/*
* Portions Copyright (C) 2003 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,
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*/
package demos.infiniteShadowVolumes;
import com.jogamp.opengl.util.gl2.GLUT;
import demos.common.Demo;
import demos.common.DemoListener;
import demos.util.MD2;
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 gleem.linalg.Vec4f;
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.nio.FloatBuffer;
import javax.media.opengl.GLProfile;
import javax.media.opengl.GL;
import javax.media.opengl.GL2ES1;
import javax.media.opengl.GL2;
import javax.media.opengl.GLAutoDrawable;
import javax.media.opengl.GLCapabilities;
import javax.media.opengl.awt.AWTGLAutoDrawable;
import javax.media.opengl.awt.GLCanvas;
import javax.media.opengl.glu.GLU;
/**
Infinite shadow volumes are described in the paper
"Practical and Robust Stenciled Shadow Volumes for
Hardware-Accelerated Rendering" which can be found
online at:
http://developer.nvidia.com/view.asp?IO=robust_shadow_volumes
This code is intended to illustrate the technique. It
is not optimized for performance.
Cass Everitt
04-04-2002
Ported to Java by Kenneth Russell
*/
public class InfiniteShadowVolumes extends Demo {
public static void main(String[] args) {
// set argument 'NotFirstUIActionOnProcess' in the JNLP's application-desc tag for example
//
// NotFirstUIActionOnProcess
//
boolean firstUIActionOnProcess = 0==args.length || !args[0].equals("NotFirstUIActionOnProcess") ;
GLProfile.initSingleton(firstUIActionOnProcess);
GLCapabilities caps = new GLCapabilities(null);
caps.setStencilBits(16);
final GLCanvas canvas = new GLCanvas(caps);
InfiniteShadowVolumes demo = new InfiniteShadowVolumes();
canvas.addGLEventListener(demo);
demo.setDemoListener(new DemoListener() {
public void shutdownDemo() {
runExit();
}
public void repaint() {
canvas.repaint();
}
});
Frame frame = new Frame("Infinite Stenciled Shadow Volumes");
frame.setLayout(new BorderLayout());
canvas.setSize(512, 512);
frame.add(canvas, BorderLayout.CENTER);
frame.pack();
frame.setVisible(true);
canvas.requestFocus();
frame.addWindowListener(new WindowAdapter() {
public void windowClosing(WindowEvent e) {
runExit();
}
});
}
//----------------------------------------------------------------------
// Internals only below this point
//
public void shutdownDemo() {
ManipManager.getManipManager().unregisterWindow((AWTGLAutoDrawable) drawable);
drawable.removeGLEventListener(this);
super.shutdownDemo();
}
static class Model {
Model() {
frame_num = 0;
frame_incr = 0.25f;
draw = true;
ambient = new Vec4f(0.1f, 0.1f, 0.1f, 1);
diffuse = new Vec4f(0.8f, 0, 0, 1);
specular = new Vec4f(0.6f, 0.6f, 0.6f, 1);
shininess = 64;
}
MD2.Model mod;
MD2.Frame interp_frame;
float frame_num;
float frame_incr;
Vec4f ambient;
Vec4f diffuse;
Vec4f specular;
float shininess;
boolean draw;
};
// You can load multiple models and
// position them independently. If they're
// quake2 models you can animate them as well.
private static final int MAX_MODELS = 4;
private Model[] m = new Model[MAX_MODELS];
private int curr_model = 0;
private int num_models = 0;
// selector for the current view mode
private static final int CAMERA_VIEW = 0;
private static final int SCENE_VIEW = 1;
private static final int CLIP_VIEW = 2;
private int curr_view = CAMERA_VIEW;
private GLU glu = new GLU();
private GLUT glut = new GLUT();
private GLAutoDrawable drawable;
private ExaminerViewer viewer;
private HandleBoxManip objectManip;
private HandleBoxManip lightManip;
private Mat4f objectManipXform;
private Mat4f lightManipXform;
int faceDisplayList;
int wallTexObject;
private boolean[] b = new boolean[256];
Vec4f light_position = new Vec4f(0,0,0,1);
float light_object_scale = 1;
float volume_alpha = .1f;
float room_ambient = .3f;
boolean doViewAll = true;
private boolean enableDepthClampNV;
private boolean toggleDepthClampNV;
private boolean animateContinually;
private boolean animateForward;
private boolean animateBackward;
private boolean hideCurrentModel;
private boolean toggleWireframe;
public void init(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
gl.glClearStencil(128);
//glEnable(GL2.GL_DEPTH_CLAMP_NV);
gl.glEnable(GL2.GL_DEPTH_TEST);
gl.glDepthFunc(GL2.GL_LESS);
gl.glEnable(GL2.GL_NORMALIZE);
gl.glLightModeli(GL2.GL_LIGHT_MODEL_TWO_SIDE, GL2.GL_FALSE);
float[] ambient = new float[] {0.3f, 0.3f, 0.3f, 1};
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_AMBIENT, ambient, 0);
faceDisplayList = gl.glGenLists(1);
gl.glNewList(faceDisplayList, GL2.GL_COMPILE);
drawMesh(gl, 20, 40);
gl.glEndList();
int[] tmp = new int[1];
gl.glGenTextures(1, tmp, 0);
wallTexObject = tmp[0];
gl.glBindTexture(GL2.GL_TEXTURE_2D, wallTexObject);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_GENERATE_MIPMAP, GL2.GL_TRUE);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MIN_FILTER, GL2.GL_LINEAR_MIPMAP_LINEAR);
gl.glTexParameteri(GL2.GL_TEXTURE_2D, GL2.GL_TEXTURE_MAG_FILTER, GL2.GL_LINEAR);
float[] tex = new float[32*32];
for(int i=0; i < 32; i++) {
for(int j=0; j < 32; j++) {
if ((i>>4 ^ j>>4) != 0)
tex[i+j*32] = 1;
else
tex[i+j*32] = .9f;
}
}
gl.glTexImage2D(GL2.GL_TEXTURE_2D, 0, GL2.GL_RGBA, 32, 32, 0, GL2.GL_LUMINANCE, GL2.GL_FLOAT, FloatBuffer.wrap(tex));
initModel();
b['S'] = true; // no silhouette outlines
b['v'] = true; // no volume drawing
b['I'] = true; // use infinite far plane
b['L'] = true; // use local light for shadowing
doViewAll = true;
//TODO drawable has no addKeyListener
// drawable.addKeyListener(new KeyAdapter() {
// public void keyTyped(KeyEvent e) {
// dispatchKey(e.getKeyChar());
// demoListener.repaint();
// }
// });
// Register the window with the ManipManager
ManipManager manager = ManipManager.getManipManager();
manager.registerWindow((AWTGLAutoDrawable) drawable);
this.drawable = drawable;
objectManip = new HandleBoxManip();
manager.showManipInWindow(objectManip, (AWTGLAutoDrawable) drawable);
objectManip.setTranslation(new Vec3f(0, 0, -2));
objectManip.setRotation(new Rotf(new Vec3f(1, 0, 0), (float) Math.toRadians(-90)));
lightManip = new HandleBoxManip();
manager.showManipInWindow(lightManip, (AWTGLAutoDrawable) drawable);
lightManip.setTranslation(new Vec3f(0.5f, 0.5f, -1));
lightManip.setGeometryScale(new Vec3f(0.1f, 0.1f, 0.1f));
viewer = new ExaminerViewer();
viewer.setUpVector(Vec3f.Y_AXIS);
viewer.attach((AWTGLAutoDrawable) drawable, new BSphereProvider() {
public BSphere getBoundingSphere() {
return new BSphere(objectManip.getTranslation(), 1.0f);
}
});
viewer.setZNear(1.0f);
viewer.setZFar(100.0f);
viewer.setOrientation(new Rotf(new Vec3f(0, 1, 0), (float) Math.toRadians(15)));
// FIXME
// glutAddMenuEntry("mouse controls view [1]", '1');
// glutAddMenuEntry("mouse controls model [2]", '2');
// glutAddMenuEntry("mouse controls light [3]", '3');
// glutAddMenuEntry("mouse controls room [4]", '4');
// glutAddMenuEntry("enable depth clamp [!]", '!');
// glutAddMenuEntry("disable depth clamp [~]", '~');
// glutAddMenuEntry("start animation [ ]", ' ');
// glutAddMenuEntry("step animation forward [a]", 'a');
// glutAddMenuEntry("step animation backward [b]", 'b');
// glutAddMenuEntry("toggle drawing silhouette [S]", 'S');
// glutAddMenuEntry("toggle drawing shadow [s]", 's');
// glutAddMenuEntry("toggle drawing visible shadow volume [v]", 'v');
// glutAddMenuEntry("toggle drawing model geometry[m]", 'm');
// glutAddMenuEntry("increase shadow volume alpha [;]", ';');
// glutAddMenuEntry("decrease shadow volume alpha [:]", ':');
// glutAddMenuEntry("next model [,]", ',');
// glutAddMenuEntry("hide current model [.]", '.');
// glutAddMenuEntry("toggle view frustum clip planes [X]", 'X');
// glutAddMenuEntry("camera view [5]", '5');
// glutAddMenuEntry("scene view [6]", '6');
// glutAddMenuEntry("clipspace view [7]", '7');
// glutAddMenuEntry("enable depth clamp [!]", '!');
// glutAddMenuEntry("disable depth clamp [~]", '~');
// glutAddMenuEntry("increase light size [n]", 'n');
// glutAddMenuEntry("decrease light size [N]", 'N');
// glutAddMenuEntry("move near plane in [[]", '[');
// glutAddMenuEntry("move near plane out []]", ']');
// glutAddMenuEntry("move far plane in [{]", '[');
// glutAddMenuEntry("move far plane out [}]", ']');
// glutAddMenuEntry("toggle local/infinite light [L]", 'L');
// glutAddMenuEntry("hide room [R]", 'R');
// glutAddMenuEntry("view all with camera [c]", 'c');
// glutAddMenuEntry("quit []", 27);
}
public void dispose(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
gl.glDeleteLists(faceDisplayList, 1);
faceDisplayList=0;
int[] tmp = new int[1];
tmp[0]=wallTexObject;
gl.glDeleteTextures(1, tmp, 0);
wallTexObject = 0;
objectManip = null;
lightManip = null;
viewer = null;
}
public void display(GLAutoDrawable drawable) {
GL2 gl = drawable.getGL().getGL2();
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
if (doViewAll) {
viewer.viewAll(gl);
doViewAll = false;
}
objectManipXform = objectManip.getTransform();
lightManipXform = lightManip.getTransform();
// TODO GL_DEPTH_CLAMP_NV not available
// if (toggleDepthClampNV) {
// if (enableDepthClampNV) {
// gl.glEnable(GL2.GL_DEPTH_CLAMP_NV);
// } else {
// gl.glDisable(GL2.GL_DEPTH_CLAMP_NV);
// }
// toggleDepthClampNV = false;
// }
if (b[' ']) {
animateForward = true;
}
if (animateForward) {
Model mm = m[curr_model];
mm.frame_num += mm.frame_incr;
if (mm.frame_num >= mm.mod.f.length)
mm.frame_num = 0;
interpolate_frame();
animateForward = false;
}
if (animateBackward) {
Model mm = m[curr_model];
mm.frame_num -= mm.frame_incr;
if (mm.frame_num < 0)
mm.frame_num += mm.mod.f.length;
interpolate_frame();
animateBackward = false;
}
if (hideCurrentModel) {
gl.glNewList(faceDisplayList, GL2.GL_COMPILE);
drawMesh(gl, 20, 40);
gl.glEndList();
hideCurrentModel = false;
}
if (toggleWireframe) {
if(b['w'])
gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_LINE);
else
gl.glPolygonMode(GL2.GL_FRONT_AND_BACK, GL2.GL_FILL);
}
if(b['I']) {
// push far plane to infinity
switch (curr_view) {
case CAMERA_VIEW:
viewer.update(gl);
// Undo perspective effects of ExaminerViewer
gl.glMatrixMode(GL2.GL_PROJECTION);
gl.glLoadIdentity();
applyInfinitePerspective(gl, viewer);
break;
case SCENE_VIEW:
applyInfinitePerspective(gl, viewer);
// FIXME: do we need more primitives in the ExaminerViewer class?
// scenecam.apply_inverse_transform();
break;
case CLIP_VIEW:
applyInfinitePerspective(gl, viewer);
// FIXME
// clipcam.apply_inverse_transform();
gl.glScalef(10,10,-10);
applyInfinitePerspective(gl, viewer);
break;
default:
break;
}
} else {
switch (curr_view) {
case CAMERA_VIEW:
viewer.update(gl);
break;
case SCENE_VIEW:
applyInfinitePerspective(gl, viewer);
// FIXME
// scenecam.apply_inverse_transform();
break;
case CLIP_VIEW:
applyInfinitePerspective(gl, viewer);
// FIXME
// clipcam.apply_inverse_transform();
gl.glScalef(10,10,-10);
// FIXME
// reshaper.apply_projection();
break;
default:
break;
}
}
gl.glMatrixMode(GL2.GL_MODELVIEW);
// FIXME
if (b['X']) {
gl.glLoadIdentity();
if(b['I']) {
// FIXME
applyInfinitePerspectiveInverse(gl, viewer);
} else {
// FIXME
// reshaper.apply_projection_inverse();
}
double[] pos_x = new double[] {-1, 0, 0, 1};
double[] neg_x = new double[] { 1, 0, 0, 1};
double[] pos_y = new double[] { 0,-1, 0, 1};
double[] neg_y = new double[] { 0, 1, 0, 1};
double[] pos_z = new double[] { 0, 0,-1, 1};
double[] neg_z = new double[] { 0, 0, 1, 1};
gl.glClipPlane(GL2.GL_CLIP_PLANE0, pos_x, 0);
gl.glClipPlane(GL2.GL_CLIP_PLANE1, neg_x, 0);
gl.glClipPlane(GL2.GL_CLIP_PLANE2, pos_y, 0);
gl.glClipPlane(GL2.GL_CLIP_PLANE3, neg_y, 0);
gl.glClipPlane(GL2.GL_CLIP_PLANE4, pos_z, 0);
gl.glClipPlane(GL2.GL_CLIP_PLANE5, neg_z, 0);
gl.glEnable(GL2.GL_CLIP_PLANE0);
gl.glEnable(GL2.GL_CLIP_PLANE1);
gl.glEnable(GL2.GL_CLIP_PLANE2);
gl.glEnable(GL2.GL_CLIP_PLANE3);
gl.glEnable(GL2.GL_CLIP_PLANE4);
gl.glEnable(GL2.GL_CLIP_PLANE5);
gl.glLoadIdentity();
}
gl.glPushMatrix();
// FIXME
// camera.apply_inverse_transform();
// light.apply_transform();
gl.glMultMatrixf(getData(lightManipXform), 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_POSITION, getData(light_position), 0);
gl.glPopMatrix();
gl.glEnable(GL2.GL_LIGHT0);
// FIXME
gl.glPushMatrix();
// gl.glLoadIdentity();
// camera.apply_inverse_transform();
gl.glClear(GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT | GL2.GL_STENCIL_BUFFER_BIT);
ManipManager.getManipManager().updateCameraParameters((AWTGLAutoDrawable) drawable, viewer.getCameraParameters());
ManipManager.getManipManager().render((AWTGLAutoDrawable) drawable, gl);
if (!b['R']) {
drawRoom(gl, false);
}
if (!b['m']) {
for (int i = 0; i < num_models; i++)
if (m[i].draw)
drawModel(gl, i, false);
}
if (b['X']) {
gl.glDisable(GL2.GL_CLIP_PLANE0);
gl.glDisable(GL2.GL_CLIP_PLANE1);
gl.glDisable(GL2.GL_CLIP_PLANE2);
gl.glDisable(GL2.GL_CLIP_PLANE3);
gl.glDisable(GL2.GL_CLIP_PLANE4);
gl.glDisable(GL2.GL_CLIP_PLANE5);
}
if (!b['s']) {
for (int i = 0; i < num_models; i++)
if (m[i].draw)
drawShadowVolumeToStencil(gl, i);
}
// Be aware that this can cause some multipass artifacts
// due to invariance issues.
if (b['X']) {
gl.glEnable(GL2.GL_CLIP_PLANE0);
gl.glEnable(GL2.GL_CLIP_PLANE1);
gl.glEnable(GL2.GL_CLIP_PLANE2);
gl.glEnable(GL2.GL_CLIP_PLANE3);
gl.glEnable(GL2.GL_CLIP_PLANE4);
gl.glEnable(GL2.GL_CLIP_PLANE5);
}
if (!b['d']) {
if (!b['R'])
drawRoom(gl, true);
if (!b['m'])
for (int i = 0; i < num_models; i++)
if (m[i].draw)
drawModel(gl, i, true);
}
if(!b['S']) {
for (int i = 0; i < num_models; i++)
if (m[i].draw)
drawPossibleSilhouette(gl, i);
}
if (!b['v']) {
for (int i = 0; i < num_models; i++)
if (m[i].draw)
drawShadowVolumeToColor(gl, i);
}
// Be aware that this can cause some multipass artifacts
// due to invariance issues.
if (b['X']) {
gl.glDisable(GL2.GL_CLIP_PLANE0);
gl.glDisable(GL2.GL_CLIP_PLANE1);
gl.glDisable(GL2.GL_CLIP_PLANE2);
gl.glDisable(GL2.GL_CLIP_PLANE3);
gl.glDisable(GL2.GL_CLIP_PLANE4);
gl.glDisable(GL2.GL_CLIP_PLANE5);
}
drawLight(gl);
gl.glPopMatrix();
// In an "external" viewing mode, show the camera's view volume
// as a yellow wireframe cube or frustum.
if (curr_view != CAMERA_VIEW) {
gl.glPushMatrix();
if (b['I']) {
// FIXME
applyInfinitePerspectiveInverse(gl, viewer);
} else {
// FIXME
// reshaper.apply_projection_inverse();
}
gl.glColor3f(.75f,.75f,0);
gl.glLineWidth(3);
glut.glutWireCube(2);
gl.glLineWidth(1);
gl.glPopMatrix();
}
if (b[' ']) {
// Animating continually. Schedule another repaint soon.
demoListener.repaint();
}
}
// Unused routines
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {}
public void displayChanged(GLAutoDrawable drawable, boolean modeChanged, boolean deviceChanged) {}
private void dispatchKey(char k) {
b[k] = ! b[k];
if (k==27 || k=='q') {
shutdownDemo();
return;
}
if(';' == k) {
volume_alpha *= 1.1f;
}
if(':' == k) {
volume_alpha /= 1.1f;
}
if('\'' == k) {
room_ambient += .025f;
}
if('"' == k) {
room_ambient -= .025f;
}
if(',' == k) {
curr_model++;
curr_model %= num_models;
// FIXME
// key('2',0,0);
}
if('.' == k) {
m[curr_model].draw = ! m[curr_model].draw;
}
if('w' == k) {
toggleWireframe = true;
}
if('1' == k) {
// FIXME
/*
curr_manip = 1;
camera.disable();
clipcam.disable();
scenecam.disable();
if(curr_view == 0)
camera.enable();
else if(curr_view == 1)
scenecam.enable();
else
clipcam.enable();
for(int i=0; i < num_models; i++)
object[i].disable();
light.disable();
room.disable();
*/
}
if('2' == k) {
// FIXME
/*
curr_manip = 2;
camera.disable();
clipcam.disable();
scenecam.disable();
light.disable();
for(int i=0; i < num_models; i++)
object[i].disable();
object[curr_model].enable();
room.disable();
*/
}
if('3' == k) {
// FIXME
/*
curr_manip = 3;
camera.disable();
clipcam.disable();
scenecam.disable();
light.enable();
for(int i=0; i < num_models; i++)
object[i].disable();
room.disable();
*/
}
if('4' == k) {
// FIXME
/*
curr_manip = 4;
camera.disable();
clipcam.disable();
scenecam.disable();
light.disable();
for(int i=0; i < num_models; i++)
object[i].disable();
room.enable();
*/
}
if('5' == k) {
// FIXME
/*
curr_view = 0;
if(curr_manip == 1)
key('1',0,0);
*/
}
if('6' == k) {
// FIXME
/*
curr_view = 1;
if(curr_manip == 1)
key('1',0,0);
*/
}
if('7' == k) {
// FIXME
/*
curr_view = 2;
if(curr_manip == 1)
key('1',0,0);
*/
}
if('[' == k) {
// FIXME: correct?
viewer.setZNear(viewer.getZNear() / 2);
// reshaper.zNear /= 2;
}
if(']' == k) {
// FIXME: correct?
viewer.setZNear(viewer.getZNear() * 2);
// reshaper.zNear *= 2;
}
if('{' == k) {
// FIXME: correct?
viewer.setZFar(viewer.getZFar() / 2);
// reshaper.zFar /= 2;
}
if('}' == k) {
// FIXME: correct?
viewer.setZFar(viewer.getZFar() * 2);
// reshaper.zFar *= 2;
}
if('!' == k) {
enableDepthClampNV = true;
toggleDepthClampNV = true;
}
if('~' == k) {
enableDepthClampNV = false;
toggleDepthClampNV = true;
}
if('a' == k) {
animateForward = true;
}
if('b' == k) {
animateBackward = true;
}
if('.' == k) {
hideCurrentModel = true;
}
if('n' == k) {
light_object_scale *= 1.1f;
}
if('N' == k) {
light_object_scale /= 1.1f;
}
if('L' == k) {
if(b[k])
light_position.set(0,0,0,1);
else
light_position.set(0.25f, 0.25f, 1, 0);
}
if ('c' == k) {
doViewAll = true;
}
}
private void initModel() {
int i = 0;
try {
MD2.Model mod = MD2.loadMD2(getClass().getClassLoader().getResourceAsStream("demos/data/models/knight.md2"));
m[i] = new Model();
m[i].mod = mod;
m[i].interp_frame = (MD2.Frame) m[i].mod.f[0].clone();
m[i].ambient.componentMul(m[i].diffuse);
i++;
} catch (IOException e) {
e.printStackTrace();
}
num_models = i;
}
// interpolate between keyframes
private void interpolate_frame() {
float frac = m[curr_model].frame_num - (float) Math.floor(m[curr_model].frame_num);
int f0_index = (int) Math.floor(m[curr_model].frame_num);
int f1_index = ((int) Math.ceil(m[curr_model].frame_num)) % m[curr_model].mod.f.length;
MD2.Frame f0 = m[curr_model].mod.f[f0_index];
MD2.Frame f1 = m[curr_model].mod.f[f1_index];
for (int i = 0; i < f0.pn.length; i++) {
MD2.PositionNormal pn = m[curr_model].interp_frame.pn[i];
MD2.PositionNormal pn0 = f0.pn[i];
MD2.PositionNormal pn1 = f1.pn[i];
pn.x = (1-frac) * pn0.x + frac * pn1.x;
pn.y = (1-frac) * pn0.y + frac * pn1.y;
pn.z = (1-frac) * pn0.z + frac * pn1.z;
pn.nx = (1-frac) * pn0.nx + frac * pn1.nx;
pn.ny = (1-frac) * pn0.ny + frac * pn1.ny;
pn.nz = (1-frac) * pn0.nz + frac * pn1.nz;
}
for (int i = 0; i < f0.triplane.length; i++) {
MD2.Plane p = m[curr_model].interp_frame.triplane[i];
MD2.computePlane(m[curr_model].interp_frame.pn[m[curr_model].mod.tri[i].v[0].pn_index],
m[curr_model].interp_frame.pn[m[curr_model].mod.tri[i].v[1].pn_index],
m[curr_model].interp_frame.pn[m[curr_model].mod.tri[i].v[2].pn_index],
p);
}
}
// This routine draws the end caps (both local and infinite) for an
// occluder. These caps are required for the zfail approach to work.
private void drawShadowVolumeEndCaps(GL2 gl, int mindex) {
Vec4f olight = new Vec4f();
Mat4f ml = new Mat4f(objectManipXform);
ml.invertRigid();
ml = ml.mul(lightManipXform);
ml.xformVec(light_position, olight);
MD2.PositionNormal[] vpn = m[mindex].interp_frame.pn;
gl.glPushMatrix();
gl.glMultMatrixf(getData(objectManipXform), 0);
gl.glBegin(GL2.GL_TRIANGLES);
for (int i = 0; i < m[mindex].mod.tri.length; i++) {
if (m[mindex].mod.tri[i].kill)
continue;
MD2.Plane p = m[mindex].interp_frame.triplane[i];
boolean facing_light = (( p.a * olight.get(0) +
p.b * olight.get(1) +
p.c * olight.get(2) +
p.d * olight.get(3) ) >= 0 );
for (int j = 0; j < 3; j++) {
MD2.PositionNormal pn = vpn[m[mindex].mod.tri[i].v[j].pn_index];
if (facing_light) // draw locally
gl.glVertex4f(pn.x, pn.y, pn.z, 1);
else // draw at infinity
gl.glVertex4f(pn.x*olight.get(3) - olight.get(0),
pn.y*olight.get(3) - olight.get(1),
pn.z*olight.get(3) - olight.get(2),
0);
}
}
gl.glEnd();
gl.glPopMatrix();
}
private void drawModel(GL2 gl, int mindex, boolean do_diffuse) {
MD2.PositionNormal[] vpn = m[mindex].interp_frame.pn;
float[] zero = new float[] { 0, 0, 0, 0};
float[] dim = new float[] {.2f,.2f,.2f,.2f};
float[] diffuse = new float[4];
float[] specular = new float[4];
gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_AMBIENT, getData(m[mindex].ambient), 0);
gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_DIFFUSE, getData(m[mindex].diffuse), 0);
gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_SPECULAR, getData(m[mindex].specular), 0);
gl.glMaterialf(GL2.GL_FRONT_AND_BACK, GL2.GL_SHININESS, m[mindex].shininess);
if (!do_diffuse) {
gl.glGetLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, diffuse, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, dim, 0);
gl.glGetLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, specular, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, zero, 0);
} else {
gl.glBlendFunc(GL2.GL_ONE, GL2.GL_ONE);
gl.glEnable(GL2.GL_BLEND);
gl.glStencilFunc(GL2.GL_EQUAL, 128, ~0);
gl.glStencilOp(GL2.GL_KEEP, GL2.GL_KEEP, GL2.GL_KEEP);
gl.glEnable(GL2.GL_STENCIL_TEST);
gl.glDepthFunc(GL2.GL_EQUAL);
}
gl.glPushMatrix();
gl.glMultMatrixf(getData(objectManipXform), 0);
gl.glEnable(GL2.GL_LIGHTING);
gl.glPolygonOffset(0,-2);
gl.glEnable(GL2.GL_POLYGON_OFFSET_FILL);
gl.glBegin(GL2.GL_TRIANGLES);
{
for (int i = 0; i < m[mindex].mod.tri.length; i++) {
for(int j=0; j < 3; j++) {
MD2.PositionNormal pn = vpn[m[mindex].mod.tri[i].v[j].pn_index];
gl.glNormal3f(pn.nx, pn.ny, pn.nz);
gl.glVertex4f(pn.x, pn.y, pn.z, 1);
}
}
}
gl.glEnd();
gl.glDisable(GL2.GL_POLYGON_OFFSET_FILL);
gl.glDisable(GL2.GL_LIGHTING);
gl.glPopMatrix();
gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_DIFFUSE, new float[] { 0.8f, 0.8f, 0.8f, 1}, 0);
gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_SPECULAR, new float[] { 0.3f, 0.3f, 0.3f, 1}, 0);
if (!do_diffuse) {
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, diffuse, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, specular, 0);
} else {
gl.glDisable(GL2.GL_BLEND);
//glDisable(GL2.GL_STENCIL_TEST);
gl.glStencilFunc(GL2.GL_ALWAYS, 128, ~0);
gl.glStencilOp(GL2.GL_KEEP, GL2.GL_KEEP, GL2.GL_KEEP);
gl.glDepthFunc(GL2.GL_LESS);
}
}
// This is for drawing the walls of the room.
private void drawMesh(GL2 gl, float size, int tess) {
float hsize = size/2;
float delta = size/(tess-1);
gl.glPushMatrix();
gl.glTranslatef(-hsize, -hsize, hsize);
gl.glNormal3f(0,0,-1);
float x = 0;
for(int i=0; i < tess-1; i++) {
float y = 0;
gl.glBegin(GL2.GL_QUAD_STRIP);
for(int j=0; j < tess; j++) {
gl.glTexCoord2f( x, y);
gl.glVertex2f ( x, y);
gl.glTexCoord2f(x+delta, y);
gl.glVertex2f (x+delta, y);
y += delta;
}
gl.glEnd();
x += delta;
}
gl.glPopMatrix();
}
private void drawCube(GL2 gl) {
gl.glBindTexture(GL2.GL_TEXTURE_2D, wallTexObject);
gl.glEnable(GL2.GL_TEXTURE_2D);
gl.glPushMatrix();
// FIXME
// room.apply_transform();
gl.glCallList(faceDisplayList);
gl.glRotatef(90, 1, 0, 0);
gl.glCallList(faceDisplayList);
gl.glRotatef(90, 1, 0, 0);
gl.glCallList(faceDisplayList);
gl.glRotatef(90, 1, 0, 0);
gl.glCallList(faceDisplayList);
gl.glRotatef(90, 1, 0, 0);
gl.glRotatef(90, 0, 1, 0);
gl.glCallList(faceDisplayList);
gl.glRotatef(180, 0, 1, 0);
gl.glCallList(faceDisplayList);
gl.glPopMatrix();
gl.glDisable(GL2.GL_TEXTURE_2D);
}
private void drawRoom(GL2 gl, boolean do_diffuse) {
float[] zero = new float[] {0,0,0,0};
float[] a = new float[4];
a[0] = room_ambient;
a[1] = room_ambient;
a[2] = room_ambient;
a[3] = 1;
float[] d1 = new float[] {.1f,.1f,.1f,.1f};
float[] d2 = new float[] {.7f,.7f,.7f,.7f};
float[] s = new float[] {.7f,.7f,.7f,.7f};
float[] emission = new float[4];
float[] ambient = new float[4];
float[] diffuse = new float[4];
float[] specular = new float[4];
gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_AMBIENT, a, 0);
gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_DIFFUSE, new float[] {0.8f, 0.8f, 0.8f, 1}, 0);
gl.glMaterialfv(GL2.GL_FRONT_AND_BACK, GL2.GL_SPECULAR, new float[] {0.4f, 0.4f, 0.4f, 1}, 0);
gl.glMaterialf(GL2.GL_FRONT_AND_BACK, GL2.GL_SHININESS, 64.0f);
if (!do_diffuse) {
gl.glGetLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, diffuse, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, d1, 0);
gl.glGetLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, specular, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, zero, 0);
gl.glStencilFunc(GL2.GL_ALWAYS, 128, ~0);
} else {
gl.glGetLightfv(GL2.GL_LIGHT0, GL2.GL_EMISSION, emission, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_EMISSION, zero, 0);
gl.glGetLightfv(GL2.GL_LIGHT0, GL2.GL_AMBIENT, ambient, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_AMBIENT, zero, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, d2, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, s, 0);
gl.glBlendFunc(GL2.GL_ONE, GL2.GL_ONE);
gl.glEnable(GL2.GL_BLEND);
gl.glStencilFunc(GL2.GL_EQUAL, 128, ~0);
gl.glDepthFunc(GL2.GL_EQUAL);
}
gl.glPushMatrix();
gl.glTranslatef(0,9,0);
gl.glEnable(GL2.GL_LIGHTING);
gl.glStencilOp(GL2.GL_KEEP, GL2.GL_KEEP, GL2.GL_KEEP);
gl.glEnable(GL2.GL_STENCIL_TEST);
drawCube(gl);
gl.glStencilFunc(GL2.GL_ALWAYS, 128, ~0);
gl.glStencilOp(GL2.GL_KEEP, GL2.GL_KEEP, GL2.GL_KEEP);
gl.glDisable(GL2.GL_LIGHTING);
gl.glPopMatrix();
if (!do_diffuse) {
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_DIFFUSE, diffuse, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_SPECULAR, specular, 0);
} else {
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_EMISSION, emission, 0);
gl.glLightfv(GL2.GL_LIGHT0, GL2.GL_AMBIENT, ambient, 0);
gl.glDisable(GL2.GL_BLEND);
gl.glDepthFunc(GL2.GL_LESS);
}
}
// This routine draws the extruded "possible silhouette" edge. The
// edge is extruded to infinity.
// The paper describes identifying silhouette edge loops. The approach
// in this demo is to visit each edge, determine if it's a "possible silhouette"
// or not, and if it is, draw the extruded edge. This approach is not
// as efficient, but it has the benefit of being extremely simple.
// This routine also doubles as the routine for drawing the local and ininite
// silhouette edges (when prim == GL_LINES).
private void drawShadowVolumeEdges(GL2 gl,
int mindex,
int prim,
boolean local,
boolean infinity) {
Vec4f olight = new Vec4f();
Mat4f ml = new Mat4f(objectManipXform);
ml.invertRigid();
ml = ml.mul(lightManipXform);
ml.xformVec(light_position, olight);
gl.glPushMatrix();
gl.glMultMatrixf(getData(objectManipXform), 0);
MD2.Frame f = m[mindex].interp_frame;
gl.glBegin(prim);
for (int i = 0; i < m[mindex].mod.edge.length; i++) {
MD2.WingedEdge we = m[mindex].mod.edge[i];
if (we.w[0] == -1 || m[mindex].mod.tri[we.w[0]].kill ||
we.w[1] == -1 || m[mindex].mod.tri[we.w[1]].kill )
continue;
MD2.Plane p0 = f.triplane[we.w[0]];
float f0 = ( p0.a * olight.get(0) +
p0.b * olight.get(1) +
p0.c * olight.get(2) +
p0.d * olight.get(3) );
float f1 = -f0;
if(we.w[1] != -1) {
MD2.Plane p1 = f.triplane[we.w[1]];
f1 = ( p1.a * olight.get(0) +
p1.b * olight.get(1) +
p1.c * olight.get(2) +
p1.d * olight.get(3) );
}
int[] edge = new int[2];
if(f0 >= 0 && f1 < 0) {
edge[0] = we.e[1];
edge[1] = we.e[0];
} else if(f1 >= 0 && f0 < 0) {
edge[0] = we.e[0];
edge[1] = we.e[1];
} else {
continue;
}
MD2.PositionNormal pn0 = f.pn[edge[0]];
MD2.PositionNormal pn1 = f.pn[edge[1]];
if(prim == GL2.GL_QUADS || local) {
// local segment
gl.glVertex4f(pn0.x, pn0.y, pn0.z, 1);
gl.glVertex4f(pn1.x, pn1.y, pn1.z, 1);
}
if(prim == GL2.GL_QUADS || infinity) {
// segment projected to infinity
gl.glVertex4f(pn1.x*olight.get(3) - olight.get(0),
pn1.y*olight.get(3) - olight.get(1),
pn1.z*olight.get(3) - olight.get(2),
0);
gl.glVertex4f(pn0.x*olight.get(3) - olight.get(0),
pn0.y*olight.get(3) - olight.get(1),
pn0.z*olight.get(3) - olight.get(2),
0);
}
}
gl.glEnd();
gl.glPopMatrix();
}
private void drawShadowVolumeExtrudedEdges(GL2 gl, int mindex) {
drawShadowVolumeEdges(gl, mindex, GL2.GL_QUADS, true, true);
}
private void drawPossibleSilhouette(GL2 gl, int mindex) {
gl.glLineWidth(3);
gl.glColor3f(1,1,1);
drawShadowVolumeEdges(gl, mindex, GL2.GL_LINES, true, !b['-']);
gl.glLineWidth(1);
}
// Draw the shadow volume into the stencil buffer.
private void drawShadowVolumeToStencil(GL2 gl, int mindex) {
gl.glDepthFunc(GL2.GL_LESS);
gl.glDepthMask(false);
gl.glStencilFunc(GL2.GL_ALWAYS, 128, ~0);
gl.glEnable(GL2.GL_STENCIL_TEST);
gl.glEnable(GL2.GL_CULL_FACE);
gl.glCullFace(GL2.GL_FRONT);
gl.glStencilOp(GL2.GL_KEEP, GL2.GL_INCR, GL2.GL_KEEP);
gl.glColorMask(false, false, false, false);
drawShadowVolumeExtrudedEdges(gl, mindex);
drawShadowVolumeEndCaps(gl, mindex);
gl.glCullFace(GL2.GL_BACK);
gl.glStencilOp(GL2.GL_KEEP, GL2.GL_DECR, GL2.GL_KEEP);
drawShadowVolumeExtrudedEdges(gl, mindex);
drawShadowVolumeEndCaps(gl, mindex);
gl.glColorMask(true, true, true, true);
gl.glDisable(GL2.GL_CULL_FACE);
gl.glStencilFunc(GL2.GL_ALWAYS, 128, ~0);
gl.glStencilOp(GL2.GL_KEEP, GL2.GL_KEEP, GL2.GL_KEEP);
gl.glDepthMask(true);
gl.glDepthFunc(GL2.GL_LESS);
}
// Draw the shadow volume into the color buffer.
private void drawShadowVolumeToColor(GL2 gl, int mindex) {
gl.glDepthFunc(GL2.GL_LESS);
gl.glDepthMask(false);
gl.glEnable(GL2.GL_BLEND);
gl.glBlendFunc(GL2.GL_SRC_ALPHA, GL2.GL_ONE_MINUS_SRC_ALPHA);
gl.glColor4f(1,1,1,.7f * volume_alpha);
drawShadowVolumeEndCaps(gl, mindex);
gl.glColor4f(1,1,.7f,.15f * volume_alpha);
drawShadowVolumeExtrudedEdges(gl, mindex);
gl.glDepthMask(true);
gl.glDepthFunc(GL2.GL_LESS);
gl.glDisable(GL2.GL_BLEND);
}
// Draw an icon to show where the local light is
// or in what direction the infinite light is pointing.
private void drawLight(GL2 gl) {
gl.glColor3f(1,1,0);
gl.glPushMatrix();
gl.glMultMatrixf(getData(lightManipXform), 0);
gl.glScalef(light_object_scale, light_object_scale, light_object_scale);
if (b['L']) {
glut.glutSolidSphere(.01f, 20, 10);
} else {
Vec3f ldir = new Vec3f(light_position.get(0),
light_position.get(1),
light_position.get(2));
Rotf r = new Rotf(new Vec3f(0,0,1), ldir);
Mat4f m = new Mat4f();
m.makeIdent();
m.setRotation(r);
m = m.mul(perspectiveInverse(30, 1, 0.001f, 0.04f));
gl.glRotatef(180, 1, 0, 0);
gl.glTranslatef(0,0,-0.02f);
gl.glMultMatrixf(getData(m), 0);
glut.glutSolidCube(2);
}
gl.glPopMatrix();
}
// The infinite frustum set-up code.
private Mat4f infiniteFrustum(float left, float right,
float bottom, float top,
float zNear) {
Mat4f m = new Mat4f();
m.makeIdent();
m.set(0,0, (2*zNear) / (right - left));
m.set(0,2, (right + left) / (right - left));
m.set(1,1, (2*zNear) / (top - bottom));
m.set(1,2, (top + bottom) / (top - bottom));
// nudge infinity in just slightly for lsb slop
float nudge = 1 - 1.0f / (1<<23);
m.set(2,2, -1 * nudge);
m.set(2,3, -2*zNear * nudge);
m.set(3,2, -1);
m.set(3,3, 0);
m.transpose();
return m;
}
private Mat4f infiniteFrustumInverse(float left, float right,
float bottom, float top,
float zNear) {
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, -1 / (2 * zNear));
m.set(3,3, 1 / (2 * zNear));
return m;
}
private Mat4f infinitePerspective(float fovy, float aspect, float zNear) {
float tangent = (float) Math.tan(fovy / 2.0);
float y = tangent * zNear;
float x = aspect * y;
return infiniteFrustum(-x, x, -y, y, zNear);
}
private Mat4f infinitePerspectiveInverse(float fovy, float aspect, float zNear) {
float tangent = (float) Math.tan(fovy / 2.0);
float y = tangent * zNear;
float x = aspect * y;
return infiniteFrustumInverse(-x, x, -y, y, zNear);
}
private void applyInfinitePerspective(GL2 gl, ExaminerViewer v) {
CameraParameters parms = v.getCameraParameters();
float aspect = parms.getImagePlaneAspectRatio();
gl.glMultMatrixf(getData(infinitePerspective(parms.getVertFOV(), aspect, v.getZNear())), 0);
}
private void applyInfinitePerspectiveInverse(GL2 gl, ExaminerViewer v) {
CameraParameters parms = v.getCameraParameters();
float aspect = parms.getImagePlaneAspectRatio();
gl.glMultMatrixf(getData(infinitePerspectiveInverse(parms.getVertFOV(), aspect, v.getZNear())), 0);
}
private 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 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 float[] getData(Vec4f v) {
return new float[] { v.x(), v.y(), v.z(), v.w() };
}
private float[] getData(Mat4f m) {
float[] res = new float[16];
m.getColumnMajorData(res);
return res;
}
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. Instead run
// the exit routine in another thread.
new Thread(new Runnable() {
public void run() {
System.exit(0);
}
}).start();
}
}