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/**
* @(#) softshadow.java
* @(#) author: Tom McReynolds, SGI (converted to Java by Ron Cemer)
*/
/* Using the accumulation buffer for soft shadows. */
/* Demonstrate the use of accumulation buffer to create soft shadows */
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 softshadow extends Applet
{
private static final int SPHERE=1, CONE=2, LIGHT=3, LEFTWALL=4, FLOOR=5;
private static final int X = 0, Y = 1, Z = 2;
private static final int A = 0, B = 1, C = 2, D = 3;
private static final int NONE = 0, SHADOW = 1;
private static final int TEXDIM = 256;
softshadowCanvas canvas = null;
/* Initialize the applet */
public void init()
{
Dimension d = getSize();
setLayout(new BorderLayout());
canvas = new softshadowCanvas(d.width, d.height);
add("Center", canvas);
}
/* Start the applet */
public void start()
{
}
/* Stop the applet */
public void stop()
{
}
/* Destroy the applet */
private class ShadObj
{
float[] vertices;
float[] normal;
int n;
}
/* Local GLCanvas extension class */
private class softshadowCanvas extends GLCanvas implements MouseListener
{
private float leftwallshadow[] = new float[16];
private float floorshadow[] = new float[16];
private float lightpos[] = { 50.0f, 50.0f, -320.0f, 1.0f };
private int rendermode = SHADOW;
public softshadowCanvas(int w, int h)
{
super(w, h);
GLContext.gljNativeDebug = false;
GLContext.gljClassDebug = false;
}
public void preInit()
{
doubleBuffer = true;
stereoView = false;
stencilBits = 3;
accumSize = 8;
}
public void init()
{
System.out.println("init(): " + this);
reshape(getSize().width, getSize().height);
/* turn on features */
gl.glEnable(GL_DEPTH_TEST);
gl.glEnable(GL_LIGHTING);
gl.glEnable(GL_LIGHT0);
/* make shadow matricies */
float v0[] = new float[3];
float v1[] = new float[3];
float v2[] = new float[3];
/* 3 points on floor */
v0[X] = -100.0f;
v0[Y] = -100.0f;
v0[Z] = -320.0f;
v1[X] = 100.0f;
v1[Y] = -100.0f;
v1[Z] = -320.0f;
v2[X] = 100.0f;
v2[Y] = -100.0f;
v2[Z] = -520.0f;
float plane[] = new float[4];
findplane(plane, v0, v1, v2);
shadowmatrix(floorshadow, plane, lightpos);
/* 3 points on left wall */
v0[X] = -100.0f;
v0[Y] = -100.0f;
v0[Z] = -320.0f;
v1[X] = -100.0f;
v1[Y] = -100.0f;
v1[Z] = -520.0f;
v2[X] = -100.0f;
v2[Y] = 100.0f;
v2[Z] = -520.0f;
findplane(plane, v0, v1, v2);
shadowmatrix(leftwallshadow, plane, lightpos);
/* 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 */
long sphere, cone, base;
gl.glNewList(SPHERE, GL_COMPILE);
sphere = glu.gluNewQuadric();
glu.gluSphere(sphere, 20.f, 20, 20);
glu.gluDeleteQuadric(sphere);
gl.glEndList();
gl.glNewList(LIGHT, GL_COMPILE);
sphere = glu.gluNewQuadric();
glu.gluSphere(sphere, 5.f, 20, 20);
glu.gluDeleteQuadric(sphere);
gl.glEndList();
gl.glNewList(CONE, GL_COMPILE);
cone = glu.gluNewQuadric();
base = glu.gluNewQuadric();
gl.glRotatef(-90.f, 1.f, 0.f, 0.f);
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(FLOOR, GL_COMPILE);
gl.glEndList();
gl.glNewList(LEFTWALL, GL_COMPILE);
gl.glEndList();
byte tex[] = make_texture(TEXDIM, TEXDIM);
gl.glTexImage2D
(GL_TEXTURE_2D,
0,
1,
TEXDIM,
TEXDIM,
0,
GL_RED,
GL_UNSIGNED_BYTE,
tex);
tex = null;
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;
int dx, dy, dz;
dy = 0;
/* jitter the light around */
if (rendermode == SHADOW)
{
gl.glClear(GL_ACCUM_BUFFER_BIT);
for (dz = -4; dz < 5; dz += 2)
{
for (dx = -4; dx < 5; dx += 2)
{
render((float)dx, (float)dy, (float)dz);
gl.glAccum(GL_ACCUM, 1.0f / 25.0f);
}
}
gl.glAccum(GL_RETURN, 1.0f);
}
else
render(0.0f, 0.0f, 0.0f);
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;
}
/* create a matrix that will project the desired shadow */
void shadowmatrix(float shadowMat[], float groundplane[], float lightpos[])
{
float dot;
/* find dot product between light position vector
and ground plane normal */
dot =
groundplane[0] * lightpos[0] +
groundplane[1] * lightpos[1] +
groundplane[2] * lightpos[2] +
groundplane[3] * lightpos[3];
shadowMat[0] = dot - lightpos[0] * groundplane[0];
shadowMat[4] = -lightpos[0] * groundplane[1];
shadowMat[8] = -lightpos[0] * groundplane[2];
shadowMat[12] = -lightpos[0] * groundplane[3];
shadowMat[1] = -lightpos[1] * groundplane[0];
shadowMat[5] = dot - lightpos[1] * groundplane[1];
shadowMat[9] = -lightpos[1] * groundplane[2];
shadowMat[13] = -lightpos[1] * groundplane[3];
shadowMat[2] = -lightpos[2] * groundplane[0];
shadowMat[6] = -lightpos[2] * groundplane[1];
shadowMat[10] = dot - lightpos[2] * groundplane[2];
shadowMat[14] = -lightpos[2] * groundplane[3];
shadowMat[3] = -lightpos[3] * groundplane[0];
shadowMat[7] = -lightpos[3] * groundplane[1];
shadowMat[11] = -lightpos[3] * groundplane[2];
shadowMat[15] = dot - lightpos[3] * groundplane[3];
}
/* find the plane equation given 3 points */
void findplane(float plane[], float v0[], float v1[], float v2[])
{
float vec0[] = new float[3], vec1[] = new float[3];
/* need 2 vectors to find cross product */
vec0[X] = v1[X] - v0[X];
vec0[Y] = v1[Y] - v0[Y];
vec0[Z] = v1[Z] - v0[Z];
vec1[X] = v2[X] - v0[X];
vec1[Y] = v2[Y] - v0[Y];
vec1[Z] = v2[Z] - v0[Z];
/* find cross product to get A, B, and C of plane equation */
plane[A] = vec0[Y] * vec1[Z] - vec0[Z] * vec1[Y];
plane[B] = -(vec0[X] * vec1[Z] - vec0[Z] * vec1[X]);
plane[C] = vec0[X] * vec1[Y] - vec0[Y] * vec1[X];
plane[D] = -(plane[A]*v0[X] + plane[B]*v0[Y] + plane[C]*v0[Z]);
}
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(float dx, float dy, float dz)
{
float v[] = new float[3];
/* material properties for objects in scene */
float wall_mat[] = {1.0f, 1.0f, 1.0f, 1.0f};
float sphere_mat[] = {1.0f, 0.5f, 0.0f, 1.0f};
float cone_mat[] = {0.0f, 0.5f, 1.0f, 1.0f};
gl.glClear
(GL_DEPTH_BUFFER_BIT |
GL_COLOR_BUFFER_BIT |
GL_STENCIL_BUFFER_BIT);
/* 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);
if (rendermode == SHADOW)
{
gl.glDisable(GL_DEPTH_TEST);
gl.glDisable(GL_LIGHTING);
gl.glColor3f(0.f, 0.f, 0.f); /* shadow color */
gl.glPushMatrix();
gl.glMultMatrixf(floorshadow);
gl.glTranslatef(dx, dy, dz);
cone();
gl.glPopMatrix();
gl.glPushMatrix();
gl.glMultMatrixf(floorshadow);
gl.glTranslatef(dx, dy, dz);
sphere();
gl.glPopMatrix();
gl.glEnable(GL_DEPTH_TEST);
gl.glEnable(GL_LIGHTING);
}
/* walls */
if (rendermode == SHADOW)
{
gl.glEnable(GL_STENCIL_TEST);
gl.glStencilFunc(GL_ALWAYS, 1, 0);
gl.glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
/* left wall */
gl.glBegin(GL_QUADS);
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);
gl.glEnd();
if (rendermode == SHADOW)
{
gl.glStencilFunc(GL_EQUAL, 1, 1);
gl.glDisable(GL_DEPTH_TEST);
gl.glDisable(GL_LIGHTING);
gl.glColor3f(0.0f, 0.0f, 0.0f); /* shadow color */
gl.glDisable(GL_DEPTH_TEST);
gl.glPushMatrix();
gl.glMultMatrixf(leftwallshadow);
gl.glTranslatef(dx, dy, dz);
cone();
gl.glPopMatrix();
gl.glEnable(GL_DEPTH_TEST);
gl.glDisable(GL_STENCIL_TEST);
gl.glEnable(GL_DEPTH_TEST);
gl.glEnable(GL_LIGHTING);
}
gl.glBegin(GL_QUADS);
/* 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();
gl.glPushMatrix();
gl.glTranslatef(lightpos[X], lightpos[Y], lightpos[Z]);
gl.glDisable(GL_LIGHTING);
gl.glColor3f(1.0f, 1.0f, 0.7f);
gl.glCallList(LIGHT);
gl.glEnable(GL_LIGHTING);
gl.glPopMatrix();
gl.glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, cone_mat);
cone();
gl.glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, sphere_mat);
sphere();
}
/* 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;
}
}
}
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