Shadow-Mapping

所属分类:图形图像处理
开发工具:Visual C++
文件大小:5637KB
下载次数:6
上传日期:2014-08-10 15:45:11
上 传 者jluzsx
说明:  vc 6.0环境下实现的阴影贴图算法,可以实现阴影效果的实时绘制。
(shadow maps algorithm vc 6.0 environment to achieve, you can achieve real-time rendering shadow effect.)

文件列表:
Shadow Mapping\Debug\ARB_multitexture_extension.obj (39318, 2014-04-05)
Shadow Mapping\Debug\cl.command.1.tlog (14722, 2014-04-08)
Shadow Mapping\Debug\CL.read.1.tlog (195078, 2014-04-08)
Shadow Mapping\Debug\CL.write.1.tlog (8148, 2014-04-08)
Shadow Mapping\Debug\COLOR.obj (15696, 2014-04-05)
Shadow Mapping\Debug\EXT_texture_env_combine_extension.obj (24495, 2014-04-05)
Shadow Mapping\Debug\FPS_COUNTER.obj (22870, 2014-04-05)
Shadow Mapping\Debug\IMAGE.obj (61080, 2014-04-05)
Shadow Mapping\Debug\INTERACTOR.obj (51077, 2014-04-05)
Shadow Mapping\Debug\LOG.obj (8728, 2014-04-05)
Shadow Mapping\Debug\MATRIX4X4.obj (75143, 2014-04-05)
Shadow Mapping\Debug\PLANE.obj (39272, 2014-04-05)
Shadow Mapping\Debug\Project.lastbuildstate (55, 2014-04-08)
Shadow Mapping\Debug\Project.log (39416, 2014-04-08)
Shadow Mapping\Debug\Project.unsuccessfulbuild (0, 2014-04-08)
Shadow Mapping\Debug\Project.vcxprojResolveAssemblyReference.cache (713, 2014-04-08)
Shadow Mapping\Debug\Project.write.1.tlog (0, 2014-04-05)
Shadow Mapping\Debug\SGIX_depth_texture_extension.obj (24447, 2014-04-05)
Shadow Mapping\Debug\SGIX_shadow_extension.obj (24346, 2014-04-05)
Shadow Mapping\Debug\SHADOW_MAP_LIGHT.obj (45593, 2014-04-05)
Shadow Mapping\Debug\TIMER.obj (23979, 2014-04-05)
Shadow Mapping\Debug\vc100.idb (576512, 2014-04-08)
Shadow Mapping\Debug\vc100.pdb (143360, 2014-04-08)
Shadow Mapping\Debug\VECTOR2D.obj (21579, 2014-04-05)
Shadow Mapping\Debug\VECTOR3D.obj (37193, 2014-04-05)
Shadow Mapping\Debug\VECTOR4D.obj (30074, 2014-04-05)
Shadow Mapping\Debug\WINDOW.obj (60585, 2014-04-05)
Shadow Mapping\extensions\ARB_multitexture_extension.cpp (7636, 2006-08-29)
Shadow Mapping\extensions\ARB_multitexture_extension.h (2800, 2006-08-29)
Shadow Mapping\extensions\EXT_blend_minmax_extension.cpp (1914, 2006-08-29)
Shadow Mapping\extensions\EXT_blend_minmax_extension.h (749, 2006-08-29)
Shadow Mapping\extensions\EXT_texture_env_combine_extension.cpp (1810, 2006-08-29)
Shadow Mapping\extensions\EXT_texture_env_combine_extension.h (731, 2006-08-29)
Shadow Mapping\extensions\NV_register_combiners_extension.cpp (4477, 2006-08-29)
Shadow Mapping\extensions\NV_register_combiners_extension.h (1683, 2006-08-29)
Shadow Mapping\extensions\SGIX_depth_texture_extension.cpp (1760, 2006-08-29)
Shadow Mapping\extensions\SGIX_depth_texture_extension.h (701, 2006-08-29)
Shadow Mapping\extensions\SGIX_shadow_extension.cpp (1690, 2006-08-29)
Shadow Mapping\extensions\SGIX_shadow_extension.h (659, 2006-08-29)
Shadow Mapping\FPS_COUNTER.cpp (1020, 2006-08-29)
... ...

************************************************************************** ** Shadow Mapping ** ** www.paulsprojects.net ** ** paul@paulsprojects.net ************************************************************************** Description: This program displays a simple scene, lit by a single light. The scene is first rendered from the light's point of view, and the depth values are loaded into a texture. This texture is then projected onto the scene as drawn from the eye's point of view, and a comparison with distance from the light is made. This determines shadowed regions. This demo implements 8-bit "Dual Texture" shadow mapping and a 16-bit version using register combiners. 24-bit hardware shadow mapping is also demonstrated. Requirements: ARB_multitexture EXT_texture_env_combine - the ARB version was not used so that the demo will work on a TNT. Required for 16-bit shadow mapping: NV_register_combiners Required for hardware shadow mapping: SGIX_depth_texture SGIX_shadow EXT_blend_minmax References: GDC 2000 "Shadow Mapping with Today's OpenGL Hardware", Mark Kilgard. From developer.nvidia.com "Projective Texture Mapping" Cass Everitt. From developer.nvidia.com "Hardware Shadow Mapping", Cass Everitt, Ashu Rege and Cem Cebenoyan. From developer.nvidia.com "Shadowcast" demo. From developer.nvidia.com Keys: F1 - Take a screenshot Escape - Quit Up Arrow- Increase Shadow Map resolution Down Arrow- Decrease Shadow Map resolution Space - Toggle drawing of light's frustum Left Arrow- Increase size of light's frustum Right Arrow- Decrease size of light's frustum 1 - Use 8 bit shadow mapping 2 - Use 16 bit shadow mapping 3 - Use 24 bit hardware shadow mapping C - Use mouse to move camera L - Use mouse to move light T - Draw Tori (Donuts) B - Draw Spheres

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