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/**
* @(#) 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[];
int 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();
}
}
}
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