Shadows
Conceptually drawing a shadow is quite simple. A shadow is produced when an object keeps light from a source from striking some object or surface behind the object, casting the shadow. The area on the shadowed object's surface outlined by the object casting the shadow appears dark. We can produce a shadow programatically by flattening the original object into the plane of the surface in which the object lies. The object is then drawn in black or some other color. This is a very simple method which works when casting shadows on a flat surface.
从这一篇开始将用到一个第三方库PixieLib,本文先对这个库的使用做简单介绍,后续文章中将不再赘述。
Paul DiLascia是兼职软件顾问和资深的 Web/UI 设计师。他是《Windows++: Writing Reusable Windows Code in C++》(Windows++:在 C++ 中编写可重用 Windows 代码)一书(Addison-Wesley,1992)的作者。Paul 在其业余时间里开发出了 PixieLib,可通过他的网站 www.dilascia.com 来获取该 MFC 类库。
将下载下来的源代码编译后会生成Lib目录,我们需要用到的就是Include和Lib这两个目录,当然你也可以看看它自带的Samples。由于使用的是最新PixieLib7.1版,因此接下来几篇文章都在VS2005下进行开发。
1,将Lib和Include目录拷贝到新建的MFC项目目录下,配置如下:
1)c/c++à附加包含目录,这里加入”."include”。
2)链接器à附加库目录,这里加入”."lib”
3)输入à附加依赖项,这里加入PixieLib71.lib
2,在stdafx.h中包含进PixieLib库文件:
3,在CCY457OpenGLView类中加入下述变量:
// PositionandDirection
GLfloatm_PosX;
GLfloatm_PosY;
GLfloatm_PosZ;
GLfloatm_DirX;
GLfloatm_DirY;
GLfloatm_DirZ;
// Rotation
GLfloatm_xRot,m_yRot; // 绕x,y轴旋转的角度,随时间不断变化
// IncrementforKeyboardControl
GLfloatm_PosIncr; // PositionalIncrement
GLfloatm_AngIncr; // AngularIncrement
// AngleofCameraWithXAxis
GLfloatm_AngleX;
GLdoublem_texWrap,m_texFilter,m_texMode;
GLfloatm_ShadowMat[ 4 ][ 4 ];
// AllTextureNames
GLuintm_Texture[ 4 ];
并在构造函数中初始化如下:
{
// Rotation
m_xRot = 0.0f ;
m_yRot = 0.0f ;
// PositionIncrement
m_PosIncr = 0.25f ;
// AngleIncrement
m_AngIncr = 5.0f ;
// SetInitialCameraPosition-lookingdownnegativeZ
m_PosX = 0.0f ;
m_PosY = 0.5f ;
m_PosZ = 2.5f ;
// SetInitialViewingDirection-PointingDownthe-veZAxis
m_DirX = m_PosX;
m_DirY = m_PosY;
m_DirZ = m_PosZ - m_PosIncr;
// AngleofCamerawithXAxis
m_AngleX = 90.0f ;
m_texWrap = GL_CLAMP;
m_texMode = GL_DECAL;
m_texFilter = GL_NEAREST;
}
4,InitializeOpenGL函数修改如下:
{
// GetaDCfortheClientArea
m_pDC = new CClientDC( this );
// FailuretoGetDC
if (m_pDC == NULL)
{
MessageBox( " ErrorObtainingDC " );
return FALSE;
}
// Failuretosetthepixelformat
if ( ! SetupPixelFormat())
{
return FALSE;
}
// CreateRenderingContext
m_hRC = ::wglCreateContext(m_pDC -> GetSafeHdc());
// FailuretoCreateRenderingContext
if (m_hRC == 0 )
{
MessageBox( " ErrorCreatingRC " );
return FALSE;
}
// MaketheRCCurrent
if (::wglMakeCurrent(m_pDC -> GetSafeHdc(),m_hRC) == FALSE)
{
MessageBox( " ErrormakingRCCurrent " );
return FALSE;
}
// specifyblackasclearcolor
::glClearColor( 0.0f , 0.0f , 0.0f , 0.0f );
// specifythebackofthebufferascleardepth
::glClearDepth( 1.0f );
// enabledepthtesting
::glEnable(GL_DEPTH_TEST);
// EnableColorTracking
::glEnable(GL_COLOR_MATERIAL);
::glColorMaterial(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE);
::glShadeModel(GL_SMOOTH);
// SetupLightingHere
SetupLighting();
LoadGLTextures();
// Effects
// Shadow
// CalulateShadowMatrix
GLfloatlightPos[] = { 1.0f , 1.5f , - 1.0f , 0.0f };
GLfloatpoints[][ 3 ] = {
{ - 2.0f , 0.0f , 0.0f },
{ 2.0f , 0.0f , 0.0f },
{ 2.0f , 0.0f , - 2.0f }
};
MakeShadowMatrix(points,lightPos,m_ShadowMat);
return TRUE;
}
5,设置灯光的代码修改如下:
{
// EnableLighting
glEnable(GL_LIGHTING);
// SetuptheLightModel
// InfiniteViewer
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER,GL_FALSE);
// SingleSidedLighting
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE,GL_FALSE);
// Setupthelights
// Light1
// DirectionalLightfromFront
GLfloatm_SceneAmbient1[] = { 0.5f , 0.5f , 0.5f , 1.0f };
GLfloatm_SceneDiffuse1[] = { 1.0f , 1.0f , 1.0f , 1.0f };
GLfloatm_SceneSpecular1[] = { 1.0f , 1.0f , 1.0f , 1.0f };
GLfloatm_ScenePosition1[] = { 1.0f , 1.5f , - 1.0f , 1.0f };
GLfloatm_SceneDirection1[] = { 0.0f , 0.0f , - 1.0f , 1.0f };
glLightfv(GL_LIGHT0,GL_AMBIENT,m_SceneAmbient1);
glLightfv(GL_LIGHT0,GL_DIFFUSE,m_SceneDiffuse1);
glLightfv(GL_LIGHT0,GL_SPECULAR,m_SceneSpecular1);
glLightfv(GL_LIGHT0,GL_POSITION,m_ScenePosition1);
glLightf(GL_LIGHT0,GL_SPOT_CUTOFF, 75.0f );
glLightfv(GL_LIGHT0,GL_SPOT_DIRECTION,m_SceneDirection1);
glEnable(GL_LIGHT0);
}
6,绘制代码修改如下:
{ // 绘制函数
// PositionCamera
gluLookAt(m_PosX,m_PosY,m_PosZ,m_DirX,m_DirY,m_DirZ, 0.0f , 1.0f , 0.0f );
// DrawtheScene
// Drawthefloor
// Drawtheground,
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,m_Texture[ 3 ]);
glBegin(GL_POLYGON);
glColor3ub( 0 , 255 , 0 );
glTexCoord2f( 0.0f , 0.0f );
glVertex3f( - 2.0f , 0.0f , 0.0f );
glTexCoord2f( 1.0f , 0.0f );
glVertex3f( 2.0f , 0.0f , 0.0f );
glColor3ub( 0 , 100 , 0 );
glTexCoord2f( 1.0f , 1.0f );
glVertex3f( 2.0f , 0.0f , - 2.0f );
glTexCoord2f( 0.0f , 1.0f );
glVertex3f( - 2.0f , 0.0f , - 2.0f );
glEnd();
glDisable(GL_TEXTURE_2D);
// DrawtheCube
// Savethematrixstateanddotherotations
glPushMatrix();
glTranslatef( - 1.0f , 0.6f , - 1.0f );
// Drawjetatneworientation,putlightincorrectposition
// beforerotatingthejet
glRotatef(m_xRot, 1.0f , 0.0f , 0.0f );
glRotatef(m_yRot, 0.0f , 1.0f , 0.0f );
DrawCube(FALSE);
// Restoreoriginalmatrixstate
glPopMatrix();
// Getreadytodrawtheshadowandtheground
// Firstdisablelightingandsavetheprojectionstate
glDisable(GL_DEPTH_TEST);
glDisable(GL_LIGHTING);
glPushMatrix();
// Multiplybyshadowprojectionmatrix
glMultMatrixf((GLfloat * )m_ShadowMat);
glTranslatef( - 1.0f , 0.6f , - 1.0f );
glRotatef(m_xRot, 1.0f , 0.0f , 0.0f );
glRotatef(m_yRot, 0.0f , 1.0f , 0.0f );
// Passtruetoindicatedrawingshadow
DrawCube(TRUE);
// Restoretheprojectiontonormal
glPopMatrix();
// Restorelightingstatevariables
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
// Drawthelightsource
glPushMatrix();
glTranslatef( 1.5f , 1.5f , - 1.0f );
glColor3ub( 255 , 255 , 0 );
glutSolidSphere( 0.01f , 10 , 10 );
glPopMatrix();
}
7,用来计算平面法向量,绘制物体,计算阴影矩阵的辅助函数:


<!--<br /> <br /> Code highlighting produced by Actipro CodeHighlighter (freeware)<br /> http://www.CodeHighlighter.com/<br /> <br /> -->voidCCY457OpenGLView::ReduceToUnit(GLfloatvector[3])
{
floatlength;
//Calculatethelengthofthevector
length=(float)sqrt((vector[0]*vector[0])+
(vector[1]*vector[1])+
(vector[2]*vector[2]));
//Keeptheprogramfromblowingupbyprovidinganexceptable
//valueforvectorsthatmaycalculatedtooclosetozero.
if(length==0.0f)
length=1.0f;
//Dividingeachelementbythelengthwillresultina
//unitnormalvector.
vector[0]/=length;
vector[1]/=length;
vector[2]/=length;
}
voidCCY457OpenGLView::CalcNormal(GLfloatv[3][3],GLfloatout[3])
{
floatv1[3],v2[3];
staticconstintx=0;
staticconstinty=1;
staticconstintz=2;
//Calculatetwovectorsfromthethreepoints
v1[x]=v[0][x]-v[1][x];
v1[y]=v[0][y]-v[1][y];
v1[z]=v[0][z]-v[1][z];
v2[x]=v[1][x]-v[2][x];
v2[y]=v[1][y]-v[2][y];
v2[z]=v[1][z]-v[2][z];
//Takethecrossproductofthetwovectorstoget
//thenormalvectorwhichwillbestoredinout
out[x]=v1[y]*v2[z]-v1[z]*v2[y];
out[y]=v1[z]*v2[x]-v1[x]*v2[z];
out[z]=v1[x]*v2[y]-v1[y]*v2[x];
//Normalizethevector(shortenlengthtoone)
ReduceToUnit(out);
}
//Effects
//Shadow
//Createshadowmatrixfromtheplaneequationcoeff'sandposoflight
voidCCY457OpenGLView::MakeShadowMatrix(GLfloatpoints[3][3],GLfloatlightPos[4],GLfloatdestMat[4][4])
{
GLfloatplaneCoeff[4];
GLfloatdot;
//Findtheplaneequationcoefficients
//Findthefirstthreecoefficientsthesamewaywe
//findanormal.
CalcNormal(points,planeCoeff);
//Findthelastcoefficientbybacksubstitutions
planeCoeff[3]=-(
(planeCoeff[0]*points[2][0])+(planeCoeff[1]*points[2][1])+
(planeCoeff[2]*points[2][2]));
//Dotproductofplaneandlightposition
dot=planeCoeff[0]*lightPos[0]+
planeCoeff[1]*lightPos[1]+
planeCoeff[2]*lightPos[2]+
planeCoeff[3]*lightPos[3];
//Nowdotheprojection
//Firstcolumn
destMat[0][0]=dot-lightPos[0]*planeCoeff[0];
destMat[1][0]=0.0f-lightPos[0]*planeCoeff[1];
destMat[2][0]=0.0f-lightPos[0]*planeCoeff[2];
destMat[3][0]=0.0f-lightPos[0]*planeCoeff[3];
//Secondcolumn
destMat[0][1]=0.0f-lightPos[1]*planeCoeff[0];
destMat[1][1]=dot-lightPos[1]*planeCoeff[1];
destMat[2][1]=0.0f-lightPos[1]*planeCoeff[2];
destMat[3][1]=0.0f-lightPos[1]*planeCoeff[3];
//ThirdColumn
destMat[0][2]=0.0f-lightPos[2]*planeCoeff[0];
destMat[1][2]=0.0f-lightPos[2]*planeCoeff[1];
destMat[2][2]=dot-lightPos[2]*planeCoeff[2];
destMat[3][2]=0.0f-lightPos[2]*planeCoeff[3];
//FourthColumn
destMat[0][3]=0.0f-lightPos[3]*planeCoeff[0];
destMat[1][3]=0.0f-lightPos[3]*planeCoeff[1];
destMat[2][3]=0.0f-lightPos[3]*planeCoeff[2];
destMat[3][3]=dot-lightPos[3]*planeCoeff[3];
}
voidCCY457OpenGLView::DrawCubeTex()
{
glScalef(0.3f,0.3f,0.3f);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,m_Texture[0]);
//FrontFace
glBegin(GL_POLYGON);
glTexCoord2f(0,0);
glVertex3f(-1.0f,-1.0f,0.0f);
glTexCoord2f(1,0);
glVertex3f(1.0f,-1.0f,0.0f);
glTexCoord2f(1,1);
glVertex3f(1.0f,1.0f,0.0f);
glTexCoord2f(0,1);
glVertex3f(-1.0f,1.0f,0.0f);
glEnd();
//BackFace
glBegin(GL_POLYGON);
glTexCoord2f(1,0);
glVertex3f(-1.0f,-1.0f,-1.0f);
glTexCoord2f(1,1);
glVertex3f(-1.0f,1.0f,-1.0f);
glTexCoord2f(0,1);
glVertex3f(1.0f,1.0f,-1.0f);
glTexCoord2f(0,0);
glVertex3f(1.0f,-1.0f,-1.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D,m_Texture[1]);
//LeftFace
glBegin(GL_POLYGON);
glTexCoord2f(1,0);
glVertex3f(-1.0f,-1.0f,0.0f);
glTexCoord2f(1,1);
glVertex3f(-1.0f,1.0f,0.0f);
glTexCoord2f(0,1);
glVertex3f(-1.0f,1.0f,-1.0f);
glTexCoord2f(0,0);
glVertex3f(-1.0f,-1.0f,-1.0f);
glEnd();
//RightFace
glBegin(GL_POLYGON);
glTexCoord2f(0,0);
glVertex3f(1.0f,-1.0f,0.0f);
glTexCoord2f(1,0);
glVertex3f(1.0f,-1.0f,-1.0f);
glTexCoord2f(1,1);
glVertex3f(1.0f,1.0f,-1.0f);
glTexCoord2f(0,1);
glVertex3f(1.0f,1.0f,0.0f);
glEnd();
glBindTexture(GL_TEXTURE_2D,m_Texture[2]);
//TopFace
glBegin(GL_POLYGON);
glTexCoord2f(0,0);
glVertex3f(-1.0f,1.0f,0.0f);
glTexCoord2f(0,1);
glVertex3f(1.0f,1.0f,0.0f);
glTexCoord2f(1,1);
glVertex3f(1.0f,1.0f,-1.0f);
glTexCoord2f(1,0);
glVertex3f(-1.0f,1.0f,-1.0f);
glEnd();
//BottonFace
glBegin(GL_POLYGON);
glTexCoord2f(0,1);
glVertex3f(-1.0f,-1.0f,0.0f);
glTexCoord2f(0,0);
glVertex3f(-1.0f,-1.0f,-1.0f);
glTexCoord2f(1,0);
glVertex3f(1.0f,-1.0f,-1.0f);
glTexCoord2f(1,1);
glVertex3f(1.0f,-1.0f,0.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
}
voidCCY457OpenGLView::DrawCubeNoTex()
{
glScalef(0.3f,0.3f,0.3f);
//FrontFace
glBegin(GL_POLYGON);
glVertex3f(-1.0f,-1.0f,0.0f);
glVertex3f(1.0f,-1.0f,0.0f);
glVertex3f(1.0f,1.0f,0.0f);
glVertex3f(-1.0f,1.0f,0.0f);
glEnd();
//BackFace
glBegin(GL_POLYGON);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f,1.0f,-1.0f);
glVertex3f(1.0f,1.0f,-1.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glEnd();
//LeftFace
glBegin(GL_POLYGON);
glVertex3f(-1.0f,-1.0f,0.0f);
glVertex3f(-1.0f,1.0f,0.0f);
glVertex3f(-1.0f,1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glEnd();
//RightFace
glBegin(GL_POLYGON);
glVertex3f(1.0f,-1.0f,0.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glVertex3f(1.0f,1.0f,-1.0f);
glVertex3f(1.0f,1.0f,0.0f);
glEnd();
//TopFace
glBegin(GL_POLYGON);
glVertex3f(-1.0f,1.0f,0.0f);
glVertex3f(1.0f,1.0f,0.0f);
glVertex3f(1.0f,1.0f,-1.0f);
glVertex3f(-1.0f,1.0f,-1.0f);
glEnd();
//BottonFace
glBegin(GL_POLYGON);
glVertex3f(-1.0f,-1.0f,0.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f(1.0f,-1.0f,-1.0f);
glVertex3f(1.0f,-1.0f,0.0f);
glEnd();
}