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directional shadow mapping - simple question

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Posted 18 June 2014 - 11:06 AM

Okay guys, I'm almost ready with the implementation of this technique, but I have one problem.

How to setup the projection (ortho) and view (??) matrix of directional light for a given scene bounds?

let's say my scene mins are (-100, 0, -100) and maxs are (100,50,100).

How should I setup the light matrices?

I've already done spot and point shadow mapping, but the directional one is still bothering me ;s thanks for any tips!

#2HappyCoder  Members

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Posted 18 June 2014 - 01:49 PM

You can calculate the bounding box for your scene, then transform that into the light's coordinate space. Then calculate the bounding box of the transformed points. The top, bottom, left, right, front, and back of the bounding box will be your inputs to glOrtho.

This will work for small scenes, but once your scene becomes large enough you will have serious lightmap resolution problems. To fix that you can only lightmap a small portion of the scene around the player. In this case you would have fixed values for glOrtho and have the directional light follow a fixed offset from the player.

If you want to get really fancy you can implement perspective shadow maps. Although I would focus on getting the basic light map working first.

My current game project Platform RPG

#3WiredCat  Members

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Posted 19 June 2014 - 09:27 AM

heres an example in delphi (coz thats the simplest code i have) its a projection texture mapping, but when you change initialization to GL_DEPTH_COMPONENT you know something similar to:

 glGenTextures(1,&shadowMapTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 512, 512, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);


since you should only lookup for opengl calls its really no matter in what language this sample will be:

but before showing it to you

it uses an old gluLookAt function (you can eaisly glrotate gltranslate scene if you dont want to use this function)

this function is used for 2 cases first to draw scene from camera view and then from light view.

(with glulookat its easy to say that light is in pos x,y,z and its pointing in x2,y2,z2 direction or point.

combining znear and zfar too will give you a desired effect.

first of all you need to enable (in openglinitalization)

glEnable(GL_TEXTURE_2D);
glTexGendv(GL_S, GL_OBJECT_PLANE, SPlane);
glTexGendv(GL_T, GL_OBJECT_PLANE, TPlane);
glTexGendv(GL_R, GL_OBJECT_PLANE, RPlane);
glTexGendv(GL_Q, GL_OBJECT_PLANE, QPlane);

glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);

glDisable(GL_TEXTURE_2D);


wheres



double *SPlane;
double *TPlane;
double *RPlane;
double *QPlane;

SPlane = new double[4];
SPlane[0] = 1.0;
SPlane[1] = 0.0;
SPlane[2] = 0.0;
SPlane[3] = 0.0;

TPlane = new double[4];
TPlane[0] = 0.0;
TPlane[1] = 1.0;
TPlane[2] = 0.0;
TPlane[3] = 0.0;

RPlane = new double[4];
RPlane[0] = 0.0;
RPlane[1] = 0.0;
RPlane[2] = 1.0;
RPlane[3] = 0.0;

QPlane = new double[4];
QPlane[0] = 0.0;
QPlane[1] = 0.0;
QPlane[2] = 0.0;
QPlane[3] = 1.0;


then you enable blending

draw your scene from eye view

then you change blending func

enable these glplane s t r q

set light viewmatrix

draw the same scene ut w/o textures

heres the code:

//------------------------------------------------------------------------
//
// Author      : Jan Horn
// Email       : jhorn@global.co.za
// Website     : http://www.sulaco.co.za
//               http://home.global.co.za/~jhorn
// Date        : 12 March 2002
// Version     : 1.0
// Description : A very basic game engine I put tegether in about 2 hours
//
//------------------------------------------------------------------------
program OpenGLApp;

uses
Windows,
Messages,
OpenGL,
SysUtils,
Textures;

const
WND_TITLE = 'Basic game engine by Jan Horn';
FPS_TIMER = 1;                     // Timer to calculate FPS
FPS_INTERVAL = 500;               // Calculate FPS every 1000 ms

type
TCoord = Record
X, Y, Z : glFLoat;
end;
TFace = Record
V1, V2, V3, V4 : Integer;
U, V : glFloat;
TextureIndex : Integer;
end;

var
h_Wnd  : HWND;                     // Global window handle
h_DC   : HDC;                      // Global device context
h_RC   : HGLRC;                    // OpenGL rendering context
keys : Array[0..255] of Boolean;   // Holds keystrokes
FPSCount : Integer = 0;            // Counter for FPS
ElapsedTime : Integer;             // Elapsed time between frames
FrameTime : Integer;

// Textures
Texture : Array of glUint;

// User variables
TextureCount : Integer;
VertexCount  : Integer;
FaceCount    : Integer;
Vertex : Array of TCoord;
Face   : Array of TFace;

X, Z : glFloat;
mpos : TPoint;
Tilt    : glFloat;

MouseSpeed : Integer = 7;
MoveSpeed  : glFloat = 0.03;
Pmv : array[0..15] of single;
ProjectedTex : glUint;
WallTex : glUint;
FloorTex : glUint;
CubeDL : glUint;
imopi : single = 3.14/ 180.0;

MoveTexture : Boolean;
RoomDL : glUint;
FloorDL : glUint;
sphereX, sphereY, sphereZ : glFloat;
SPlane : array [0..3] of GLfloat = (1, 0, 0, 0);
TPlane : array [0..3] of GLfloat = (0, 1, 0, 0);
RPlane : array [0..3] of GLfloat = (0, 0, 1, 0);
QPlane : array [0..3] of GLfloat = (0, 0, 0, 1);
ax,ay,az : single;

{\$R *.RES}

procedure glBindTexture(target: GLenum; texture: GLuint); stdcall; external opengl32;

{------------------------------------------------------------------}
{  Load the map info from the map.txt files                        }
{------------------------------------------------------------------}
var F : Textfile;
Tex : Array of String;
S : String;
I, J : Integer;
begin
AssignFile(F, 'map.txt');
Reset(F);

SetLength(Tex, TextureCount);
SetLength(Texture, TextureCount);
for I :=0 to TextureCount-1 do
begin
Tex[i] :=Copy(S, 1, Pos(' ', S)-1);
S :=Copy(S, Pos(' ', S)+1, length(S));
end;

SetLength(Vertex, VertexCount);
for I :=0 to VertexCount-1 do

SetLength(Face, FaceCount);
for I :=0 to FaceCount-1 do
begin
Readln(F, Face[i].V1, Face[i].V2, Face[i].V3, Face[i].V4, Face[i].U, Face[i].V, S);
S :=Trim(Copy(S, 1, 12));

for J :=0 to TextureCount-1 do
if Tex[J] = S then
Face[i].TextureIndex :=J;
end;
CloseFile(F);
end;

procedure drawscene();
var
i:integer;
begin

//  glRotate(Tilt, 1, 0, 0);
//  glTranslatef(X, -0.5 + HeadMovement, Z);

For I :=0 to FaceCount-1 do
with face[i] do
begin
glBindTexture(GL_TEXTURE_2D, Texture[TextureIndex]);
glTexCoord(0, 0);  glVertex3fv(@Vertex[V1-1]);
glTexCoord(U, 0);  glVertex3fv(@Vertex[V2-1]);
glTexCoord(U, V);  glVertex3fv(@Vertex[V3-1]);
glTexCoord(0, V);  glVertex3fv(@Vertex[V4-1]);
glEnd();
end;

end;

procedure drawscene2();
var
i:integer;
begin

//  glRotate(-Tilt, 1, 0, 0);

For I :=0 to FaceCount-1 do
with face[i] do
begin

glTexCoord(0, 0);  glVertex3fv(@Vertex[V1-1]);
glTexCoord(U, 0);  glVertex3fv(@Vertex[V2-1]);
glTexCoord(U, V);  glVertex3fv(@Vertex[V3-1]);
glTexCoord(0, V);  glVertex3fv(@Vertex[V4-1]);
glEnd();
end;

end;
{------------------------------------------------------------------}
{  Function to draw the actual scene                               }
{------------------------------------------------------------------}
procedure glDraw();
var I : Integer;
begin

glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);

glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);    // Clear The Screen And The Depth Buffer

glBlendFunc(GL_ONE, GL_ZERO);

glMatrixMode(GL_MODELVIEW);

ay := 100000.0*(sin((Tilt)*imopi));
gluLookAt(x,0.2,z,x+ax,
0.2-ay,z-az,0,1,0);

drawscene;

glcolor3f(1,1,1);
glBlendFunc(GL_DST_COLOR, GL_ONE);
glBindTexture(GL_TEXTURE_2D, ProjectedTex);

glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glEnable(GL_TEXTURE_GEN_Q);

glMatrixMode(GL_TEXTURE);
glTranslatef(0.5, 0.5, 0);
glScalef(0.5, 0.5, 1);
gluPerspective(90, 4.0/3.0, 0.1, 100.0);

gluLookAt(2.218,0.3,0.96,
-2.58,0.3,2.87,
0,1,0);//light view matrix set

glMatrixMode(GL_MODELVIEW);
glPushMatrix();
drawscene2;
glPopMatrix();

glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
glMatrixMode(GL_TEXTURE);

glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);

end;

{------------------------------------------------------------------}
{  Initialise OpenGL                                               }
{------------------------------------------------------------------}
procedure glInit();
begin
glClearColor(0.0, 0.0, 0.0, 0.0); 	   // Black Background
glClearDepth(1.0);                       // Depth Buffer Setup
glEnable(GL_DEPTH_TEST);                 // Enable Depth Buffer
glDepthFunc(GL_LEQUAL);		           // The Type Of Depth Test To Do

glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);   //Realy Nice perspective calculations

glEnable(GL_TEXTURE_2D);                     // Enable Texture Mapping

X :=1.615;
Z :=-2.52;

glEnable(GL_TEXTURE_2D);                     // Enable Texture Mapping
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);

glTexGenfv(GL_S, GL_OBJECT_PLANE, @SPlane);
glTexGenfv(GL_T, GL_OBJECT_PLANE, @TPlane);
glTexGenfv(GL_R, GL_OBJECT_PLANE, @RPlane);
glTexGenfv(GL_Q, GL_OBJECT_PLANE, @QPlane);

glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);

glDisable(GL_TEXTURE_2D);
end;

{------------------------------------------------------------------}
{  Handle window resize                                            }
{------------------------------------------------------------------}
procedure glResizeWnd(Width, Height : Integer);
begin
if (Height = 0) then                // prevent divide by zero exception
Height := 1;
glViewport(0, 0, Width, Height);    // Set the viewport for the OpenGL window
glMatrixMode(GL_PROJECTION);        // Change Matrix Mode to Projection
gluPerspective(90.0, Width/Height, 0.1, 100.0);  // Do the perspective calculations. Last value = max clipping depth

end;

{------------------------------------------------------------------}
{  Processes all the keystrokes                                    }
{------------------------------------------------------------------}
procedure ProcessKeys;
begin
if Keys[VK_DOWN] then
begin
X := X - sin(Heading*pi/180)*FrameTime/600;   // FrameTime/600=movement speed
Z := Z + cos(Heading*pi/180)*FrameTime/600;   // FrameTime/600=movement speed
end;
if Keys[VK_UP] then
begin
end;
if Keys[VK_RIGHT] then
begin
X := X + sin((Heading+90)*pi/180)*FrameTime/900;  // FrameTime/900=movement speed
Z := Z - cos((Heading+90)*pi/180)*FrameTime/900;  // straffing = 50% slower
end;
if Keys[VK_LEFT] then
begin
end;
end;

{------------------------------------------------------------------}
{  Determines the application’s response to the messages received  }
{------------------------------------------------------------------}
function WndProc(hWnd: HWND; Msg: UINT;  wParam: WPARAM;  lParam: LPARAM): LRESULT; stdcall;
begin
case (Msg) of
WM_CREATE:
begin
// Insert stuff you want executed when the program starts
end;
WM_CLOSE:
begin
PostQuitMessage(0);
Result := 0
end;
WM_KEYDOWN:       // Set the pressed key (wparam) to equal true so we can check if its pressed
begin
keys[wParam] := True;
Result := 0;
end;
WM_KEYUP:         // Set the released key (wparam) to equal false so we can check if its pressed
begin
keys[wParam] := False;
Result := 0;
end;
WM_SIZE:          // Resize the window with the new width and height
begin
glResizeWnd(LOWORD(lParam),HIWORD(lParam));
Result := 0;
end;
WM_TIMER :                     // Add code here for all timers to be used.
begin
if wParam = FPS_TIMER then
begin
FPSCount :=Round(FPSCount * 1000/FPS_INTERVAL);   // calculate to get per Second incase intercal is less or greater than 1 second
SetWindowText(h_Wnd, PChar(WND_TITLE + '   [' + intToStr(FPSCount) + ' FPS]' + '    '+floattostr(x)+ '   ' + floattostr(z)));
FPSCount := 0;
Result := 0;
end;
end;
else
Result := DefWindowProc(hWnd, Msg, wParam, lParam);    // Default result if nothing happens
end;
end;

{---------------------------------------------------------------------}
{  Properly destroys the window created at startup (no memory leaks)  }
{---------------------------------------------------------------------}
procedure glKillWnd(Fullscreen : Boolean);
begin
if Fullscreen then             // Change back to non fullscreen
begin
ChangeDisplaySettings(devmode(nil^), 0);
ShowCursor(True);
end;

// Makes current rendering context not current, and releases the device
// context that is used by the rendering context.
if (not wglMakeCurrent(h_DC, 0)) then
MessageBox(0, 'Release of DC and RC failed!', 'Error', MB_OK or MB_ICONERROR);

// Attempts to delete the rendering context
if (not wglDeleteContext(h_RC)) then
begin
MessageBox(0, 'Release of rendering context failed!', 'Error', MB_OK or MB_ICONERROR);
h_RC := 0;
end;

// Attemps to release the device context
if ((h_DC > 0) and (ReleaseDC(h_Wnd, h_DC) = 0)) then
begin
MessageBox(0, 'Release of device context failed!', 'Error', MB_OK or MB_ICONERROR);
h_DC := 0;
end;

// Attempts to destroy the window
if ((h_Wnd <> 0) and (not DestroyWindow(h_Wnd))) then
begin
MessageBox(0, 'Unable to destroy window!', 'Error', MB_OK or MB_ICONERROR);
h_Wnd := 0;
end;

// Attempts to unregister the window class
if (not UnRegisterClass('OpenGL', hInstance)) then
begin
MessageBox(0, 'Unable to unregister window class!', 'Error', MB_OK or MB_ICONERROR);
hInstance := 0;
end;
end;

{--------------------------------------------------------------------}
{  Creates the window and attaches a OpenGL rendering context to it  }
{--------------------------------------------------------------------}
function glCreateWnd(Width, Height : Integer; Fullscreen : Boolean; PixelDepth : Integer) : Boolean;
var
wndClass : TWndClass;         // Window class
dwStyle : DWORD;              // Window styles
dwExStyle : DWORD;            // Extended window styles
dmScreenSettings : DEVMODE;   // Screen settings (fullscreen, etc...)
PixelFormat : GLuint;         // Settings for the OpenGL rendering
h_Instance : HINST;           // Current instance
pfd : TPIXELFORMATDESCRIPTOR;  // Settings for the OpenGL window
begin
h_Instance := GetModuleHandle(nil);       //Grab An Instance For Our Window
ZeroMemory(@wndClass, SizeOf(wndClass));  // Clear the window class structure

with wndClass do                    // Set up the window class
begin
style         := CS_HREDRAW or    // Redraws entire window if length changes
CS_VREDRAW or    // Redraws entire window if height changes
CS_OWNDC;        // Unique device context for the window
lpfnWndProc   := @WndProc;        // Set the window procedure to our func WndProc
hInstance     := h_Instance;
lpszClassName := 'OpenGL';
end;

if (RegisterClass(wndClass) = 0) then  // Attemp to register the window class
begin
MessageBox(0, 'Failed to register the window class!', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit
end;

// Change to fullscreen if so desired
if Fullscreen then
begin
ZeroMemory(@dmScreenSettings, SizeOf(dmScreenSettings));
with dmScreenSettings do begin              // Set parameters for the screen setting
dmSize       := SizeOf(dmScreenSettings);
dmPelsWidth  := Width;                    // Window width
dmPelsHeight := Height;                   // Window height
dmBitsPerPel := PixelDepth;               // Window color depth
dmFields     := DM_PELSWIDTH or DM_PELSHEIGHT or DM_BITSPERPEL;
end;

// Try to change screen mode to fullscreen
if (ChangeDisplaySettings(dmScreenSettings, CDS_FULLSCREEN) = DISP_CHANGE_FAILED) then
begin
MessageBox(0, 'Unable to switch to fullscreen!', 'Error', MB_OK or MB_ICONERROR);
Fullscreen := False;
end;
end;

// If we are still in fullscreen then
if (Fullscreen) then
begin
dwStyle := WS_POPUP or                // Creates a popup window
WS_CLIPCHILDREN            // Doesn't draw within child windows
or WS_CLIPSIBLINGS;        // Doesn't draw within sibling windows
dwExStyle := WS_EX_APPWINDOW;         // Top level window
ShowCursor(False);                    // Turn of the cursor (gets in the way)
end
else
begin
dwStyle := WS_OVERLAPPEDWINDOW or     // Creates an overlapping window
WS_CLIPCHILDREN or         // Doesn't draw within child windows
WS_CLIPSIBLINGS;           // Doesn't draw within sibling windows
dwExStyle := WS_EX_APPWINDOW or       // Top level window
WS_EX_WINDOWEDGE;        // Border with a raised edge
ShowCursor(False);                    // Turn of the cursor (gets in the way)
end;

// Attempt to create the actual window
h_Wnd := CreateWindowEx(dwExStyle,      // Extended window styles
'OpenGL',       // Class name
WND_TITLE,      // Window title (caption)
dwStyle,        // Window styles
0, 0,           // Window position
Width, Height,  // Size of window
0,              // No parent window
h_Instance,     // Instance
nil);           // Pass nothing to WM_CREATE
if h_Wnd = 0 then
begin
glKillWnd(Fullscreen);                // Undo all the settings we've changed
MessageBox(0, 'Unable to create window!', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;

// Try to get a device context
h_DC := GetDC(h_Wnd);
if (h_DC = 0) then
begin
glKillWnd(Fullscreen);
MessageBox(0, 'Unable to get a device context!', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;

// Settings for the OpenGL window
with pfd do
begin
nSize           := SizeOf(TPIXELFORMATDESCRIPTOR); // Size Of This Pixel Format Descriptor
nVersion        := 1;                    // The version of this data structure
dwFlags         := PFD_DRAW_TO_WINDOW    // Buffer supports drawing to window
or PFD_SUPPORT_OPENGL // Buffer supports OpenGL drawing
or PFD_DOUBLEBUFFER;  // Supports double buffering
iPixelType      := PFD_TYPE_RGBA;        // RGBA color format
cColorBits      := PixelDepth;           // OpenGL color depth
cRedBits        := 0;                    // Number of red bitplanes
cRedShift       := 0;                    // Shift count for red bitplanes
cGreenBits      := 0;                    // Number of green bitplanes
cGreenShift     := 0;                    // Shift count for green bitplanes
cBlueBits       := 0;                    // Number of blue bitplanes
cBlueShift      := 0;                    // Shift count for blue bitplanes
cAlphaBits      := 0;                    // Not supported
cAlphaShift     := 0;                    // Not supported
cAccumBits      := 0;                    // No accumulation buffer
cAccumRedBits   := 0;                    // Number of red bits in a-buffer
cAccumGreenBits := 0;                    // Number of green bits in a-buffer
cAccumBlueBits  := 0;                    // Number of blue bits in a-buffer
cAccumAlphaBits := 0;                    // Number of alpha bits in a-buffer
cDepthBits      := 16;                   // Specifies the depth of the depth buffer
cStencilBits    := 0;                    // Turn off stencil buffer
cAuxBuffers     := 0;                    // Not supported
iLayerType      := PFD_MAIN_PLANE;       // Ignored
bReserved       := 0;                    // Number of overlay and underlay planes
dwVisibleMask   := 0;                    // Transparent color of underlay plane
end;

// Attempts to find the pixel format supported by a device context that is the best match to a given pixel format specification.
PixelFormat := ChoosePixelFormat(h_DC, @pfd);
if (PixelFormat = 0) then
begin
glKillWnd(Fullscreen);
MessageBox(0, 'Unable to find a suitable pixel format', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;

// Sets the specified device context's pixel format to the format specified by the PixelFormat.
if (not SetPixelFormat(h_DC, PixelFormat, @pfd)) then
begin
glKillWnd(Fullscreen);
MessageBox(0, 'Unable to set the pixel format', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;

// Create a OpenGL rendering context
h_RC := wglCreateContext(h_DC);
if (h_RC = 0) then
begin
glKillWnd(Fullscreen);
MessageBox(0, 'Unable to create an OpenGL rendering context', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;

// Makes the specified OpenGL rendering context the calling thread's current rendering context
if (not wglMakeCurrent(h_DC, h_RC)) then
begin
glKillWnd(Fullscreen);
MessageBox(0, 'Unable to activate OpenGL rendering context', 'Error', MB_OK or MB_ICONERROR);
Result := False;
Exit;
end;

// Initializes the timer used to calculate the FPS
SetTimer(h_Wnd, FPS_TIMER, FPS_INTERVAL, nil);

// Settings to ensure that the window is the topmost window
ShowWindow(h_Wnd, SW_SHOW);
SetForegroundWindow(h_Wnd);
SetFocus(h_Wnd);

// Ensure the OpenGL window is resized properly
glResizeWnd(Width, Height);
glInit();

Result := True;
end;

{--------------------------------------------------------------------}
{  Main message loop for the application                             }
{--------------------------------------------------------------------}
function WinMain(hInstance : HINST; hPrevInstance : HINST;
lpCmdLine : PChar; nCmdShow : Integer) : Integer; stdcall;
var
msg : TMsg;
finished : Boolean;
DemoStart, LastTime : DWord;
begin
finished := False;

// Perform application initialization:
if not glCreateWnd(800, 600, FALSE, 32) then
begin
Result := 0;
Exit;
end;

DemoStart := GetTickCount();            // Get Time when demo started
SetCursorPos(400,300);

// Main message loop:
while not finished do
begin
if (PeekMessage(msg, 0, 0, 0, PM_REMOVE)) then // Check if there is a message for this window
begin
if (msg.message = WM_QUIT) then     // If WM_QUIT message received then we are done
finished := True
else
begin                               // Else translate and dispatch the message to this window
TranslateMessage(msg);
DispatchMessage(msg);
end;
end
else
begin
Inc(FPSCount);                      // Increment FPS Counter

FrameTime := GetTickCount() - ElapsedTime - DemoStart;
LastTime :=ElapsedTime;
ElapsedTime :=GetTickCount() - DemoStart;     // Calculate Elapsed Time
ElapsedTime :=(LastTime + ElapsedTime) DIV 2; // Average it out for smoother movement

// use mouse coordinates to calculate heading and tilt and reset mouse.
if GetForegroundWindow = h_Wnd then
begin
GetCursorPos(mpos);
SetCursorPos(400,300);
Tilt := Tilt - (300 - mpos.y)/100 * MouseSpeed;
if Tilt > 60 then Tilt :=60;
if Tilt < -60 then Tilt :=-60;
end;

glDraw();                           // Draw the scene
SwapBuffers(h_DC);                  // Display the scene

if (keys[VK_ESCAPE]) then           // If user pressed ESC then set finised TRUE
finished := True
else
ProcessKeys;                      // Check for any other key Pressed
end;
end;
glKillWnd(FALSE);
Result := msg.wParam;
end;

begin
WinMain( hInstance, hPrevInst, CmdLine, CmdShow );
end.



and heres a result (see that middle and last picture) projected texture -> example above, and when you changed texture to a depth texture you got (last) a shadow (first image is my old notebook bugged graphics card)

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