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