/*
* Portions Copyright (C) 2003-2005 Sun Microsystems, Inc.
* All rights reserved.
*/
/*
*
* COPYRIGHT NVIDIA CORPORATION 2003. ALL RIGHTS RESERVED.
* BY ACCESSING OR USING THIS SOFTWARE, YOU AGREE TO:
*
* 1) ACKNOWLEDGE NVIDIA'S EXCLUSIVE OWNERSHIP OF ALL RIGHTS
* IN AND TO THE SOFTWARE;
*
* 2) NOT MAKE OR DISTRIBUTE COPIES OF THE SOFTWARE WITHOUT
* INCLUDING THIS NOTICE AND AGREEMENT;
*
* 3) ACKNOWLEDGE THAT TO THE MAXIMUM EXTENT PERMITTED BY
* APPLICABLE LAW, THIS SOFTWARE IS PROVIDED *AS IS* AND
* THAT NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES,
* EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED
* TO, IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE.
*
* IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS BE LIABLE FOR ANY
* SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES
* WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS
* OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS
* INFORMATION, OR ANY OTHER PECUNIARY LOSS), INCLUDING ATTORNEYS'
* FEES, RELATING TO THE USE OF OR INABILITY TO USE THIS SOFTWARE,
* EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*
*/
package demos.hwShadowmapsSimple;
import gleem.BSphere;
import gleem.BSphereProvider;
import gleem.CameraParameters;
import gleem.ExaminerViewer;
import gleem.HandleBoxManip;
import gleem.ManipManager;
import gleem.linalg.Mat4f;
import gleem.linalg.Rotf;
import gleem.linalg.Vec3f;
import java.awt.BorderLayout;
import java.awt.Frame;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.io.IOException;
import java.util.ArrayList;
import javax.media.opengl.GL2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.GLDrawableFactory;
import javax.media.opengl.GLEventListener;
import javax.media.opengl.GLException;
import javax.media.opengl.GLOffscreenAutoDrawable;
import javax.media.opengl.GLProfile;
import javax.media.opengl.awt.AWTGLAutoDrawable;
import javax.media.opengl.awt.GLCanvas;
import javax.media.opengl.glu.GLU;
import javax.swing.JOptionPane;
import com.jogamp.opengl.util.gl2.GLUT;
import com.jogamp.opengl.util.texture.Texture;
import com.jogamp.opengl.util.texture.TextureIO;
import demos.common.Demo;
import demos.common.DemoListener;
/** This demo is a simple illustration of ARB_shadow and ARB_depth_texture.
Cass Everitt
12-11-00
hw_shadowmaps_simple (c) 2001 NVIDIA Corporation
Ported to Java by Kenneth Russell
*/
public class HWShadowmapsSimple extends Demo {
public static void main(String[] args) {
final GLCanvas canvas = new GLCanvas();
final HWShadowmapsSimple demo = new HWShadowmapsSimple();
canvas.addGLEventListener(demo);
canvas.addKeyListener(new KeyAdapter() {
@Override
public void keyPressed(KeyEvent e) {
demo.dispatchKey(e.getKeyChar());
demo.demoListener.repaint();
}
});
demo.setDemoListener(new DemoListener() {
@Override
public void shutdownDemo() {
runExit();
}
@Override
public void repaint() {
canvas.repaint();
}
});
Frame frame = new Frame("ARB_shadow Shadows");
frame.setLayout(new BorderLayout());
canvas.setSize(512, 512);
frame.add(canvas, BorderLayout.CENTER);
frame.pack();
frame.setVisible(true);
canvas.requestFocus();
frame.addWindowListener(new WindowAdapter() {
@Override
public void windowClosing(WindowEvent e) {
runExit();
}
});
}
//----------------------------------------------------------------------
// Internals only below this point
//
@Override
public void shutdownDemo() {
ManipManager.getManipManager().unregisterWindow((AWTGLAutoDrawable) drawable);
drawable.removeGLEventListener(this);
super.shutdownDemo();
}
private GLOffscreenAutoDrawable pbuffer;
private GLU glu;
private GLUT glut;
private final float[] light_ambient = { 0, 0, 0, 0 };
private final float[] light_intensity = { 1, 1, 1, 1 };
private final float[] light_pos = { 0, 0, 0, 1 };
static class Tweak {
String name;
float val;
float incr;
Tweak(String name, float val, float incr) {
this.name = name;
this.val = val;
this.incr = incr;
}
};
private final java.util.List tweaks = new ArrayList();
private static final int R_COORDINATE_SCALE = 0;
private static final int R_COORDINATE_BIAS = 1;
private static final int POLYGON_OFFSET_SCALE = 2;
private static final int POLYGON_OFFSET_BIAS = 3;
// private int curr_tweak;
// Texture objects
private static final int TEX_SIZE = 1024;
private Texture decal;
private Texture light_image;
private int light_view_depth;
// Depth buffer format
private int depth_format;
private boolean fullyInitialized;
// Display mode
private static final int RENDER_SCENE_FROM_CAMERA_VIEW = 0;
private static final int RENDER_SCENE_FROM_CAMERA_VIEW_SHADOWED = 1;
private static final int RENDER_SCENE_FROM_LIGHT_VIEW = 2;
private static final int NUM_DISPLAY_MODES = 3;
private int displayMode = 1;
// Display lists
private int quad;
private int wirecube;
private int geometry;
// Shadowing light
private final float lightshaper_fovy = 60.0f;
private final float lightshaper_zNear = 0.5f;
private final float lightshaper_zFar = 5.0f;
// Manipulators
private GLAutoDrawable drawable;
private ExaminerViewer viewer;
private boolean doViewAll = true;
// private float zNear = 0.5f;
// private float zFar = 5.0f;
private final float zNear = 0.5f;
private final float zFar = 50.0f;
private HandleBoxManip object;
private HandleBoxManip spotlight;
private final Mat4f cameraPerspective = new Mat4f();
private final Mat4f cameraTransform = new Mat4f();
private final Mat4f cameraInverseTransform = new Mat4f();
private final Mat4f spotlightTransform = new Mat4f();
private final Mat4f spotlightInverseTransform = new Mat4f();
private final Mat4f objectTransform = new Mat4f();
private int viewportX;
private int viewportY;
@Override
public void init(GLAutoDrawable drawable) {
// Use debug/trace pipeline
/**
GL _gl = drawable.getGL();
// Debug ..
_gl = _gl.getContext().setGL( GLPipelineFactory.create("javax.media.opengl.Debug", GL2.class, _gl, null) );
// Trace ..
_gl = _gl.getContext().setGL( GLPipelineFactory.create("javax.media.opengl.Trace", GL2.class, _gl, new Object[] { System.err } ) );
*/
GL2 gl = drawable.getGL().getGL2();
glu = new GLU();
glut = new GLUT();
try {
checkExtension(gl, "GL_VERSION_1_3"); // For multitexture
checkExtension(gl, "GL_ARB_depth_texture");
checkExtension(gl, "GL_ARB_shadow");
checkExtension(gl, "GL_ARB_pbuffer");
checkExtension(gl, "GL_ARB_pixel_format");
} catch (GLException e) {
e.printStackTrace();
throw(e);
}
gl.glClearColor(.5f, .5f, .5f, .5f);
try {
decal = TextureIO.newTexture(getClass().getClassLoader().getResourceAsStream("demos/data/images/decal_image.png"),
true,
TextureIO.PNG);
decal.setTexParameteri(gl, GL2.GL_TEXTURE_WRAP_S, GL2.GL_REPEAT);
decal.setTexParameteri(gl, GL2.GL_TEXTURE_WRAP_T, GL2.GL_REPEAT);
light_image = TextureIO.newTexture(getClass().getClassLoader().getResourceAsStream("demos/data/images/nvlogo_spot.png"),
true,
TextureIO.PNG);
} catch (IOException e) {
throw new GLException(e);
}
quad = gl.glGenLists(1);
gl.glNewList(quad, GL2.GL_COMPILE);
gl.glPushMatrix();
gl.glRotatef(-90, 1, 0, 0);
gl.glScalef(4,4,4);
gl.glBegin(GL2.GL_QUADS);
gl.glNormal3f(0, 0, 1);
gl.glVertex2f(-1, -1);
gl.glVertex2f(-1, 1);
gl.glVertex2f( 1, 1);
gl.glVertex2f( 1, -1);
gl.glEnd();
gl.glPopMatrix();
gl.glEndList();
wirecube = gl.glGenLists(1);
gl.glNewList(wirecube, GL2.GL_COMPILE);
glut.glutWireCube(2);
gl.glEndList();
geometry = gl.glGenLists(1);
gl.glNewList(geometry, GL2.GL_COMPILE);
gl.glPushMatrix();
glut.glutSolidTeapot(0.8f);
gl.glPopMatrix();
gl.glEndList();
gl.glEnable(GL2.GL_LIGHT0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_AMBIENT, light_ambient, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, light_intensity, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, light_intensity, 0);
gl.glEnable(GL2.GL_DEPTH_TEST);
// init pbuffer
GLCapabilities caps = new GLCapabilities(gl.getGLProfile());
caps.setDoubleBuffered(false);
caps.setPBuffer(true);
if (!GLDrawableFactory.getFactory(gl.getGLProfile()).canCreateGLPbuffer(null, gl.getGLProfile())) {
unavailableExtension("Can not create pbuffer");
}
if (pbuffer != null) {
pbuffer.destroy();
pbuffer = null;
}
pbuffer = GLDrawableFactory.getFactory(GLProfile.getDefault()).createOffscreenAutoDrawable(null, caps, null, TEX_SIZE, TEX_SIZE);
pbuffer.setSharedContext(drawable.getContext());
pbuffer.addGLEventListener(new PbufferListener());
doViewAll = true;
// Register the window with the ManipManager
ManipManager manager = ManipManager.getManipManager();
manager.registerWindow((AWTGLAutoDrawable) drawable);
this.drawable = drawable;
object = new HandleBoxManip();
object.setTranslation(new Vec3f(0, 0.7f, 1.8f));
object.setGeometryScale(new Vec3f(0.7f, 0.7f, 0.7f));
manager.showManipInWindow(object, (AWTGLAutoDrawable) drawable);
spotlight = new HandleBoxManip();
spotlight.setScale(new Vec3f(0.5f, 0.5f, 0.5f));
spotlight.setTranslation(new Vec3f(-0.25f, 2.35f, 5.0f));
spotlight.setRotation(new Rotf(Vec3f.X_AXIS, (float) Math.toRadians(-30.0f)));
manager.showManipInWindow(spotlight, (AWTGLAutoDrawable) drawable);
viewer = new ExaminerViewer();
viewer.setUpVector(Vec3f.Y_AXIS);
viewer.attach((AWTGLAutoDrawable) drawable, new BSphereProvider() {
@Override
public BSphere getBoundingSphere() {
return new BSphere(object.getTranslation(), 2.0f);
}
});
viewer.setOrientation(new Rotf(Vec3f.Y_AXIS, (float) Math.toRadians(45.0f)).times
(new Rotf(Vec3f.X_AXIS, (float) Math.toRadians(-15.0f))));
viewer.setVertFOV((float) Math.toRadians(lightshaper_fovy / 2.0f));
viewer.setZNear(zNear);
viewer.setZFar(zFar);
float bias = 1/((float) Math.pow(2.0,16.0)-1);
tweaks.add(new Tweak("r coordinate scale", 0.5f, bias));
tweaks.add(new Tweak("r coordinate bias", 0.5f, bias));
tweaks.add(new Tweak("polygon offset scale", 2.5f, 0.5f));
tweaks.add(new Tweak("polygon offset bias", 10.0f, 1.0f));
}
@Override
public void dispose(GLAutoDrawable drawable) {
glu = null;
glut = null;
}
@Override
public void display(GLAutoDrawable drawable) {
viewer.update();
// Grab these values once per render to avoid multithreading
// issues with their values being changed by manipulation from
// the AWT thread during the render
CameraParameters params = viewer.getCameraParameters();
cameraPerspective.set(params.getProjectionMatrix());
cameraInverseTransform.set(params.getModelviewMatrix());
cameraTransform.set(cameraInverseTransform);
cameraTransform.invertRigid();
spotlightTransform.set(spotlight.getTransform());
spotlightInverseTransform.set(spotlightTransform);
spotlightInverseTransform.invertRigid();
objectTransform.set(object.getTransform());
if (displayMode == RENDER_SCENE_FROM_CAMERA_VIEW_SHADOWED || !fullyInitialized) {
if (pbuffer != null) {
pbuffer.display();
}
}
if (!fullyInitialized) {
// Repaint again later once everything is set up
demoListener.repaint();
return;
}
GL2 gl = drawable.getGL().getGL2();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
if (doViewAll) {
viewer.viewAll(gl);
doViewAll = false;
// Immediately zap effects
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glLoadIdentity();
// Schedule repaint to clean up first bogus frame
demoListener.repaint();
}
switch (displayMode) {
case RENDER_SCENE_FROM_CAMERA_VIEW: render_scene_from_camera_view(gl, drawable, params); break;
case RENDER_SCENE_FROM_CAMERA_VIEW_SHADOWED: render_scene_from_camera_view_shadowed(gl, drawable, params); break;
case RENDER_SCENE_FROM_LIGHT_VIEW: render_scene_from_light_view(gl, drawable, viewportX, viewportY); break;
default: throw new RuntimeException("Illegal display mode " + displayMode);
}
}
// Unused routines
@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
viewportX = x;
viewportY = y;
}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
private void checkExtension(GL2 gl, String extensionName) {
if (!gl.isExtensionAvailable(extensionName)) {
String message = "Unable to initialize " + extensionName + " OpenGL extension";
unavailableExtension(message);
}
}
private void unavailableExtension(String message) {
JOptionPane.showMessageDialog(null, message, "Unavailable extension", JOptionPane.ERROR_MESSAGE);
throw new GLException(message);
}
private void dispatchKey(char k) {
switch (k) {
case 27:
case 'q':
shutdownDemo();
break;
case 'v':
doViewAll = true;
System.err.println("Forcing viewAll()");
break;
case ' ':
displayMode = (displayMode + 1) % NUM_DISPLAY_MODES;
System.err.println("Switching to display mode " + displayMode);
break;
// FIXME: add more key behaviors from original demo
default:
break;
}
}
class PbufferListener implements GLEventListener {
@Override
public void init(GLAutoDrawable drawable) {
// Use debug pipeline
// drawable.setGL(new DebugGL(drawable.getGL()));
GL2 gl = drawable.getGL().getGL2();
gl.glEnable(GL2.GL_DEPTH_TEST);
int[] depth_bits = new int[1];
gl.glGetIntegerv(GL2.GL_DEPTH_BITS, depth_bits, 0);
if (depth_bits[0] == 16) depth_format = GL2.GL_DEPTH_COMPONENT16;
else depth_format = GL2.GL_DEPTH_COMPONENT24;
light_view_depth = genTexture(gl);
gl.glBindTexture(GL2.GL_TEXTURE_2D, light_view_depth);
gl.glTexImage2D(GL2.GL_TEXTURE_2D, 0, depth_format, TEX_SIZE, TEX_SIZE, 0,
GL2.GL_DEPTH_COMPONENT, GL2.GL_UNSIGNED_INT, null);
set_light_view_texture_parameters(gl);
fullyInitialized = true;
}
@Override
public void dispose(GLAutoDrawable drawable) {
}
@Override
public void display(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT);
gl.glPolygonOffset(tweaks.get(POLYGON_OFFSET_SCALE).val,
tweaks.get(POLYGON_OFFSET_BIAS).val);
gl.glEnable(GL2.GL_POLYGON_OFFSET_FILL);
render_scene_from_light_view(gl, drawable, 0, 0);
gl.glDisable(GL2.GL_POLYGON_OFFSET_FILL);
gl.glBindTexture(GL2.GL_TEXTURE_2D, light_view_depth);
// trying different ways of getting the depth info over
gl.glCopyTexSubImage2D(GL2.GL_TEXTURE_2D, 0, 0, 0, 0, 0, TEX_SIZE, TEX_SIZE);
}
// Unused routines
@Override
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
}
private void set_light_view_texture_parameters(GL2 gl) {
gl.glBindTexture(GL2.GL_TEXTURE_2D, light_view_depth);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_LINEAR);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_S, GL2.GL_CLAMP_TO_EDGE);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_WRAP_T, GL2.GL_CLAMP_TO_EDGE);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_COMPARE_MODE, GL2.GL_COMPARE_R_TO_TEXTURE);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_COMPARE_FUNC, GL2.GL_LEQUAL);
}
private int genTexture(GL2 gl) {
int[] tmp = new int[1];
gl.glGenTextures(1, tmp, 0);
return tmp[0];
}
private void eye_linear_texgen(GL2 gl) {
Mat4f m = new Mat4f();
m.makeIdent();
set_texgen_planes(gl, GL2.GL_EYE_PLANE, m);
gl.glTexGeni(GL2.GL_S, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_EYE_LINEAR);
gl.glTexGeni(GL2.GL_T, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_EYE_LINEAR);
gl.glTexGeni(GL2.GL_R, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_EYE_LINEAR);
gl.glTexGeni(GL2.GL_Q, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_EYE_LINEAR);
}
private void obj_linear_texgen(GL2 gl) {
Mat4f m = new Mat4f();
m.makeIdent();
set_texgen_planes(gl, GL2.GL_OBJECT_PLANE, m);
gl.glTexGeni(GL2.GL_S, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_OBJECT_LINEAR);
gl.glTexGeni(GL2.GL_T, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_OBJECT_LINEAR);
gl.glTexGeni(GL2.GL_R, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_OBJECT_LINEAR);
gl.glTexGeni(GL2.GL_Q, GL2.GL_TEXTURE_GEN_MODE, GL2.GL_OBJECT_LINEAR);
}
private void set_texgen_planes(GL2 gl, int plane_type, Mat4f m) {
int[] coord = {GL2.GL_S, GL2.GL_T, GL2.GL_R, GL2.GL_Q};
float[] row = new float[4];
for(int i = 0; i < 4; i++) {
getRow(m, i, row);
gl.glTexGenfv(coord[i], plane_type, row, 0);
}
}
private void texgen(GL2 gl, boolean enable) {
if(enable) {
gl.glEnable(GL2.GL_TEXTURE_GEN_S);
gl.glEnable(GL2.GL_TEXTURE_GEN_T);
gl.glEnable(GL2.GL_TEXTURE_GEN_R);
gl.glEnable(GL2.GL_TEXTURE_GEN_Q);
} else {
gl.glDisable(GL2.GL_TEXTURE_GEN_S);
gl.glDisable(GL2.GL_TEXTURE_GEN_T);
gl.glDisable(GL2.GL_TEXTURE_GEN_R);
gl.glDisable(GL2.GL_TEXTURE_GEN_Q);
}
}
private void render_light_frustum(GL2 gl) {
gl.glPushMatrix();
applyTransform(gl, cameraInverseTransform);
applyTransform(gl, spotlightTransform);
applyTransform(gl, perspectiveInverse(lightshaper_fovy, 1, lightshaper_zNear, lightshaper_zFar));
gl.glDisable(GL2.GL_LIGHTING);
gl.glColor3f(1,1,0);
gl.glCallList(wirecube);
gl.glColor3f(1,1,1);
gl.glEnable(GL2.GL_LIGHTING);
gl.glPopMatrix();
}
private void render_quad(GL2 gl) {
gl.glActiveTexture(GL2.GL_TEXTURE0);
obj_linear_texgen(gl);
texgen(gl, true);
gl.glMatrixMode(GL2.GL_TEXTURE);
gl.glLoadIdentity();
gl.glScalef(4,4,1);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glDisable(GL2.GL_LIGHTING);
decal.bind(gl);
decal.enable(gl);
gl.glCallList(quad);
decal.disable(gl);
gl.glEnable(GL2.GL_LIGHTING);
texgen(gl, false);
gl.glMatrixMode(GL2.GL_TEXTURE);
gl.glLoadIdentity();
gl.glMatrixMode(GL2.GL_MODELVIEW);
}
private void render_scene(GL2 gl, Mat4f view, GLAutoDrawable drawable, CameraParameters params) {
gl.glColor3f(1,1,1);
gl.glPushMatrix();
Mat4f inverseView = new Mat4f(view);
inverseView.invertRigid();
applyTransform(gl, inverseView);
gl.glPushMatrix();
render_quad(gl);
applyTransform(gl, objectTransform);
gl.glEnable(GL2.GL_LIGHTING);
gl.glCallList(geometry);
gl.glDisable(GL2.GL_LIGHTING);
gl.glPopMatrix();
gl.glPopMatrix();
}
private void render_manipulators(GL2 gl, Mat4f view, GLAutoDrawable drawable, CameraParameters params) {
gl.glColor3f(1,1,1);
gl.glPushMatrix();
Mat4f inverseView = new Mat4f(view);
inverseView.invertRigid();
applyTransform(gl, inverseView);
if (params != null) {
ManipManager.getManipManager().updateCameraParameters((AWTGLAutoDrawable) drawable, params);
ManipManager.getManipManager().render((AWTGLAutoDrawable) drawable, gl);
}
gl.glPopMatrix();
}
private void render_scene_from_camera_view(GL2 gl, GLAutoDrawable drawable, CameraParameters params) {
// place light
gl.glPushMatrix();
gl.glLoadIdentity();
applyTransform(gl, cameraInverseTransform);
applyTransform(gl, spotlightTransform);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, light_pos, 0);
gl.glPopMatrix();
// spot image
gl.glActiveTexture(GL2.GL_TEXTURE1);
gl.glPushMatrix();
applyTransform(gl, cameraInverseTransform);
eye_linear_texgen(gl);
texgen(gl, true);
gl.glPopMatrix();
gl.glMatrixMode(GL2.GL_TEXTURE);
gl.glLoadIdentity();
gl.glTranslatef(.5f, .5f, .5f);
gl.glScalef(.5f, -.5f, .5f);
glu.gluPerspective(lightshaper_fovy, 1, lightshaper_zNear, lightshaper_zFar);
applyTransform(gl, spotlightInverseTransform);
gl.glMatrixMode(GL2.GL_MODELVIEW);
light_image.bind(gl);
light_image.enable(gl);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_MODULATE);
gl.glActiveTexture(GL2.GL_TEXTURE0);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
gl.glViewport(viewportX, viewportY, drawable.getSurfaceWidth(), drawable.getSurfaceHeight());
applyTransform(gl, cameraPerspective);
gl.glMatrixMode(GL2.GL_MODELVIEW);
render_scene(gl, cameraTransform, drawable, params);
gl.glActiveTexture(GL2.GL_TEXTURE1);
light_image.disable(gl);
gl.glActiveTexture(GL2.GL_TEXTURE0);
render_manipulators(gl, cameraTransform, drawable, params);
render_light_frustum(gl);
}
private void render_scene_from_camera_view_shadowed(GL2 gl, GLAutoDrawable drawable, CameraParameters params) {
// place light
gl.glPushMatrix();
gl.glLoadIdentity();
applyTransform(gl, cameraInverseTransform);
applyTransform(gl, spotlightTransform);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, light_pos, 0);
gl.glPopMatrix();
// spot image
gl.glActiveTexture(GL2.GL_TEXTURE1);
gl.glPushMatrix();
applyTransform(gl, cameraInverseTransform);
eye_linear_texgen(gl);
texgen(gl, true);
gl.glPopMatrix();
gl.glMatrixMode(GL2.GL_TEXTURE);
gl.glLoadIdentity();
gl.glTranslatef(.5f, .5f, .5f);
gl.glScalef(.5f, -.5f, .5f);
glu.gluPerspective(lightshaper_fovy, 1, lightshaper_zNear, lightshaper_zFar);
applyTransform(gl, spotlightInverseTransform);
gl.glMatrixMode(GL2.GL_MODELVIEW);
light_image.bind(gl);
light_image.enable(gl);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_MODULATE);
// depth compare
gl.glActiveTexture(GL2.GL_TEXTURE2);
gl.glPushMatrix();
applyTransform(gl, cameraInverseTransform);
eye_linear_texgen(gl);
texgen(gl, true);
gl.glPopMatrix();
gl.glMatrixMode(GL2.GL_TEXTURE);
gl.glLoadIdentity();
gl.glTranslatef(.5f, .5f, tweaks.get(R_COORDINATE_SCALE).val);
gl.glScalef(.5f, .5f, tweaks.get(R_COORDINATE_BIAS).val);
glu.gluPerspective(lightshaper_fovy, 1, lightshaper_zNear, lightshaper_zFar);
applyTransform(gl, spotlightInverseTransform);
gl.glMatrixMode(GL2.GL_MODELVIEW);
gl.glBindTexture(GL2.GL_TEXTURE_2D, light_view_depth);
gl.glEnable(GL2.GL_TEXTURE_2D);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_MODULATE);
gl.glActiveTexture(GL2.GL_TEXTURE0);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
gl.glViewport(viewportX, viewportY, drawable.getSurfaceWidth(), drawable.getSurfaceHeight());
applyTransform(gl, cameraPerspective);
gl.glMatrixMode(GL2.GL_MODELVIEW);
render_scene(gl, cameraTransform, drawable, params);
gl.glActiveTexture(GL2.GL_TEXTURE1);
light_image.disable(gl);
gl.glActiveTexture(GL2.GL_TEXTURE2);
gl.glDisable(GL2.GL_TEXTURE_2D);
gl.glActiveTexture(GL2.GL_TEXTURE0);
render_manipulators(gl, cameraTransform, drawable, params);
render_light_frustum(gl);
}
private void largest_square_power_of_two_viewport(GL2 gl, GLAutoDrawable drawable, int viewportX, int viewportY) {
float min = Math.min(drawable.getSurfaceWidth(), drawable.getSurfaceHeight());
float log2min = (float) Math.log(min) / (float) Math.log(2.0);
float pow2 = (float) Math.floor(log2min);
int size = 1 << (int) pow2;
gl.glViewport(viewportX, viewportY, size, size);
}
private void render_scene_from_light_view(GL2 gl, GLAutoDrawable drawable, int viewportX, int viewportY) {
// place light
gl.glPushMatrix();
gl.glLoadIdentity();
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, light_pos, 0);
gl.glPopMatrix();
// spot image
gl.glActiveTexture(GL2.GL_TEXTURE1);
gl.glPushMatrix();
eye_linear_texgen(gl);
texgen(gl, true);
gl.glPopMatrix();
gl.glMatrixMode(GL2.GL_TEXTURE);
gl.glLoadIdentity();
gl.glTranslatef(.5f, .5f, .5f);
gl.glScalef(.5f, .5f, .5f);
glu.gluPerspective(lightshaper_fovy, 1, lightshaper_zNear, lightshaper_zFar);
gl.glMatrixMode(GL2.GL_MODELVIEW);
light_image.bind(gl);
light_image.enable(gl);
gl.glTexEnvi(GL2.GL_TEXTURE_ENV, GL2.GL_TEXTURE_ENV_MODE, GL2.GL_MODULATE);
gl.glActiveTexture(GL2.GL_TEXTURE0);
gl.glViewport(0, 0, TEX_SIZE, TEX_SIZE);
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
glu.gluPerspective(lightshaper_fovy, 1, lightshaper_zNear, lightshaper_zFar);
gl.glMatrixMode(GL2.GL_MODELVIEW);
if (displayMode == RENDER_SCENE_FROM_LIGHT_VIEW)
largest_square_power_of_two_viewport(gl, drawable, viewportX, viewportY);
render_scene(gl, spotlightTransform, null, null);
gl.glActiveTexture(GL2.GL_TEXTURE1);
light_image.disable(gl);
gl.glActiveTexture(GL2.GL_TEXTURE0);
}
private static void getRow(Mat4f m, int row, float[] out) {
out[0] = m.get(row, 0);
out[1] = m.get(row, 1);
out[2] = m.get(row, 2);
out[3] = m.get(row, 3);
}
private static void applyTransform(GL2 gl, Mat4f xform) {
float[] data = new float[16];
xform.getColumnMajorData(data);
gl.glMultMatrixf(data, 0);
}
private static Mat4f perspectiveInverse(float fovy, float aspect, float zNear, float zFar) {
float tangent = (float) Math.tan(Math.toRadians(fovy / 2.0));
float y = tangent * zNear;
float x = aspect * y;
return frustumInverse(-x, x, -y, y, zNear, zFar);
}
private static Mat4f frustumInverse(float left, float right,
float bottom, float top,
float zNear, float zFar) {
Mat4f m = new Mat4f();
m.makeIdent();
m.set(0, 0, (right - left) / (2 * zNear));
m.set(0, 3, (right + left) / (2 * zNear));
m.set(1, 1, (top - bottom) / (2 * zNear));
m.set(1, 3, (top + bottom) / (2 * zNear));
m.set(2, 2, 0);
m.set(2, 3, -1);
m.set(3, 2, -(zFar - zNear) / (2 * zFar * zNear));
m.set(3, 3, (zFar + zNear) / (2 * zFar * zNear));
return m;
}
private static void runExit() {
// Note: calling System.exit() synchronously inside the draw,
// reshape or init callbacks can lead to deadlocks on certain
// platforms (in particular, X11) because the JAWT's locking
// routines cause a global AWT lock to be grabbed. Run the
// exit routine in another thread.
new Thread(new Runnable() {
@Override
public void run() {
System.exit(0);
}
}).start();
}
}