/** * @(#) shadowvol.java * @(#) author: Tom McReynolds, SGI (converted to Java by Ron Cemer) */ /* Shadows: Shadow maps */ /* Demonstrate shadow volumes */ import java.applet.*; import java.awt.*; import java.awt.event.*; import java.lang.*; import java.util.*; import java.io.*; import java.util.*; import gl4java.GLContext; import gl4java.awt.GLCanvas; public class shadowvol extends Applet { private static final int SPHERE = 1, CONE = 2, LIGHT = 3, SHADOWVOL = 4; private static final int X = 0, Y = 1, Z = 2; private static final int NONE = 0, NOLIGHT = 1, VOLUME = 2, SHADOW = 3; private static final int TEXDIM = 256; shadowvolCanvas canvas = null; /* Initialize the applet */ public void init() { Dimension d = getSize(); setLayout(new BorderLayout()); canvas = new shadowvolCanvas(d.width, d.height); add("Center", canvas); } /* Start the applet */ public void start() { } /* Stop the applet */ public void stop() { } /* Destroy the applet */ public void destroy() { canvas.cvsDispose(); } private class ShadObj { float[] vertices; float[] normal; int n; } /* Local GLCanvas extension class */ private class shadowvolCanvas extends GLCanvas implements MouseListener { private float shadVerts[] = { 30.0f, 30.0f, -350.0f, 60.0f, 20.0f, -340.0f, 40.0f, 40.0f, -400.0f }; private float shadNormal[] = { 1.0f, 10.f, 1.0f }; private float leftwallshadow[] = new float[16]; private float floorshadow[] = new float[16]; private float lightpos[] = { 50.0f, 50.0f, -340.0f, 1.0f }; private ShadObj shadower = new ShadObj(); private int rendermode = SHADOW; public shadowvolCanvas(int w, int h) { super(w, h); GLContext.gljNativeDebug = false; GLContext.gljClassDebug = false; } public void preInit() { doubleBuffer = true; stereoView = false; stencilBits = 3; } public void init() { System.out.println("init(): " + this); reshape(getSize().width, getSize().height); byte tex[]; long sphere, cone, base; float sphere_mat[] = {1.0f, 0.5f, 0.0f, 1.0f}; float cone_mat[] = {0.0f, 0.5f, 1.0f, 1.0f}; /* turn on features */ gl.glEnable(GL_DEPTH_TEST); gl.glEnable(GL_LIGHTING); gl.glEnable(GL_LIGHT0); gl.glEnable(GL_CULL_FACE); /* place light 0 in the right place */ gl.glLightfv(GL_LIGHT0, GL_POSITION, lightpos); /* remove back faces to speed things up */ gl.glCullFace(GL_BACK); gl.glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); /* make display lists for sphere and cone; for efficiency */ gl.glNewList(SPHERE, GL_COMPILE); sphere = glu.gluNewQuadric(); gl.glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, sphere_mat); glu.gluSphere(sphere, 20.0f, 20, 20); glu.gluDeleteQuadric(sphere); gl.glEndList(); gl.glNewList(CONE, GL_COMPILE); cone = glu.gluNewQuadric(); base = glu.gluNewQuadric(); gl.glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cone_mat); gl.glRotatef(-90.0f, 1.0f, 0.0f, 0.0f); glu.gluDisk(base, 0., 20., 20, 1); glu.gluCylinder(cone, 20., 0., 60., 20, 20); glu.gluDeleteQuadric(cone); glu.gluDeleteQuadric(base); gl.glEndList(); gl.glNewList(LIGHT, GL_COMPILE); sphere = glu.gluNewQuadric(); gl.glPushMatrix(); gl.glTranslatef(lightpos[X], lightpos[Y], lightpos[Z]); gl.glDisable(GL_LIGHTING); gl.glColor3f(0.9f, 0.9f, 0.6f); glu.gluSphere(sphere, 5.0f, 20, 20); gl.glEnable(GL_LIGHTING); gl.glPopMatrix(); glu.gluDeleteQuadric(sphere); gl.glEndList(); /* load pattern for current 2d texture */ tex = make_texture(TEXDIM, TEXDIM); gl.glTexImage2D (GL_TEXTURE_2D, 0, 1, TEXDIM, TEXDIM, 0, GL_RED, GL_UNSIGNED_BYTE, tex); tex = null; shadower.vertices = shadVerts; shadower.normal = shadNormal; shadower.n = shadVerts.length/3; makeShadowVolume(shadower, lightpos, 10.f, SHADOWVOL); glj.gljCheckGL(); addMouseListener(this); } public void cvsDispose() { System.out.println("destroy(): " + this); removeMouseListener(this); super.cvsDispose(); } public void reshape(int width, int height) { gl.glViewport(0,0,width,height); /* draw a perspective scene */ gl.glMatrixMode(GL_PROJECTION); gl.glFrustum(-100.0f, 100.0f, -100.0f, 100.0f, 320.0f, 640.0f); gl.glMatrixMode(GL_MODELVIEW); } public void display() { if (glj.gljMakeCurrent() == false) return; gl.glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); switch (rendermode) { case NONE: render(shadower); break; case NOLIGHT: gl.glDisable(GL_LIGHT0); render(shadower); gl.glEnable(GL_LIGHT0); break; case VOLUME: render(shadower); gl.glCallList(SHADOWVOL); break; case SHADOW: gl.glColorMask(false, false, false, false); render(shadower); /* render scene in depth buffer */ gl.glEnable(GL_STENCIL_TEST); gl.glDepthMask(false); gl.glStencilFunc(GL_ALWAYS, 0, 0); gl.glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); gl.glCullFace(GL_BACK); /* increment using front face of shadow volume */ gl.glCallList(SHADOWVOL); gl.glStencilOp(GL_KEEP, GL_KEEP, GL_DECR); gl.glCullFace(GL_FRONT); /* increment using front face of shadow volume */ gl.glCallList(SHADOWVOL); gl.glDepthMask(true); gl.glColorMask(true, true, true, true); gl.glCullFace(GL_BACK); gl.glDepthFunc(GL_LEQUAL); gl.glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); gl.glStencilFunc(GL_EQUAL, 1, 1); /* draw shadowed part */ gl.glDisable(GL_LIGHT0); render(shadower); gl.glStencilFunc(GL_EQUAL, 0, 1); /* draw lit part */ gl.glEnable(GL_LIGHT0); render(shadower); gl.glDepthFunc(GL_LESS); gl.glDisable(GL_STENCIL_TEST); break; } glj.gljSwap(); glj.gljCheckGL(); glj.gljFree(); } // Methods required for the implementation of MouseListener public void mouseEntered( MouseEvent evt ) { } public void mouseExited( MouseEvent evt ) { } public void mousePressed( MouseEvent evt ) { rendermode++; if (rendermode > SHADOW) rendermode = NONE; repaint(); } public void mouseReleased( MouseEvent evt ) { } public void mouseClicked( MouseEvent evt ) { } private byte[] make_texture(int maxs, int maxt) { byte texture[] = new byte[maxs*maxt]; for (int t = 0; t < maxt; t++) { for (int s = 0; s < maxs; s++) { texture[s + maxs * t] = ( (((s >> 4) & 0x1) != 0) ^ (((t >> 4) & 0x1) != 0) ) ? (byte)0xff : (byte)0; } } return texture; } /* simple way to extend a point to build shadow volume */ private void extend(float newvertex[], float light[], float vertex[], float t) { float delta[] = new float[3]; delta[X] = vertex[X] - light[X]; delta[Y] = vertex[Y] - light[Y]; delta[Z] = vertex[Z] - light[Z]; newvertex[X] = light[X] + delta[X] * t; newvertex[Y] = light[Y] + delta[Y] * t; newvertex[Z] = light[Z] + delta[Z] * t; } /* Create a shadow volume in a display list */ /* XXX light should have 4 compoents */ void makeShadowVolume(ShadObj shadower, float light[], float t, int dlist) { float v[] = new float[3], newv[] = new float[3]; int j; gl.glNewList(dlist, GL_COMPILE); gl.glDisable(GL_LIGHTING); gl.glBegin(GL_QUADS); /* for debugging */ gl.glColor3f(0.2f, 0.8f, 0.4f); for (int i = 0; i < shadower.n; i++) { j = ((i + 1) % shadower.n); v[0] = shadower.vertices[i * 3]; v[1] = shadower.vertices[(i * 3) + 1]; v[2] = shadower.vertices[(i * 3) + 2]; gl.glVertex3fv(v); extend(newv, light, v, t); gl.glVertex3fv(newv); v[0] = shadower.vertices[j * 3]; v[1] = shadower.vertices[(j * 3) + 1]; v[2] = shadower.vertices[(j * 3) + 2]; extend(newv, light, v, t); gl.glVertex3fv(newv); gl.glVertex3fv(v); } gl.glEnd(); gl.glEnable(GL_LIGHTING); gl.glEndList(); } private void sphere() { gl.glPushMatrix(); gl.glTranslatef(60.0f, -50.0f, -360.0f); gl.glCallList(SPHERE); gl.glPopMatrix(); } private void cone() { gl.glPushMatrix(); gl.glTranslatef(-40.0f, -40.0f, -400.0f); gl.glCallList(CONE); gl.glPopMatrix(); } /* render while jittering the shadows */ private void render(ShadObj obj) { float shad_mat[] = {10.f, 0.1f, 0.1f, 1.0f}; float v[] = new float[3]; /* material properties for objects in scene */ float wall_mat[] = {1.0f, 1.0f, 1.0f, 1.0f}; /* Note: wall vertices are ordered so they are all front facing this lets me do back face culling to speed things up. */ gl.glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, wall_mat); /* floor */ /* make the floor textured */ gl.glEnable(GL_TEXTURE_2D); /* Since we want to turn texturing on for floor only, we have to make floor a separate glBegin()/glEnd() sequence. You can't turn texturing on and off between begin and end calls */ gl.glBegin(GL_QUADS); gl.glNormal3f(0.0f, 1.0f, 0.0f); gl.glTexCoord2i(0, 0); gl.glVertex3f(-100.0f, -100.0f, -320.0f); gl.glTexCoord2i(1, 0); gl.glVertex3f(100.0f, -100.0f, -320.0f); gl.glTexCoord2i(1, 1); gl.glVertex3f(100.0f, -100.0f, -520.0f); gl.glTexCoord2i(0, 1); gl.glVertex3f(-100.0f, -100.0f, -520.0f); gl.glEnd(); gl.glDisable(GL_TEXTURE_2D); /* walls */ gl.glBegin(GL_QUADS); /* left wall */ gl.glNormal3f(1.0f, 0.0f, 0.0f); gl.glVertex3f(-100.0f, -100.0f, -320.0f); gl.glVertex3f(-100.0f, -100.0f, -520.0f); gl.glVertex3f(-100.0f, 100.0f, -520.0f); gl.glVertex3f(-100.0f, 100.0f, -320.0f); /* right wall */ gl.glNormal3f(-1.0f, 0.0f, 0.0f); gl.glVertex3f(100.0f, -100.0f, -320.0f); gl.glVertex3f(100.0f, 100.0f, -320.0f); gl.glVertex3f(100.0f, 100.0f, -520.0f); gl.glVertex3f(100.0f, -100.0f, -520.0f); /* ceiling */ gl.glNormal3f(0.0f, -1.0f, 0.0f); gl.glVertex3f(-100.0f, 100.0f, -320.0f); gl.glVertex3f(-100.0f, 100.0f, -520.0f); gl.glVertex3f(100.0f, 100.0f, -520.0f); gl.glVertex3f(100.0f, 100.0f, -320.0f); /* back wall */ gl.glNormal3f(0.0f, 0.0f, 1.0f); gl.glVertex3f(-100.0f, -100.0f, -520.0f); gl.glVertex3f(100.0f, -100.0f, -520.0f); gl.glVertex3f(100.0f, 100.0f, -520.0f); gl.glVertex3f(-100.0f, 100.0f, -520.0f); gl.glEnd(); cone(); sphere(); gl.glCallList(LIGHT); /* draw shadowing object */ gl.glMaterialfv (GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, shad_mat); gl.glBegin(GL_POLYGON); gl.glNormal3fv(obj.normal); for (int i = 0; i < obj.n; i++) { int j = i * 3; v[0] = obj.vertices[j]; v[1] = obj.vertices[j+1]; v[2] = obj.vertices[j+2]; gl.glVertex3fv(v); } gl.glEnd(); } } }