I have two models, A and B, and one light, L. I would like model A to cast a shadow on model B. I don't want to bother with shadow volumes or proper shadows for the moment, just a simple circle shadow will suffice. The effect is that model A is treated as a sphere for shadow casting purposes.
Here is how I envision the algorithm:
For each triangle in model B, draw the triangle. Project a circle onto the triangle along the line from L to A, increasing the size of the circle depending on how far away the triangle is. Ensure the circle is clipped to the triangle's boundaries (using the stencil buffer in some way, I imagine).
I'm working with OpenGL and plain C.
Any pointers on some reference documentation I can read? Or implmentation ideas?
The idea behind shadow mapping is quite simple: we render the scene from the light's point of view and everything we see from the light's perspective is lit and everything we can't see must be in shadow. Imagine a floor section with a large box between itself and a light source.
If you looked out from a source of light, all of the objects you can see would appear in light. Anything behind those objects, however, would be in shadow. This is the basic principle used to create a shadow map. The light's view is rendered, storing the depth of every surface it sees (the shadow map).
A shadow is a darkness that appears when portions of an object are blocked. Shadow also describes making a portion of a graphic darker or giving it dimension by adding a dark section off-centered from the original text or image.
I think it is actually easier to implement correct shadows because OpenGL can do the work for you.
I found a working shadow code with lots of documentation here: http://www.opengl.org/resources/code/samples/mjktips/TexShadowReflectLight.html
The code above renders the object twice: first normally then with a special matrix. It does a lot of unrelated things such as control with mouse and reflections. So here are the interesting parts.
This calculates the shadow matrix:
/* 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];
}
I do not pretend to understand this completely. lightpos is the position of the light source. The first 3 coordinates of groundplane are the normal vector of the ground surface. The fourth is the offset (how far is it from 0,0,0).
And this part actually renders the shadow:
glPushMatrix();
/* Project the shadow. */
glMultMatrixf((GLfloat *) floorShadow);
drawDinosaur();
glPopMatrix();
There are some things you need to glEnable/glDisable first for this to work so look at the link.
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