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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41 | Shadow::Shadow(Model* player,float* groundVertexes) |
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42 | { |
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43 | this->player=player; |
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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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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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79 | |
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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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144 | det-= m[0]*m[9]*m[6]; |
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145 | } |
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146 | |
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147 | |
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148 | void Shadow::draw() |
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149 | { |
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150 | float m[16],im[16]; |
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151 | createShadow(); |
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152 | |
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153 | glClearColor(0,0,0,0); |
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154 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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155 | glMatrixMode(GL_PROJECTION); |
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156 | glLoadIdentity(); |
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157 | gluPerspective(45,4.0/3.0,.5,100); |
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158 | glMatrixMode(GL_MODELVIEW); |
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159 | glLoadIdentity(); |
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160 | |
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161 | //gluLookAt(camera0,camera1,camera2,player0,player1,player2,0,0,1); |
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162 | |
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163 | glEnable(GL_TEXTURE_GEN_S); |
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164 | glEnable(GL_TEXTURE_GEN_T); |
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165 | glEnable(GL_TEXTURE_GEN_R); |
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166 | glEnable(GL_TEXTURE_GEN_Q); |
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167 | glGetFloatv(GL_MODELVIEW_MATRIX,m); |
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168 | |
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169 | } |
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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 | \don't ask me how this works, but it adds a blur effect to the shadow |
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175 | \for it doesn't look that edgy |
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176 | |
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177 | */ |
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178 | void Shadow::blur(unsigned char *in,int size) |
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179 | { |
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180 | int x,y,sum,size3=size*3; |
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181 | unsigned char *out,*inp,*outp; |
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182 | out = (unsigned char *)malloc(size * size * 3); |
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183 | memset(out,255,size *size *3); |
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184 | |
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185 | inp=in+size3; |
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186 | outp=out+size3; |
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187 | for(y=1;y<size-1;y++){ |
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188 | inp+=3; |
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189 | outp+=3; |
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190 | for(x=1;x<size-1;x++){ |
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191 | sum=inp[-size3-3]+ inp[-size3] + inp[-size3+3]+ |
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192 | inp[-3]+inp[0]+inp[3]+ |
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193 | inp[size3-3]+inp[size3]+inp[size3+3]; |
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194 | sum/=9; |
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195 | inp+=3; |
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196 | *outp++ =sum; |
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197 | *outp++ =sum; |
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198 | *outp++ =sum; |
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199 | } |
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200 | inp+=3; |
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201 | outp+=3; |
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202 | } |
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203 | |
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204 | memcpy(in,out,size*size*3); |
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205 | free(out); |
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206 | |
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207 | |
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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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