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1 | ||
2 | #include <stdio.h> | |
3 | #include <stdlib.h> | |
4 | #include <string.h> | |
5 | #include <math.h> | |
6 | #include <sys/time.h> | |
7 | ||
8 | #define GL_GLEXT_PROTOTYPES | |
9 | #include <GL/gl.h> | |
10 | #include <GL/glu.h> | |
11 | #include <GL/glut.h> | |
12 | ||
13 | float light_position[4] = {0.5, 0.5, 1.0, 1.0}; | |
14 | float light_ambient [4] = {0.0, 0.0, 0.0, 1.0}; | |
15 | float light_diffuse [4] = {1.0, 1.0, 1.0, 1.0}; | |
16 | float light_specular[4] = {1.0, 1.0, 1.0, 1.0}; | |
17 | ||
18 | float lightFOV_ = 90.0; | |
19 | float lightNear_ = 0.1; | |
20 | float lightFar_ = 20.0; | |
21 | ||
22 | float material_emission[4] = {0.0, 0.0, 0.0, 1.0}; | |
23 | float material_ambient [4] = {0.2, 0.6, 0.2, 1.0}; | |
24 | float material_diffuse [4] = {0.2, 0.6, 0.2, 1.0}; | |
25 | float material_specular[4] = {0.3, 0.3, 0.3, 1.0}; | |
26 | float material_shininess = 50.0; | |
27 | ||
28 | float object_position[4] = {0.0, 0.0, -2.0, 1.0}; | |
29 | float object_rotation[4] = {-20.0, 0.0, 0.0, 1.0}; | |
30 | ||
31 | #define W 512 | |
32 | #define H 512 | |
33 | ||
34 | #define R 20 | |
35 | #define N (2 * R + 1) | |
36 | ||
37 | GLuint indices[N-1][N-1][4]; | |
38 | ||
39 | - | float lightPos_[4] = {0.5, 0.5, 1.0, 1.0}; |
39 | + | enum key_state { |
40 | DOWN = 1, | |
41 | CTRL = 2, | |
42 | SHIFT = 3 | |
43 | }; | |
44 | ||
45 | int width = 1; | |
46 | int height = 1; | |
47 | int key_state[0x100]; | |
48 | double last = -1.0; | |
49 | ||
50 | float lightPos_[4]; | |
51 | float objectPos_[4]; | |
52 | float objectRot_[4]; | |
53 | ||
54 | - | float z = k / d - 2.0; |
54 | + | |
55 | ||
56 | void make_data(void) | |
57 | { | |
58 | float k = 0.1; | |
59 | ||
60 | static float verts[N][N][3]; | |
61 | static float norms[N][N][3]; | |
62 | for (int j = 0; j < N; j++) { | |
63 | for (int i = 0; i < N; i++) { | |
64 | float x = 1.5 * (i / (float) R - 1.0); | |
65 | float y = 1.5 * (j / (float) R - 1.0); | |
66 | float d = x * x + y * y + k; | |
67 | float z = k / d; | |
68 | verts[j][i][0] = x; | |
69 | verts[j][i][1] = y; | |
70 | verts[j][i][2] = z; | |
71 | float d2 = d * d; | |
72 | float dx = 2 * k * x / d2; | |
73 | float dy = 2 * k * y / d2; | |
74 | float dz = 1.0; | |
75 | float m = sqrt(dx * dx + dy * dy + dz * dz); | |
76 | norms[j][i][0] = dx / m; | |
77 | norms[j][i][1] = dy / m; | |
78 | norms[j][i][2] = dz / m; | |
79 | } | |
80 | } | |
81 | ||
82 | glVertexPointer(3, GL_FLOAT, 0, (const GLvoid *) verts); | |
83 | glNormalPointer(GL_FLOAT, 0, (const GLvoid *) norms); | |
84 | glEnableClientState(GL_VERTEX_ARRAY); | |
85 | glEnableClientState(GL_NORMAL_ARRAY); | |
86 | ||
87 | for (int j = 0; j < N-1; j++) { | |
88 | for (int i = 0; i < N-1; i++) { | |
89 | GLuint base = j * N + i; | |
90 | indices[j][i][0] = base; | |
91 | indices[j][i][1] = base + N; | |
92 | indices[j][i][2] = base + N + 1; | |
93 | indices[j][i][3] = base + 1; | |
94 | } | |
95 | } | |
96 | } | |
97 | ||
98 | void dump(void) | |
99 | { | |
100 | unsigned char surface[H][W][3]; | |
101 | ||
102 | glReadPixels(0, 0, H, W, GL_RGB, GL_UNSIGNED_BYTE, surface); | |
103 | FILE *fp = fopen("dump.ppm","wb"); | |
104 | fprintf(fp, "P6\n%d %d\n255\n", W, H); | |
105 | fwrite(surface, W * 3, H, fp); | |
106 | fclose(fp); | |
107 | } | |
108 | ||
109 | void swap(float m[16], int i, int j) | |
110 | { | |
111 | float mi = m[i]; | |
112 | m[i] = m[j]; | |
113 | m[j] = mi; | |
114 | } | |
115 | ||
116 | void transposeMatrix16(float m[16]) | |
117 | { | |
118 | swap(m, 1, 4); | |
119 | swap(m, 2, 8); | |
120 | swap(m, 3,12); | |
121 | swap(m, 6, 9); | |
122 | swap(m, 7,13); | |
123 | swap(m,11,14); | |
124 | } | |
125 | ||
126 | const char *error(void) | |
127 | { | |
128 | GLenum status = glGetError(); | |
129 | ||
130 | switch (status) | |
131 | { | |
132 | case GL_NO_ERROR: return NULL; | |
133 | case GL_INVALID_ENUM: return "Invalid Enum"; | |
134 | case GL_INVALID_VALUE: return "Invalid Value"; | |
135 | case GL_INVALID_OPERATION: return "Invalid Operation"; | |
136 | case GL_STACK_OVERFLOW: return "Stack Overflow"; | |
137 | case GL_STACK_UNDERFLOW: return "Stack Underflow"; | |
138 | case GL_OUT_OF_MEMORY: return "Out of Memory"; | |
139 | default: return "Unknown Error"; | |
140 | } | |
141 | } | |
142 | ||
143 | void check(void) | |
144 | { | |
145 | for (;;) { | |
146 | const char *msg = error(); | |
147 | if (!msg) | |
148 | break; | |
149 | fputs(msg, stderr); | |
150 | } | |
151 | } | |
152 | ||
153 | void init(void) | |
154 | { | |
155 | glFrontFace(GL_CCW); | |
156 | //glEnable(GL_CULL_FACE); | |
157 | ||
158 | glEnable(GL_DEPTH_TEST); | |
159 | glDepthFunc(GL_LEQUAL); | |
160 | ||
161 | glEnable(GL_LIGHTING); | |
162 | ||
163 | glMaterialfv(GL_FRONT, GL_EMISSION, material_emission); | |
164 | glMaterialfv(GL_FRONT, GL_AMBIENT, material_ambient); | |
165 | glMaterialfv(GL_FRONT, GL_DIFFUSE, material_diffuse); | |
166 | glMaterialfv(GL_FRONT, GL_SPECULAR, material_specular); | |
167 | glMaterialf( GL_FRONT, GL_SHININESS, material_shininess); | |
168 | ||
169 | glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient); | |
170 | glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse); | |
171 | glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular); | |
172 | ||
173 | glEnable(GL_LIGHT0); | |
174 | ||
175 | make_data(); | |
176 | ||
177 | memcpy(lightPos_, light_position, sizeof(lightPos_)); | |
178 | memcpy(objectPos_, object_position, sizeof(objectPos_)); | |
179 | memcpy(objectRot_, object_rotation, sizeof(objectRot_)); | |
180 | ||
181 | glGenTextures(1, &shadowmap_); | |
182 | glBindTexture(GL_TEXTURE_2D, shadowmap_); | |
183 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, W, H, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL); | |
184 | ||
185 | glGenRenderbuffers(1, &renderbuffer_); | |
186 | glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer_); | |
187 | glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA, W, H); | |
188 | ||
189 | glGenFramebuffers(1, &framebuffer_); | |
190 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_); | |
191 | glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderbuffer_); | |
192 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, shadowmap_, 0); | |
193 | ||
194 | GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); | |
195 | if (status != GL_FRAMEBUFFER_COMPLETE) { | |
196 | fprintf(stderr, "framebuffer fail\n"); | |
197 | exit(1); | |
198 | } | |
199 | ||
200 | glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
201 | ||
202 | check(); | |
203 | } | |
204 | ||
205 | void renderSceneElements(void) | |
206 | { | |
207 | glPushMatrix(); | |
208 | ||
209 | glTranslatef(objectPos_[0], objectPos_[1], objectPos_[2]); | |
210 | glRotatef(objectRot_[0], 1, 0, 0); | |
211 | glRotatef(objectRot_[1], 0, 1, 0); | |
212 | glRotatef(objectRot_[2], 0, 0, 1); | |
213 | ||
214 | glDrawElements(GL_QUADS, (N-1)*(N-1)*4, GL_UNSIGNED_INT, (const GLvoid*) indices); | |
215 | ||
216 | glPopMatrix(); | |
217 | - | gluLookAt(lightPos_[0], lightPos_[1], lightPos_[2], 0.0, 0.0, -2.0, 0.0, 1.0, 0.0); |
217 | + | |
218 | ||
219 | void draw(void) | |
220 | { | |
221 | double lightAspect_ = 1.0 * width / height; | |
222 | ||
223 | // position the light | |
224 | glLightfv(GL_LIGHT0, GL_POSITION, lightPos_); | |
225 | ||
226 | // switch the framebuffer for the first pass | |
227 | glBindFramebuffer(GL_FRAMEBUFFER, framebuffer_); | |
228 | glViewport(0, 0, W, H); | |
229 | glClearColor(0.5, 0.2, 0.1, 1.0f); | |
230 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | |
231 | ||
232 | ||
233 | // set up the projection parameters from the light's POV | |
234 | glMatrixMode(GL_PROJECTION); | |
235 | glPushMatrix(); | |
236 | glLoadIdentity(); | |
237 | gluPerspective(lightFOV_, lightAspect_, lightNear_, lightFar_); | |
238 | ||
239 | glMatrixMode(GL_MODELVIEW); | |
240 | glPushMatrix(); | |
241 | glLoadIdentity(); | |
242 | // translate to the light's position | |
243 | gluLookAt(lightPos_[0], lightPos_[1], lightPos_[2], | |
244 | - | gluLookAt(lightPos_[0], lightPos_[1], lightPos_[2], 0.0, 0.0, -2.0, 0.0, 1.0, 0.0); |
244 | + | objectPos_[0], objectPos_[1], objectPos_[2], |
245 | 0.0, 1.0, 0.0); | |
246 | ||
247 | // render the scene to get the depth information | |
248 | renderSceneElements(); | |
249 | glPopMatrix(); | |
250 | ||
251 | // end the projection modification | |
252 | glMatrixMode(GL_PROJECTION); | |
253 | - | glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); |
253 | + | |
254 | - | glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); |
254 | + | |
255 | - | glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); |
255 | + | |
256 | - | glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR); |
256 | + | |
257 | glBindFramebuffer(GL_FRAMEBUFFER, 0); | |
258 | glClearColor(1,1,1,1); | |
259 | - | glTexGenfv(GL_S, GL_OBJECT_PLANE, &planeMatrix[0]); |
259 | + | |
260 | - | glTexGenfv(GL_T, GL_OBJECT_PLANE, &planeMatrix[4]); |
260 | + | |
261 | - | glTexGenfv(GL_R, GL_OBJECT_PLANE, &planeMatrix[8]); |
261 | + | |
262 | - | glTexGenfv(GL_Q, GL_OBJECT_PLANE, &planeMatrix[12]); |
262 | + | |
263 | float planeMatrix[16]; | |
264 | glPushMatrix(); | |
265 | glLoadIdentity(); | |
266 | // compensate for the eye-coordinate to texture coordinate conversion: [-1,1] to [0,1] | |
267 | glTranslatef(0.5f, 0.5f, 0.499f); | |
268 | glScalef(0.5f, 0.5f, 0.5f); | |
269 | ||
270 | // do the perspective projection and translate to the light's position | |
271 | gluPerspective(lightFOV_, lightAspect_, lightNear_, lightFar_); | |
272 | gluLookAt(lightPos_[0], lightPos_[1], lightPos_[2], | |
273 | objectPos_[0], objectPos_[1], objectPos_[2], | |
274 | 0.0, 1.0, 0.0); | |
275 | ||
276 | glGetFloatv(GL_MODELVIEW_MATRIX, planeMatrix); | |
277 | glPopMatrix(); | |
278 | ||
279 | // go from OpenGL's column-major to row-major matrix form | |
280 | transposeMatrix16(planeMatrix); | |
281 | ||
282 | glMatrixMode(GL_MODELVIEW); | |
283 | glPushMatrix(); | |
284 | glLoadIdentity(); | |
285 | ||
286 | // set up the type for texture generation | |
287 | glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); | |
288 | glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); | |
289 | glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); | |
290 | glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); | |
291 | ||
292 | // data for texture generation | |
293 | glTexGenfv(GL_S, GL_EYE_PLANE, &planeMatrix[0]); | |
294 | glTexGenfv(GL_T, GL_EYE_PLANE, &planeMatrix[4]); | |
295 | glTexGenfv(GL_R, GL_EYE_PLANE, &planeMatrix[8]); | |
296 | glTexGenfv(GL_Q, GL_EYE_PLANE, &planeMatrix[12]); | |
297 | ||
298 | glEnable(GL_TEXTURE_GEN_S); | |
299 | glEnable(GL_TEXTURE_GEN_T); | |
300 | glEnable(GL_TEXTURE_GEN_R); | |
301 | glEnable(GL_TEXTURE_GEN_Q); | |
302 | ||
303 | glPopMatrix(); | |
304 | ||
305 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); | |
306 | - | if (k == GLUT_KEY_HOME) |
306 | + | |
307 | - | memcpy(lightPos_, light_position, sizeof(lightPos_)); |
307 | + | |
308 | - | key_state[k] = 1; |
308 | + | |
309 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); | |
310 | glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE); | |
311 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); | |
312 | ||
313 | glEnable(GL_TEXTURE_2D); | |
314 | glBindTexture(GL_TEXTURE_2D, shadowmap_); | |
315 | ||
316 | glEnable(GL_LIGHTING); | |
317 | glEnable(GL_LIGHT0); | |
318 | ||
319 | renderSceneElements(); | |
320 | ||
321 | glDisable(GL_LIGHTING); | |
322 | glDisable(GL_LIGHT0); | |
323 | ||
324 | glDisable(GL_TEXTURE_2D); | |
325 | ||
326 | glDisable(GL_TEXTURE_GEN_Q); | |
327 | glDisable(GL_TEXTURE_GEN_R); | |
328 | glDisable(GL_TEXTURE_GEN_T); | |
329 | glDisable(GL_TEXTURE_GEN_S); | |
330 | ||
331 | glutSwapBuffers(); | |
332 | - | if (!key_state[k]) |
332 | + | |
333 | ||
334 | - | if (k == GLUT_KEY_LEFT) lightPos_[0] -= move * t; |
334 | + | |
335 | - | if (k == GLUT_KEY_RIGHT) lightPos_[0] += move * t; |
335 | + | |
336 | - | if (k == GLUT_KEY_DOWN) lightPos_[1] -= move * t; |
336 | + | |
337 | - | if (k == GLUT_KEY_UP) lightPos_[1] += move * t; |
337 | + | |
338 | - | if (k == GLUT_KEY_PAGE_DOWN) lightPos_[2] -= move * t; |
338 | + | |
339 | - | if (k == GLUT_KEY_PAGE_UP) lightPos_[2] += move * t; |
339 | + | |
340 | void special(int k, int x, int y) | |
341 | { | |
342 | int mod = glutGetModifiers(); | |
343 | int ctrl = mod & GLUT_ACTIVE_CTRL; | |
344 | int shift = mod & GLUT_ACTIVE_SHIFT; | |
345 | ||
346 | if (k == GLUT_KEY_HOME) { | |
347 | if (ctrl) | |
348 | memcpy(lightPos_, light_position, sizeof(lightPos_)); | |
349 | else if (shift) | |
350 | memcpy(objectRot_, object_rotation, sizeof(objectRot_)); | |
351 | else | |
352 | memcpy(objectPos_, object_position, sizeof(objectPos_)); | |
353 | } | |
354 | ||
355 | if (ctrl) | |
356 | key_state[k] = CTRL; | |
357 | else if (shift) | |
358 | key_state[k] = SHIFT; | |
359 | else | |
360 | key_state[k] = DOWN; | |
361 | ||
362 | glutPostRedisplay(); | |
363 | } | |
364 | ||
365 | void special_up(int k, int x, int y) | |
366 | { | |
367 | key_state[k] = 0; | |
368 | glutPostRedisplay(); | |
369 | } | |
370 | ||
371 | void idle(void) | |
372 | { | |
373 | struct timeval tv; | |
374 | gettimeofday(&tv, NULL); | |
375 | double now = tv.tv_sec + tv.tv_usec * 1.0e-6; | |
376 | ||
377 | if (last <= 0) | |
378 | last = now; | |
379 | double t = now - last; | |
380 | last = now; | |
381 | ||
382 | double move = 1.0; | |
383 | double rot = 45.0; | |
384 | ||
385 | for (int k = 0; k < 0x100; k++) { | |
386 | int s = key_state[k]; | |
387 | if (!s) | |
388 | continue; | |
389 | if (s == CTRL) { | |
390 | if (k == GLUT_KEY_LEFT) lightPos_[0] -= move * t; | |
391 | if (k == GLUT_KEY_RIGHT) lightPos_[0] += move * t; | |
392 | if (k == GLUT_KEY_DOWN) lightPos_[1] -= move * t; | |
393 | if (k == GLUT_KEY_UP) lightPos_[1] += move * t; | |
394 | if (k == GLUT_KEY_PAGE_DOWN) lightPos_[2] -= move * t; | |
395 | if (k == GLUT_KEY_PAGE_UP) lightPos_[2] += move * t; | |
396 | } | |
397 | if (s == SHIFT) { | |
398 | if (k == GLUT_KEY_DOWN) objectRot_[0] -= rot * t; | |
399 | if (k == GLUT_KEY_UP) objectRot_[0] += rot * t; | |
400 | if (k == GLUT_KEY_RIGHT) objectRot_[1] -= rot * t; | |
401 | if (k == GLUT_KEY_LEFT) objectRot_[1] += rot * t; | |
402 | if (k == GLUT_KEY_PAGE_DOWN) objectRot_[2] -= rot * t; | |
403 | if (k == GLUT_KEY_PAGE_UP) objectRot_[2] += rot * t; | |
404 | } | |
405 | if (s == DOWN) { | |
406 | if (k == GLUT_KEY_LEFT) objectPos_[0] -= move * t; | |
407 | if (k == GLUT_KEY_RIGHT) objectPos_[0] += move * t; | |
408 | if (k == GLUT_KEY_DOWN) objectPos_[1] -= move * t; | |
409 | if (k == GLUT_KEY_UP) objectPos_[1] += move * t; | |
410 | if (k == GLUT_KEY_PAGE_DOWN) objectPos_[2] -= move * t; | |
411 | if (k == GLUT_KEY_PAGE_UP) objectPos_[2] += move * t; | |
412 | } | |
413 | } | |
414 | ||
415 | glutPostRedisplay(); | |
416 | } | |
417 | ||
418 | void resize(int w, int h) | |
419 | { | |
420 | if (h == 0) | |
421 | h = 1; | |
422 | ||
423 | width = w; | |
424 | height = h; | |
425 | ||
426 | glViewport(0, 0, w, h); | |
427 | glPushAttrib(GL_TRANSFORM_BIT); | |
428 | glMatrixMode(GL_PROJECTION); | |
429 | glLoadIdentity(); | |
430 | gluPerspective(lightFOV_, 1.0 * w / h, lightNear_, lightFar_); | |
431 | glPopAttrib(); | |
432 | } | |
433 | ||
434 | int main(int argc, char **argv) | |
435 | { | |
436 | glutInit(&argc, argv); | |
437 | ||
438 | glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH); | |
439 | glutInitWindowSize(W, H); | |
440 | ||
441 | glutCreateWindow("Shadow map"); | |
442 | ||
443 | glutDisplayFunc(draw); | |
444 | glutReshapeFunc(resize); | |
445 | glutKeyboardFunc(key); | |
446 | glutSpecialFunc(special); | |
447 | glutSpecialUpFunc(special_up); | |
448 | glutIdleFunc(idle); | |
449 | ||
450 | init(); | |
451 | ||
452 | glutMainLoop(); | |
453 | ||
454 | return 0; | |
455 | } |