- 理论基础
阴影:就是我们所说的影子,其实现原理其实就是把场景渲染了两次,第一次是把相机放到光源位置渲染场景 ,然后存储渲染的深度信息到一张纹理上,即阴影图(只关心深度信息,所以此时可以关闭光照和纹理贴图提高效率)。第二次再从观察者的角度来渲染场景,在这次渲染时才渲染阴影,这次的渲染过程本质就是纹理贴图,只不过这个纹理是阴影图,贴图的方式根据我们设置的深度纹理过滤方式处理。生成阴影的过程是这样的:对于每个片元的深度信息和第一次从灯光角度渲染的深度信息比较,如果当前深度值大于第一次渲染的深度值,则肯定有物体在当前片元和灯光之间,那么当前片元在阴影区。
#include "GLTools.h"#ifdef __APPLE__#include <glut/glut.h>#else#define FREEGLUT_STATIC#include <GL/glut.h>#endif#ifdef GL_ARB_shadow#define GL_TEXTURE_COMPARE_MODE GL_TEXTURE_COMPARE_MODE_ARB#define GL_TEXTURE_COMPARE_FUNC GL_TEXTURE_COMPARE_FUNC_ARB#define GL_DEPTH_TEXTURE_MODE GL_DEPTH_TEXTURE_MODE_ARB#define GL_COMPARE_R_TO_TEXTURE GL_COMPARE_R_TO_TEXTURE_ARB#endif#define PI 3.14159265359GLdouble fovy = 60.0;GLdouble nearPlane = 10.0;GLdouble farPlane = 100.0;GLfloat angle = 0.0;GLfloat torusAngle = 0.0;GLfloat lightPos[] = { 25.0, 25.0, 25.0, 1.0 };GLfloat lookat[] = { 0.0, 0.0, 0.0 };GLfloat up[] = { 0.0, 0.0, 1.0 };GLboolean showShadow = GL_FALSE;void init( void ){ GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 }; glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 256, 256, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL ); glLightfv( GL_LIGHT0, GL_POSITION, lightPos ); glLightfv( GL_LIGHT0, GL_SPECULAR, white ); glLightfv( GL_LIGHT0, GL_DIFFUSE, white ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL ); glTexParameteri( GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE,GL_COMPARE_R_TO_TEXTURE ); glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR ); glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR ); glTexGeni( GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR ); glTexGeni( GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR ); glColorMaterial( GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE ); glCullFace( GL_BACK ); glEnable( GL_DEPTH_TEST ); glEnable( GL_LIGHT0 ); glEnable( GL_LIGHTING ); glEnable( GL_TEXTURE_2D ); glEnable( GL_TEXTURE_GEN_S ); glEnable( GL_TEXTURE_GEN_T ); glEnable( GL_TEXTURE_GEN_R ); glEnable( GL_TEXTURE_GEN_Q ); glEnable( GL_COLOR_MATERIAL ); glEnable( GL_CULL_FACE );}void reshape( int width, int height ){ glViewport( 0, 0, width, height ); glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( fovy, (GLdouble) width/height, nearPlane, farPlane ); glMatrixMode( GL_MODELVIEW );}void idle( void ){ angle += PI / 10000; torusAngle += .1; glutPostRedisplay();}void keyboard( unsigned char key, int x, int y ){ switch( key ) { case 27: exit( 0 ); break; case 't': { static GLboolean textureOn = GL_TRUE; textureOn = !textureOn; if ( textureOn ) glEnable( GL_TEXTURE_2D ); else glDisable( GL_TEXTURE_2D ); } break; case 'm': { static GLboolean compareMode = GL_TRUE; compareMode = !compareMode; printf( "Compare mode %s\n", compareMode ? "On" : "Off" ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, compareMode ? GL_COMPARE_R_TO_TEXTURE : GL_NONE ); } break; case 'f': { static GLboolean funcMode = GL_TRUE; funcMode = !funcMode; printf( "Operator %s\n", funcMode ? "GL_LEQUAL" : "GL_GEQUAL" ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC,funcMode ? GL_LEQUAL : GL_GEQUAL ); } break; case 's': showShadow = !showShadow; break; case 'p': { static GLboolean animate = GL_TRUE; animate = !animate; glutIdleFunc( animate ? idle : NULL ); } break; } glutPostRedisplay();}void transposeMatrix( GLfloat m[16] ){ GLfloat tmp;#define Swap( a, b ) tmp = a; a = b; b = tmp Swap( m[1], m[4] ); Swap( m[2], m[8] ); Swap( m[3], m[12] ); Swap( m[6], m[9] ); Swap( m[7], m[13] ); Swap( m[11], m[14] );#undef Swap}void drawObjects( GLboolean shadowRender ){ GLboolean textureOn = glIsEnabled( GL_TEXTURE_2D ); if ( shadowRender ) glDisable( GL_TEXTURE_2D ); if ( !shadowRender ) { glNormal3f( 0, 0, 1 ); glColor3f( 1, 1, 1 ); glRectf( -20.0, -20.0, 20.0, 20.0 ); } glPushMatrix(); glTranslatef( 11, 11, 11 ); glRotatef( 54.73, -5, 5, 0 ); glRotatef( torusAngle, 1, 0, 0 ); glColor3f( 1, 0, 0 ); glutSolidTorus( 1, 4, 8, 36 ); glPopMatrix(); glPushMatrix(); glTranslatef( 2, 2, 2 ); glColor3f( 0, 0, 1 ); glutSolidCube( 4 ); glPopMatrix(); glPushMatrix(); glTranslatef( lightPos[0], lightPos[1], lightPos[2] ); glColor3f( 1, 1, 1 ); glutWireSphere( 0.5, 6, 6 ); glPopMatrix(); if ( shadowRender && textureOn ) glEnable( GL_TEXTURE_2D );}void generateShadowMap( void ){ GLint viewport[4]; GLfloat lightPos[4]; glGetLightfv( GL_LIGHT0, GL_POSITION, lightPos ); glGetIntegerv( GL_VIEWPORT, viewport ); glViewport( 0, 0, 256, 256 ); glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glMatrixMode( GL_PROJECTION ); glPushMatrix(); glLoadIdentity(); gluPerspective( 80.0, 1.0, 10.0, 1000.0 ); glMatrixMode( GL_MODELVIEW ); glPushMatrix(); glLoadIdentity(); gluLookAt( lightPos[0], lightPos[1], lightPos[2], lookat[0], lookat[1], lookat[2], up[0], up[1], up[2] ); drawObjects( GL_TRUE ); glPopMatrix(); glMatrixMode( GL_PROJECTION ); glPopMatrix(); glMatrixMode( GL_MODELVIEW ); glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 0, 0, 256, 256, 0 ); glViewport( viewport[0], viewport[1], viewport[2], viewport[3] ); if ( showShadow ) { GLfloat depthImage[256][256]; glReadPixels( 0, 0, 256, 256,GL_DEPTH_COMPONENT, GL_FLOAT, depthImage ); glWindowPos2f( viewport[2]/2, 0 ); glDrawPixels( 256, 256, GL_LUMINANCE, GL_FLOAT, depthImage ); glutSwapBuffers(); }}void generateTextureMatrix( void ){ GLfloat tmpMatrix[16]; glPushMatrix(); glLoadIdentity(); glTranslatef( 0.5, 0.5, 0.0 ); glScalef( 0.5, 0.5, 1.0 ); gluPerspective( 60.0, 1.0, 1.0, 1000.0 ); gluLookAt( lightPos[0], lightPos[1], lightPos[2], lookat[0], lookat[1], lookat[2], up[0], up[1], up[2] ); glGetFloatv( GL_MODELVIEW_MATRIX, tmpMatrix ); glPopMatrix(); transposeMatrix( tmpMatrix ); glTexGenfv( GL_S, GL_OBJECT_PLANE, &tmpMatrix[0] ); glTexGenfv( GL_T, GL_OBJECT_PLANE, &tmpMatrix[4] ); glTexGenfv( GL_R, GL_OBJECT_PLANE, &tmpMatrix[8] ); glTexGenfv( GL_Q, GL_OBJECT_PLANE, &tmpMatrix[12] );}void display( void ){ GLfloat radius = 30; generateShadowMap(); generateTextureMatrix(); if ( showShadow ) return; glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); glPushMatrix(); gluLookAt( radius*cos(angle), radius*sin(angle), 30, lookat[0], lookat[1], lookat[2], up[0], up[1], up[2] ); drawObjects( GL_FALSE ); glPopMatrix(); glutSwapBuffers();}int main( int argc, char** argv ){ glWindowPos2f = (PFNGLWINDOWPOS2FARBPROC)glutGetProcAddress("glWindowPos2f"); glutInit( &argc, argv ); glutInitDisplayMode( GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE ); glutInitWindowSize( 512, 512 ); glutInitWindowPosition( 100, 100 ); glutCreateWindow( argv[0] ); init(); glutDisplayFunc( display ); glutReshapeFunc( reshape ); glutKeyboardFunc( keyboard ); glutIdleFunc( idle ); glutMainLoop(); return 0;}
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