[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" |
---|
[3728] | 31 | #include "vector.h" |
---|
[3674] | 32 | |
---|
[3728] | 33 | |
---|
[3674] | 34 | #define SIZE 128 |
---|
| 35 | #define GL_CLAMP_TO_EDGE_EXT 0x812F |
---|
| 36 | |
---|
| 37 | using namespace std; |
---|
| 38 | |
---|
| 39 | /** |
---|
| 40 | \brief default Constructor |
---|
| 41 | */ |
---|
| 42 | |
---|
[3728] | 43 | Shadow::Shadow(OBJModel* player,Player* playerangle) |
---|
[3674] | 44 | { |
---|
[3679] | 45 | this->player=player; |
---|
[3706] | 46 | this->playerangle=playerangle; |
---|
[3674] | 47 | } |
---|
| 48 | |
---|
| 49 | |
---|
| 50 | /** |
---|
| 51 | \brief default destructor |
---|
| 52 | */ |
---|
| 53 | |
---|
| 54 | Shadow::~Shadow() |
---|
| 55 | { |
---|
| 56 | } |
---|
| 57 | |
---|
[3839] | 58 | void Shadow::init(GLuint ground_id_imported) |
---|
[3679] | 59 | { |
---|
| 60 | |
---|
| 61 | float plane_s[] ={1.0f,0.0f,0.0f,0.0f}; |
---|
| 62 | float plane_t[] ={0.0f,1.0f,0.0f,0.0f}; |
---|
| 63 | float plane_r[] ={0.0f,0.0f,1.0f,0.0f}; |
---|
| 64 | float plane_q[] ={0.0f,0.0f,0.0f,1.0f}; |
---|
| 65 | |
---|
[3839] | 66 | |
---|
| 67 | this->mat=new Material("Ground"); |
---|
| 68 | this->mat->setDiffuseMap("../data/pictures/ground.tga"); |
---|
| 69 | this->mat->setIllum(3); |
---|
| 70 | |
---|
[3679] | 71 | glClearDepth(1); |
---|
| 72 | glDepthFunc(GL_LEQUAL); |
---|
| 73 | glTexGenfv(GL_S,GL_EYE_PLANE,plane_s); |
---|
| 74 | glTexGenfv(GL_T,GL_EYE_PLANE,plane_t); |
---|
| 75 | glTexGenfv(GL_R,GL_EYE_PLANE,plane_r); |
---|
| 76 | glTexGenfv(GL_Q,GL_EYE_PLANE,plane_q); |
---|
| 77 | glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR); |
---|
| 78 | glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR); |
---|
| 79 | glTexGeni(GL_R,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR); |
---|
| 80 | glTexGeni(GL_Q,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR); |
---|
| 81 | |
---|
| 82 | glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); |
---|
| 83 | glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
---|
[3861] | 84 | glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); |
---|
| 85 | glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); |
---|
[3679] | 86 | glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,SIZE,SIZE,0,GL_RGB,GL_UNSIGNED_BYTE,NULL); |
---|
[3674] | 87 | |
---|
[3760] | 88 | |
---|
[3679] | 89 | |
---|
| 90 | this->player_id=glGenLists(1); |
---|
| 91 | glNewList(this->player_id,GL_COMPILE); |
---|
| 92 | |
---|
[3706] | 93 | this->player->draw(); |
---|
[3679] | 94 | |
---|
| 95 | glEndList(); |
---|
| 96 | |
---|
| 97 | this->image=(unsigned char*)malloc(SIZE*SIZE*4); |
---|
[3839] | 98 | this->ground_id=ground_id_imported; |
---|
[3706] | 99 | |
---|
[3679] | 100 | } |
---|
| 101 | |
---|
| 102 | |
---|
| 103 | void Shadow::createShadow() |
---|
| 104 | { |
---|
[3728] | 105 | glViewport(0,0,SIZE,SIZE); |
---|
| 106 | glScissor(0,0,SIZE,SIZE); |
---|
[3679] | 107 | glEnable(GL_SCISSOR_TEST); |
---|
| 108 | glBindTexture(GL_TEXTURE_2D,this->shadow_id); |
---|
| 109 | |
---|
[3861] | 110 | |
---|
| 111 | float m[16],m2[16]; |
---|
| 112 | glClearColor(1,1,1,1); |
---|
| 113 | //glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); |
---|
[3839] | 114 | |
---|
[3861] | 115 | glMatrixMode(GL_PROJECTION); |
---|
| 116 | glGetFloatv(GL_PROJECTION_MATRIX,m); |
---|
| 117 | glLoadIdentity(); |
---|
| 118 | glOrtho(-4.2,4.2,-4.2,4.2,-100,100); |
---|
| 119 | glMatrixMode(GL_MODELVIEW); |
---|
| 120 | glGetFloatv(GL_MODELVIEW_MATRIX,m2); |
---|
| 121 | glLoadIdentity(); |
---|
| 122 | |
---|
[3706] | 123 | gluLookAt(this->lightPos[0],this->lightPos[1],this->lightPos[2],this->playerPos[0],this->playerPos[1],this->playerPos[2],0,0,1); |
---|
[3679] | 124 | |
---|
[3712] | 125 | glColor3f(.1,.1,.1); |
---|
[3706] | 126 | glTranslatef(this->playerPos[0],this->playerPos[1],this->playerPos[2]); |
---|
[3711] | 127 | //die Variable angle ist im Player.h als public definiert!!! deshalb kann |
---|
| 128 | //von hier aus darauf zugegriffen werden |
---|
[3706] | 129 | glRotatef(this->playerangle->angle,1.0,0.0,0.0); |
---|
| 130 | |
---|
[3712] | 131 | //Lighting has to be disabled for the shadow to become nice black respectively grey (color(.1,.1,.1)) |
---|
| 132 | glDisable(GL_LIGHTING); |
---|
| 133 | glCallList(this->player_id); |
---|
| 134 | glEnable(GL_LIGHTING); |
---|
[3861] | 135 | glColor3f(1,1,1); |
---|
[3706] | 136 | |
---|
[3679] | 137 | |
---|
[3737] | 138 | |
---|
[3861] | 139 | glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,0,0,SIZE,SIZE); |
---|
| 140 | //glReadPixels(0,0,SIZE,SIZE,GL_RGB,GL_UNSIGNED_BYTE,this->image); |
---|
| 141 | //blur(this->image,SIZE); |
---|
| 142 | //glTexSubImage2D(GL_TEXTURE_2D,30,30,30,SIZE,SIZE,GL_RGB,GL_UNSIGNED_BYTE,this->image); |
---|
[3839] | 143 | |
---|
[3679] | 144 | glDisable(GL_SCISSOR_TEST); |
---|
[3839] | 145 | glViewport(0,0,1024,768); //Achtung: hier Aufloesung von Orxonox einstellen! |
---|
[3679] | 146 | |
---|
[3861] | 147 | //Die oben veraenderten und zwischengespeicherten werte wieder herstellen! |
---|
| 148 | glMatrixMode(GL_PROJECTION); |
---|
| 149 | glLoadIdentity(); |
---|
| 150 | glMultMatrixf(m); |
---|
| 151 | glMatrixMode(GL_MODELVIEW); |
---|
| 152 | glLoadIdentity(); |
---|
| 153 | glMultMatrixf(m2); |
---|
| 154 | |
---|
[3679] | 155 | } |
---|
| 156 | |
---|
[3839] | 157 | void Shadow::draw() |
---|
| 158 | { |
---|
| 159 | float m[16],im[16]; |
---|
| 160 | |
---|
| 161 | createShadow(); |
---|
| 162 | //glClearColor(0,0,0,1); |
---|
| 163 | //glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
---|
| 164 | //glMatrixMode(GL_PROJECTION); |
---|
| 165 | //glLoadIdentity(); |
---|
| 166 | //gluPerspective(45,4.0/3.0,.5,100); |
---|
| 167 | //glMatrixMode(GL_MODELVIEW); |
---|
| 168 | //glLoadIdentity(); |
---|
| 169 | |
---|
[3861] | 170 | //this->mat->select(); |
---|
| 171 | //glCallList(this->ground_id); |
---|
[3839] | 172 | |
---|
[3861] | 173 | glDisable(GL_TEXTURE_2D); |
---|
[3839] | 174 | |
---|
[3861] | 175 | /*shadow*/ |
---|
[3839] | 176 | glEnable(GL_TEXTURE_GEN_S); |
---|
| 177 | glEnable(GL_TEXTURE_GEN_T); |
---|
| 178 | glEnable(GL_TEXTURE_GEN_R); |
---|
| 179 | glEnable(GL_TEXTURE_GEN_Q); |
---|
| 180 | glGetFloatv(GL_MODELVIEW_MATRIX,m); |
---|
| 181 | m_inverse(m,im); |
---|
| 182 | glMatrixMode(GL_TEXTURE); |
---|
| 183 | glLoadIdentity(); |
---|
[3861] | 184 | glTranslatef(1.5,.5,0); |
---|
| 185 | glScalef(.5f,1.0,.5f); |
---|
| 186 | glOrtho(-1,1,-1,1,-100,100); |
---|
[3839] | 187 | |
---|
| 188 | gluLookAt(this->lightPos[0],this->lightPos[1],this->lightPos[2],this->playerPos[0],this->playerPos[1],this->playerPos[2],0,0,1); |
---|
| 189 | |
---|
| 190 | glMultMatrixf(im); |
---|
[3861] | 191 | glEnable(GL_TEXTURE_2D); |
---|
[3839] | 192 | glBindTexture(GL_TEXTURE_2D,this->shadow_id); |
---|
| 193 | glEnable(GL_BLEND); |
---|
| 194 | glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR); |
---|
[3861] | 195 | glCallList(this->ground_id); |
---|
[3839] | 196 | glDisable(GL_BLEND); |
---|
[3861] | 197 | //glDisable(GL_TEXTURE_2D); |
---|
[3839] | 198 | |
---|
[3861] | 199 | //glLoadIdentity(); |
---|
[3839] | 200 | glMatrixMode(GL_MODELVIEW); |
---|
| 201 | glDisable(GL_TEXTURE_GEN_S); |
---|
| 202 | glDisable(GL_TEXTURE_GEN_T); |
---|
| 203 | glDisable(GL_TEXTURE_GEN_R); |
---|
| 204 | glDisable(GL_TEXTURE_GEN_Q); |
---|
| 205 | |
---|
[3861] | 206 | |
---|
[3839] | 207 | |
---|
| 208 | |
---|
| 209 | |
---|
| 210 | } |
---|
[3706] | 211 | |
---|
| 212 | /** |
---|
| 213 | brief updatePosition is used in the same kind as for skysphere, because |
---|
| 214 | the light has got a static orientation(parallel light), we have to always |
---|
| 215 | add the same relative coordinates being 0,10,19 to the players position |
---|
| 216 | in order to receive the lightPosition. This is needed to calculate the Shadow!! |
---|
| 217 | |
---|
| 218 | */ |
---|
| 219 | |
---|
| 220 | void Shadow::updatePosition(float x,float y,float z) |
---|
| 221 | { |
---|
| 222 | this->playerPos[0]=x; |
---|
| 223 | this->playerPos[1]=y; |
---|
| 224 | this->playerPos[2]=z; |
---|
| 225 | |
---|
| 226 | this->lightPos[0]=this->playerPos[0]; |
---|
| 227 | this->lightPos[1]=this->playerPos[1]+10; |
---|
| 228 | this->lightPos[2]=this->playerPos[2]+19; |
---|
| 229 | |
---|
| 230 | |
---|
| 231 | } |
---|
[3728] | 232 | |
---|
[3706] | 233 | |
---|
[3728] | 234 | |
---|
| 235 | |
---|
| 236 | |
---|
| 237 | /** |
---|
| 238 | |
---|
[3706] | 239 | brief m_inverse simply inverses the *m matrix and stores the result back |
---|
| 240 | to *out. This is needed further down in the draw() method |
---|
| 241 | |
---|
| 242 | |
---|
| 243 | */ |
---|
| 244 | |
---|
[3679] | 245 | void Shadow::m_inverse(const float *m,float *out) |
---|
| 246 | { |
---|
| 247 | float det; |
---|
[3706] | 248 | det= m[0]*m[5]*m[10]; |
---|
[3679] | 249 | det+= m[4]*m[9]*m[2]; |
---|
| 250 | det+= m[8]*m[1]*m[6]; |
---|
| 251 | det-= m[8]*m[5]*m[2]; |
---|
| 252 | det-= m[4]*m[1]*m[10]; |
---|
[3680] | 253 | det-= m[0]*m[9]*m[6]; |
---|
[3706] | 254 | |
---|
| 255 | if(det!= 0.0) |
---|
| 256 | det=1.0/det; |
---|
| 257 | out[0]= (m[5]*m[10]-m[9]*m[6])*det; |
---|
| 258 | out[1]= -(m[1]*m[10]-m[9]*m[2])*det; |
---|
| 259 | out[2]= (m[1]*m[6]-m[5]*m[2])*det; |
---|
| 260 | out[3]= 0.0; |
---|
| 261 | out[4]= -(m[4]*m[10]-m[8]*m[6])*det; |
---|
| 262 | out[5]= (m[0]*m[10]-m[8]*m[2])*det; |
---|
| 263 | out[6]= -(m[0]*m[6]-m[4]*m[2])*det; |
---|
| 264 | out[7]= 0.0; |
---|
| 265 | out[8]= (m[4]*m[9]-m[8]*m[5])*det; |
---|
| 266 | out[9]= -(m[0]*m[9]-m[8]*m[1])*det; |
---|
| 267 | out[10]= (m[0]*m[5]-m[4]*m[1])*det; |
---|
| 268 | out[11]= 0.0; |
---|
| 269 | out[12]=- (m[12]*out[0]+m[13]*out[4]+m[14]*out[8]); |
---|
| 270 | out[13]=- (m[12]*out[1]+m[13]*out[5]+m[14]*out[9]); |
---|
| 271 | out[14]=- (m[12]*out[2]+m[13]*out[6]+m[14]*out[10]); |
---|
| 272 | out[15]= 1.0; |
---|
| 273 | |
---|
| 274 | |
---|
[3679] | 275 | } |
---|
| 276 | |
---|
[3706] | 277 | /** |
---|
| 278 | brief Method draw() is called after each tick() from the world.cc class |
---|
| 279 | */ |
---|
[3679] | 280 | |
---|
| 281 | |
---|
| 282 | |
---|
| 283 | |
---|
[3674] | 284 | /** |
---|
| 285 | \don't ask me how this works, but it adds a blur effect to the shadow |
---|
| 286 | \for it doesn't look that edgy |
---|
| 287 | |
---|
| 288 | */ |
---|
| 289 | void Shadow::blur(unsigned char *in,int size) |
---|
| 290 | { |
---|
| 291 | int x,y,sum,size3=size*3; |
---|
| 292 | unsigned char *out,*inp,*outp; |
---|
| 293 | out = (unsigned char *)malloc(size * size * 3); |
---|
| 294 | memset(out,255,size *size *3); |
---|
| 295 | |
---|
| 296 | inp=in+size3; |
---|
| 297 | outp=out+size3; |
---|
| 298 | for(y=1;y<size-1;y++){ |
---|
| 299 | inp+=3; |
---|
| 300 | outp+=3; |
---|
| 301 | for(x=1;x<size-1;x++){ |
---|
| 302 | sum=inp[-size3-3]+ inp[-size3] + inp[-size3+3]+ |
---|
| 303 | inp[-3]+inp[0]+inp[3]+ |
---|
| 304 | inp[size3-3]+inp[size3]+inp[size3+3]; |
---|
| 305 | sum/=9; |
---|
| 306 | inp+=3; |
---|
| 307 | *outp++ =sum; |
---|
| 308 | *outp++ =sum; |
---|
| 309 | *outp++ =sum; |
---|
| 310 | } |
---|
| 311 | inp+=3; |
---|
| 312 | outp+=3; |
---|
| 313 | } |
---|
| 314 | |
---|
| 315 | memcpy(in,out,size*size*3); |
---|
| 316 | free(out); |
---|
| 317 | |
---|
| 318 | |
---|
| 319 | |
---|
| 320 | |
---|
| 321 | |
---|
| 322 | } |
---|
| 323 | |
---|
| 324 | |
---|