-/**\r
- * CITS2231 Graphics Scene Editor\r
- * @author Ashley Tyndall (20915779)\r
- */\r
\r
-#include <stdlib.h>\r
-#include <stdio.h>\r
-#include <dirent.h>\r
-#include <string.h>\r
-#include <math.h>\r
-#include <GL/gl.h>\r
-#include <GL/glut.h>\r
-#include <time.h>\r
-\r
-#include "bitmap.h"\r
-\r
-// Type definitions for vertex-coordinates, normals, texture-coordinates, \r
-// and triangles (via the indices of 3 vertices).\r
-typedef GLfloat vertex[3];\r
-typedef GLfloat normal[3];\r
-typedef GLfloat texCoord[2];\r
-typedef GLint vertexIndex;\r
-typedef vertexIndex triangle[3];\r
-\r
-// A type for a mesh\r
-typedef struct { \r
- int nVertices; // The number of vertices in the mesh\r
- vertex* vertices; // Array with coordinates of vertices\r
- normal* normals; // Array with normals of vertices\r
- texCoord* texCoords; // Array with texture-coordinates of vertices\r
- int nTriangles; // The number of triangles in the mesh\r
- triangle* triangles; // Array of trangles via 3 indices into "vertices"\r
-} mesh;\r
-\r
-#define NMESH 54 // The number of meshes (in the models-textures dir)\r
-mesh* meshes[NMESH]; // An array of pointers to the meshes - see getMesh\r
-\r
-// A type for a 2D texture, with height and width in pixels\r
-typedef struct {\r
- int height;\r
- int width;\r
- GLubyte *rgbData; // Array of bytes with the colour data for the texture\r
-} texture;\r
-\r
-#define NTEXTURE 30 // The number of textures (in the models-textures dir)\r
-texture* textures[NTEXTURE]; // An array of texture pointers - see getTexture\r
-\r
-typedef struct { \r
- // You'll need to add scale, rotation, material, mesh number, etc.,\r
- // to this structure\r
- float x,y,z;\r
-} SceneObject;\r
-\r
-// Menu enum\r
-enum menu {\r
- // Main menu\r
- ROTATE_MOVE_CAMERA,\r
- POSITION_SCALE,\r
- ROTATION_TEXTURE_SCALE,\r
- EXIT,\r
-\r
- // Material submenu\r
- MATERIAL_ALL_RGB,\r
- MATERIAL_AMBIENT_RGB,\r
- MATERIAL_DIFFUSE_RGB,\r
- MATERIAL_SPECULAR_RGB,\r
- MATERIAL_ALL_ADSS,\r
- MATERIAL_RED_ADSS,\r
- MATERIAL_GREEN_ADSS,\r
- MATERIAL_BLUE_ADSS,\r
-\r
- // Light submenu\r
- LIGHT_MOVE_LIGHT_1,\r
- LIGHT_RGBALL_LIGHT_1,\r
- LIGHT_MOVE_LIGHT_2,\r
- LIGHT_RGBALL_LIGHT_2\r
-};\r
+/* Copyright (c) Mark J. Kilgard, 1994, 1997. */\r
\r
-// Menu arrays\r
-const char *textureMenuEntries[NTEXTURE] = {\r
- "1 Plain", "2 Rust", "3 Concrete", "4 Carpet", "5 Beach Sand",\r
- "6 Rocky", "7 Brick", "8 Water", "9 Paper", "10 Marble",\r
- "11 Wood", "12 Scales", "13 Fur", "14 Denim", "15 Hessian",\r
- "16 Orange Peel", "17 Ice Crystals", "18 Grass", "19 Corrugated Iron", "20 Styrofoam",\r
- "21 Bubble Wrap", "22 Leather", "23 Camouflage", "24 Asphalt", "25 Scratched Ice",\r
- "26 Rattan", "27 Snow", "28 Dry Mud", "29 Old Concrete", "30 Leopard Skin"\r
-};\r
+/* This program is freely distributable without licensing fees\r
+ and is provided without guarantee or warrantee expressed or\r
+ implied. This program is -not- in the public domain. */\r
\r
-const char *objectMenuEntries[NMESH] = {\r
- "1 Thin Dinosaur","2 Big Dog","3 Saddle Dinosaur", "4 Dragon", "5 Cleopatra",\r
- "6 Bone I", "7 Bone II", "8 Rabbit", "9 Long Dragon", "10 Buddha",\r
- "11 Sitting Rabbit", "12 Frog", "13 Cow", "14 Monster", "15 Sea Horse",\r
- "16 Head", "17 Pelican", "18 Horse", "19 Kneeling Angel", "20 Porsche I",\r
- "21 Truck", "22 Statue of Liberty", "23 Sitting Angel", "24 Metal Part", "25 Car",\r
- "26 Apatosaurus", "27 Airliner", "28 Motorbike", "29 Dolphin", "30 Spaceman",\r
- "31 Winnie the Pooh", "32 Shark", "33 Crocodile", "34 Toddler", "35 Fat Dinosaur",\r
- "36 Chihuahua", "37 Sabre-toothed Tiger", "38 Lioness", "39 Fish", "40 Horse (head down)",\r
- "41 Horse (head up)", "42 Skull", "43 Fighter Jet I", "44 Toad", "45 Convertible",\r
- "46 Porsche II", "47 Hare", "48 Vintage Car", "49 Fighter Jet II", "50 Winged Monkey",\r
- "51 Chef", "52 Parasaurolophus", "53 Rooster", "54 T-rex"\r
-};\r
+/* Example for PC game developers to show how to *combine* texturing,\r
+ reflections, and projected shadows all in real-time with OpenGL.\r
+ Robust reflections use stenciling. Robust projected shadows\r
+ use both stenciling and polygon offset. PC game programmers\r
+ should realize that neither stenciling nor polygon offset are\r
+ supported by Direct3D, so these real-time rendering algorithms\r
+ are only really viable with OpenGL.\r
\r
-#define MAXOBJECTS 256\r
-SceneObject sceneObjs[MAXOBJECTS]; // An array with details of the objects in a scene\r
-int nObjects=0; // How many objects there are in the scene currently.\r
+ The program has modes for disabling the stenciling and polygon\r
+ offset uses. It is worth running this example with these features\r
+ toggled off so you can see the sort of artifacts that result.\r
\r
-// Directories containing models\r
-char *dirDefault1 = "models-textures";\r
-char *dirDefault2 = "/cslinux/examples/CITS2231/project-files/models-textures";\r
+ Notice that the floor texturing, reflections, and shadowing\r
+ all co-exist properly. */\r
\r
-char dataDir[200]; // Stores the directory name for the meshes and textures.\r
+/* When you run this program: Left mouse button controls the\r
+ view. Middle mouse button controls light position (left &\r
+ right rotates light around dino; up & down moves light\r
+ position up and down). Right mouse button pops up menu. */\r
\r
-static GLfloat lightColor[] = {1.0, 1.0, 1.0, 1.0}; // White light\r
-static GLfloat lightPosition[4];\r
+/* Check out the comments in the "redraw" routine to see how the\r
+ reflection blending and surface stenciling is done. You can\r
+ also see in "redraw" how the projected shadows are rendered,\r
\r
-int moving, startx, starty;\r
-int lightMoving = 0, lightStartX, lightStartY;\r
+ including the use of stenciling and polygon offset. */\r
+\r
+/* This program is derived from glutdino.c */\r
+\r
+/* Compile: cc -o dinoshade dinoshade.c -lglut -lGLU -lGL -lXmu -lXext -lX11 -lm */\r
+\r
+#include <stdio.h>\r
+#include <stdlib.h>\r
+#include <string.h>\r
+#include <math.h> /* for cos(), sin(), and sqrt() */\r
+#include <GL/glut.h> /* OpenGL Utility Toolkit header */\r
+\r
+/* Some <math.h> files do not define M_PI... */\r
+#ifndef M_PI\r
+#define M_PI 3.14159265\r
+#endif\r
+\r
+/* Variable controlling various rendering modes. */\r
+static int stencilReflection = 1, stencilShadow = 1, offsetShadow = 1;\r
+static int renderShadow = 1, renderDinosaur = 1, renderReflection = 1;\r
+static int linearFiltering = 0, useMipmaps = 0, useTexture = 1;\r
+static int reportSpeed = 0;\r
+static int animation = 1;\r
+static GLboolean lightSwitch = GL_TRUE;\r
+static int directionalLight = 1;\r
+static int forceExtension = 0;\r
\r
/* Time varying or user-controled variables. */\r
static float jump = 0.0;\r
-static float lightAngle = 0.0, lightHeight = 5;\r
+static float lightAngle = 0.0, lightHeight = 20;\r
GLfloat angle = -150; /* in degrees */\r
GLfloat angle2 = 30; /* in degrees */\r
\r
-/* Near and far parameters */\r
-GLfloat near = -100;\r
-GLfloat far = 100;\r
-\r
-/* Zoom factor for mouse movements */\r
-GLfloat zoomFactor = 1.0;\r
-\r
-/* Recursion level for floor drawing */\r
-int drawFloorRecurse = 5;\r
-\r
-/* Size of floor, from -n to n */\r
-int floorSize = 100;\r
-\r
-/* Light 0 parameters */\r
-GLfloat diffuse0[] = {1.0, 1.0, 1.0, 1.0};\r
-GLfloat ambient0[] = {0.0, 0.0, 0.0, 1.0};\r
-GLfloat specular0[] = {1.0, 1.0, 1.0, 1.0};\r
-GLfloat emission0[] = {0.0, 0.0, 0.0, 0.0};\r
-GLfloat light0_pos[] ={1.0, 1.0, 0,0, 1.0};\r
-GLfloat glightmodel[] = {0.2,0.2,0.2,1};\r
-\r
-\r
-/**\r
- * Prints out error message when file cannot be read\r
- * @param fileName Name of file that could not be read\r
- */\r
-void fileErr(char* fileName) {\r
- printf("Error reading file: %s\n", fileName);\r
- printf("If not in the CSSE labs, you will need to include the directory containing\n");\r
- printf("the models on the command line, or put it in the same folder as the exectutable.");\r
- exit(EXIT_FAILURE);\r
-} \r
-\r
-/**\r
- * Reads .bmp texture files and converts them to a texture object\r
- * @param fileName .bmp texture file\r
- * @return texture object\r
- */\r
-texture* loadTexture(char *fileName) {\r
- texture* t = malloc(sizeof (texture));\r
- BITMAPINFO *info;\r
-\r
- t->rgbData = LoadDIBitmap(fileName, &info);\r
- t->height=info->bmiHeader.biHeight;\r
- t->width=info->bmiHeader.biWidth;\r
-\r
- return t;\r
-}\r
+int moving, startx, starty;\r
+int lightMoving = 0, lightStartX, lightStartY;\r
\r
-/**\r
- * Reads .x files and converts them to a mesh object\r
- * @param fileName .x mesh file\r
- * @return mesh object\r
- */\r
-mesh* loadMesh(char* fileName) {\r
- mesh* m = malloc(sizeof (mesh));\r
- FILE* fp = fopen(fileName, "r");\r
- char line[256] = "";\r
- int lineBuffSize = 256;\r
-\r
- if(fp == NULL) fileErr(fileName);\r
-\r
- while(strcmp(line,"Mesh {\r\n") != 0 && strcmp(line,"Mesh {\n") != 0 )\r
- fgets(line, lineBuffSize, fp);\r
-\r
- fscanf(fp, "%d;\n", &(m->nVertices));\r
- m->vertices = malloc(m->nVertices * sizeof(vertex));\r
- for(int i=0; i < m->nVertices; i++)\r
- fscanf(fp, "%f; %f; %f;%*[,;]\n", &(m->vertices[i][0]), &(m->vertices[i][1]), &(m->vertices[i][2]) );\r
-\r
- fscanf(fp, "%d;\n", &(m->nTriangles));\r
- m->triangles = malloc(m->nTriangles * sizeof(triangle));\r
- for(int i=0; i < m->nTriangles; i++)\r
- fscanf(fp, "%*d; %d, %d, %d;%*[;,]", m->triangles[i], m->triangles[i]+1, m->triangles[i]+2);\r
-\r
- while(strcmp(line," MeshNormals {\r\n") != 0 && strcmp(line," MeshNormals {\n") != 0)\r
- fgets(line, lineBuffSize, fp);\r
-\r
- fgets(line, lineBuffSize, fp);\r
- m->normals = malloc(m->nVertices * sizeof(normal));\r
- for(int i=0; i < m->nVertices; i++)\r
- fscanf(fp, "%f; %f; %f;%*[;,]\n",\r
- &(m->normals[i][0]), &(m->normals[i][1]), &(m->normals[i][2]));\r
-\r
- while(strcmp(line,"MeshTextureCoords {\r\n") != 0 && strcmp(line,"MeshTextureCoords {\n") != 0)\r
- fgets(line, lineBuffSize, fp);\r
-\r
- fgets(line, lineBuffSize, fp);\r
- m->texCoords = malloc(m->nVertices * sizeof(texCoord));\r
- for(int i=0; i < m->nVertices; i++)\r
- fscanf(fp, "%f;%f;%*[,;]\n", &(m->texCoords[i][0]), &(m->texCoords[i][1]) );\r
- fclose(fp);\r
- \r
- return m;\r
-}\r
+enum {\r
+ MISSING, EXTENSION, ONE_DOT_ONE\r
+};\r
+int polygonOffsetVersion;\r
+\r
+static GLdouble bodyWidth = 3.0;\r
+/* *INDENT-OFF* */\r
+static GLfloat body[][2] = { {0, 3}, {1, 1}, {5, 1}, {8, 4}, {10, 4}, {11, 5},\r
+ {11, 11.5}, {13, 12}, {13, 13}, {10, 13.5}, {13, 14}, {13, 15}, {11, 16},\r
+ {8, 16}, {7, 15}, {7, 13}, {8, 12}, {7, 11}, {6, 6}, {4, 3}, {3, 2},\r
+ {1, 2} };\r
+static GLfloat arm[][2] = { {8, 10}, {9, 9}, {10, 9}, {13, 8}, {14, 9}, {16, 9},\r
+ {15, 9.5}, {16, 10}, {15, 10}, {15.5, 11}, {14.5, 10}, {14, 11}, {14, 10},\r
+ {13, 9}, {11, 11}, {9, 11} };\r
+static GLfloat leg[][2] = { {8, 6}, {8, 4}, {9, 3}, {9, 2}, {8, 1}, {8, 0.5}, {9, 0},\r
+ {12, 0}, {10, 1}, {10, 2}, {12, 4}, {11, 6}, {10, 7}, {9, 7} };\r
+static GLfloat eye[][2] = { {8.75, 15}, {9, 14.7}, {9.6, 14.7}, {10.1, 15},\r
+ {9.6, 15.25}, {9, 15.25} };\r
+static GLfloat lightPosition[4];\r
+static GLfloat lightColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */\r
+static GLfloat skinColor[] = {0.1, 1.0, 0.1, 1.0}, eyeColor[] = {1.0, 0.2, 0.2, 1.0};\r
+/* *INDENT-ON* */\r
+\r
+/* Nice floor texture tiling pattern. */\r
+static char *circles[] = {\r
+ "....xxxx........",\r
+ "..xxxxxxxx......",\r
+ ".xxxxxxxxxx.....",\r
+ ".xxx....xxx.....",\r
+ "xxx......xxx....",\r
+ "xxx......xxx....",\r
+ "xxx......xxx....",\r
+ "xxx......xxx....",\r
+ ".xxx....xxx.....",\r
+ ".xxxxxxxxxx.....",\r
+ "..xxxxxxxx......",\r
+ "....xxxx........",\r
+ "................",\r
+ "................",\r
+ "................",\r
+ "................",\r
+};\r
\r
-// [You may want to add to this function.]\r
-/**\r
- * Loads mesh[i] if it isn't already loaded.\r
- * You must call getMesh(i) at least once before using mesh[i].\r
- *\r
- * @param i Mesh ID\r
- */\r
-void getMesh(int i) { // getMesh(i) loads mesh[i] if it isn't already loaded. \r
- char fileName[220];\r
- if(i>=NMESH || i<0) {\r
- printf("Error in getMesh - wrong model number");\r
- exit(1);\r
+static void\r
+makeFloorTexture(void)\r
+{\r
+ GLubyte floorTexture[16][16][3];\r
+ GLubyte *loc;\r
+ int s, t;\r
+\r
+ /* Setup RGB image for the texture. */\r
+ loc = (GLubyte*) floorTexture;\r
+ for (t = 0; t < 16; t++) {\r
+ for (s = 0; s < 16; s++) {\r
+ if (circles[t][s] == 'x') {\r
+ /* Nice green. */\r
+ loc[0] = 0x1f;\r
+ loc[1] = 0x8f;\r
+ loc[2] = 0x1f;\r
+ } else {\r
+ /* Light gray. */\r
+ loc[0] = 0xaa;\r
+ loc[1] = 0xaa;\r
+ loc[2] = 0xaa;\r
+ }\r
+ loc += 3;\r
}\r
- if(meshes[i] != NULL)\r
- return;\r
- sprintf(fileName, "%s/model%d.x", dataDir, i+1);\r
- meshes[i] = loadMesh(fileName);\r
-}\r
+ }\r
\r
-/**\r
- * Loads texture i if it isn't already loaded\r
- *\r
- * After calling getTexture(i), you can make texture i the current texture using\r
- * glBindTexture(GL_TEXTURE_2D, i);\r
- * Use i=0 to return to the default plain texture.\r
- *\r
- * You can then scale the texture via:\r
- * glMatrixMode(GL_TEXTURE);\r
- * See the textbook, section 8.8.3.\r
- *\r
- * You must call getTexture(i) at least once before using texture i.\r
- * @param i Texture ID\r
- */\r
-void getTexture(int i) {\r
- char fileName[220];\r
- if(i<1 || i>NTEXTURE) {\r
- printf("Error in getTexture - wrong texture number");\r
- exit(1);\r
- }\r
- if(textures[i-1] != NULL)\r
- return;\r
- sprintf(fileName, "%s/texture%d.bmp", dataDir, i);\r
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);\r
\r
- textures[i-1] = loadTexture(fileName);\r
+ if (useMipmaps) {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,\r
+ GL_LINEAR_MIPMAP_LINEAR);\r
+ gluBuild2DMipmaps(GL_TEXTURE_2D, 3, 16, 16,\r
+ GL_RGB, GL_UNSIGNED_BYTE, floorTexture);\r
+ } else {\r
+ if (linearFiltering) {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
+ } else {\r
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);\r
+ }\r
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, 16, 16, 0,\r
+ GL_RGB, GL_UNSIGNED_BYTE, floorTexture);\r
+ }\r
+}\r
\r
- glBindTexture(GL_TEXTURE_2D, i);\r
+enum {\r
+ X, Y, Z, W\r
+};\r
+enum {\r
+ A, B, C, D\r
+};\r
\r
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textures[i-1]->width, textures[i-1]->height,\r
- 0, GL_RGB, GL_UNSIGNED_BYTE, textures[i-1]->rgbData);\r
- gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, textures[i-1]->width, textures[i-1]->height, GL_RGB, \r
- GL_UNSIGNED_BYTE, textures[i-1]->rgbData);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);\r
+/* Create a matrix that will project the desired shadow. */\r
+void\r
+shadowMatrix(GLfloat shadowMat[4][4],\r
+ GLfloat groundplane[4],\r
+ GLfloat lightpos[4])\r
+{\r
+ GLfloat dot;\r
+\r
+ /* Find dot product between light position vector and ground plane normal. */\r
+ dot = groundplane[X] * lightpos[X] +\r
+ groundplane[Y] * lightpos[Y] +\r
+ groundplane[Z] * lightpos[Z] +\r
+ groundplane[W] * lightpos[W];\r
+\r
+ shadowMat[0][0] = dot - lightpos[X] * groundplane[X];\r
+ shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y];\r
+ shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z];\r
+ shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W];\r
+\r
+ shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X];\r
+ shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y];\r
+ shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z];\r
+ shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W];\r
+\r
+ shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X];\r
+ shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y];\r
+ shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z];\r
+ shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W];\r
+\r
+ shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X];\r
+ shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y];\r
+ shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z];\r
+ shadowMat[3][3] = dot - lightpos[W] * groundplane[W];\r
\r
- glBindTexture(GL_TEXTURE_2D, 0); // Back to default texture\r
}\r
\r
-/**\r
- * Event hander for main menu events\r
- * @param id ID of menu item selected\r
- */\r
-void processMainEvents(int id) {\r
- switch (id) {\r
- case ROTATE_MOVE_CAMERA:\r
- // Do stuff\r
- break;\r
+/* Find the plane equation given 3 points. */\r
+void\r
+findPlane(GLfloat plane[4],\r
+ GLfloat v0[3], GLfloat v1[3], GLfloat v2[3])\r
+{\r
+ GLfloat vec0[3], vec1[3];\r
\r
- case POSITION_SCALE:\r
- // Do stuff\r
- break;\r
+ /* Need 2 vectors to find cross product. */\r
+ vec0[X] = v1[X] - v0[X];\r
+ vec0[Y] = v1[Y] - v0[Y];\r
+ vec0[Z] = v1[Z] - v0[Z];\r
\r
- case ROTATION_TEXTURE_SCALE:\r
- // Do stuff\r
- break;\r
+ vec1[X] = v2[X] - v0[X];\r
+ vec1[Y] = v2[Y] - v0[Y];\r
+ vec1[Z] = v2[Z] - v0[Z];\r
\r
- case EXIT:\r
- exit(EXIT_SUCCESS);\r
+ /* find cross product to get A, B, and C of plane equation */\r
+ plane[A] = vec0[Y] * vec1[Z] - vec0[Z] * vec1[Y];\r
+ plane[B] = -(vec0[X] * vec1[Z] - vec0[Z] * vec1[X]);\r
+ plane[C] = vec0[X] * vec1[Y] - vec0[Y] * vec1[X];\r
\r
- }\r
+ plane[D] = -(plane[A] * v0[X] + plane[B] * v0[Y] + plane[C] * v0[Z]);\r
}\r
\r
-/**\r
- * Event hander for materials menu events\r
- * @param id ID of menu item selected\r
- */\r
-void processMaterialEvents(int id) {\r
- switch (id) {\r
- case MATERIAL_ALL_RGB:\r
- // Do stuff\r
- break;\r
-\r
- case MATERIAL_AMBIENT_RGB:\r
- // Do stuff\r
- break;\r
+void\r
+extrudeSolidFromPolygon(GLfloat data[][2], unsigned int dataSize,\r
+ GLdouble thickness, GLuint side, GLuint edge, GLuint whole)\r
+{\r
+ static GLUtriangulatorObj *tobj = NULL;\r
+ GLdouble vertex[3], dx, dy, len;\r
+ int i;\r
+ int count = (int) (dataSize / (2 * sizeof(GLfloat)));\r
+\r
+ if (tobj == NULL) {\r
+ tobj = gluNewTess(); /* create and initialize a GLU\r
+ polygon tesselation object */\r
+ gluTessCallback(tobj, GLU_BEGIN, glBegin);\r
+ gluTessCallback(tobj, GLU_VERTEX, glVertex2fv); /* semi-tricky */\r
+ gluTessCallback(tobj, GLU_END, glEnd);\r
+ }\r
+ glNewList(side, GL_COMPILE);\r
+ glShadeModel(GL_SMOOTH); /* smooth minimizes seeing\r
+ tessellation */\r
+ gluBeginPolygon(tobj);\r
+ for (i = 0; i < count; i++) {\r
+ vertex[0] = data[i][0];\r
+ vertex[1] = data[i][1];\r
+ vertex[2] = 0;\r
+ gluTessVertex(tobj, vertex, data[i]);\r
+ }\r
+ gluEndPolygon(tobj);\r
+ glEndList();\r
+ glNewList(edge, GL_COMPILE);\r
+ glShadeModel(GL_FLAT); /* flat shade keeps angular hands\r
+ from being "smoothed" */\r
+ glBegin(GL_QUAD_STRIP);\r
+ for (i = 0; i <= count; i++) {\r
+ /* mod function handles closing the edge */\r
+ glVertex3f(data[i % count][0], data[i % count][1], 0.0);\r
+ glVertex3f(data[i % count][0], data[i % count][1], thickness);\r
+ /* Calculate a unit normal by dividing by Euclidean\r
+ distance. We * could be lazy and use\r
+ glEnable(GL_NORMALIZE) so we could pass in * arbitrary\r
+ normals for a very slight performance hit. */\r
+ dx = data[(i + 1) % count][1] - data[i % count][1];\r
+ dy = data[i % count][0] - data[(i + 1) % count][0];\r
+ len = sqrt(dx * dx + dy * dy);\r
+ glNormal3f(dx / len, dy / len, 0.0);\r
+ }\r
+ glEnd();\r
+ glEndList();\r
+ glNewList(whole, GL_COMPILE);\r
+ glFrontFace(GL_CW);\r
+ glCallList(edge);\r
+ glNormal3f(0.0, 0.0, -1.0); /* constant normal for side */\r
+ glCallList(side);\r
+ glPushMatrix();\r
+ glTranslatef(0.0, 0.0, thickness);\r
+ glFrontFace(GL_CCW);\r
+ glNormal3f(0.0, 0.0, 1.0); /* opposite normal for other side */\r
+ glCallList(side);\r
+ glPopMatrix();\r
+ glEndList();\r
+}\r
\r
- case MATERIAL_DIFFUSE_RGB:\r
- // Do stuff\r
- break;\r
+/* Enumerants for refering to display lists. */\r
+typedef enum {\r
+ RESERVED, BODY_SIDE, BODY_EDGE, BODY_WHOLE, ARM_SIDE, ARM_EDGE, ARM_WHOLE,\r
+ LEG_SIDE, LEG_EDGE, LEG_WHOLE, EYE_SIDE, EYE_EDGE, EYE_WHOLE\r
+} displayLists;\r
+\r
+static void\r
+makeDinosaur(void)\r
+{\r
+ extrudeSolidFromPolygon(body, sizeof(body), bodyWidth,\r
+ BODY_SIDE, BODY_EDGE, BODY_WHOLE);\r
+ extrudeSolidFromPolygon(arm, sizeof(arm), bodyWidth / 4,\r
+ ARM_SIDE, ARM_EDGE, ARM_WHOLE);\r
+ extrudeSolidFromPolygon(leg, sizeof(leg), bodyWidth / 2,\r
+ LEG_SIDE, LEG_EDGE, LEG_WHOLE);\r
+ extrudeSolidFromPolygon(eye, sizeof(eye), bodyWidth + 0.2,\r
+ EYE_SIDE, EYE_EDGE, EYE_WHOLE);\r
+}\r
\r
- case MATERIAL_SPECULAR_RGB:\r
- // Do stuff\r
- break;\r
+static void\r
+drawDinosaur(void)\r
\r
- case MATERIAL_ALL_ADSS:\r
- // Do stuff\r
- break;\r
+{\r
+ glPushMatrix();\r
+ /* Translate the dinosaur to be at (0,8,0). */\r
+ glTranslatef(-8, 0, -bodyWidth / 2);\r
+ glTranslatef(0.0, jump, 0.0);\r
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, skinColor);\r
+ glCallList(BODY_WHOLE);\r
+ glTranslatef(0.0, 0.0, bodyWidth);\r
+ glCallList(ARM_WHOLE);\r
+ glCallList(LEG_WHOLE);\r
+ glTranslatef(0.0, 0.0, -bodyWidth - bodyWidth / 4);\r
+ glCallList(ARM_WHOLE);\r
+ glTranslatef(0.0, 0.0, -bodyWidth / 4);\r
+ glCallList(LEG_WHOLE);\r
+ glTranslatef(0.0, 0.0, bodyWidth / 2 - 0.1);\r
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, eyeColor);\r
+ glCallList(EYE_WHOLE);\r
+ glPopMatrix();\r
+}\r
\r
- case MATERIAL_RED_ADSS:\r
- // Do stuff\r
- break;\r
+static GLfloat floorVertices[4][3] = {\r
+ { -20.0, 0.0, 20.0 },\r
+ { 20.0, 0.0, 20.0 },\r
+ { 20.0, 0.0, -20.0 },\r
+ { -20.0, 0.0, -20.0 },\r
+};\r
\r
- case MATERIAL_GREEN_ADSS:\r
- // Do stuff\r
- break;\r
+/* Draw a floor (possibly textured). */\r
+static void\r
+drawFloor(void)\r
+{\r
+ glDisable(GL_LIGHTING);\r
\r
- case MATERIAL_BLUE_ADSS:\r
- // Do stuff\r
- break;\r
+ if (useTexture) {\r
+ glEnable(GL_TEXTURE_2D);\r
+ }\r
\r
+ glBegin(GL_QUADS);\r
+ glTexCoord2f(0.0, 0.0);\r
+ glVertex3fv(floorVertices[0]);\r
+ glTexCoord2f(0.0, 16.0);\r
+ glVertex3fv(floorVertices[1]);\r
+ glTexCoord2f(16.0, 16.0);\r
+ glVertex3fv(floorVertices[2]);\r
+ glTexCoord2f(16.0, 0.0);\r
+ glVertex3fv(floorVertices[3]);\r
+ glEnd();\r
+\r
+ if (useTexture) {\r
+ glDisable(GL_TEXTURE_2D);\r
}\r
+\r
+ glEnable(GL_LIGHTING);\r
}\r
\r
-/**\r
- * Event hander for light menu events\r
- * @param id ID of menu item selected\r
- */\r
-void processLightEvents(int id) {\r
- switch (id) {\r
- case LIGHT_MOVE_LIGHT_1:\r
- // Do stuff\r
- break;\r
+static GLfloat floorPlane[4];\r
+static GLfloat floorShadow[4][4];\r
\r
- case LIGHT_RGBALL_LIGHT_1:\r
- // Do stuff\r
- break;\r
+static void\r
+redraw(void)\r
+{\r
+ int start, end;\r
\r
- case LIGHT_MOVE_LIGHT_2:\r
- // Do stuff\r
- break;\r
+ if (reportSpeed) {\r
+ start = glutGet(GLUT_ELAPSED_TIME);\r
+ }\r
\r
- case LIGHT_RGBALL_LIGHT_2:\r
- // Do stuff\r
- break;\r
+ /* Clear; default stencil clears to zero. */\r
+ if ((stencilReflection && renderReflection) || (stencilShadow && renderShadow)) {\r
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);\r
+ } else {\r
+ /* Avoid clearing stencil when not using it. */\r
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
+ }\r
\r
+ /* Reposition the light source. */\r
+ lightPosition[0] = 12*cos(lightAngle);\r
+ lightPosition[1] = lightHeight;\r
+ lightPosition[2] = 12*sin(lightAngle);\r
+ if (directionalLight) {\r
+ lightPosition[3] = 0.0;\r
+ } else {\r
+ lightPosition[3] = 1.0;\r
}\r
-}\r
\r
-/**\r
- * Event hander for object menu events\r
- * @param id ID of object selected\r
- */\r
-void processObjectEvents(int id) {\r
+ shadowMatrix(floorShadow, floorPlane, lightPosition);\r
\r
-}\r
+ glPushMatrix();\r
+ /* Perform scene rotations based on user mouse input. */\r
+ glRotatef(angle2, 1.0, 0.0, 0.0);\r
+ glRotatef(angle, 0.0, 1.0, 0.0);\r
\r
-/**\r
- * Event hander for texture menu events\r
- * @param id ID of texutre selected\r
- */\r
-void processTextureEvents(int id) {\r
+ /* Tell GL new light source position. */\r
+ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
\r
-}\r
+ if (renderReflection) {\r
+ if (stencilReflection) {\r
+ /* We can eliminate the visual "artifact" of seeing the "flipped"\r
+ dinosaur underneath the floor by using stencil. The idea is\r
+ draw the floor without color or depth update but so that\r
+ a stencil value of one is where the floor will be. Later when\r
+ rendering the dinosaur reflection, we will only update pixels\r
+ with a stencil value of 1 to make sure the reflection only\r
+ lives on the floor, not below the floor. */\r
\r
-/**\r
- * Event hander for ground texture menu events\r
- * @param id ID of ground texture selected\r
- */\r
-void processGTextureEvents(int id) {\r
+ /* Don't update color or depth. */\r
+ glDisable(GL_DEPTH_TEST);\r
+ glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);\r
\r
-}\r
+ /* Draw 1 into the stencil buffer. */\r
+ glEnable(GL_STENCIL_TEST);\r
+ glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);\r
+ glStencilFunc(GL_ALWAYS, 1, 0xffffffff);\r
\r
-/**\r
- * Rounds up numbers, from http://stackoverflow.com/questions/3407012/c-rounding-up-to-the-nearest-multiple-of-a-number\r
- * @param numToRound Number to round\r
- * @param multiple Multiple to round up to\r
- * @return Rounded number\r
- */\r
-int roundUp(int numToRound, int multiple) {\r
- if(multiple == 0) {\r
- return numToRound;\r
- }\r
+ /* Now render floor; floor pixels just get their stencil set to 1. */\r
+ drawFloor();\r
\r
- int remainder = numToRound % multiple;\r
- if (remainder == 0)\r
- return numToRound;\r
- return numToRound + multiple - remainder;\r
-}\r
+ /* Re-enable update of color and depth. */\r
+ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);\r
+ glEnable(GL_DEPTH_TEST);\r
+\r
+ /* Now, only render where stencil is set to 1. */\r
+ glStencilFunc(GL_EQUAL, 1, 0xffffffff); /* draw if ==1 */\r
+ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);\r
+ }\r
+\r
+ glPushMatrix();\r
+\r
+ /* The critical reflection step: Reflect dinosaur through the floor\r
+ (the Y=0 plane) to make a relection. */\r
+ glScalef(1.0, -1.0, 1.0);\r
+\r
+ /* Reflect the light position. */\r
+ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
+\r
+ /* To avoid our normals getting reversed and hence botched lighting\r
+ on the reflection, turn on normalize. */\r
+ glEnable(GL_NORMALIZE);\r
+ glCullFace(GL_FRONT);\r
\r
-/**\r
- * Makes a submenu from an array of items, splitting the list into subsubmenus\r
- * of only 10 items.\r
- * @param menuEntries Array of menu items\r
- * @param menuEntriesSize Size of menuEntries\r
- * @param callback Callback function for this array of menu items\r
- * @return Reference to menu created\r
- */\r
-int makeSubmenuFromArray( const char *menuEntries[], unsigned int menuEntriesSize, void *callback ) {\r
- if ( menuEntriesSize == 0 ) return -1;\r
-\r
- int menuNumber = roundUp(menuEntriesSize, 10) / 10;\r
- int submenuObjects[menuNumber-1];\r
-\r
- for( int i = 0; i < menuNumber; i++ ) {\r
- submenuObjects[i] = glutCreateMenu(callback);\r
- int startNum = i*11 - (i-1);\r
- for ( int j = startNum - 1; j < (startNum+9); j++ ) {\r
- if ( j == menuEntriesSize ) break; // Detect if we've reached the end of the array\r
- glutAddMenuEntry( menuEntries[j], j + 1 );\r
+ /* Draw the reflected dinosaur. */\r
+ drawDinosaur();\r
+\r
+ /* Disable noramlize again and re-enable back face culling. */\r
+ glDisable(GL_NORMALIZE);\r
+ glCullFace(GL_BACK);\r
+\r
+ glPopMatrix();\r
+\r
+ /* Switch back to the unreflected light position. */\r
+ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
+\r
+ if (stencilReflection) {\r
+ glDisable(GL_STENCIL_TEST);\r
+ }\r
}\r
- } \r
-\r
- int mainMenu = glutCreateMenu(callback);\r
- for ( int i = 0; i < menuNumber; i++ ) {\r
- char name[10]; // buffer to hold name\r
- int startNum = i*11 - (i-1);\r
- int endNum = startNum + 9;\r
- if ( i == menuNumber - 1 ) { // We're on the last one\r
- endNum = startNum + (menuEntriesSize - startNum); // Work out final number\r
+\r
+ /* Back face culling will get used to only draw either the top or the\r
+ bottom floor. This let's us get a floor with two distinct\r
+ appearances. The top floor surface is reflective and kind of red.\r
+ The bottom floor surface is not reflective and blue. */\r
+\r
+ /* Draw "bottom" of floor in blue. */\r
+ glFrontFace(GL_CW); /* Switch face orientation. */\r
+ glColor4f(0.1, 0.1, 0.7, 1.0);\r
+ drawFloor();\r
+ glFrontFace(GL_CCW);\r
+\r
+ if (renderShadow) {\r
+ if (stencilShadow) {\r
+ /* Draw the floor with stencil value 3. This helps us only\r
+ draw the shadow once per floor pixel (and only on the\r
+ floor pixels). */\r
+ glEnable(GL_STENCIL_TEST);\r
+ glStencilFunc(GL_ALWAYS, 3, 0xffffffff);\r
+ glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);\r
+ }\r
}\r
- sprintf(name, "%d-%d", startNum, endNum);\r
- glutAddSubMenu( name, submenuObjects[i] );\r
- }\r
\r
- return mainMenu;\r
-}\r
+ /* Draw "top" of floor. Use blending to blend in reflection. */\r
+ glEnable(GL_BLEND);\r
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
+ glColor4f(0.7, 0.0, 0.0, 0.3);\r
+ glColor4f(1.0, 1.0, 1.0, 0.3);\r
+ drawFloor();\r
+ glDisable(GL_BLEND);\r
\r
-/**\r
- * Creates menu for program\r
- */\r
-void makeMenu() {\r
- // Construct material menu\r
- int materialMenu = glutCreateMenu(processMaterialEvents);\r
- glutAddMenuEntry("All R/G/B", MATERIAL_ALL_RGB);\r
- glutAddMenuEntry("Ambient R/G/B", MATERIAL_AMBIENT_RGB);\r
- glutAddMenuEntry("Diffuse R/G/B", MATERIAL_DIFFUSE_RGB);\r
- glutAddMenuEntry("Specular R/G/B", MATERIAL_SPECULAR_RGB);\r
- glutAddMenuEntry("All Amb/Diff/Spec/Shine", MATERIAL_ALL_ADSS);\r
- glutAddMenuEntry("Red Amb/Diff/Spec/Shine", MATERIAL_RED_ADSS);\r
- glutAddMenuEntry("Green Amb/Diff/Spec/Shine", MATERIAL_GREEN_ADSS);\r
- glutAddMenuEntry("Blue Amb/Diff/Spec/Shine", MATERIAL_BLUE_ADSS);\r
-\r
- // Construct light menu\r
- int lightMenu = glutCreateMenu(processLightEvents);\r
- glutAddMenuEntry("Move Light 1", LIGHT_MOVE_LIGHT_1);\r
- glutAddMenuEntry("R/G/B/All Light 1", LIGHT_RGBALL_LIGHT_1);\r
- glutAddMenuEntry("Move Light 2", LIGHT_MOVE_LIGHT_2);\r
- glutAddMenuEntry("R/G/B/All Light 2", LIGHT_RGBALL_LIGHT_2);\r
-\r
- // Construct object menu\r
- int objectMenuEntriesSize = sizeof(objectMenuEntries) / sizeof(objectMenuEntries[0]);\r
- int objectMenu = makeSubmenuFromArray( objectMenuEntries, objectMenuEntriesSize, processObjectEvents );\r
-\r
- // Construct texture / ground texture menus\r
- int textureMenuEntriesSize = sizeof(textureMenuEntries) / sizeof(textureMenuEntries[0]);\r
- int textureMenu = makeSubmenuFromArray( textureMenuEntries, textureMenuEntriesSize, processTextureEvents );\r
- int gTextureMenu = makeSubmenuFromArray( textureMenuEntries, textureMenuEntriesSize, processGTextureEvents );\r
-\r
- // Construct main menu\r
- glutCreateMenu(processMainEvents);\r
- //glutAddMenuEntry("Rotate/Move Camera", ROTATE_MOVE_CAMERA);\r
- //glutAddSubMenu("Add object", objectMenu);\r
- //glutAddMenuEntry("Position/Scale", POSITION_SCALE);\r
- //glutAddMenuEntry("Rotation/Texture Scale", ROTATION_TEXTURE_SCALE);\r
- //glutAddSubMenu("Material", materialMenu);\r
- //glutAddSubMenu("Texture", textureMenu);\r
- //glutAddSubMenu("Ground texture", gTextureMenu);\r
- //glutAddSubMenu("Lights", lightMenu);\r
- glutAddMenuEntry("Exit", EXIT);\r
-\r
- // Bind to right mouse button\r
- glutAttachMenu(GLUT_RIGHT_BUTTON);\r
-}\r
+ if (renderDinosaur) {\r
+ /* Draw "actual" dinosaur, not its reflection. */\r
+ drawDinosaur();\r
+ }\r
\r
-/**\r
- * Called when window is resized\r
- * @param w New width\r
- * @param h New height\r
- */\r
-void windowReshape(int w, int h) {\r
- glViewport(0, 0, (GLsizei) w, (GLsizei) h);\r
- glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity();\r
- if (w <= h) \r
- glOrtho(near, far, near*(GLfloat)h/(GLfloat)w,\r
- far*(GLfloat)h/(GLfloat)w, near, far);\r
- else\r
- glOrtho(near*(GLfloat)w/(GLfloat)h,\r
- far*(GLfloat)w/(GLfloat)h, near, far, near, far);\r
- glMatrixMode(GL_MODELVIEW); \r
- glLoadIdentity();\r
+ if (renderShadow) {\r
+\r
+ /* Render the projected shadow. */\r
+\r
+ if (stencilShadow) {\r
+\r
+ /* Now, only render where stencil is set above 2 (ie, 3 where\r
+ the top floor is). Update stencil with 2 where the shadow\r
+ gets drawn so we don't redraw (and accidently reblend) the\r
+ shadow). */\r
+ glStencilFunc(GL_LESS, 2, 0xffffffff); /* draw if ==1 */\r
+ glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);\r
+ }\r
+\r
+ /* To eliminate depth buffer artifacts, we use polygon offset\r
+ to raise the depth of the projected shadow slightly so\r
+ that it does not depth buffer alias with the floor. */\r
+ if (offsetShadow) {\r
+ switch (polygonOffsetVersion) {\r
+ case EXTENSION:\r
+#ifdef GL_EXT_polygon_offset\r
+ glEnable(GL_POLYGON_OFFSET_EXT);\r
+ break;\r
+#endif\r
+#ifdef GL_VERSION_1_1\r
+ case ONE_DOT_ONE:\r
+ glEnable(GL_POLYGON_OFFSET_FILL);\r
+ break;\r
+#endif\r
+ case MISSING:\r
+ /* Oh well. */\r
+ break;\r
+ }\r
+ }\r
+\r
+ /* Render 50% black shadow color on top of whatever the\r
+ floor appareance is. */\r
+ glEnable(GL_BLEND);\r
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
+ glDisable(GL_LIGHTING); /* Force the 50% black. */\r
+ glColor4f(0.0, 0.0, 0.0, 0.5);\r
+\r
+ glPushMatrix();\r
+ /* Project the shadow. */\r
+ glMultMatrixf((GLfloat *) floorShadow);\r
+ drawDinosaur();\r
+ glPopMatrix();\r
+\r
+ glDisable(GL_BLEND);\r
+ glEnable(GL_LIGHTING);\r
+\r
+ if (offsetShadow) {\r
+ switch (polygonOffsetVersion) {\r
+#ifdef GL_EXT_polygon_offset\r
+ case EXTENSION:\r
+ glDisable(GL_POLYGON_OFFSET_EXT);\r
+ break;\r
+#endif\r
+#ifdef GL_VERSION_1_1\r
+ case ONE_DOT_ONE:\r
+ glDisable(GL_POLYGON_OFFSET_FILL);\r
+ break;\r
+#endif\r
+ case MISSING:\r
+ /* Oh well. */\r
+ break;\r
+ }\r
+ }\r
+ if (stencilShadow) {\r
+ glDisable(GL_STENCIL_TEST);\r
+ }\r
+ }\r
+\r
+ glPushMatrix();\r
+ glDisable(GL_LIGHTING);\r
+ glColor3f(1.0, 1.0, 0.0);\r
+ if (directionalLight) {\r
+ /* Draw an arrowhead. */\r
+ glDisable(GL_CULL_FACE);\r
+ glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
+ glRotatef(lightAngle * -180.0 / M_PI, 0, 1, 0);\r
+ glRotatef(atan(lightHeight/12) * 180.0 / M_PI, 0, 0, 1);\r
+ glBegin(GL_TRIANGLE_FAN);\r
+ glVertex3f(0, 0, 0);\r
+ glVertex3f(2, 1, 1);\r
+ glVertex3f(2, -1, 1);\r
+ glVertex3f(2, -1, -1);\r
+ glVertex3f(2, 1, -1);\r
+ glVertex3f(2, 1, 1);\r
+ glEnd();\r
+ /* Draw a white line from light direction. */\r
+ glColor3f(1.0, 1.0, 1.0);\r
+ glBegin(GL_LINES);\r
+ glVertex3f(0, 0, 0);\r
+ glVertex3f(5, 0, 0);\r
+ glEnd();\r
+ glEnable(GL_CULL_FACE);\r
+ } else {\r
+ /* Draw a yellow ball at the light source. */\r
+ glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
+ glutSolidSphere(1.0, 5, 5);\r
+ }\r
+ glEnable(GL_LIGHTING);\r
+ glPopMatrix();\r
+\r
+ glPopMatrix();\r
+\r
+ if (reportSpeed) {\r
+ glFinish();\r
+ end = glutGet(GLUT_ELAPSED_TIME);\r
+ printf("Speed %.3g frames/sec (%d ms)\n", 1000.0/(end-start), end-start);\r
+ }\r
+\r
+ glutSwapBuffers();\r
}\r
\r
-/**\r
- * Called when mouse event occurs\r
- * @param btn Mouse button\r
- * @param state State of mouse button\r
- * @param x Mouse x position\r
- * @param y Mouse y position\r
- */\r
-void mouse(int button, int state, int x, int y) {\r
+/* ARGSUSED2 */\r
+static void\r
+mouse(int button, int state, int x, int y)\r
+{\r
if (button == GLUT_LEFT_BUTTON) {\r
if (state == GLUT_DOWN) {\r
moving = 1;\r
}\r
}\r
\r
-/**\r
- * Called when motion event occurs\r
- * @param x Mouse x position\r
- * @param y Mouse y position\r
- */\r
-void motion(int x, int y) {\r
+/* ARGSUSED1 */\r
+static void\r
+motion(int x, int y)\r
+{\r
if (moving) {\r
angle = angle + (x - startx);\r
angle2 = angle2 + (y - starty);\r
}\r
}\r
\r
-/**\r
- * Recursive function to draw a square by drawing smaller and smaller\r
- * divisions of the square, determined by drawFloorRecurse.\r
- * @param recurseLevel Current level of recursion, only pass 0\r
- * @param x1 top-left x\r
- * @param z1 top-left z\r
- * @param x2 bottom-left x\r
- * @param z2 bottom-left z\r
- */\r
-void drawSquare(int recurseLevel, float x1, float z1, float x2, float z2) {\r
-\r
- if ( drawFloorRecurse != recurseLevel ) {\r
- // Calculate middle points\r
- float xm = (x1 + x2) / 2.0;\r
- float zm = (z1 + z2) / 2.0;\r
-\r
- // Increment recursion level\r
- int rnew = recurseLevel + 1;\r
-\r
- // Split into four sub-quads\r
- drawSquare(rnew, x1, z1, xm, zm);\r
- drawSquare(rnew, x1, zm, xm, z2);\r
- drawSquare(rnew, xm, zm, x2, z2);\r
- drawSquare(rnew, xm, z1, x2, zm);\r
+/* Advance time varying state when idle callback registered. */\r
+static void\r
+idle(void)\r
+{\r
+ static float time = 0.0;\r
\r
- } else {\r
- // Draw square.\r
- // **NOTE: Is the polygon facing in the right direction?\r
- glBegin(GL_QUADS);\r
- glVertex3f(x1, 0.0, z1);\r
- glVertex3f(x1, 0.0, z2);\r
- glVertex3f(x2, 0.0, z2);\r
- glVertex3f(x2, 0.0, z1);\r
- glEnd();\r
- }\r
+ time = glutGet(GLUT_ELAPSED_TIME) / 500.0;\r
\r
+ jump = 4.0 * fabs(sin(time)*0.5);\r
+ if (!lightMoving) {\r
+ lightAngle += 0.03;\r
+ }\r
+ glutPostRedisplay();\r
}\r
\r
-/**\r
- * Draw a floor by calling the drawSquare recursion\r
- */\r
-void drawFloor() {\r
- drawSquare(0, -floorSize, -floorSize, floorSize, floorSize);\r
-}\r
+enum {\r
+ M_NONE, M_MOTION, M_LIGHT, M_TEXTURE, M_SHADOWS, M_REFLECTION, M_DINOSAUR,\r
+ M_STENCIL_REFLECTION, M_STENCIL_SHADOW, M_OFFSET_SHADOW,\r
+ M_POSITIONAL, M_DIRECTIONAL, M_PERFORMANCE\r
+};\r
\r
-/**\r
- * Draw x, z axis on floor\r
- */\r
-void drawLine() {\r
- // **NOTE: fix function\r
- glDisable(GL_TEXTURE_2D);\r
- glEnable(GL_BLEND);\r
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
- glColor4ub( 0.0, 0.0, 0.0, 0.5 );\r
+static void\r
+controlLights(int value)\r
+{\r
+ switch (value) {\r
+ case M_NONE:\r
+ return;\r
+ case M_MOTION:\r
+ animation = 1 - animation;\r
+ if (animation) {\r
+ glutIdleFunc(idle);\r
+ } else {\r
+ glutIdleFunc(NULL);\r
+ }\r
+ break;\r
+ case M_LIGHT:\r
+ lightSwitch = !lightSwitch;\r
+ if (lightSwitch) {\r
+ glEnable(GL_LIGHT0);\r
+ } else {\r
+ glDisable(GL_LIGHT0);\r
+ }\r
+ break;\r
+ case M_TEXTURE:\r
+ useTexture = !useTexture;\r
+ break;\r
+ case M_SHADOWS:\r
+ renderShadow = 1 - renderShadow;\r
+ break;\r
+ case M_REFLECTION:\r
+ renderReflection = 1 - renderReflection;\r
+ break;\r
+ case M_DINOSAUR:\r
+ renderDinosaur = 1 - renderDinosaur;\r
+ break;\r
+ case M_STENCIL_REFLECTION:\r
+ stencilReflection = 1 - stencilReflection;\r
+ break;\r
+ case M_STENCIL_SHADOW:\r
+ stencilShadow = 1 - stencilShadow;\r
+ break;\r
+ case M_OFFSET_SHADOW:\r
+ offsetShadow = 1 - offsetShadow;\r
+ break;\r
+ case M_POSITIONAL:\r
+ directionalLight = 0;\r
+ break;\r
+ case M_DIRECTIONAL:\r
+ directionalLight = 1;\r
+ break;\r
+ case M_PERFORMANCE:\r
+ reportSpeed = 1 - reportSpeed;\r
+ break;\r
+ }\r
+ glutPostRedisplay();\r
+}\r
\r
- glBegin(GL_LINES);\r
- glVertex3i( 10.0, 0.1, 10.0);\r
- glVertex3i( -10.0, 0.1, -10.0);\r
- glEnd();\r
+/* When not visible, stop animating. Restart when visible again. */\r
+static void\r
+visible(int vis)\r
+{\r
+ if (vis == GLUT_VISIBLE) {\r
+ if (animation)\r
+ glutIdleFunc(idle);\r
+ } else {\r
+ if (!animation)\r
+ glutIdleFunc(NULL);\r
+ }\r
+}\r
\r
- glDisable(GL_BLEND);\r
- glEnable(GL_TEXTURE_2D);\r
+/* Press any key to redraw; good when motion stopped and\r
+ performance reporting on. */\r
+/* ARGSUSED */\r
+static void\r
+key(unsigned char c, int x, int y)\r
+{\r
+ if (c == 27) {\r
+ exit(0); /* IRIS GLism, Escape quits. */\r
+ }\r
+ glutPostRedisplay();\r
}\r
\r
-/**\r
- * Display function\r
- */\r
-void display() {\r
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);\r
- glLoadIdentity();\r
- gluLookAt(\r
- 0.0, 0.0, 10.0, /* eye is at (x,y,z) */\r
- 0.0, 0.0, 0.0, /* center is at (x,y,z) */\r
- 0.0, 1.0, 0.0 /* up is in postivie Y direction */\r
- );\r
+/* Press any key to redraw; good when motion stopped and\r
+ performance reporting on. */\r
+/* ARGSUSED */\r
+static void\r
+special(int k, int x, int y)\r
+{\r
+ glutPostRedisplay();\r
+}\r
\r
+static int\r
+supportsOneDotOne(void)\r
+{\r
+ const char *version;\r
+ int major, minor;\r
\r
- // **NOTE: Currently this rotation function is all that moves the camera off\r
- // the flat surface. Need to integrate function into gluLookAt\r
- glRotatef(30.0, 1.0, 0.0, 0.0);\r
+ version = (char *) glGetString(GL_VERSION);\r
+ if (sscanf(version, "%d.%d", &major, &minor) == 2)\r
+ return major >= 1 && minor >= 1;\r
+ return 0; /* OpenGL version string malformed! */\r
+}\r
\r
- /* Reposition the light source. */\r
- lightPosition[0] = 12*cos(lightAngle);\r
- lightPosition[1] = lightHeight;\r
- lightPosition[2] = 12*sin(lightAngle);\r
- lightPosition[3] = 0.0;\r
+int\r
+main(int argc, char **argv)\r
+{\r
+ int i;\r
\r
- glPushMatrix();\r
+ glutInit(&argc, argv);\r
\r
- /* Perform scene rotations based on user mouse input. */\r
- glRotatef(angle, 0.0, 1.0, 0.0);\r
- //glRotatef(angle2, 1.0, 0.0, 0.0); **NOTE: Only one degree of freedom\r
+ for (i=1; i<argc; i++) {\r
+ if (!strcmp("-linear", argv[i])) {\r
+ linearFiltering = 1;\r
+ } else if (!strcmp("-mipmap", argv[i])) {\r
+ useMipmaps = 1;\r
+ } else if (!strcmp("-ext", argv[i])) {\r
+ forceExtension = 1;\r
+ }\r
+ }\r
\r
- glLightfv(GL_LIGHT0, GL_POSITION, lightPosition);\r
+ glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL | GLUT_MULTISAMPLE);\r
\r
- drawFloor();\r
+#if 1\r
+ /* In GLUT 4.0, you'll be able to do this an be sure to\r
+ get 2 bits of stencil if the machine has it for you. */\r
+ glutInitDisplayString("samples stencil>=2 rgb double depth");\r
+#endif\r
\r
- drawLine();\r
- \r
- // Draw teapot for a test object\r
- glPushMatrix();\r
- glTranslatef(0.0, 0.5, 0.0); // **NOTE: Teapot does not rest on surface\r
- glColor3f(0.5, 0.5, 0.5);\r
- glutSolidTeapot(1);\r
- glPopMatrix();\r
+ glutCreateWindow("Shadowy Leapin' Lizards");\r
\r
- // Draw a white ball over the light source\r
- glPushMatrix();\r
- glDisable(GL_LIGHTING);\r
- glColor3f(1.0, 1.0, 1.0);\r
- glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]);\r
- glutSolidSphere(1.0, 50, 50);\r
- glEnable(GL_LIGHTING);\r
- glPopMatrix();\r
+ if (glutGet(GLUT_WINDOW_STENCIL_SIZE) <= 1) {\r
+ printf("dinoshade: Sorry, I need at least 2 bits of stencil.\n");\r
+ exit(1);\r
+ }\r
\r
- glPopMatrix();\r
+ /* Register GLUT callbacks. */\r
+ glutDisplayFunc(redraw);\r
+ glutMouseFunc(mouse);\r
+ glutMotionFunc(motion);\r
+ glutVisibilityFunc(visible);\r
+ glutKeyboardFunc(key);\r
+ glutSpecialFunc(special);\r
+\r
+ glutCreateMenu(controlLights);\r
+\r
+ glutAddMenuEntry("Toggle motion", M_MOTION);\r
+ glutAddMenuEntry("-----------------------", M_NONE);\r
+ glutAddMenuEntry("Toggle light", M_LIGHT);\r
+ glutAddMenuEntry("Toggle texture", M_TEXTURE);\r
+ glutAddMenuEntry("Toggle shadows", M_SHADOWS);\r
+ glutAddMenuEntry("Toggle reflection", M_REFLECTION);\r
+ glutAddMenuEntry("Toggle dinosaur", M_DINOSAUR);\r
+ glutAddMenuEntry("-----------------------", M_NONE);\r
+ glutAddMenuEntry("Toggle reflection stenciling", M_STENCIL_REFLECTION);\r
+ glutAddMenuEntry("Toggle shadow stenciling", M_STENCIL_SHADOW);\r
+ glutAddMenuEntry("Toggle shadow offset", M_OFFSET_SHADOW);\r
+ glutAddMenuEntry("----------------------", M_NONE);\r
+ glutAddMenuEntry("Positional light", M_POSITIONAL);\r
+ glutAddMenuEntry("Directional light", M_DIRECTIONAL);\r
+ glutAddMenuEntry("-----------------------", M_NONE);\r
+ glutAddMenuEntry("Toggle performance", M_PERFORMANCE);\r
+ glutAttachMenu(GLUT_RIGHT_BUTTON);\r
+ makeDinosaur();\r
+\r
+#ifdef GL_VERSION_1_1\r
+ if (supportsOneDotOne() && !forceExtension) {\r
+ polygonOffsetVersion = ONE_DOT_ONE;\r
+ glPolygonOffset(-2.0, -1.0);\r
+ } else\r
+#endif\r
+ {\r
+#ifdef GL_EXT_polygon_offset\r
+ /* check for the polygon offset extension */\r
+ if (glutExtensionSupported("GL_EXT_polygon_offset")) {\r
+ polygonOffsetVersion = EXTENSION;\r
+ glPolygonOffsetEXT(-0.1, -0.002);\r
+ } else\r
+#endif\r
+ {\r
+ polygonOffsetVersion = MISSING;\r
+ printf("\ndinoshine: Missing polygon offset.\n");\r
+ printf(" Expect shadow depth aliasing artifacts.\n\n");\r
+ }\r
+ }\r
\r
- glutSwapBuffers();\r
-}\r
+ glEnable(GL_CULL_FACE);\r
+ glEnable(GL_DEPTH_TEST);\r
+ glEnable(GL_TEXTURE_2D);\r
+ glLineWidth(3.0);\r
\r
-/**\r
- * init function; sets initial OpenGL state\r
- */\r
-void init() {\r
glMatrixMode(GL_PROJECTION);\r
- glLoadIdentity();\r
-\r
- //gluPerspective(\r
- // 60.0, /* field of view in degree */\r
- // 1.0, /* aspect ratio */\r
- // near, /* Z near */\r
- // far /* Z far */\r
- // );\r
-\r
- \r
- glLightfv(GL_LIGHT0, GL_POSITION, light0_pos);\r
- glLightfv(GL_LIGHT0, GL_AMBIENT, ambient0);\r
- glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse0);\r
- glLightfv(GL_LIGHT0, GL_SPECULAR, specular0);\r
- glLightModelfv(GL_LIGHT_MODEL_AMBIENT, glightmodel);\r
+ gluPerspective( /* field of view in degree */ 40.0,\r
+ /* aspect ratio */ 1.0,\r
+ /* Z near */ 20.0, /* Z far */ 100.0);\r
+ glMatrixMode(GL_MODELVIEW);\r
+ gluLookAt(0.0, 8.0, 60.0, /* eye is at (0,8,60) */\r
+ 0.0, 8.0, 0.0, /* center is at (0,8,0) */\r
+ 0.0, 1.0, 0.); /* up is in postivie Y direction */\r
+\r
+ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);\r
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor);\r
+ glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);\r
+ glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);\r
glEnable(GL_LIGHT0);\r
glEnable(GL_LIGHTING);\r
- glEnable(GL_COLOR_MATERIAL);\r
- glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE );\r
- glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR, specular0);\r
- glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION, emission0);\r
-\r
- \r
-\r
- glMatrixMode(GL_MODELVIEW);\r
- glLoadIdentity();\r
-}\r
-\r
-/**\r
- * Main function\r
- * @param argc Number of arguments\r
- * @param argv Array of arguments\r
- * @return Program exit code\r
- */\r
-int main(int argc, char **argv) {\r
- if(argc>1)\r
- strcpy(dataDir, argv[1]);\r
- else if(opendir(dirDefault1))\r
- strcpy(dataDir, dirDefault1);\r
- else if(opendir(dirDefault2))\r
- strcpy(dataDir, dirDefault2);\r
- else fileErr(dirDefault1);\r
-\r
- for(int i=0; i<NMESH; i++) meshes[i]=NULL;\r
- for(int i=0; i<NTEXTURE; i++) textures[i]=NULL;\r
-\r
- glutInit(&argc, argv);\r
\r
- glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);\r
+ makeFloorTexture();\r
\r
- glutInitWindowSize(500, 500);\r
- glutCreateWindow("Scene Editor");\r
-\r
- glShadeModel(GL_SMOOTH); // Enables Smooth Shading\r
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Black Background\r
- glClearDepth(1.0f); // Depth Buffer Setup\r
- glEnable(GL_DEPTH_TEST); // Enables Depth Testing\r
- glDepthFunc(GL_LEQUAL); // the type\r
- glEnable(GL_CULL_FACE);\r
- glEnable(GL_TEXTURE_2D);\r
- glLineWidth(1.0);\r
-\r
- glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);\r
-\r
- glutReshapeFunc(windowReshape);\r
- glutDisplayFunc(display);\r
- glutMouseFunc(mouse);\r
- glutMotionFunc(motion);\r
-\r
- makeMenu();\r
-\r
- init();\r
+ /* Setup floor plane for projected shadow calculations. */\r
+ findPlane(floorPlane, floorVertices[1], floorVertices[2], floorVertices[3]);\r
\r
glutMainLoop();\r
-}\r
+ return 0; /* ANSI C requires main to return int. */\r
+}
\ No newline at end of file