[3674] | 1 | |
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| 2 | /* |
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| 3 | |
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| 4 | orxonox - the future of 3D-vertical scrollers |
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| 5 | |
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| 6 | Copyright (C) 2004 orx |
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| 7 | |
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| 8 | This program is free software; you can redistribute it and/or modify it |
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| 9 | under the terms of the GNU General Public License as published by the Free |
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| 10 | Software Foundation; either version 2, or (at your option) any later version. |
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| 11 | |
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| 12 | ### File Specific: |
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| 13 | main-programmer: David Gruetter |
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| 14 | co-programmer: ... |
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| 15 | |
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| 16 | |
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| 17 | Created by Dave, in this file shadow will be implemented in a quite sexy and |
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| 18 | fast way, with a lot of opengl-code, to keep it fast! The origin of the code |
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| 19 | comes form an example at www.frustum.org, slitly different although, so that |
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| 20 | it works with Orxonox:) |
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| 21 | |
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| 22 | */ |
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| 23 | |
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| 24 | #include "importer/material.h" |
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| 25 | #include "stdincl.h" |
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| 26 | #include <stdio.h> |
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| 27 | #include <stdarg.h> |
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| 28 | #include <malloc.h> |
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| 29 | #include <math.h> |
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| 30 | #include "shadow.h" |
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| 31 | |
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| 32 | #define SIZE 128 |
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| 33 | #define GL_CLAMP_TO_EDGE_EXT 0x812F |
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| 34 | |
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| 35 | using namespace std; |
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| 36 | |
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| 37 | /** |
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| 38 | \brief default Constructor |
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| 39 | */ |
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| 40 | |
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[3679] | 41 | Shadow::Shadow(Model* player,float* groundVertexes) |
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[3674] | 42 | { |
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[3679] | 43 | this->player=player; |
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[3674] | 44 | } |
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| 45 | |
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| 46 | |
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| 47 | /** |
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| 48 | \brief default destructor |
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| 49 | */ |
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| 50 | |
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| 51 | Shadow::~Shadow() |
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| 52 | { |
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| 53 | } |
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| 54 | |
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[3679] | 55 | void Shadow::init() |
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| 56 | { |
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| 57 | |
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| 58 | float plane_s[] ={1.0f,0.0f,0.0f,0.0f}; |
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| 59 | float plane_t[] ={0.0f,1.0f,0.0f,0.0f}; |
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| 60 | float plane_r[] ={0.0f,0.0f,1.0f,0.0f}; |
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| 61 | float plane_q[] ={0.0f,0.0f,0.0f,1.0f}; |
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| 62 | |
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| 63 | glClearDepth(1); |
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| 64 | glDepthFunc(GL_LEQUAL); |
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| 65 | glTexGenfv(GL_S,GL_EYE_PLANE,plane_s); |
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| 66 | glTexGenfv(GL_T,GL_EYE_PLANE,plane_t); |
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| 67 | glTexGenfv(GL_R,GL_EYE_PLANE,plane_r); |
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| 68 | glTexGenfv(GL_Q,GL_EYE_PLANE,plane_q); |
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| 69 | glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR); |
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| 70 | glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR); |
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| 71 | glTexGeni(GL_R,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR); |
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| 72 | glTexGeni(GL_Q,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR); |
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| 73 | |
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| 74 | glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); |
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| 75 | glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
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| 76 | glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE_EXT); |
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| 77 | glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE_EXT); |
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| 78 | glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,SIZE,SIZE,0,GL_RGB,GL_UNSIGNED_BYTE,NULL); |
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[3674] | 79 | |
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[3679] | 80 | this->ground_id=glGenLists(1); |
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| 81 | glNewList(this->ground_id,GL_COMPILE); |
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| 82 | |
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| 83 | //blabla |
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| 84 | |
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| 85 | glEndList(); |
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| 86 | |
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| 87 | this->player_id=glGenLists(1); |
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| 88 | glNewList(this->player_id,GL_COMPILE); |
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| 89 | |
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| 90 | //blabla |
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| 91 | |
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| 92 | glEndList(); |
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| 93 | |
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| 94 | this->image=(unsigned char*)malloc(SIZE*SIZE*4); |
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| 95 | |
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| 96 | //this->player_id=newList {glNormalefv;glVertex3fv} |
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| 97 | //this->ground_id=newList {glTexCoord2fv;glNormal3fv;glVertex3fv} |
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| 98 | |
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| 99 | |
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| 100 | //lightPos[] blabla |
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| 101 | } |
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| 102 | |
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| 103 | |
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| 104 | void Shadow::createShadow() |
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| 105 | { |
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| 106 | glViewport(0,0,SIZE,SIZE); |
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| 107 | glScissor(0,0,SIZE,SIZE); |
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| 108 | glEnable(GL_SCISSOR_TEST); |
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| 109 | glBindTexture(GL_TEXTURE_2D,this->shadow_id); |
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| 110 | |
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| 111 | glClearColor(1,1,1,1); |
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| 112 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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| 113 | glMatrixMode(GL_PROJECTION); |
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| 114 | glLoadIdentity(); |
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| 115 | glOrtho(-1,1,-1,1,-100,100); |
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| 116 | glMatrixMode(GL_MODELVIEW); |
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| 117 | glLoadIdentity(); |
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| 118 | |
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| 119 | //gluLookAt(light0,light1,light2,player0,player1,player2,0,0,1); |
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| 120 | |
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| 121 | glColor3f(.4,.4,.4); |
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| 122 | //glTranslatef(player0,player1,player2); |
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| 123 | glCallList(this->player_id); |
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| 124 | glColor3f(1,1,1); |
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| 125 | glReadPixels(0,0,SIZE,SIZE,GL_RGB,GL_UNSIGNED_BYTE,this->image); |
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| 126 | blur(this->image,SIZE); |
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| 127 | glTexSubImage2D(GL_TEXTURE_2D,0,0,0,SIZE,SIZE,GL_RGB,GL_UNSIGNED_BYTE,this->image); |
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| 128 | |
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| 129 | glDisable(GL_SCISSOR_TEST); |
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| 130 | glViewport(0,0,1024,768); //Achtung: hier Aufloesung von Orxonox einstellen! |
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| 131 | |
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| 132 | |
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| 133 | |
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| 134 | } |
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| 135 | |
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| 136 | void Shadow::m_inverse(const float *m,float *out) |
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| 137 | { |
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| 138 | float det; |
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| 139 | det=m[0]*m[5]*m[10]; |
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| 140 | det+= m[4]*m[9]*m[2]; |
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| 141 | det+= m[8]*m[1]*m[6]; |
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| 142 | det-= m[8]*m[5]*m[2]; |
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| 143 | det-= m[4]*m[1]*m[10]; |
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[3705] | 144 | det-= m[0]*m[9]*m[6]; |
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[3679] | 145 | |
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| 146 | |
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| 147 | } |
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| 148 | |
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| 149 | |
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| 150 | void Shadow::draw() |
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| 151 | { |
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| 152 | float m[16],im[16]; |
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| 153 | createShadow(); |
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| 154 | |
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| 155 | glClearColor(0,0,0,0); |
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| 156 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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| 157 | glMatrixMode(GL_PROJECTION); |
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| 158 | glLoadIdentity(); |
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| 159 | gluPerspective(45,4.0/3.0,.5,100); |
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| 160 | glMatrixMode(GL_MODELVIEW); |
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| 161 | glLoadIdentity(); |
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| 162 | |
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| 163 | //gluLookAt(camera0,camera1,camera2,player0,player1,player2,0,0,1); |
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| 164 | |
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| 165 | glEnable(GL_TEXTURE_GEN_S); |
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| 166 | glEnable(GL_TEXTURE_GEN_T); |
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| 167 | glEnable(GL_TEXTURE_GEN_R); |
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| 168 | glEnable(GL_TEXTURE_GEN_Q); |
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| 169 | glGetFloatv(GL_MODELVIEW_MATRIX,m); |
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| 170 | |
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| 171 | } |
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| 172 | |
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| 173 | |
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| 174 | |
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[3674] | 175 | /** |
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| 176 | \don't ask me how this works, but it adds a blur effect to the shadow |
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| 177 | \for it doesn't look that edgy |
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| 178 | |
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| 179 | */ |
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| 180 | void Shadow::blur(unsigned char *in,int size) |
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| 181 | { |
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| 182 | int x,y,sum,size3=size*3; |
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| 183 | unsigned char *out,*inp,*outp; |
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| 184 | out = (unsigned char *)malloc(size * size * 3); |
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| 185 | memset(out,255,size *size *3); |
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| 186 | |
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| 187 | inp=in+size3; |
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| 188 | outp=out+size3; |
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| 189 | for(y=1;y<size-1;y++){ |
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| 190 | inp+=3; |
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| 191 | outp+=3; |
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| 192 | for(x=1;x<size-1;x++){ |
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| 193 | sum=inp[-size3-3]+ inp[-size3] + inp[-size3+3]+ |
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| 194 | inp[-3]+inp[0]+inp[3]+ |
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| 195 | inp[size3-3]+inp[size3]+inp[size3+3]; |
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| 196 | sum/=9; |
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| 197 | inp+=3; |
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| 198 | *outp++ =sum; |
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| 199 | *outp++ =sum; |
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| 200 | *outp++ =sum; |
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| 201 | } |
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| 202 | inp+=3; |
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| 203 | outp+=3; |
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| 204 | } |
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| 205 | |
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| 206 | memcpy(in,out,size*size*3); |
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| 207 | free(out); |
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| 208 | |
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| 209 | |
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| 210 | |
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| 211 | |
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| 212 | |
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| 213 | } |
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| 214 | |
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| 215 | |
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