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From: mjk@fangio.asd.sgi.com (Mark Kilgard)
Path: fangio.asd.sgi.com!mjk
Newsgroups: comp.graphics.api.opengl,rec.games.programmer,alt.3d
Organization: Silicon Graphics, Inc.
Subject: Rendering Fast reflections with OpenGL
3D programmers,
Note: A considerably more through
discussion of OpenGL reflections was later posted to
comp.graphics.api.opengl by Tim Hall.
The real world has reflections. It would be nice if interactive 3D
graphics programs could capture the extra realism added by reflections.
It turns out this is fairly easy to do.
For example, in a 3D "fighting" game it would be cool to have
two ninjas fighting on a reflective floor so that each fighter's
reflection could be seen in the floor. Adding reflections can help the
viewer better understand the position of reflected objects (for
example, the height of a ninja's jump is easier to appreciate when
there is a reflection).
OpenGL has all the features needed to render fast high-quality
reflections on planar surfaces. Artifact-free planar reflections
require 3D transformations, blending, and stenciling. (While Direct3D
Immediate mode supports 3D transformations and blending, Direct3D lacks
OpenGL's stenciling functionality that also you to accomplish good
clean reflections.)
At the end of this posting is a complete OpenGL program demonstrating
how to accomplish fast artifact-free reflections. This technique can be
readily adapted to other OpenGL-based 3D games and applications. First,
I'll briefly describe the technique.
The first thing to appreciate is that a reflection on a planar surface
is nothing more than correctly projecting (er, reflecting) the object
through the plane of the reflecting surface. That sounds hard, but it
is surprisingly easy.
Say you had an object positioned just above the Y=0 plane. The object
is drawn by a routine drawNinja. In OpenGL, to draw the object
*and* its reflection, you could just do the following:
glPushMatrix();
glScalef(1, -1, 1); /* "reflect" across Y=0 plane. */
setLightSourcePositions();
drawNinja();
glPopMatrix();
setLightSourcePositions();
drawNinja();
Wow, that was simple. But typically, the object is being reflected in
some surface that is not fully reflective like a marble floor.
Say we had a routine drawFloor that could draw the floor as a
big rectangle in the Y=0 plane. We could blend the floor with the
reflection like this:
glPushMatrix();
glScalef(1.0, -1.0, 1.0);
setLightSourcePositions();
drawNinja();
glPopMatrix();
setLightSourcePositions();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.7, 0.0, 0.0, 0.40); /* 40% dark red floor color */
drawFloor();
glDisable(GL_BLEND);
drawNinja();
All we did was draw the floor after the reflected ninja and enable
blending. The floor is specified to be 40% the color of the floor and
60% the color of the reflection. Pretty cool. Reflections are easy with
OpenGL.
Here's an image showing the complete example program below with what
we've managed so far. Check out:

Ok, so it's a dinosaur and not a ninja. Still, the dinosausr has a very
nice reflection in the floor. But now check out this picture (from a
slightly lower viewing angle):

Gulp. You can actually *see* what we did. You can see how the dinosaur
has really just been drawn twice, once flipped around through the Y=0
plane! This is like a magician giving away the trick. The reflection
should only be reflected where there is floor. Otherwise, we've
introduced an unfortunate visual artifact.
How can we fix this problem? We could hack around the solution by
clearing back to black the area under the floor (not a good general
solution) or just limit the possible views so that the viewer never
gets to see "beyond the floor" (again not very general).
Well, if we were using Direct3D immediate mode, we'd have to resort to
such hacks. Fortunately, OpenGL is more powerful than Direct3D.
With OpenGL stenciling, you can "pre-draw" the floor into the
stencil buffer without updating the color or depth buffers. Then when
you go to draw the reflection, you just only allow the reflection to
update pixels marked as belonging to the floor's stencil value. The
floor can then be any complex (but coplanar) polygon and the reflection
only shows up in the floor. Here's the OpenGL for this:
/* Don't update color or depth. */
glDisable(GL_DEPTH_TEST);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
/* Draw 1 into the stencil buffer. */
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 0xffffffff);
/* Now drawing the floor just tags the floor pixels
as stencil value 1. */
drawFloor();
/* Re-enable update of color and depth. */
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_DEPTH_TEST);
/* Now, only render where stencil is set to 1. */
glStencilFunc(GL_EQUAL, 1, 0xffffffff); /* draw if stencil ==1 */
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
/* Draw reflected ninja, but only where floor is. */
glPushMatrix();
glScalef(1.0, -1.0, 1.0);
setLightSourcePositions();
drawNinja();
glPopMatrix();
glDisable(GL_STENCIL_TEST);
[ ... continue on as above drawing the blended floor, then the
actual ninja ... ]
While this seems like a lot more OpenGL commands, these extra commands
are actually just quickly reconfiguring OpenGL state. They aren't doing
anything that expensive.
So how does our example program look with this stencil technique? Take
a look:

Notice that the reflection is only where the floor surface is now.
We've use OpenGL to cleanly remove an otherwise quite unsatisfactory
visual artifact. And we've done it in a way that is completely hardware
acceleratable.
In an API like Direct3D Immediate Mode, there's not even an option to
support stencil buffering. Without stenciling, fast planar reflections
are substantially harder to do cleanly. Also, since stencil buffering
is easy to support in fast hardware, good OpenGL hardware can do what
is described above with stenciling very fast.
Now it's your turn. Get the OpenGL Utility Toolkit (GLUT) and compile
the reflectdino.c code below and
try out reflections. You can use popup menu to toggle the use of
stencil. You can also disable the light sources in the scene; notice
the lighting works as you would expect even in the reflection.
For information about getting GLUT for free see:
http://reality.sgi.com/opengl/glut3/glut3.html
I hope this helps; happy reflecting.
(BTW, OpenGL Quake fans should recognize that John Carmack uses the
basic technique described here to implement the cool reflections
enablable in OpenGL Quake.)
- Mark
/* Copyright (c) Mark J. Kilgard, 1994, 1997. */
/* This program is freely distributable without licensing fees
and is provided without guarantee or warrantee expressed or
implied. This program is -not- in the public domain. */
/* Very simple example of how to achieve reflections on a flat
surface using OpenGL blending. The example has a mode using
OpenGL stenciling to avoid drawing the reflection not on the top of the
floor. Initially, stenciling is not used so if you look (by holding
down the left mouse button and moving) at the dinosaur from "below"
the floor, you'll see a bogus dinosaur and appreciate how the basic
technique works. Enable stenciling with the popup menu and the
bogus dinosaur goes away! Also, notice that OpenGL lighting works
correctly with reflections. */
/* Check out the comments in the "redraw" routine to see how the
reflection blending and surface stenciling is done. */
/* This program is derived from glutdino.c */
/* Compile: cc -o reflectdino reflectdino.c -lglut -lGLU -lGL -lXmu -lXext -lX11 -lm */
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h> /* for cos(), sin(), and sqrt() */
#include <GL/glut.h>
typedef enum {
RESERVED, BODY_SIDE, BODY_EDGE, BODY_WHOLE, ARM_SIDE, ARM_EDGE, ARM_WHOLE,
LEG_SIDE, LEG_EDGE, LEG_WHOLE, EYE_SIDE, EYE_EDGE, EYE_WHOLE
} displayLists;
GLfloat angle = 20; /* in degrees */
GLfloat angle2 = 30; /* in degrees */
GLboolean doubleBuffer = GL_TRUE, iconic = GL_FALSE, keepAspect = GL_FALSE;
int moving, startx, starty;
int W = 300, H = 300;
int useStencil = 0; /* Initially, allow the artifacts. */
GLdouble bodyWidth = 3.0;
float jump = 0.0;
/* *INDENT-OFF* */
GLfloat body[][2] = { {0, 3}, {1, 1}, {5, 1}, {8, 4}, {10, 4}, {11, 5},
{11, 11.5}, {13, 12}, {13, 13}, {10, 13.5}, {13, 14}, {13, 15}, {11, 16},
{8, 16}, {7, 15}, {7, 13}, {8, 12}, {7, 11}, {6, 6}, {4, 3}, {3, 2},
{1, 2} };
GLfloat arm[][2] = { {8, 10}, {9, 9}, {10, 9}, {13, 8}, {14, 9}, {16, 9},
{15, 9.5}, {16, 10}, {15, 10}, {15.5, 11}, {14.5, 10}, {14, 11}, {14, 10},
{13, 9}, {11, 11}, {9, 11} };
GLfloat leg[][2] = { {8, 6}, {8, 4}, {9, 3}, {9, 2}, {8, 1}, {8, 0.5}, {9, 0},
{12, 0}, {10, 1}, {10, 2}, {12, 4}, {11, 6}, {10, 7}, {9, 7} };
GLfloat eye[][2] = { {8.75, 15}, {9, 14.7}, {9.6, 14.7}, {10.1, 15},
{9.6, 15.25}, {9, 15.25} };
GLfloat lightZeroPosition[] = {10.0, 14.0, 10.0, 1.0};
GLfloat lightZeroColor[] = {0.8, 1.0, 0.8, 1.0}; /* green-tinted */
GLfloat lightOnePosition[] = {-1.0, 1.0, 1.0, 0.0};
GLfloat lightOneColor[] = {0.6, 0.3, 0.2, 1.0}; /* red-tinted */
GLfloat skinColor[] = {0.1, 1.0, 0.1, 1.0}, eyeColor[] = {1.0, 0.2, 0.2, 1.0};
/* *INDENT-ON* */
void
extrudeSolidFromPolygon(GLfloat data[][2], unsigned int dataSize,
GLdouble thickness, GLuint side, GLuint edge, GLuint whole)
{
static GLUtriangulatorObj *tobj = NULL;
GLdouble vertex[3], dx, dy, len;
int i;
int count = dataSize / (2 * sizeof(GLfloat));
if (tobj == NULL) {
tobj = gluNewTess(); /* create and initialize a GLU
polygon * * tesselation object */
gluTessCallback(tobj, GLU_BEGIN, glBegin);
gluTessCallback(tobj, GLU_VERTEX, glVertex2fv); /* semi-tricky */
gluTessCallback(tobj, GLU_END, glEnd);
}
glNewList(side, GL_COMPILE);
glShadeModel(GL_SMOOTH); /* smooth minimizes seeing
tessellation */
gluBeginPolygon(tobj);
for (i = 0; i < count; i++) {
vertex[0] = data[i][0];
vertex[1] = data[i][1];
vertex[2] = 0;
gluTessVertex(tobj, vertex, data[i]);
}
gluEndPolygon(tobj);
glEndList();
glNewList(edge, GL_COMPILE);
glShadeModel(GL_FLAT); /* flat shade keeps angular hands
from being "smoothed" */
glBegin(GL_QUAD_STRIP);
for (i = 0; i <= count; i++) {
/* mod function handles closing the edge */
glVertex3f(data[i % count][0], data[i % count][1], 0.0);
glVertex3f(data[i % count][0], data[i % count][1], thickness);
/* Calculate a unit normal by dividing by Euclidean
distance. We * could be lazy and use
glEnable(GL_NORMALIZE) so we could pass in * arbitrary
normals for a very slight performance hit. */
dx = data[(i + 1) % count][1] - data[i % count][1];
dy = data[i % count][0] - data[(i + 1) % count][0];
len = sqrt(dx * dx + dy * dy);
glNormal3f(dx / len, dy / len, 0.0);
}
glEnd();
glEndList();
glNewList(whole, GL_COMPILE);
glFrontFace(GL_CW);
glCallList(edge);
glNormal3f(0.0, 0.0, -1.0); /* constant normal for side */
glCallList(side);
glPushMatrix();
glTranslatef(0.0, 0.0, thickness);
glFrontFace(GL_CCW);
glNormal3f(0.0, 0.0, 1.0); /* opposite normal for other side */
glCallList(side);
glPopMatrix();
glEndList();
}
void
makeDinosaur(void)
{
extrudeSolidFromPolygon(body, sizeof(body), bodyWidth,
BODY_SIDE, BODY_EDGE, BODY_WHOLE);
extrudeSolidFromPolygon(arm, sizeof(arm), bodyWidth / 4,
ARM_SIDE, ARM_EDGE, ARM_WHOLE);
extrudeSolidFromPolygon(leg, sizeof(leg), bodyWidth / 2,
LEG_SIDE, LEG_EDGE, LEG_WHOLE);
extrudeSolidFromPolygon(eye, sizeof(eye), bodyWidth + 0.2,
EYE_SIDE, EYE_EDGE, EYE_WHOLE);
}
void
drawDinosaur(void)
{
glPushMatrix();
glTranslatef(0.0, jump, 0.0);
glMaterialfv(GL_FRONT, GL_DIFFUSE, skinColor);
glCallList(BODY_WHOLE);
glPushMatrix();
glTranslatef(0.0, 0.0, bodyWidth);
glCallList(ARM_WHOLE);
glCallList(LEG_WHOLE);
glTranslatef(0.0, 0.0, -bodyWidth - bodyWidth / 4);
glCallList(ARM_WHOLE);
glTranslatef(0.0, 0.0, -bodyWidth / 4);
glCallList(LEG_WHOLE);
glTranslatef(0.0, 0.0, bodyWidth / 2 - 0.1);
glMaterialfv(GL_FRONT, GL_DIFFUSE, eyeColor);
glCallList(EYE_WHOLE);
glPopMatrix();
glPopMatrix();
}
void
drawFloor(void)
{
glDisable(GL_LIGHTING);
glBegin(GL_QUADS);
glVertex3f(-18.0, 0.0, 27.0);
glVertex3f(27.0, 0.0, 27.0);
glVertex3f(27.0, 0.0, -18.0);
glVertex3f(-18.0, 0.0, -18.0);
glEnd();
glEnable(GL_LIGHTING);
}
void
redraw(void)
{
if (useStencil) {
/* Clear; default stencil clears to zero. */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
} else {
/* Not using stencil; just clear color and depth. */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
glPushMatrix();
/* Perform scene rotations based on user mouse input. */
glRotatef(angle2, 1.0, 0.0, 0.0);
glRotatef(angle, 0.0, 1.0, 0.0);
/* Translate the dinosaur to be at (0,0,0). */
glTranslatef(-8, -8, -bodyWidth / 2);
glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition);
glLightfv(GL_LIGHT1, GL_POSITION, lightOnePosition);
if (useStencil) {
/* We can eliminate the visual "artifact" of seeing the "flipped"
dinosaur underneath the floor by using stencil. The idea is
draw the floor without color or depth update but so that
a stencil value of one is where the floor will be. Later when
rendering the dinosaur reflection, we will only update pixels
with a stencil value of 1 to make sure the reflection only
lives on the floor, not below the floor. */
/* Don't update color or depth. */
glDisable(GL_DEPTH_TEST);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
/* Draw 1 into the stencil buffer. */
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 0xffffffff);
/* Now render floor; floor pixels just get their stencil set to 1. */
drawFloor();
/* Re-enable update of color and depth. */
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_DEPTH_TEST);
/* Now, only render where stencil is set to 1. */
glStencilFunc(GL_EQUAL, 1, 0xffffffff); /* draw if ==1 */
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
glPushMatrix();
/* The critical reflection step: Reflect dinosaur through the floor
(the Y=0 plane) to make a relection. */
glScalef(1.0, -1.0, 1.0);
/* Position lights now in reflected space. */
glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition);
glLightfv(GL_LIGHT1, GL_POSITION, lightOnePosition);
/* XXX Ugh, unfortunately the back face culling reverses when we reflect
the dinosaur. Easy solution is just disable back face culling for
rendering the reflection. Also, the normals for lighting get screwed
up by the scale; enabled normalize to ensure normals are still
properly normalized despite the scaling. We could have fixed the
dinosaur rendering code, but this is more expedient. */
glEnable(GL_NORMALIZE);
glCullFace(GL_FRONT);
/* Draw the reflected dinosaur. */
drawDinosaur();
/* Disable noramlize again and re-enable back face culling. */
glDisable(GL_NORMALIZE);
glCullFace(GL_BACK);
glPopMatrix();
/* Restore light positions on returned from reflected space. */
glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition);
glLightfv(GL_LIGHT1, GL_POSITION, lightOnePosition);
if (useStencil) {
/* Don't want to be using stenciling for drawing the actual dinosaur
(not its reflection) and the floor. */
glDisable(GL_STENCIL_TEST);
}
/* Back face culling will get used to only draw either the top or the
bottom floor. This let's us get a floor with two distinct
appearances. The top floor surface is reflective and kind of red.
The bottom floor surface is not reflective and blue. */
/* Draw "top" of floor. Use blending to blend in reflection. */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0.7, 0.0, 0.0, 0.3);
drawFloor();
glDisable(GL_BLEND);
/* Draw "bottom" of floor in blue. */
glFrontFace(GL_CW); /* Switch face orientation. */
glColor4f(0.1, 0.1, 0.7, 1.0);
drawFloor();
glFrontFace(GL_CCW);
/* Draw "actual" dinosaur, not its reflection. */
drawDinosaur();
glPopMatrix();
glutSwapBuffers();
}
/* ARGSUSED2 */
void
mouse(int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
moving = 1;
startx = x;
starty = y;
}
if (button == GLUT_LEFT_BUTTON && state == GLUT_UP) {
moving = 0;
}
}
/* ARGSUSED1 */
void
motion(int x, int y)
{
if (moving) {
angle = angle + (x - startx);
angle2 = angle2 + (y - starty);
startx = x;
starty = y;
glutPostRedisplay();
}
}
GLboolean lightZeroSwitch = GL_TRUE, lightOneSwitch = GL_TRUE;
void
controlLights(int value)
{
switch (value) {
case 1:
lightZeroSwitch = !lightZeroSwitch;
if (lightZeroSwitch) {
glEnable(GL_LIGHT0);
} else {
glDisable(GL_LIGHT0);
}
break;
case 2:
lightOneSwitch = !lightOneSwitch;
if (lightOneSwitch) {
glEnable(GL_LIGHT1);
} else {
glDisable(GL_LIGHT1);
}
break;
case 3:
useStencil = 1 - useStencil;
break;
}
glutPostRedisplay();
}
void
idle(void)
{
static float time;
time = glutGet(GLUT_ELAPSED_TIME) / 500.0;
jump = 3.0 * fabs(sin(time));
glutPostRedisplay();
}
void
visible(int vis)
{
if (vis == GLUT_VISIBLE)
glutIdleFunc(idle);
else
glutIdleFunc(NULL);
}
int
main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH | GLUT_STENCIL);
glutCreateWindow("Leapin' Lizards");
glutDisplayFunc(redraw);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutVisibilityFunc(visible);
glutCreateMenu(controlLights);
glutAddMenuEntry("Toggle right light", 1);
glutAddMenuEntry("Toggle left light", 2);
glutAddMenuEntry("Toggle stenciling out reflection artifacts", 3);
glutAttachMenu(GLUT_RIGHT_BUTTON);
makeDinosaur();
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
gluPerspective( /* field of view in degree */ 40.0,
/* aspect ratio */ 1.0,
/* Z near */ 1.0, /* Z far */ 80.0);
glMatrixMode(GL_MODELVIEW);
gluLookAt(0.0, 0.0, 40.0, /* eye is at (0,0,30) */
0.0, 0.0, 0.0, /* center is at (0,0,0) */
0.0, 1.0, 0.); /* up is in postivie Y direction */
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightZeroColor);
glLightf(GL_LIGHT0, GL_CONSTANT_ATTENUATION, 0.1);
glLightf(GL_LIGHT0, GL_LINEAR_ATTENUATION, 0.05);
glLightfv(GL_LIGHT1, GL_DIFFUSE, lightOneColor);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
glLightfv(GL_LIGHT0, GL_POSITION, lightZeroPosition);
glLightfv(GL_LIGHT1, GL_POSITION, lightOnePosition);
glutMainLoop();
return 0; /* ANSI C requires main to return int. */
}
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