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本人是初学者 最近在看超级宝典 的第六章里面对阴影的产生的介绍 对里面的用矩阵求系数的方法不是很理解 希望能得到帮助 原码如下
// Creates a shadow projection matrix out of the plane equation
// coefficients and the position of the light. The return value is stored
// in destMat[][]
void MakeShadowMatrix(GLfloat points[3][3], GLfloat lightPos[4], GLfloat destMat[4][4])
{
GLfloat planeCoeff[4];
GLfloat dot;
// Find the plane equation coefficients
// Find the first three coefficients the same way we
// find a normal.
calcNormal(points,planeCoeff);
// Find the last coefficient by back substitutions
planeCoeff[3] = - (
(planeCoeff[0]*points[2][0]) + (planeCoeff[1]*points[2][1]) +
(planeCoeff[2]*points[2][2]));
// Dot product of plane and light position
dot = planeCoeff[0] * lightPos[0] +
planeCoeff[1] * lightPos[1] +
planeCoeff[2] * lightPos[2] +
planeCoeff[3] * lightPos[3];
// Now do the projection
// First column
destMat[0][0] = dot - lightPos[0] * planeCoeff[0];
destMat[1][0] = 0.0f - lightPos[0] * planeCoeff[1];
destMat[2][0] = 0.0f - lightPos[0] * planeCoeff[2];
destMat[3][0] = 0.0f - lightPos[0] * planeCoeff[3];
// Second column
destMat[0][1] = 0.0f - lightPos[1] * planeCoeff[0];
destMat[1][1] = dot - lightPos[1] * planeCoeff[1];
destMat[2][1] = 0.0f - lightPos[1] * planeCoeff[2];
destMat[3][1] = 0.0f - lightPos[1] * planeCoeff[3];
// Third Column
destMat[0][2] = 0.0f - lightPos[2] * planeCoeff[0];
destMat[1][2] = 0.0f - lightPos[2] * planeCoeff[1];
destMat[2][2] = dot - lightPos[2] * planeCoeff[2];
destMat[3][2] = 0.0f - lightPos[2] * planeCoeff[3];
// Fourth Column
destMat[0][3] = 0.0f - lightPos[3] * planeCoeff[0];
destMat[1][3] = 0.0f - lightPos[3] * planeCoeff[1];
destMat[2][3] = 0.0f - lightPos[3] * planeCoeff[2];
destMat[3][3] = dot - lightPos[3] * planeCoeff[3];
} |
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