[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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[3728] | 31 | #include "vector.h" |
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[3674] | 32 | |
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[3728] | 33 | |
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[3674] | 34 | #define SIZE 128 |
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| 35 | #define GL_CLAMP_TO_EDGE_EXT 0x812F |
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| 36 | |
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| 37 | using namespace std; |
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| 38 | |
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| 39 | /** |
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| 40 | \brief default Constructor |
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| 41 | */ |
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| 42 | |
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[3728] | 43 | Shadow::Shadow(OBJModel* player,Player* playerangle) |
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[3674] | 44 | { |
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[3679] | 45 | this->player=player; |
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[3706] | 46 | this->playerangle=playerangle; |
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[3674] | 47 | } |
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| 48 | |
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| 49 | |
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| 50 | /** |
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| 51 | \brief default destructor |
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| 52 | */ |
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| 53 | |
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| 54 | Shadow::~Shadow() |
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| 55 | { |
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| 56 | } |
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| 57 | |
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[4170] | 58 | void Shadow::init(GLuint ground_id_imported,Material* boden) |
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[3679] | 59 | { |
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| 60 | |
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| 61 | float plane_s[] ={1.0f,0.0f,0.0f,0.0f}; |
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| 62 | float plane_t[] ={0.0f,1.0f,0.0f,0.0f}; |
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| 63 | float plane_r[] ={0.0f,0.0f,1.0f,0.0f}; |
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| 64 | float plane_q[] ={0.0f,0.0f,0.0f,1.0f}; |
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| 65 | |
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[3839] | 66 | |
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[4170] | 67 | //this->mat=new Material("Ground"); |
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| 68 | //this->mat->setDiffuseMap("../data/pictures/ground.tga"); |
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| 69 | //this->mat->setIllum(3); |
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| 70 | this->mat=boden; |
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[3839] | 71 | |
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[3679] | 72 | glClearDepth(1); |
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| 73 | glDepthFunc(GL_LEQUAL); |
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| 74 | glTexGenfv(GL_S,GL_EYE_PLANE,plane_s); |
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| 75 | glTexGenfv(GL_T,GL_EYE_PLANE,plane_t); |
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| 76 | glTexGenfv(GL_R,GL_EYE_PLANE,plane_r); |
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| 77 | glTexGenfv(GL_Q,GL_EYE_PLANE,plane_q); |
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| 78 | glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR); |
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| 79 | glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR); |
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| 80 | glTexGeni(GL_R,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR); |
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| 81 | glTexGeni(GL_Q,GL_TEXTURE_GEN_MODE,GL_EYE_LINEAR); |
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| 82 | |
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| 83 | glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); |
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| 84 | glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
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[3861] | 85 | glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT); |
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| 86 | glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT); |
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[3679] | 87 | glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,SIZE,SIZE,0,GL_RGB,GL_UNSIGNED_BYTE,NULL); |
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[3674] | 88 | |
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[3760] | 89 | |
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[3679] | 90 | |
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| 91 | this->player_id=glGenLists(1); |
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| 92 | glNewList(this->player_id,GL_COMPILE); |
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[3706] | 93 | this->player->draw(); |
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[3679] | 94 | glEndList(); |
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| 95 | |
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| 96 | this->image=(unsigned char*)malloc(SIZE*SIZE*4); |
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[3839] | 97 | this->ground_id=ground_id_imported; |
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[3706] | 98 | |
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[3679] | 99 | } |
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| 100 | |
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| 101 | |
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| 102 | void Shadow::createShadow() |
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[4008] | 103 | { |
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[3728] | 104 | glViewport(0,0,SIZE,SIZE); |
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| 105 | glScissor(0,0,SIZE,SIZE); |
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[3679] | 106 | glEnable(GL_SCISSOR_TEST); |
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| 107 | glBindTexture(GL_TEXTURE_2D,this->shadow_id); |
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| 108 | |
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[3861] | 109 | |
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| 110 | float m[16],m2[16]; |
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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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[3839] | 113 | |
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[3861] | 114 | glMatrixMode(GL_PROJECTION); |
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| 115 | glGetFloatv(GL_PROJECTION_MATRIX,m); |
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| 116 | glLoadIdentity(); |
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| 117 | glOrtho(-4.2,4.2,-4.2,4.2,-100,100); |
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| 118 | glMatrixMode(GL_MODELVIEW); |
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| 119 | glGetFloatv(GL_MODELVIEW_MATRIX,m2); |
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| 120 | glLoadIdentity(); |
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| 121 | |
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[3706] | 122 | gluLookAt(this->lightPos[0],this->lightPos[1],this->lightPos[2],this->playerPos[0],this->playerPos[1],this->playerPos[2],0,0,1); |
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[3679] | 123 | |
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[3712] | 124 | glColor3f(.1,.1,.1); |
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[3706] | 125 | glTranslatef(this->playerPos[0],this->playerPos[1],this->playerPos[2]); |
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[3711] | 126 | //die Variable angle ist im Player.h als public definiert!!! deshalb kann |
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| 127 | //von hier aus darauf zugegriffen werden |
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[3706] | 128 | glRotatef(this->playerangle->angle,1.0,0.0,0.0); |
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| 129 | |
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[3712] | 130 | //Lighting has to be disabled for the shadow to become nice black respectively grey (color(.1,.1,.1)) |
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| 131 | glDisable(GL_LIGHTING); |
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| 132 | glCallList(this->player_id); |
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| 133 | glEnable(GL_LIGHTING); |
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[3861] | 134 | glColor3f(1,1,1); |
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[3706] | 135 | |
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[3679] | 136 | |
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[3737] | 137 | |
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[3861] | 138 | glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,0,0,SIZE,SIZE); |
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| 139 | //glReadPixels(0,0,SIZE,SIZE,GL_RGB,GL_UNSIGNED_BYTE,this->image); |
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| 140 | //blur(this->image,SIZE); |
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| 141 | //glTexSubImage2D(GL_TEXTURE_2D,30,30,30,SIZE,SIZE,GL_RGB,GL_UNSIGNED_BYTE,this->image); |
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[3839] | 142 | |
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[3679] | 143 | glDisable(GL_SCISSOR_TEST); |
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[4008] | 144 | glViewport(0,0,400,300); //Achtung: hier Aufloesung von Orxonox einstellen! |
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[3679] | 145 | |
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[3861] | 146 | //Die oben veraenderten und zwischengespeicherten werte wieder herstellen! |
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| 147 | glMatrixMode(GL_PROJECTION); |
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| 148 | glLoadIdentity(); |
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| 149 | glMultMatrixf(m); |
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| 150 | glMatrixMode(GL_MODELVIEW); |
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| 151 | glLoadIdentity(); |
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| 152 | glMultMatrixf(m2); |
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| 153 | |
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[3679] | 154 | } |
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| 155 | |
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[3839] | 156 | void Shadow::draw() |
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| 157 | { |
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| 158 | float m[16],im[16]; |
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| 159 | |
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[4008] | 160 | //createShadow(); |
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| 161 | |
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[3839] | 162 | |
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[4008] | 163 | glDisable(GL_COLOR_MATERIAL); |
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| 164 | this->mat->select(); |
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| 165 | glCallList(this->ground_id); |
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[3839] | 166 | |
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[4008] | 167 | |
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[3839] | 168 | |
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[3861] | 169 | /*shadow*/ |
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[3839] | 170 | glEnable(GL_TEXTURE_GEN_S); |
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| 171 | glEnable(GL_TEXTURE_GEN_T); |
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| 172 | glEnable(GL_TEXTURE_GEN_R); |
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| 173 | glEnable(GL_TEXTURE_GEN_Q); |
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| 174 | glGetFloatv(GL_MODELVIEW_MATRIX,m); |
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| 175 | m_inverse(m,im); |
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| 176 | glMatrixMode(GL_TEXTURE); |
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| 177 | glLoadIdentity(); |
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[3861] | 178 | glTranslatef(1.5,.5,0); |
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| 179 | glScalef(.5f,1.0,.5f); |
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| 180 | glOrtho(-1,1,-1,1,-100,100); |
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[3839] | 181 | |
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| 182 | gluLookAt(this->lightPos[0],this->lightPos[1],this->lightPos[2],this->playerPos[0],this->playerPos[1],this->playerPos[2],0,0,1); |
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| 183 | |
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| 184 | glMultMatrixf(im); |
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[4008] | 185 | //glEnable(GL_TEXTURE_2D); |
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| 186 | //glBindTexture(GL_TEXTURE_2D,this->shadow_id); |
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[3839] | 187 | glEnable(GL_BLEND); |
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| 188 | glBlendFunc(GL_DST_COLOR,GL_SRC_COLOR); |
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[4008] | 189 | //glCallList(this->ground_id); |
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[3839] | 190 | glDisable(GL_BLEND); |
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| 191 | |
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[4008] | 192 | |
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| 193 | glLoadIdentity(); |
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[3839] | 194 | glMatrixMode(GL_MODELVIEW); |
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| 195 | glDisable(GL_TEXTURE_GEN_S); |
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| 196 | glDisable(GL_TEXTURE_GEN_T); |
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| 197 | glDisable(GL_TEXTURE_GEN_R); |
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| 198 | glDisable(GL_TEXTURE_GEN_Q); |
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| 199 | |
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[3861] | 200 | |
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[3839] | 201 | |
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| 202 | |
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| 203 | |
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| 204 | } |
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[3706] | 205 | |
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| 206 | /** |
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| 207 | brief updatePosition is used in the same kind as for skysphere, because |
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| 208 | the light has got a static orientation(parallel light), we have to always |
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| 209 | add the same relative coordinates being 0,10,19 to the players position |
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| 210 | in order to receive the lightPosition. This is needed to calculate the Shadow!! |
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| 211 | |
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| 212 | */ |
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| 213 | |
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| 214 | void Shadow::updatePosition(float x,float y,float z) |
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| 215 | { |
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| 216 | this->playerPos[0]=x; |
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| 217 | this->playerPos[1]=y; |
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| 218 | this->playerPos[2]=z; |
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| 219 | |
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| 220 | this->lightPos[0]=this->playerPos[0]; |
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| 221 | this->lightPos[1]=this->playerPos[1]+10; |
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| 222 | this->lightPos[2]=this->playerPos[2]+19; |
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| 223 | |
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| 224 | |
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| 225 | } |
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[3728] | 226 | |
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[3706] | 227 | |
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[3728] | 228 | |
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| 229 | |
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| 230 | |
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| 231 | /** |
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| 232 | |
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[3706] | 233 | brief m_inverse simply inverses the *m matrix and stores the result back |
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| 234 | to *out. This is needed further down in the draw() method |
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| 235 | |
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| 236 | |
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| 237 | */ |
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| 238 | |
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[3679] | 239 | void Shadow::m_inverse(const float *m,float *out) |
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| 240 | { |
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| 241 | float det; |
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[3706] | 242 | det= m[0]*m[5]*m[10]; |
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[3679] | 243 | det+= m[4]*m[9]*m[2]; |
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| 244 | det+= m[8]*m[1]*m[6]; |
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| 245 | det-= m[8]*m[5]*m[2]; |
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| 246 | det-= m[4]*m[1]*m[10]; |
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[3680] | 247 | det-= m[0]*m[9]*m[6]; |
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[3706] | 248 | |
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| 249 | if(det!= 0.0) |
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| 250 | det=1.0/det; |
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| 251 | out[0]= (m[5]*m[10]-m[9]*m[6])*det; |
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| 252 | out[1]= -(m[1]*m[10]-m[9]*m[2])*det; |
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| 253 | out[2]= (m[1]*m[6]-m[5]*m[2])*det; |
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| 254 | out[3]= 0.0; |
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| 255 | out[4]= -(m[4]*m[10]-m[8]*m[6])*det; |
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| 256 | out[5]= (m[0]*m[10]-m[8]*m[2])*det; |
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| 257 | out[6]= -(m[0]*m[6]-m[4]*m[2])*det; |
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| 258 | out[7]= 0.0; |
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| 259 | out[8]= (m[4]*m[9]-m[8]*m[5])*det; |
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| 260 | out[9]= -(m[0]*m[9]-m[8]*m[1])*det; |
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| 261 | out[10]= (m[0]*m[5]-m[4]*m[1])*det; |
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| 262 | out[11]= 0.0; |
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| 263 | out[12]=- (m[12]*out[0]+m[13]*out[4]+m[14]*out[8]); |
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| 264 | out[13]=- (m[12]*out[1]+m[13]*out[5]+m[14]*out[9]); |
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| 265 | out[14]=- (m[12]*out[2]+m[13]*out[6]+m[14]*out[10]); |
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| 266 | out[15]= 1.0; |
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| 267 | |
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| 268 | |
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[3679] | 269 | } |
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| 270 | |
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[3706] | 271 | /** |
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| 272 | brief Method draw() is called after each tick() from the world.cc class |
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| 273 | */ |
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[3679] | 274 | |
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| 275 | |
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| 276 | |
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| 277 | |
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[3674] | 278 | /** |
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| 279 | \don't ask me how this works, but it adds a blur effect to the shadow |
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| 280 | \for it doesn't look that edgy |
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| 281 | |
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| 282 | */ |
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| 283 | void Shadow::blur(unsigned char *in,int size) |
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| 284 | { |
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| 285 | int x,y,sum,size3=size*3; |
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| 286 | unsigned char *out,*inp,*outp; |
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| 287 | out = (unsigned char *)malloc(size * size * 3); |
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| 288 | memset(out,255,size *size *3); |
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| 289 | |
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| 290 | inp=in+size3; |
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| 291 | outp=out+size3; |
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| 292 | for(y=1;y<size-1;y++){ |
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| 293 | inp+=3; |
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| 294 | outp+=3; |
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| 295 | for(x=1;x<size-1;x++){ |
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| 296 | sum=inp[-size3-3]+ inp[-size3] + inp[-size3+3]+ |
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| 297 | inp[-3]+inp[0]+inp[3]+ |
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| 298 | inp[size3-3]+inp[size3]+inp[size3+3]; |
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| 299 | sum/=9; |
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| 300 | inp+=3; |
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| 301 | *outp++ =sum; |
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| 302 | *outp++ =sum; |
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| 303 | *outp++ =sum; |
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| 304 | } |
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| 305 | inp+=3; |
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| 306 | outp+=3; |
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| 307 | } |
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| 308 | |
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| 309 | memcpy(in,out,size*size*3); |
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| 310 | free(out); |
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| 311 | |
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| 312 | |
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| 313 | |
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| 314 | |
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| 315 | |
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| 316 | } |
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| 317 | |
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| 318 | |
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