/* * PlanetPenguin Racer * Copyright (C) 2004-2005 Volker Stroebel * * Copyright (C) 1999-2001 Jasmin F. Patry * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "tux_shadow.h" #include "gl_util.h" #include "tux.h" #include "hier.h" #include "phys_sim.h" #include "gameconfig.h" #include "ppogl/base/glwrappers.h" #define SHADOW_HEIGHT 0.1 void draw_tux_shadow(int player) { if(!GameConfig::drawTuxShadow){ return; } pp::Matrix model_matrix; SceneNode *tux_root_node; set_gl_options( TUX_SHADOW ); /* * Make the shadow darker if the stencil buffer is active */ if(GameConfig::enableStencilBuffer){ gl::Color(0.0f,0.0f,0.0f,0.3f); }else{ gl::Color(0.0f,0.0f,0.0f,0.1f); } model_matrix.makeIdentity(); const std::string& tux_root_node_name = tux[player].getRootNode(); if(get_scene_node(tux_root_node_name, &tux_root_node ) != true){ PP_ERROR( "couldn't find tux's root node" ); } traverse_dag_for_shadow( tux_root_node, model_matrix ); } void traverse_dag_for_shadow(SceneNode *node, const pp::Matrix& model_matrix) { pp::Matrix new_model_matrix; SceneNode *child; PP_CHECK_POINTER( node ); new_model_matrix=model_matrix*node->trans; if ( node->geom == Sphere && node->render_shadow ) { draw_shadow_sphere( new_model_matrix ); } child = node->child; while (child != NULL) { traverse_dag_for_shadow(child, new_model_matrix); child = child->next; } } void draw_shadow_sphere(const pp::Matrix& model_matrix) { double theta, phi, d_theta, d_phi, eps, twopi; double x, y, z; int div = GameConfig::tuxShadowSphereDivisions; eps = 1e-15; twopi = M_PI * 2.0; d_theta = d_phi = M_PI / div; for ( phi = 0.0; phi + eps < M_PI; phi += d_phi ) { double cos_theta, sin_theta; double sin_phi, cos_phi; double sin_phi_d_phi, cos_phi_d_phi; sin_phi = sin( phi ); cos_phi = cos( phi ); sin_phi_d_phi = sin( phi + d_phi ); cos_phi_d_phi = cos( phi + d_phi ); if ( phi <= eps ) { glBegin( GL_TRIANGLE_FAN ); draw_shadow_vertex( 0., 0., 1., model_matrix ); for ( theta = 0.0; theta + eps < twopi; theta += d_theta ) { sin_theta = sin( theta ); cos_theta = cos( theta ); x = cos_theta * sin_phi_d_phi; y = sin_theta * sin_phi_d_phi; z = cos_phi_d_phi; draw_shadow_vertex( x, y, z, model_matrix ); } x = sin_phi_d_phi; y = 0.0; z = cos_phi_d_phi; draw_shadow_vertex( x, y, z, model_matrix ); glEnd(); } else if ( phi + d_phi + eps >= M_PI ) { gl::Begin( GL_TRIANGLE_FAN ); draw_shadow_vertex( 0., 0., -1., model_matrix ); for ( theta = twopi; theta - eps > 0; theta -= d_theta ) { sin_theta = sin( theta ); cos_theta = cos( theta ); x = cos_theta * sin_phi; y = sin_theta * sin_phi; z = cos_phi; draw_shadow_vertex( x, y, z, model_matrix ); } x = sin_phi; y = 0.0; z = cos_phi; draw_shadow_vertex( x, y, z, model_matrix ); gl::End(); } else { gl::Begin( GL_TRIANGLE_STRIP ); for ( theta = 0.0; theta + eps < twopi; theta += d_theta ) { sin_theta = sin( theta ); cos_theta = cos( theta ); x = cos_theta * sin_phi; y = sin_theta * sin_phi; z = cos_phi; draw_shadow_vertex( x, y, z, model_matrix ); x = cos_theta * sin_phi_d_phi; y = sin_theta * sin_phi_d_phi; z = cos_phi_d_phi; draw_shadow_vertex( x, y, z, model_matrix ); } x = sin_phi; y = 0.0; z = cos_phi; draw_shadow_vertex( x, y, z, model_matrix ); x = sin_phi_d_phi; y = 0.0; z = cos_phi_d_phi; draw_shadow_vertex( x, y, z, model_matrix ); gl::End(); } } } void draw_shadow_vertex(double x, double y, double z, const pp::Matrix& model_matrix ) { ppogl::Vec3d pt; double old_y; ppogl::Vec3d nml; pt = ppogl::Vec3d( x, y, z ); pt = model_matrix.transformPoint( pt ); old_y = pt.y(); nml = find_course_normal( pt.x(), pt.z() ); pt.y() = find_y_coord( pt.x(), pt.z() ) + SHADOW_HEIGHT; if ( pt.y() > old_y ) pt.y() = old_y; gl::Normal( nml.x(), nml.y(), nml.z() ); gl::Vertex( pt.x(), pt.y(), pt.z() ); }