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/* projshad.c */
/*
* Generate the projection matrix for a projective shadow
* Borrowed from GLUT distribution's scube demo, written
* by David Yu.
*/
/*
* ground is the equation of the plane onto which the shadow should
* be projected.
* light is the homogenious coordinate of the light position.
*/
static void
myShadowMatrix(float ground[4], float light[4])
{
float dot;
float shadowMat[4][4];
dot = ground[0] * light[0] +
ground[1] * light[1] +
ground[2] * light[2] +
ground[3] * light[3];
shadowMat[0][0] = dot - light[0] * ground[0];
shadowMat[1][0] = 0.0 - light[0] * ground[1];
shadowMat[2][0] = 0.0 - light[0] * ground[2];
shadowMat[3][0] = 0.0 - light[0] * ground[3];
shadowMat[0][1] = 0.0 - light[1] * ground[0];
shadowMat[1][1] = dot - light[1] * ground[1];
shadowMat[2][1] = 0.0 - light[1] * ground[2];
shadowMat[3][1] = 0.0 - light[1] * ground[3];
shadowMat[0][2] = 0.0 - light[2] * ground[0];
shadowMat[1][2] = 0.0 - light[2] * ground[1];
shadowMat[2][2] = dot - light[2] * ground[2];
shadowMat[3][2] = 0.0 - light[2] * ground[3];
shadowMat[0][3] = 0.0 - light[3] * ground[0];
shadowMat[1][3] = 0.0 - light[3] * ground[1];
shadowMat[2][3] = 0.0 - light[3] * ground[2];
shadowMat[3][3] = dot - light[3] * ground[3];
glMultMatrixf((const GLfloat *) shadowMat);
}
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