miércoles, 24 de mayo de 2017

Reflejos

Captura:


Código:
#include <windows.h>
#include <C:\GLUT\include\GL\glut.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
//#include <GLut/gutil.h>
//#include <Opengl/gl.h>

static float salto = 0.0, rotar=0;
static float lightAngle = 0.0, lightHeight = 15;
GLfloat angle = -150;
GLfloat angle2 = 30;
int moving, startx, starty;
float c= 0.5;
static GLdouble tamanio = 4.0;

static GLfloat posicionLuz[4];
static GLfloat colorLuz[] = {1, 1, 1, 1.0};
static GLfloat planoPiso[4];
static GLfloat sombraPiso[4][4];

enum {X, Y, Z, W};
enum {A, B, C, D};

char *textura[] = {
    "oooooooooooooooo",
    "o...............",
    "o..xxxxxxxxxxxx.",
    "o..xxxxxxxxxxxx.",
    "o..xxxxxxxxxxxx.",
    "o..xxx..oo..xxx.",
    "o..xxx..oo..xxx.",
    "o..xxxooooooxxx.",
    "o..xxxooooooxxx.",
    "o..xxx..oo..xxx.",
    "o..xxx..oo..xxx.",
    "o..xxxxxxxxxxxx.",
    "o..xxxxxxxxxxxx.",
    "o..xxxxxxxxxxxx.",
    "o...............",
    "o...............",
};

void texturaPiso(void)
{
    GLubyte floorTexture[16][16][3];
    GLubyte *col;
    int s, t;
    // Crear RGB para textura
    col = (GLubyte*) floorTexture;
    for (t = 0; t < 16; t++) {
        for (s = 0; s < 16; s++) {
            if (textura[t][s] == 'x') {
                col[0] = 128;
                col[1] = 128;
                col[2] = 128;
            } else if (textura[t][s] == 'o') {
                col[0] = 64;
                col[1] = 64;
                col[2] = 64;
            }else {
                col[0] =215;
                col[1] =215;
                col[2] =255;
            }
            col += 3;
        }
    }
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D, 0, 3, 16, 16, 0,
                     GL_RGB, GL_UNSIGNED_BYTE, floorTexture);
}

/* Matriz de proyeccion de la sombra */
void shadowMatrix(GLfloat shadowMat[4][4],
             GLfloat groundplane[4],
             GLfloat lightpos[4])
{
    GLfloat dot;

    // Producto punto entre vector light position y la normal de ground plane
    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];

}

/* Ecuación del plano dados 3 puntos. */
void defPlano(GLfloat plane[4],GLfloat v0[3], GLfloat v1[3], GLfloat v2[3])
{
    GLfloat vec0[3], vec1[3];
    /* Producto cruz entre 2 vectores. */
    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];

    /* Encontrar producto cruz para A, B, y C en la ec. del plano */
    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]);
}

void dibujaObjeto(void)
{
    glPushMatrix();
        glTranslatef(0, 4, 0);
        glRotatef(rotar, 0, 1,0);
        glTranslatef(0.0, salto, 0.0);

        GLfloat mat_p_ambient[] = {0.4725,0.4245,0.8645,1};
        GLfloat mat_p_diffuse[] = {0.34615,0.5143,0.8903,1};
        GLfloat mat_pspecular[] = {1.797357,1.723991,1.708006,1};
        GLfloat mat_pshininess[] = {18.2};

        glMaterialfv(GL_FRONT, GL_SPECULAR, mat_pspecular);
        glMaterialfv(GL_FRONT, GL_SHININESS, mat_pshininess);
        glMaterialfv(GL_FRONT, GL_AMBIENT, mat_p_ambient);
        glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_p_diffuse);
        glShadeModel(GL_SMOOTH);
        glutSolidSphere(tamanio, 68, 68);
    glPopMatrix();
}

static GLfloat floorVertices[4][3] = {
    { -50.0, 0.0,  50.0 },
    {  50.0, 0.0,  50.0 },
    {  50.0, 0.0, -50.0 },
    { -50.0, 0.0, -50.0 },
};
void drawFloor(void)
{
    glDisable(GL_LIGHTING);
    glEnable(GL_TEXTURE_2D);
    glBegin(GL_QUADS);
    glTexCoord2f(0.0, 0.0);
    glVertex3fv(floorVertices[0]);
    glTexCoord2f(0.0, 16.0);
    glVertex3fv(floorVertices[1]);
    glTexCoord2f(16.0, 16.0);
    glVertex3fv(floorVertices[2]);
    glTexCoord2f(16.0, 0.0);
    glVertex3fv(floorVertices[3]);
    glEnd();
    glDisable(GL_TEXTURE_2D);
    glEnable(GL_LIGHTING);
}

void display(void)
{

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

    glClearColor(c, c, c+0, 1);
    posicionLuz[0] = 12*cos(lightAngle);
    posicionLuz[1] = lightHeight;
    posicionLuz[2] = 12*sin(lightAngle);
    posicionLuz[3] = 0.8;//luz posicional o direccional

    shadowMatrix(sombraPiso, planoPiso, posicionLuz);

    glPushMatrix();
        glRotatef(angle2, 1.0, 0.0, 0.0);/* mover mouse */
        glRotatef(angle, 0.0, 1.0, 0.0);

        glLightfv(GL_LIGHT0, GL_POSITION, posicionLuz); /*light position. */


//*************************************************************

    glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        glPushMatrix();
            glScalef(1,-1,1);
            dibujaObjeto();
        glPopMatrix();

        glColor4f(1.0, 1.0, 1.0, 0.5 );
        drawFloor();

        glDisable(GL_LIGHTING);
        glDisable(GL_DEPTH_TEST);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glPushMatrix();
                glColor4f(0.0, 0.0, 0.0, 1.0 );
                glMultMatrixf((GLfloat *) sombraPiso);
                dibujaObjeto();//Sombra
            glPopMatrix();
        glDisable(GL_BLEND);
        glEnable(GL_LIGHTING);
        glEnable(GL_DEPTH_TEST);

        dibujaObjeto();     //dibujo objeto solito

        glDisable(GL_LIGHTING);
            glColor3f(1.0, 1.0, 0.5);
            glTranslatef(posicionLuz[0], posicionLuz[1], posicionLuz[2]);
            glutSolidSphere(0.8, 20, 20);  //simulo la pos. de la luz con una esfera
        glEnable(GL_LIGHTING);

    glPopMatrix();
glutSwapBuffers();
}

void mouse(int button, int state, int x, int y)
{
    if (button == GLUT_LEFT_BUTTON) {
        if (state == GLUT_DOWN) {
            moving = 1;
            startx = x;
            starty = y;
        }
        if (state == GLUT_UP) {
            moving = 0;
        }
    }
}

void mover(int x, int y)
{
    if (moving) {
        angle = angle + (x - startx);
        angle2 = angle2 + (y - starty);
        startx = x;
        starty = y;
        glutPostRedisplay();
    }
}
void idle(void)
{
    static float time = 0.0;
    time = glutGet(GLUT_ELAPSED_TIME) / 500.0;
    salto =7.0 * fabs(sin(time)*0.7);
    lightAngle += 0.001;
    rotar=rotar+0.1;
    glutPostRedisplay();
}

static void
key(unsigned char c, int x, int y)
{
    if (c == 27) {
        exit(0);
    }
    glutPostRedisplay();
}

void init(void){
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_TEXTURE_2D);

    glMatrixMode(GL_PROJECTION);
    gluPerspective(40.0, 1024.0/800.0, 20.0,500.0);
    glMatrixMode(GL_MODELVIEW);
    gluLookAt(0.0, 8.0, 60.0,  /* vista en (0,8,60) */
              0.0, 8.0, 0.0,      /* centro en (0,8,0) */
              0.0, 1.0, 0.);      /* altura en Y */
    glLightfv(GL_LIGHT0, GL_DIFFUSE, colorLuz);
    glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);
    glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);
    glEnable(GL_LIGHT0);
    glEnable(GL_LIGHTING);

    texturaPiso();
    defPlano(planoPiso, floorVertices[1], floorVertices[2], floorVertices[3]);//Plano para sombra}
}

int main(int argc, char **argv)
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL | GLUT_MULTISAMPLE);

    glutInitWindowSize(1024, 800);

    glutCreateWindow("LUZ,SOMBRA,REFLEXION Y TEXTURA");

    glutDisplayFunc(display);
    glutMouseFunc(mouse);
    glutMotionFunc(mover);
    glutIdleFunc(idle);
    glutKeyboardFunc(key);

    init();
    glutMainLoop();
    return 0;
}

No hay comentarios.:

Publicar un comentario