotatef(90., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara3 //glColor3fv(colors[2]); glPushMatrix(); glRotatef(180., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara4 //glColor3fv(colors[3]); glPushMatrix(); glRotatef(270., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara5 //glColor3fv(colors[4]); glPushMatrix(); glRotatef(90., 0., 0., 1.); glRotatef(270., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); //cara6 //glColor3fv(colors[5]); glPushMatrix(); glRotatef(-90., 0., 0., 1.); glRotatef(270., 0., 1., 0.); glTranslatef(0., 0, 1.); cuadrado_unitario(); glPopMatrix(); glPopMatrix(); } void SombradeMiMundo(GLfloat datosdeLuz[], GLfloat datosdePlano[]) { glColor4f(0.4, 0.4, 0.4, ALFA); glPushMatrix(); //void gltMakeShadowMatrix(GLfloat vPlaneEquation[], // GLfloat vLightPos[], GLfloat destMat[]) gltMakeShadowMatrix(datosdePlano, datosdeLuz, MatrizSombra); glMultMatrixf(MatrizSombra); colorcube_sincolor();/*Objetos_de_MiMundo();*/ glPopMatrix(); } // Called to draw scene void piso() { glPushMatrix(); glTranslatef(0., -datos_piso[3] /*-50.*/, 0.); glRotatef(-90., 1., 0, 0); glScalef(50., 50., 50.); glColor4f(0.7, 0.7, 0.7, ALFA); cuadrado_unitario(); lineas(); glPopMatrix(); } 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();//DrawFloor(0,0,0); // 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); } void foquito() { glColor3f(1., 1., 0); glPushMatrix(); glTranslatef(datos_luz[0], datos_luz[1], datos_luz[2]/*, 15., 55., 0.*/); glutSolidSphere(1.5, 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 | GL_STENCIL_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); /*inicia reflejo*/ glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glFrontFace(GL_CCW); glPushMatrix(); glTranslatef(0.0f,/*+ o - ?*/-datos_piso[3], 0.0f); glScalef(1.0f, -1.0f, 1.0f); glTranslatef(0.0f, datos_piso[3], 0.0f); /*stencil para reflejo*/ glEnable(GL_STENCIL_TEST); Stencil_Config(); foquito(); colorcube2(); glDisable(GL_STENCIL_TEST); glPopMatrix(); glFrontFace(GL_CW); /*fin reflejo*/ /*objetos del mundo normal*/ foquito(); piso(); colorcube2(); glDisable(GL_BLEND); /*fin objetos del mundo normal*/ /*stencil para sombra*/ glEnable(GL_STENCIL_TEST); Stencil_Config(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_DEPTH_TEST); SombradeMiMundo(datos_luz, datos_piso); if (bDepth) glEnable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); glDisable(GL_BLEND); 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_F5)datos_luz[1] *= (1.0f + deltaR); if (key == GLUT_KEY_F6)datos_luz[1] *= (1.0f - 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_DOUBLE*/GLUT_SINGLE | GLUT_RGB | GLUT_STENCIL); glutInitWindowSize(200, 200); glutInitWindowPosition(100, 100); glutCreateWindow(argv[0]); glutDisplayFunc(RenderScene); glutReshapeFunc(ChangeSize); glutSpecialFunc(SpecialKeys); SetupRC(); glutMainLoop(); return 0; }