A technique often used in cartoon animation is adding a subtle halo around a character to indicate (depending on the color and nature of the halo) if the character is happy, magicaly transformed, innocent, lovable, or even evil (in the case of a shadowy halo). For example, Walt Disney's cartoon animation often use halos to convey subtle storytelling cues to the child in all of us.
3D games can benefit from adding similar halo effects as part of their game play. For example, a halo might surround a 3D character when the character becomes shielded or otherwise invincible. A briefly pulsing halo could indicate the character's health or other power has been recharged. Different halo colors can indicate different kinds of changes.
OpenGL provides rendering capabilities that enable real-time halo effects around 3D objects within your game scene. The approach is straightforward, and you can combine the halo effect with other OpenGL rendering techniques such as real-time shadows and reflections. At the end of this discussion, the complete source code for the program pictured in the various snapshots is made available.
Here's is an example of a very simple halo generated around a sphere:
Notice that the scene also includes reflections of both the sphere and the post along with shadows as well. The golden halo surrounding the sphere nice blends with post, floor, and background as expected. An animated "recharging" effect is accomplished by quickly growing and reducing the halo size. The program picture above does this when you hit the space bar.
Here is a short outline of the steps to generate the halo effect pictured above:
Here are a few more scenes from the demonstration program to show you various haloed objects:
Notice that the dinosaur model is not very convex and the halo does not evenly surround the object. You can improve the halo effect in these cases by haloing the different pieces that make up the dinosaur with distinct scaling. For example, halo the head, then each arm, then each leg, then the main body. The example adds texture to the floor. Notice you still see through the halo to see the textured floor surface as you would expect. Also notice that the post is in front of the halo so it does not get blended with the halo (unlike the previous image where the post was behind the halo).
The following scene uses a non-alpha blended halo which is slightly faster to render:
Notice that the halo still looks like a halo, but you are not able to see the post through the halo on the hands nor can you see the pattern on the floor.
The critical rendering features that this halo effect relies on is OpenGL's stenciling capability. Most other low-level 3D APIs such as Microsoft's proprietary Direct3D completely lack support for stenciling. It is instructive to see what the halo effect would look like if we just did the blending but didn't enable stencil testing while rendering the halo effect:
The left scene is rendered without any stenciling to avoid haloing the object itself; the right scene is rendered according to the stencil-based algorithm described above so that the haloed object itself is not covered by the halo. The right image has the more pleasing and convincing halo.
The halo effects described here have obvious applications for 3D games. While it is difficult to demonstrate with images on a static web page, "pulsing" a halo effect around an object gives a convincing "transformation" or "recharging" effect.
Object haloing can also be useful in applications other than games. For example, sometimes a CAD or modeling program wants to highlight a particular object in the scene without obscuring the object itself. A halo effect can be perfect for this.
And as Walt Disney realized a halo is a powerful cue for the viewer to understand that something is unique or special about the object being rendered, a subtle halo around an 3D cartoon character animated in real-time can add an extra level of expressiveness enabling creative storytellers to overcome some of the jagged, sterile appearance of typical real-time computer graphics scenes.
The complete demonstration program follows, or down load halomagic.c directly. Mesa users are warned that Mesa 2.2 requires a Mesa 2.2 patch in able to successfully run this program.
/* Copyright (c) Mark J. Kilgard, 1994, 1997. */ /* This program is freely distributable without licensing fees and is provided without guarantee or warrantee expressed or implied. This program is -not- in the public domain. */ /* dinoshade.c with an added "magic halo" effect when you hit the space bar. You can use an overlaid or blended halo (blending is slower). */ /* Example for PC game developers to show how to *combine* texturing, reflections, and projected shadows all in real-time with OpenGL. Robust reflections use stenciling. Robust projected shadows use both stenciling and polygon offset. PC game programmers should realize that neither stenciling nor polygon offset are supported by Direct3D, so these real-time rendering algorithms are only really viable with OpenGL. The program has modes for disabling the stenciling and polygon offset uses. It is worth running this example with these features toggled off so you can see the sort of artifacts that result. Notice that the floor texturing, reflections, and shadowing all co-exist properly. */ /* When you run this program: Left mouse button controls the view. Middle mouse button controls light position (left & right rotates light around dino; up & down moves light position up and down). Right mouse button pops up menu. */ /* Check out the comments in the "redraw" routine to see how the reflection blending and surface stenciling is done. You can also see in "redraw" how the projected shadows are rendered, including the use of stenciling and polygon offset. */ /* This program is derived from glutdino.c */ /* Compile: cc -o halomagic halomagic.c -lglut -lGLU -lGL -lXmu -lXext -lX11 -lm */ #include <stdio.h> #include <stdlib.h> #include <string.h> #include <math.h> /* for cos(), sin(), and sqrt() */ #include <GL/glut.h> /* OpenGL Utility Toolkit header */ /* Some <math.h> files do not define M_PI... */ #ifndef M_PI #define M_PI 3.14159265 #endif /* Variable controlling various rendering modes. */ static int stencilReflection = 1, stencilShadow = 1, offsetShadow = 1; static int renderShadow = 0, renderDinosaur = 1, renderReflection = 0; static int linearFiltering = 0, useMipmaps = 0, useTexture = 0; static int reportSpeed = 0; static int animation = 0; static GLboolean lightSwitch = GL_TRUE; static int directionalLight = 1; static int forceExtension = 0; static int haloMagic = 0, blendedHalo = 0; static GLfloat haloScale = 1.0, haloTime = 0.0; /* Time varying or user-controled variables. */ static float jump = 0.0; static float lightAngle = 0.0, lightHeight = 20; GLfloat angle = -150; /* in degrees */ GLfloat angle2 = 30; /* in degrees */ int moving, startx, starty; int lightMoving = 0, lightStartX, lightStartY; enum { MISSING, EXTENSION, ONE_DOT_ONE }; int polygonOffsetVersion; static GLdouble bodyWidth = 3.0; /* *INDENT-OFF* */ static GLfloat body[][2] = { {0, 3}, {1, 1}, {5, 1}, {8, 4}, {10, 4}, {11, 5}, {11, 11.5}, {13, 12}, {13, 13}, {10, 13.5}, {13, 14}, {13, 15}, {11, 16}, {8, 16}, {7, 15}, {7, 13}, {8, 12}, {7, 11}, {6, 6}, {4, 3}, {3, 2}, {1, 2} }; static GLfloat arm[][2] = { {8, 10}, {9, 9}, {10, 9}, {13, 8}, {14, 9}, {16, 9}, {15, 9.5}, {16, 10}, {15, 10}, {15.5, 11}, {14.5, 10}, {14, 11}, {14, 10}, {13, 9}, {11, 11}, {9, 11} }; static GLfloat leg[][2] = { {8, 6}, {8, 4}, {9, 3}, {9, 2}, {8, 1}, {8, 0.5}, {9, 0}, {12, 0}, {10, 1}, {10, 2}, {12, 4}, {11, 6}, {10, 7}, {9, 7} }; static GLfloat eye[][2] = { {8.75, 15}, {9, 14.7}, {9.6, 14.7}, {10.1, 15}, {9.6, 15.25}, {9, 15.25} }; static GLfloat lightPosition[4]; static GLfloat lightColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */ static GLfloat skinColor[] = {0.1, 1.0, 0.1, 1.0}, eyeColor[] = {1.0, 0.2, 0.2, 1.0}; /* *INDENT-ON* */ /* Nice floor texture tiling pattern. */ static char *circles[] = { "....xxxx........", "..xxxxxxxx......", ".xxxxxxxxxx.....", ".xxx....xxx.....", "xxx......xxx....", "xxx......xxx....", "xxx......xxx....", "xxx......xxx....", ".xxx....xxx.....", ".xxxxxxxxxx.....", "..xxxxxxxx......", "....xxxx........", "................", "................", "................", "................", }; static void makeFloorTexture(void) { GLubyte floorTexture[16][16][3]; GLubyte *loc; int s, t; /* Setup RGB image for the texture. */ loc = (GLubyte*) floorTexture; for (t = 0; t < 16; t++) { for (s = 0; s < 16; s++) { if (circles[t][s] == 'x') { /* Nice blue. */ loc[0] = 0x1f; loc[1] = 0x1f; loc[2] = 0x8f; } else { /* Light gray. */ loc[0] = 0xca; loc[1] = 0xca; loc[2] = 0xca; } loc += 3; } } glPixelStorei(GL_UNPACK_ALIGNMENT, 1); if (useMipmaps) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); gluBuild2DMipmaps(GL_TEXTURE_2D, 3, 16, 16, GL_RGB, GL_UNSIGNED_BYTE, floorTexture); } else { if (linearFiltering) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } else { 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); } } 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]); } void extrudeSolidFromPolygon(GLfloat data[][2], unsigned int dataSize, GLdouble thickness, GLuint side, GLuint edge, GLuint whole) { static GLUtriangulatorObj *tobj = NULL; GLdouble vertex[3], dx, dy, len; int i; int count = dataSize / (2 * sizeof(GLfloat)); if (tobj == NULL) { tobj = gluNewTess(); /* create and initialize a GLU polygon * * tesselation object */ gluTessCallback(tobj, GLU_BEGIN, glBegin); gluTessCallback(tobj, GLU_VERTEX, glVertex2fv); /* semi-tricky */ gluTessCallback(tobj, GLU_END, glEnd); } glNewList(side, GL_COMPILE); glShadeModel(GL_SMOOTH); /* smooth minimizes seeing tessellation */ gluBeginPolygon(tobj); for (i = 0; i < count; i++) { vertex[0] = data[i][0]; vertex[1] = data[i][1]; vertex[2] = 0; gluTessVertex(tobj, vertex, data[i]); } gluEndPolygon(tobj); glEndList(); glNewList(edge, GL_COMPILE); glShadeModel(GL_FLAT); /* flat shade keeps angular hands from being "smoothed" */ glBegin(GL_QUAD_STRIP); for (i = 0; i <= count; i++) { /* mod function handles closing the edge */ glVertex3f(data[i % count][0], data[i % count][1], 0.0); glVertex3f(data[i % count][0], data[i % count][1], thickness); /* Calculate a unit normal by dividing by Euclidean distance. We * could be lazy and use glEnable(GL_NORMALIZE) so we could pass in * arbitrary normals for a very slight performance hit. */ dx = data[(i + 1) % count][1] - data[i % count][1]; dy = data[i % count][0] - data[(i + 1) % count][0]; len = sqrt(dx * dx + dy * dy); glNormal3f(dx / len, dy / len, 0.0); } glEnd(); glEndList(); glNewList(whole, GL_COMPILE); glFrontFace(GL_CW); glCallList(edge); glNormal3f(0.0, 0.0, -1.0); /* constant normal for side */ glCallList(side); glPushMatrix(); glTranslatef(0.0, 0.0, thickness); glFrontFace(GL_CCW); glNormal3f(0.0, 0.0, 1.0); /* opposite normal for other side */ glCallList(side); glPopMatrix(); glEndList(); } /* Enumerants for refering to display lists. */ typedef enum { RESERVED, BODY_SIDE, BODY_EDGE, BODY_WHOLE, ARM_SIDE, ARM_EDGE, ARM_WHOLE, LEG_SIDE, LEG_EDGE, LEG_WHOLE, EYE_SIDE, EYE_EDGE, EYE_WHOLE } displayLists; static void makeDinosaur(void) { extrudeSolidFromPolygon(body, sizeof(body), bodyWidth, BODY_SIDE, BODY_EDGE, BODY_WHOLE); extrudeSolidFromPolygon(arm, sizeof(arm), bodyWidth / 4, ARM_SIDE, ARM_EDGE, ARM_WHOLE); extrudeSolidFromPolygon(leg, sizeof(leg), bodyWidth / 2, LEG_SIDE, LEG_EDGE, LEG_WHOLE); extrudeSolidFromPolygon(eye, sizeof(eye), bodyWidth + 0.2, EYE_SIDE, EYE_EDGE, EYE_WHOLE); } static void drawDinosaur(void) { glPushMatrix(); /* Translate the dinosaur to be at (0,8,0). */ glTranslatef(-8, -8, -bodyWidth / 2); glTranslatef(0.0, jump, 0.0); glMaterialfv(GL_FRONT, GL_DIFFUSE, skinColor); glCallList(BODY_WHOLE); glTranslatef(0.0, 0.0, bodyWidth); glCallList(ARM_WHOLE); glCallList(LEG_WHOLE); glTranslatef(0.0, 0.0, -bodyWidth - bodyWidth / 4); glCallList(ARM_WHOLE); glTranslatef(0.0, 0.0, -bodyWidth / 4); glCallList(LEG_WHOLE); glTranslatef(0.0, 0.0, bodyWidth / 2 - 0.1); glMaterialfv(GL_FRONT, GL_DIFFUSE, eyeColor); glCallList(EYE_WHOLE); glPopMatrix(); } enum { MOD_DINO, MOD_SPHERE, MOD_CUBE, MOD_ICO }; static int currentModel = MOD_DINO; static GLfloat blueMaterial[] = {0.0, 0.2, 1.0, 1.0}, redMaterial[] = {0.6, 0.1, 0.0, 1.0}, purpleMaterial[] = {0.3, 0.0, 0.3, 1.0}, greenMaterial[] = {1.0, 0.2, 0.0, 1.0}; static void drawModel(void) { switch(currentModel) { case MOD_DINO: drawDinosaur(); break; case MOD_SPHERE: glMaterialfv(GL_FRONT, GL_DIFFUSE, blueMaterial); glutSolidSphere(6.0, 15, 15); break; case MOD_CUBE: glMaterialfv(GL_FRONT, GL_DIFFUSE, redMaterial); glutSolidCube(6.0); break; case MOD_ICO: glMaterialfv(GL_FRONT, GL_DIFFUSE, purpleMaterial); glPushMatrix(); glEnable(GL_NORMALIZE); glScalef(7.0, 7.0, 7.0); glutSolidIcosahedron(); glDisable(GL_NORMALIZE); glPopMatrix(); break; } } static void drawBox(GLfloat xsize, GLfloat ysize, GLfloat zsize) { static GLfloat n[6][3] = { {-1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {1.0, 0.0, 0.0}, {0.0, -1.0, 0.0}, {0.0, 0.0, 1.0}, {0.0, 0.0, -1.0} }; static GLint faces[6][4] = { {0, 1, 2, 3}, {3, 2, 6, 7}, {7, 6, 5, 4}, {4, 5, 1, 0}, {5, 6, 2, 1}, {7, 4, 0, 3} }; GLfloat v[8][3]; GLint i; v[0][0] = v[1][0] = v[2][0] = v[3][0] = -xsize / 2; v[4][0] = v[5][0] = v[6][0] = v[7][0] = xsize / 2; v[0][1] = v[1][1] = v[4][1] = v[5][1] = -ysize / 2; v[2][1] = v[3][1] = v[6][1] = v[7][1] = ysize / 2; v[0][2] = v[3][2] = v[4][2] = v[7][2] = -zsize / 2; v[1][2] = v[2][2] = v[5][2] = v[6][2] = zsize / 2; for (i = 0; i < 6; i++) { glBegin(GL_QUADS); glNormal3fv(&n[i][0]); glVertex3fv(&v[faces[i][0]][0]); glVertex3fv(&v[faces[i][1]][0]); glVertex3fv(&v[faces[i][2]][0]); glVertex3fv(&v[faces[i][3]][0]); glEnd(); } } static void drawPillar(void) { glEnable(GL_NORMALIZE); glMaterialfv(GL_FRONT, GL_DIFFUSE, greenMaterial); glPushMatrix(); glTranslatef(8.0, 4.01, 8.0); drawBox(2.0, 8.0, 2.0); glutSolidCube(2.0); glPopMatrix(); glDisable(GL_NORMALIZE); } static GLfloat floorVertices[4][3] = { { -20.0, 0.0, 20.0 }, { 20.0, 0.0, 20.0 }, { 20.0, 0.0, -20.0 }, { -20.0, 0.0, -20.0 }, }; /* Draw a floor (possibly textured). */ static void drawFloor(void) { glDisable(GL_LIGHTING); if (useTexture) { 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(); if (useTexture) { glDisable(GL_TEXTURE_2D); } glEnable(GL_LIGHTING); } static GLfloat floorPlane[4]; static GLfloat floorShadow[4][4]; static void redraw(void) { int start, end; if (reportSpeed) { start = glutGet(GLUT_ELAPSED_TIME); } /* Clear; default stencil clears to zero. */ if ((stencilReflection && renderReflection) || (stencilShadow && renderShadow) || (haloScale > 1.0)) { glStencilMask(0xffffffff); glClearStencil(0x4); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); } else { /* Avoid clearing stencil when not using it. */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } /* Reposition the light source. */ lightPosition[0] = 15*cos(lightAngle); lightPosition[1] = lightHeight; lightPosition[2] = 15*sin(lightAngle); if (directionalLight) { lightPosition[3] = 0.0; } else { lightPosition[3] = 1.0; } shadowMatrix(floorShadow, floorPlane, lightPosition); glPushMatrix(); /* Perform scene rotations based on user mouse input. */ glRotatef(angle2, 1.0, 0.0, 0.0); glRotatef(angle, 0.0, 1.0, 0.0); /* Tell GL new light source position. */ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); if (renderReflection) { if (stencilReflection) { /* We can eliminate the visual "artifact" of seeing the "flipped" model underneath the floor by using stencil. The idea is draw the floor without color or depth update but so that a stencil value of one is where the floor will be. Later when rendering the model reflection, we will only update pixels with a stencil value of 1 to make sure the reflection only lives on the floor, not below the floor. */ /* Don't update color or depth. */ glDisable(GL_DEPTH_TEST); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); /* Draw 1 into the stencil buffer. */ glEnable(GL_STENCIL_TEST); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); glStencilFunc(GL_ALWAYS, 1, 0x1); glStencilMask(0x1); /* Now render floor; floor pixels just get their stencil set to 1. */ drawFloor(); /* Re-enable update of color and depth. */ glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glEnable(GL_DEPTH_TEST); /* Now, only render where stencil is set to 1. */ glStencilFunc(GL_EQUAL, 1, 0x1); /* draw if ==1 */ glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } glPushMatrix(); /* The critical reflection step: Reflect 3D model through the floor (the Y=0 plane) to make a relection. */ glScalef(1.0, -1.0, 1.0); /* Reflect the light position. */ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); /* To avoid our normals getting reversed and hence botched lighting on the reflection, turn on normalize. */ glEnable(GL_NORMALIZE); glCullFace(GL_FRONT); /* Draw the reflected model. */ glPushMatrix(); glTranslatef(0, 8.01, 0); drawModel(); glPopMatrix(); drawPillar(); /* Disable noramlize again and re-enable back face culling. */ glDisable(GL_NORMALIZE); glCullFace(GL_BACK); glPopMatrix(); /* Switch back to the unreflected light position. */ glLightfv(GL_LIGHT0, GL_POSITION, lightPosition); if (stencilReflection) { glDisable(GL_STENCIL_TEST); } } /* Back face culling will get used to only draw either the top or the bottom floor. This let's us get a floor with two distinct appearances. The top floor surface is reflective and kind of red. The bottom floor surface is not reflective and blue. */ /* Draw "bottom" of floor in blue. */ glFrontFace(GL_CW); /* Switch face orientation. */ glColor4f(0.1, 0.1, 0.7, 1.0); drawFloor(); glFrontFace(GL_CCW); if (renderShadow && stencilShadow) { /* Draw the floor with stencil value 2. This helps us only draw the shadow once per floor pixel (and only on the floor pixels). */ glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 0x2, 0x2); glStencilMask(0x2); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); } /* Draw "top" of floor. Use blending to blend in reflection. */ glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(1.0, 1.0, 1.0, 0.3); drawFloor(); glDisable(GL_BLEND); if (renderShadow && stencilShadow) { glDisable(GL_STENCIL_TEST); } if (renderDinosaur) { drawPillar(); if (haloScale > 1.0) { /* If halo effect is enabled, draw the model with its stencil set to 6 (arbitary value); later, we'll make sure not to update pixels tagged as 6. */ glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 0x0, 0x4); glStencilMask(0x4); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); } /* Draw "actual" dinosaur (or other model), not its reflection. */ glPushMatrix(); glTranslatef(0, 8.01, 0); drawModel(); glPopMatrix(); } /* Begin shadow render. */ if (renderShadow) { /* Render the projected shadow. */ if (stencilShadow) { /* Now, only render where stencil is set above 5 (ie, 6 where the top floor is). Update stencil with 2 where the shadow gets drawn so we don't redraw (and accidently reblend) the shadow). */ glEnable(GL_STENCIL_TEST); glStencilFunc(GL_NOTEQUAL, 0x0, 0x2); glStencilMask(0x2); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); } /* To eliminate depth buffer artifacts, we use polygon offset to raise the depth of the projected shadow slightly so that it does not depth buffer alias with the floor. */ if (offsetShadow) { switch (polygonOffsetVersion) { case EXTENSION: #ifdef GL_EXT_polygon_offset glEnable(GL_POLYGON_OFFSET_EXT); break; #endif #ifdef GL_VERSION_1_1 case ONE_DOT_ONE: glEnable(GL_POLYGON_OFFSET_FILL); break; #endif case MISSING: /* Oh well. */ break; } } /* Render 50% black shadow color on top of whatever the floor appareance is. */ glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_LIGHTING); /* Force the 50% black. */ glColor4f(0.0, 0.0, 0.0, 0.5); glPushMatrix(); /* Project the shadow. */ glMultMatrixf((GLfloat *) floorShadow); glPushMatrix(); glTranslatef(0, 8.01, 0); drawModel(); glPopMatrix(); drawPillar(); glPopMatrix(); glDisable(GL_BLEND); glEnable(GL_LIGHTING); if (offsetShadow) { switch (polygonOffsetVersion) { #ifdef GL_EXT_polygon_offset case EXTENSION: glDisable(GL_POLYGON_OFFSET_EXT); break; #endif #ifdef GL_VERSION_1_1 case ONE_DOT_ONE: glDisable(GL_POLYGON_OFFSET_FILL); break; #endif case MISSING: /* Oh well. */ break; } } if (stencilShadow) { glDisable(GL_STENCIL_TEST); } } /* End shadow render. */ /* Begin light source location render. */ glPushMatrix(); glDisable(GL_LIGHTING); glColor3f(1.0, 1.0, 0.0); if (directionalLight) { /* Draw an arrowhead. */ glDisable(GL_CULL_FACE); glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); glRotatef(lightAngle * -180.0 / M_PI, 0, 1, 0); glRotatef(atan(lightHeight/12) * 180.0 / M_PI, 0, 0, 1); glBegin(GL_TRIANGLE_FAN); glVertex3f(0, 0, 0); glVertex3f(2, 1, 1); glVertex3f(2, -1, 1); glVertex3f(2, -1, -1); glVertex3f(2, 1, -1); glVertex3f(2, 1, 1); glEnd(); /* Draw a white line from light direction. */ glColor3f(1.0, 1.0, 1.0); glBegin(GL_LINES); glVertex3f(0.1, 0, 0); glVertex3f(5, 0, 0); glEnd(); glEnable(GL_CULL_FACE); } else { /* Draw a yellow ball at the light source. */ glTranslatef(lightPosition[0], lightPosition[1], lightPosition[2]); glutSolidSphere(1.0, 5, 5); } glEnable(GL_LIGHTING); glPopMatrix(); /* End light source location render. */ /* Add a halo effect around the 3D model. */ if (haloScale > 1.0) { glDisable(GL_LIGHTING); if (blendedHalo) { /* If we are doing a nice blended halo, enable blending and make sure we only blend a halo pixel once and that we do not draw to pixels tagged as 6 (where the model is). */ glEnable(GL_BLEND); glEnable(GL_STENCIL_TEST); glColor4f(0.8, 0.8, 0.0, 0.3); /* 30% sorta yellow. */ glStencilFunc(GL_EQUAL, 0x4, 0x4); glStencilMask(0x4); glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); } else { /* Be cheap; no blending. Just draw yellow halo but not updating pixels where the model is. We don't update stencil at all. */ glDisable(GL_BLEND); glEnable(GL_STENCIL_TEST); glColor3f(0.5, 0.5, 0.0); /* Half yellow. */ glStencilFunc(GL_EQUAL, 0x4, 0x4); glStencilMask(0x4); glStencilOp(GL_KEEP, GL_KEEP, GL_INVERT); } glPushMatrix(); glTranslatef(0, 8.01, 0); glScalef(haloScale, haloScale, haloScale); drawModel(); glPopMatrix(); if (blendedHalo) { glDisable(GL_BLEND); } glDisable(GL_STENCIL_TEST); glEnable(GL_LIGHTING); } /* End halo effect render. */ glPopMatrix(); if (reportSpeed) { glFinish(); end = glutGet(GLUT_ELAPSED_TIME); printf("Speed %.3g frames/sec (%d ms)\n", 1000.0/(end-start), end-start); } glutSwapBuffers(); } /* ARGSUSED2 */ static 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; } } if (button == GLUT_MIDDLE_BUTTON) { if (state == GLUT_DOWN) { lightMoving = 1; lightStartX = x; lightStartY = y; } if (state == GLUT_UP) { lightMoving = 0; } } } /* ARGSUSED1 */ static void motion(int x, int y) { if (moving) { angle = angle + (x - startx); angle2 = angle2 + (y - starty); startx = x; starty = y; glutPostRedisplay(); } if (lightMoving) { lightAngle += (x - lightStartX)/40.0; lightHeight += (lightStartY - y)/20.0; lightStartX = x; lightStartY = y; glutPostRedisplay(); } } static const float maxHalo[] = { 0.2, 0.35, 0.3, 0.5 }; /* Advance time varying state when idle callback registered. */ static void idle(void) { static float time = 0.0; if (animation) { time = glutGet(GLUT_ELAPSED_TIME) / 500.0; jump = 4.0 * fabs(sin(time)*0.8); if (!lightMoving) { lightAngle += 0.03; } } if (haloMagic) { haloTime += 0.1; haloScale = 1.0 + maxHalo[currentModel] * sin(haloTime); if (haloScale <= 1.0) { haloMagic = 0; if (!animation) { glutIdleFunc(NULL); } } } glutPostRedisplay(); } enum { M_NONE, M_BLENDED_HALO, M_SHOW_HALO, M_SWITCH_MODEL, M_MOTION, M_LIGHT, M_TEXTURE, M_SHADOWS, M_REFLECTION, M_DINOSAUR, M_STENCIL_REFLECTION, M_STENCIL_SHADOW, M_OFFSET_SHADOW, M_POSITIONAL, M_DIRECTIONAL, M_PERFORMANCE }; static void controlLights(int value) { switch (value) { case M_NONE: return; case M_SWITCH_MODEL: currentModel = (currentModel + 1) % 4; break; case M_SHOW_HALO: haloScale = 1.0 + maxHalo[currentModel]; break; case M_BLENDED_HALO: blendedHalo = 1 - blendedHalo; break; case M_MOTION: animation = 1 - animation; if (animation || haloMagic) { glutIdleFunc(idle); } else { glutIdleFunc(NULL); } break; case M_LIGHT: lightSwitch = !lightSwitch; if (lightSwitch) { glEnable(GL_LIGHT0); } else { glDisable(GL_LIGHT0); } break; case M_TEXTURE: useTexture = !useTexture; break; case M_SHADOWS: renderShadow = 1 - renderShadow; break; case M_REFLECTION: renderReflection = 1 - renderReflection; break; case M_DINOSAUR: renderDinosaur = 1 - renderDinosaur; break; case M_STENCIL_REFLECTION: stencilReflection = 1 - stencilReflection; break; case M_STENCIL_SHADOW: stencilShadow = 1 - stencilShadow; break; case M_OFFSET_SHADOW: offsetShadow = 1 - offsetShadow; break; case M_POSITIONAL: directionalLight = 0; break; case M_DIRECTIONAL: directionalLight = 1; break; case M_PERFORMANCE: reportSpeed = 1 - reportSpeed; break; } glutPostRedisplay(); } /* When not visible, stop animating. Restart when visible again. */ static void visible(int vis) { if (vis == GLUT_VISIBLE) { if (animation || haloMagic) glutIdleFunc(idle); } else { if (!animation && !haloMagic) glutIdleFunc(NULL); } } /* Press any key to redraw; good when motion stopped and performance reporting on. */ /* ARGSUSED */ static void key(unsigned char c, int x, int y) { if (c == 27) { exit(0); /* IRIS GLism, Escape quits. */ } if (c == ' ') { haloMagic = 1; haloTime = 0.0; glutIdleFunc(idle); } glutPostRedisplay(); } /* Press any key to redraw; good when motion stopped and performance reporting on. */ /* ARGSUSED */ static void special(int k, int x, int y) { glutPostRedisplay(); } static int supportsOneDotOne(void) { const char *version; int major, minor; version = (char *) glGetString(GL_VERSION); if (sscanf(version, "%d.%d", &major, &minor) == 2) return major >= 1 && minor >= 1; return 0; /* OpenGL version string malformed! */ } int main(int argc, char **argv) { int i; glutInit(&argc, argv); for (i=1; i<argc; i++) { if (!strcmp("-linear", argv[i])) { linearFiltering = 1; } else if (!strcmp("-mipmap", argv[i])) { useMipmaps = 1; } else if (!strcmp("-ext", argv[i])) { forceExtension = 1; } } glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL | GLUT_MULTISAMPLE); #if 0 /* In GLUT 4.0, you'll be able to do this an be sure to get 2 bits of stencil if the machine has it for you. */ glutInitDisplayString("samples stencil>=3 rgb double depth"); #endif glutCreateWindow("OpenGL Halo Magic (hit Space)"); if (glutGet(GLUT_WINDOW_STENCIL_SIZE) < 3) { printf("dinomagic: Sorry, I need at least 3 bits of stencil.\n"); exit(1); } /* Register GLUT callbacks. */ glutDisplayFunc(redraw); glutMouseFunc(mouse); glutMotionFunc(motion); glutVisibilityFunc(visible); glutKeyboardFunc(key); glutSpecialFunc(special); glutCreateMenu(controlLights); glutAddMenuEntry("Toggle halo blending", M_BLENDED_HALO); glutAddMenuEntry("Show halo", M_SHOW_HALO); glutAddMenuEntry("Switch model", M_SWITCH_MODEL); glutAddMenuEntry("Toggle motion", M_MOTION); glutAddMenuEntry("-----------------------", M_NONE); glutAddMenuEntry("Toggle light", M_LIGHT); glutAddMenuEntry("Toggle texture", M_TEXTURE); glutAddMenuEntry("Toggle shadows", M_SHADOWS); glutAddMenuEntry("Toggle reflection", M_REFLECTION); glutAddMenuEntry("Toggle object", M_DINOSAUR); glutAddMenuEntry("-----------------------", M_NONE); glutAddMenuEntry("Toggle reflection stenciling", M_STENCIL_REFLECTION); glutAddMenuEntry("Toggle shadow stenciling", M_STENCIL_SHADOW); glutAddMenuEntry("Toggle shadow offset", M_OFFSET_SHADOW); glutAddMenuEntry("----------------------", M_NONE); glutAddMenuEntry("Positional light", M_POSITIONAL); glutAddMenuEntry("Directional light", M_DIRECTIONAL); glutAddMenuEntry("-----------------------", M_NONE); glutAddMenuEntry("Toggle performance", M_PERFORMANCE); glutAttachMenu(GLUT_RIGHT_BUTTON); makeDinosaur(); #ifdef GL_VERSION_1_1 if (supportsOneDotOne() && !forceExtension) { polygonOffsetVersion = ONE_DOT_ONE; glPolygonOffset(-2.0, -1.0); } else #endif { #ifdef GL_EXT_polygon_offset /* check for the polygon offset extension */ if (glutExtensionSupported("GL_EXT_polygon_offset")) { polygonOffsetVersion = EXTENSION; glPolygonOffsetEXT(-0.1, -0.002); } else #endif { polygonOffsetVersion = MISSING; printf("\nhalomagic: Missing polygon offset.\n"); printf(" Expect shadow depth aliasing artifacts.\n\n"); } } glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); glLineWidth(3.0); glMatrixMode(GL_PROJECTION); gluPerspective( /* field of view in degree */ 40.0, /* aspect ratio */ 1.0, /* Z near */ 20.0, /* Z far */ 100.0); glMatrixMode(GL_MODELVIEW); gluLookAt(0.0, 8.0, 60.0, /* eye is at (0,0,30) */ 0.0, 8.0, 0.0, /* center is at (0,0,0) */ 0.0, 1.0, 0.); /* up is in postivie Y direction */ glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1); glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor); glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1); glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05); glEnable(GL_LIGHT0); glEnable(GL_LIGHTING); makeFloorTexture(); /* Setup floor plane for projected shadow calculations. */ findPlane(floorPlane, floorVertices[1], floorVertices[2], floorVertices[3]); glutMainLoop(); return 0; /* ANSI C requires main to return int. */ }