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source: orxonox.OLD/orxonox/branches/dave/src/shadow.cc @ 3770

Last change on this file since 3770 was 3705, checked in by dave, 20 years ago

branches/dave: hab den Himmerl schnell Heller gemacht, kam per Zufall auf die Idee

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