27. OpenGL Basic Shadows
This OpenGL tutorial will show you how to use the stencil buffer to select a plane to be drawn to, then use the stencil buffer to draw a basic shadow to that plane.
To achieve the effect of shadows that remain on a plane
the best method is to use the stencil buffer. With this
we can set the plane that the shadow is to be drawn on
and any part that is not drawn within the selected plane
is then clipped from the view.
Now the stencil buffer basically just draws the shape
again and changes is accordingly, setting it to the
selected part of the scene.
To do this we have to set up the stencil buffer by changing the
code in the main function to:
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_STENCIL);
notice that we are adding GLUT_STENCIL.
That then leads to another call in the display function
so that just like clearing the depth and color buffers,
we clear the stencil buffer with:
glClearStencil(0);
And change the clear line to:
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
After that we need to set the plane for the stencil buffer
to draw to.
So we clear the color and depth masks, then we enable the stencil
test with:
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
glEnable(GL_STENCIL_TEST);
Then we set the stencil function to replace the data in our
selected plane with whatever we choose to. We set it to
replace with:
glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
Next we set the plane that we want the stencil buffer to
draw to. I have used my bench function for this with:
bench();
So it will take the coordinates for my bench and use
that as the plane to draw to.
Then we turn on the color mask, the depth mask and
set the stencil function to keep whatever we say next.
So it is replacing what we had before, with what we are
about to add. We do this with:
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
Now it is time to draw the shadow.
I first disable texturing so our shadow appears plain.
I then disable the depth testing so that the shadow will
appear behind our bench.
I then draw the square flipped upside down, and translated
into the drawing plane.
I then set the rotation as the squares rotation and
color it black.
Then I re-enable the depth testing and the texturing.
This is all done with:
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glPushMatrix();
glScalef(1.0f, -1.0f, 1.0f);
glTranslatef(0,2,0);
glRotatef(angle,0,1,0);
glColor4f(0,0,0,1);
square();
glPopMatrix();
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
Next I simply disable the stencil test with:
glDisable(GL_STENCIL_TEST);
After that I just draw the scene as usual with
the bench set to an alpha blend so that the
shadow appears transparent.
Now that should give you an idea of how to use the stencil
buffer to create basic shadows.
Keep visiting the site as I am working on
shadows that change shape in accordance with the light
position.
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#include <GL/gl.h> #include <GL/glut.h> #include <windows.h> #include <stdio.h> #include <iostream.h> float angle = 0; GLuint texture[40]; void freetexture (GLuint texture) { loadtextures (const char *filename, float width, float unsigned char *data; file = fopen( filename, “rb” ); data = (unsigned char *)malloc( width * height * 3 ); fclose( file ); glGenTextures( 1, &texture ); return texture; void square (void) { void bench (void) { void display (void) { glTranslatef(0, 0, –10); //start glEnable(GL_STENCIL_TEST); //enable the stencil testing glStencilFunc(GL_ALWAYS, 1, 0xFFFFFFFF); bench(); //set the data plane to be replaced glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); //enable glStencilFunc(GL_EQUAL, 1, 0xFFFFFFFF); glDisable(GL_TEXTURE_2D); //disable texturing of the glDisable(GL_STENCIL_TEST); //disable the stencil testing glEnable(GL_BLEND); //enable alpha blending glDisable(GL_BLEND); //disable alpha blending glRotatef(angle,0,1,0); //rotate the square glutSwapBuffers(); void init (void) { texture[0] = loadtextures(“texture.raw”, 256,256); void reshape (int w, int h) { int main (int argc, char **argv) {
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Hey I know it’s a bit late but you can get the textures at http://www.swiftless.com/tutorials/opengl/cplusplus/water.zip
please email me the texture data files.
Thanks
Tom
Nice job but there are no textures to download. If you could email me them I would sure appreciate it.
Thanks
Tom
This code doesn’t work. The spinning item is at the bottom of the screen and the other texture doesn’t even show up. Furthermore, a return type declaration is missing from a function in the posted code.
Hi dude! you’re doing a very good work with your tutorials! Thanks for your work!
hy,
if i replace your bench with a terrain model and have another model on the terrain , would this code work to project the shadow of the other model on the terrain ?
thx.
Hello
It was good but there aren’t water.raw and texture.raw
if it is possible plz send to me
Hi! I’ve been playing with your code, and for some reason, the object that is being shadowed ends up going behind the bench() (i’m using another object that the square, and i re-written the quad drawing as
glTexCoord2f (0, 0);
glVertex3f (0, 0, 0);
glTexCoord2f (1, 0);
glVertex3f (1, 0, 0);
etc.
Im drawing the object as normal at the end of the loop
Looks like this:
http://www.dobrajazz.com/behind.JPG
forget it, forgot to disable the depth test 🙂
Hey,
nice tutorial again!
It’ll be perfect, if you would upload the “water.raw”-Data 🙂
But thanks a lot for your engagement 🙂