/*
* Shadow demo using the GL_ARB_depth_texture, GL_ARB_shadow and
- * GL_ARB_shadow_ambient extensions (or the old SGIX extensions).
+ * GL_ARB_shadow_ambient extensions.
*
* Brian Paul
* 19 Feb 2001
*
* Added GL_EXT_shadow_funcs support on 23 March 2002
+ * Added GL_EXT_packed_depth_stencil support on 15 March 2006.
+ * Added GL_EXT_framebuffer_object support on 27 March 2006.
+ * Removed old SGIX extension support on 5 April 2006.
*
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
+ * Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
-
+#define GL_GLEXT_PROTOTYPES
#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <GL/glut.h>
#include "showbuffer.h"
-#if 0 /* change to 1 if you want to use the old SGIX extensions */
-#undef GL_ARB_depth_texture
-#undef GL_ARB_shadow
-#undef GL_ARB_shadow_ambient
-#endif
-
#define DEG_TO_RAD (3.14159 / 180.0)
static GLint WindowWidth = 450, WindowHeight = 300;
static GLfloat Bias = -0.06;
-static GLboolean Anim = GL_TRUE;
+static GLboolean Anim = GL_FALSE;
+static GLboolean NeedNewShadowMap = GL_FALSE;
+static GLuint ShadowTexture, GrayTexture;
+static GLuint ShadowFBO;
+
+static GLboolean HaveFBO = GL_FALSE;
+static GLboolean UseFBO = GL_FALSE;
+static GLboolean HavePackedDepthStencil = GL_FALSE;
static GLboolean UsePackedDepthStencil = GL_FALSE;
static GLboolean HaveEXTshadowFuncs = GL_FALSE;
+static GLboolean HaveShadowAmbient = GL_FALSE;
+
static GLint Operator = 0;
static const GLenum OperatorFunc[8] = {
GL_LEQUAL, GL_LESS, GL_GEQUAL, GL_GREATER,
static GLuint DisplayMode;
-#define SHOW_NORMAL 0
+#define SHOW_SHADOWS 0
#define SHOW_DEPTH_IMAGE 1
#define SHOW_DEPTH_MAPPING 2
#define SHOW_DISTANCE 3
DrawScene(void)
{
GLfloat k = 6;
+
/* sphere */
glPushMatrix();
glTranslatef(1.6, 2.2, 2.7);
/* nearPoint = point on light direction vector which intersects the
* near plane of the light frustum.
*/
- nearPoint[0] = LightPos[0] + lightDir[0] / m * lightNear;
- nearPoint[1] = LightPos[1] + lightDir[1] / m * lightNear;
- nearPoint[2] = LightPos[2] + lightDir[2] / m * lightNear;
+ nearPoint[0] = lightPos[0] + lightDir[0] / m * lightNear;
+ nearPoint[1] = lightPos[1] + lightDir[1] / m * lightNear;
+ nearPoint[2] = lightPos[2] + lightDir[2] / m * lightNear;
sPlane[0] = lightDir[0] / d / m;
sPlane[1] = lightDir[1] / d / m;
}
+/**
+ * Render the shadow map / depth texture.
+ * The result will be in the texture object named ShadowTexture.
+ */
static void
-Display(void)
+RenderShadowMap(void)
{
- GLfloat ar = (GLfloat) WindowWidth / (GLfloat) WindowHeight;
- GLfloat d;
- GLenum error;
+ GLenum depthFormat; /* GL_DEPTH_COMPONENT or GL_DEPTH_STENCIL_EXT */
+ GLenum depthType; /* GL_UNSIGNED_INT_24_8_EXT or GL_UNSIGNED_INT */
+ float d;
+
+ if (WindowWidth >= 1024 && WindowHeight >= 1024) {
+ ShadowTexWidth = ShadowTexHeight = 1024;
+ }
+ else if (WindowWidth >= 512 && WindowHeight >= 512) {
+ ShadowTexWidth = ShadowTexHeight = 512;
+ }
+ else if (WindowWidth >= 256 && WindowHeight >= 256) {
+ ShadowTexWidth = ShadowTexHeight = 256;
+ }
+ else {
+ ShadowTexWidth = ShadowTexHeight = 128;
+ }
+ printf("Rendering %d x %d depth texture\n", ShadowTexWidth, ShadowTexHeight);
+
+ if (UsePackedDepthStencil) {
+ depthFormat = GL_DEPTH_STENCIL_EXT;
+ depthType = GL_UNSIGNED_INT_24_8_EXT;
+ }
+ else {
+ depthFormat = GL_DEPTH_COMPONENT;
+ depthType = GL_UNSIGNED_INT;
+ }
- ComputeLightPos(LightDist, LightLatitude, LightLongitude,
- LightPos, SpotDir);
- /*
- * Step 1: render scene from point of view of the light source
- */
/* compute frustum to enclose spot light cone */
d = ShadowNear * tan(SpotAngle);
+
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-d, d, -d, d, ShadowNear, ShadowFar);
0, 0, 0, /* target */
0, 1, 0); /* up */
+ if (UseFBO) {
+ glTexImage2D(GL_TEXTURE_2D, 0, depthFormat,
+ ShadowTexWidth, ShadowTexHeight, 0,
+ depthFormat, depthType, NULL);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ShadowFBO);
+ glDrawBuffer(GL_NONE);
+ glReadBuffer(GL_NONE);
+ assert(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT)
+ == GL_FRAMEBUFFER_COMPLETE_EXT);
+ }
+
+ assert(!glIsEnabled(GL_TEXTURE_1D));
+ assert(!glIsEnabled(GL_TEXTURE_2D));
+
glViewport(0, 0, ShadowTexWidth, ShadowTexHeight);
- glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_DEPTH_TEST);
DrawScene();
- /*
- * Step 2: copy depth buffer into texture map
- */
- if (DisplayMode == SHOW_DEPTH_MAPPING) {
- /* load depth image as gray-scale luminance texture */
- if (UsePackedDepthStencil) {
- GLuint *depth = (GLuint *) malloc(ShadowTexWidth * ShadowTexHeight
- * sizeof(GLuint));
+ if (UseFBO) {
+ /* all done! */
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
+ }
+ else {
+ /*
+ * copy depth buffer into the texture map
+ */
+ if (DisplayMode == SHOW_DEPTH_MAPPING) {
+ /* load depth image as gray-scale luminance texture */
+ GLuint *depth = (GLuint *)
+ malloc(ShadowTexWidth * ShadowTexHeight * sizeof(GLuint));
assert(depth);
glReadPixels(0, 0, ShadowTexWidth, ShadowTexHeight,
- GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT, depth);
+ depthFormat, depthType, depth);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
ShadowTexWidth, ShadowTexHeight, 0,
GL_LUMINANCE, GL_UNSIGNED_INT, depth);
free(depth);
}
else {
- GLfloat *depth = (GLfloat *) malloc(ShadowTexWidth * ShadowTexHeight
- * sizeof(GLfloat));
- assert(depth);
- glReadPixels(0, 0, ShadowTexWidth, ShadowTexHeight,
- GL_DEPTH_COMPONENT, GL_FLOAT, depth);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE,
- ShadowTexWidth, ShadowTexHeight, 0,
- GL_LUMINANCE, GL_FLOAT, depth);
- free(depth);
- }
- }
- else {
- /* The normal shadow case */
- if (UsePackedDepthStencil) {
- GLint intFormat;
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL_EXT,
- 0, 0, ShadowTexWidth, ShadowTexHeight, 0);
- glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
- GL_TEXTURE_INTERNAL_FORMAT, &intFormat);
- assert(intFormat == GL_DEPTH_STENCIL_EXT);
- }
- else {
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT,
+ /* The normal shadow case - a real depth texture */
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, depthFormat,
0, 0, ShadowTexWidth, ShadowTexHeight, 0);
+ if (UsePackedDepthStencil) {
+ /* debug check */
+ GLint intFormat;
+ glGetTexLevelParameteriv(GL_TEXTURE_2D, 0,
+ GL_TEXTURE_INTERNAL_FORMAT, &intFormat);
+ assert(intFormat == GL_DEPTH_STENCIL_EXT);
+ }
}
}
+}
+
+
+/**
+ * Show the shadow map as a grayscale image.
+ */
+static void
+ShowShadowMap(void)
+{
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glOrtho(0, WindowWidth, 0, WindowHeight, -1, 1);
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_LIGHTING);
+
+ glEnable(GL_TEXTURE_2D);
+
+ DisableTexgen();
+
+ /* interpret texture's depth values as luminance values */
+#if defined(GL_ARB_shadow)
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
+ glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
+#endif
+ glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0, 0); glVertex2f(0, 0);
+ glTexCoord2f(1, 0); glVertex2f(ShadowTexWidth, 0);
+ glTexCoord2f(1, 1); glVertex2f(ShadowTexWidth, ShadowTexHeight);
+ glTexCoord2f(0, 1); glVertex2f(0, ShadowTexHeight);
+ glEnd();
+
+ glDisable(GL_TEXTURE_2D);
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_LIGHTING);
+}
+
+
+/**
+ * Redraw window image
+ */
+static void
+Display(void)
+{
+ GLenum error;
+
+ ComputeLightPos(LightDist, LightLatitude, LightLongitude,
+ LightPos, SpotDir);
+
+ if (NeedNewShadowMap) {
+ RenderShadowMap();
+ NeedNewShadowMap = GL_FALSE;
+ }
- /*
- * Step 3: render scene from point of view of the camera
- */
glViewport(0, 0, WindowWidth, WindowHeight);
if (DisplayMode == SHOW_DEPTH_IMAGE) {
- ShowDepthBuffer(WindowWidth, WindowHeight, 0, 1);
+ ShowShadowMap();
}
else {
+ /* prepare to draw scene from camera's view */
+ const GLfloat ar = (GLfloat) WindowWidth / (GLfloat) WindowHeight;
+
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-ar, ar, -1.0, 1.0, 4.0, 50.0);
+
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -22.0);
glRotatef(Xrot, 1, 0, 0);
glRotatef(Yrot, 0, 1, 0);
glRotatef(Zrot, 0, 0, 1);
+
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
glLightfv(GL_LIGHT0, GL_POSITION, LightPos);
+
if (LinearFilter) {
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_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
+
if (DisplayMode == SHOW_DEPTH_MAPPING) {
#if defined(GL_ARB_shadow)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE);
-#elif defined(GL_SGIX_shadow)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_SGIX, GL_FALSE);
#endif
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_TEXTURE_2D);
EnableDistanceTexgen(LightPos, SpotDir, ShadowNear+Bias, ShadowFar);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_TEXTURE_1D);
+ assert(!glIsEnabled(GL_TEXTURE_2D));
}
else {
- assert(DisplayMode == SHOW_NORMAL);
+ assert(DisplayMode == SHOW_SHADOWS);
#if defined(GL_ARB_shadow)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
GL_COMPARE_R_TO_TEXTURE_ARB);
-#elif defined(GL_SGIX_shadow)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_SGIX, GL_TRUE);
#endif
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_TEXTURE_2D);
MakeShadowMatrix(LightPos, SpotDir, SpotAngle, ShadowNear, ShadowFar);
EnableIdentityTexgen();
}
+
DrawScene();
+
DisableTexgen();
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
{
WindowWidth = width;
WindowHeight = height;
- if (width >= 512 && height >= 512) {
- ShadowTexWidth = ShadowTexHeight = 512;
- }
- else if (width >= 256 && height >= 256) {
- ShadowTexWidth = ShadowTexHeight = 256;
- }
- else {
- ShadowTexWidth = ShadowTexHeight = 128;
- }
- printf("Using %d x %d depth texture\n", ShadowTexWidth, ShadowTexHeight);
+ NeedNewShadowMap = GL_TRUE;
}
DisplayMode = SHOW_DEPTH_MAPPING;
break;
case 'n':
+ case 's':
case ' ':
- DisplayMode = SHOW_NORMAL;
+ DisplayMode = SHOW_SHADOWS;
break;
case 'o':
if (HaveEXTshadowFuncs) {
if (Operator >= 8)
Operator = 0;
printf("Operator: %s\n", OperatorName[Operator]);
+#if defined(GL_ARB_shadow)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB,
OperatorFunc[Operator]);
+#endif
}
break;
case 'p':
UsePackedDepthStencil = !UsePackedDepthStencil;
- if (UsePackedDepthStencil
- && !glutExtensionSupported("GL_EXT_packed_depth_stencil")) {
+ if (UsePackedDepthStencil && !HavePackedDepthStencil) {
printf("Sorry, GL_EXT_packed_depth_stencil not supported\n");
UsePackedDepthStencil = GL_FALSE;
}
else {
printf("Use GL_DEPTH_STENCIL_EXT: %d\n", UsePackedDepthStencil);
+ /* Don't really need to regenerate shadow map texture, but do so
+ * to exercise more code more often.
+ */
+ NeedNewShadowMap = GL_TRUE;
}
break;
case 'z':
Yrot -= step;
break;
}
+ if (mod)
+ NeedNewShadowMap = GL_TRUE;
+
glutPostRedisplay();
}
#if defined(GL_ARB_depth_texture) && defined(GL_ARB_shadow)
if (!glutExtensionSupported("GL_ARB_depth_texture") ||
!glutExtensionSupported("GL_ARB_shadow")) {
+#else
+ if (1) {
+#endif
printf("Sorry, this demo requires the GL_ARB_depth_texture and GL_ARB_shadow extensions\n");
exit(1);
}
printf("Using GL_ARB_depth_texture and GL_ARB_shadow\n");
-#elif defined(GL_SGIX_depth_texture) && defined(GL_SGIX_shadow)
- if (!glutExtensionSupported("GL_SGIX_depth_texture") ||
- !glutExtensionSupported("GL_SGIX_shadow")) {
- printf("Sorry, this demo requires the GL_SGIX_depth_texture and GL_SGIX_shadow extensions\n");
- exit(1);
+
+#if defined(GL_ARB_shadow_ambient)
+ HaveShadowAmbient = glutExtensionSupported("GL_ARB_shadow_ambient");
+ if (HaveShadowAmbient) {
+ printf("and GL_ARB_shadow_ambient\n");
}
- printf("Using GL_SGIX_depth_texture and GL_SGIX_shadow\n");
#endif
+
HaveEXTshadowFuncs = glutExtensionSupported("GL_EXT_shadow_funcs");
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ HavePackedDepthStencil = glutExtensionSupported("GL_EXT_packed_depth_stencil");
+ UsePackedDepthStencil = HavePackedDepthStencil;
+
+#if defined(GL_EXT_framebuffer_object)
+ HaveFBO = glutExtensionSupported("GL_EXT_framebuffer_object");
+ UseFBO = HaveFBO;
+ if (UseFBO) {
+ printf("Using GL_EXT_framebuffer_object\n");
+ }
+#endif
+ /*
+ * Set up the 2D shadow map texture
+ */
+ glGenTextures(1, &ShadowTexture);
+ glBindTexture(GL_TEXTURE_2D, ShadowTexture);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB,
GL_COMPARE_R_TO_TEXTURE_ARB);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
-#elif defined(GL_SGIX_shadow)
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_OPERATOR_SGIX,
- GL_TEXTURE_LEQUAL_R_SGIX);
#endif
-
+ if (HaveShadowAmbient) {
#if defined(GL_ARB_shadow_ambient)
- if (glutExtensionSupported("GL_ARB_shadow_ambient")) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FAIL_VALUE_ARB, 0.3);
- printf("and GL_ARB_shadow_ambient\n");
+#endif
}
-#elif defined(GL_SGIX_shadow_ambient)
- if (glutExtensionSupported("GL_SGIX_shadow_ambient")) {
- glTexParameterf(GL_TEXTURE_2D, GL_SHADOW_AMBIENT_SGIX, 0.3);
- printf("and GL_SGIX_shadow_ambient\n");
+
+#if defined(GL_EXT_framebuffer_object)
+ if (UseFBO) {
+ glGenFramebuffersEXT(1, &ShadowFBO);
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, ShadowFBO);
+ glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
+ GL_COLOR_ATTACHMENT0_EXT,
+ GL_RENDERBUFFER_EXT, 0);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
+ GL_TEXTURE_2D, ShadowTexture, 0);
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
#endif
- /* setup 1-D grayscale texture image for SHOW_DISTANCE mode */
+ /*
+ * Setup 1-D grayscale texture image for SHOW_DISTANCE mode
+ */
+ glGenTextures(1, &GrayTexture);
+ glBindTexture(GL_TEXTURE_1D, GrayTexture);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
{
GLuint i;
GLubyte image[256];