From 25a5dc2ea718863af84511491b9184d06a8c2931 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Tue, 27 Mar 2001 17:08:20 +0000 Subject: moved shadow code into teapot.c --- progs/demos/teapot.c | 79 +++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 78 insertions(+), 1 deletion(-) (limited to 'progs/demos/teapot.c') diff --git a/progs/demos/teapot.c b/progs/demos/teapot.c index cb1ba4b827..dd2eadf352 100644 --- a/progs/demos/teapot.c +++ b/progs/demos/teapot.c @@ -17,7 +17,6 @@ #include #include "readtex.c" -#include "shadow.c" #ifdef XMESA #include "GL/xmesa.h" @@ -66,6 +65,84 @@ static int joyactive=0; static GLuint t1id,t2id; static GLuint teapotdlist,basedlist,lightdlist; + + +/******************** begin shadow code ********************/ + +/* Taken from the projshadow.c - by Tom McReynolds, SGI */ + +/* Modified by David Bucciarelli */ + +enum { + X, Y, Z, W +}; +enum { + A, B, C, D +}; + +/* create a matrix that will project the desired shadow */ +void +shadowmatrix(GLfloat shadowMat[4][4], + GLfloat groundplane[4], + GLfloat lightpos[4]) +{ + GLfloat dot; + + /* find dot product between light position vector and ground plane normal */ + dot = groundplane[X] * lightpos[X] + + groundplane[Y] * lightpos[Y] + + groundplane[Z] * lightpos[Z] + + groundplane[W] * lightpos[W]; + + shadowMat[0][0] = dot - lightpos[X] * groundplane[X]; + shadowMat[1][0] = 0.f - lightpos[X] * groundplane[Y]; + shadowMat[2][0] = 0.f - lightpos[X] * groundplane[Z]; + shadowMat[3][0] = 0.f - lightpos[X] * groundplane[W]; + + shadowMat[X][1] = 0.f - lightpos[Y] * groundplane[X]; + shadowMat[1][1] = dot - lightpos[Y] * groundplane[Y]; + shadowMat[2][1] = 0.f - lightpos[Y] * groundplane[Z]; + shadowMat[3][1] = 0.f - lightpos[Y] * groundplane[W]; + + shadowMat[X][2] = 0.f - lightpos[Z] * groundplane[X]; + shadowMat[1][2] = 0.f - lightpos[Z] * groundplane[Y]; + shadowMat[2][2] = dot - lightpos[Z] * groundplane[Z]; + shadowMat[3][2] = 0.f - lightpos[Z] * groundplane[W]; + + shadowMat[X][3] = 0.f - lightpos[W] * groundplane[X]; + shadowMat[1][3] = 0.f - lightpos[W] * groundplane[Y]; + shadowMat[2][3] = 0.f - lightpos[W] * groundplane[Z]; + shadowMat[3][3] = dot - lightpos[W] * groundplane[W]; + +} + +/* find the plane equation given 3 points */ +void +findplane(GLfloat plane[4], + GLfloat v0[3], GLfloat v1[3], GLfloat v2[3]) +{ + GLfloat vec0[3], vec1[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]); +} + +/******************** end shadow code ********************/ + + static void calcposobs(void) { dir[0]=sin(alpha*M_PI/180.0); -- cgit v1.2.3