shadow of an object not projected property.I want changes in code shadow visible

source code


#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include <glut.h>

#define TEXTID 5
int form=0;
static int useLighting = 1;
static int useFog = 0;
float cx = 3.2,cy = 0.37,cz = .37;
static int tick = -1;
static int moving = 1;

#define GREY    0
#define RED        1
#define ORANGE    2
#define BLUE    3
#define CYAN    4
#define MAGENTA    5
#define YELLOW    6
#define BLACK    7


int obj_col = BLUE;

static float materialColor[9][4] =
{
  {0.8, 0.8, 0.8, 1.0},
  {0.8, 0.0, 0.0, 1.0},
  {1.0, 0.3, 0.0, 1.0},
  {0.0, 0.0, 0.8, 1.0},
  {0.0, 0.8, 0.8, 1.0},
  {0.8, 0.0, 0.8, 1.0},
  {0.8, 0.8, 0.0, 1.0},
  {0.0, 0.0, 0.0, 0.6},
};

static float lightPos[4] = {2.0, 4.0,2.0, 0.0};
static float lightAmb[4] = {0.2, 0.2, 0.2, 1.0};
static float lightDiff[4] = {0.8, 0.8, 0.8, 1.0};
static float lightSpec[4] = {0.4, 0.4, 0.4, 1.0};
static float groundPlane[4] = {0.0, 1.0, 0.0, 1.499};
static float firePlane[4] = {1.0, 0.0, 1.0, 0.899};
static float backPlane[4] = {0.0, 0.0, 1.0, 0.899};
static float fogColor[4] = {0.0, 0.0, 0.0, 0.0};
static float fogIndex[1] = {0.0};

static float cube_vertexes[6][4][4] =
{
  {
    {-1.0, -1.0, -1.0, 1.0},
    {-1.0, -1.0, 1.0, 1.0},
    {-1.0, 1.0, 1.0, 1.0},
    {-1.0, 1.0, -1.0, 1.0}
  },

  {
    {1.0, 1.0, 1.0, 1.0},
    {1.0, -1.0, 1.0, 1.0},
    {1.0, -1.0, -1.0, 1.0},
    {1.0, 1.0, -1.0, 1.0}
  },

  {
    {-1.0, -1.0, -1.0, 1.0},
    {1.0, -1.0, -1.0, 1.0},
    {1.0, -1.0, 1.0, 1.0},
    {-1.0, -1.0, 1.0, 1.0}
  },

  {
    {1.0, 1.0, 1.0, 1.0},
    {1.0, 1.0, -1.0, 1.0},
    {-1.0, 1.0, -1.0, 1.0},
    {-1.0, 1.0, 1.0, 1.0}
  },

  {
    {-1.0, -1.0, -1.0, 1.0},
    {-1.0, 1.0, -1.0, 1.0},
    {1.0, 1.0, -1.0, 1.0},
    {1.0, -1.0, -1.0, 1.0}
  },

  {
    {1.0, 1.0, 1.0, 1.0},
    {-1.0, 1.0, 1.0, 1.0},
    {-1.0, -1.0, 1.0, 1.0},
    {1.0, -1.0, 1.0, 1.0}
  }
};

static float cube_normals[6][4] =
{
  {-1.0, 0.0, 0.0, 0.0},
  {1.0, 0.0, 0.0, 0.0},
  {0.0, -1.0, 0.0, 0.0},
  {0.0, 1.0, 0.0, 0.0},
  {0.0, 0.0, -1.0, 0.0},
  {0.0, 0.0, 1.0, 0.0}
};

void DrawTextXY(double x,double y,double z,double scale,char *s)
{
   int i;
   glPushMatrix();
   glTranslatef(x,y,z);
   
   glScalef(scale,scale,scale);
   for (i=0;i<strlen(s);i++)
   {
glColor3f(0.0,0.0,0.0);
       glutStrokeCharacter(GLUT_STROKE_ROMAN,s[i]);
   }
   glPopMatrix();
}

static void setColor(int c)
{
  if (useLighting) 
      glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT_AND_DIFFUSE,&materialColor[c][0]);
  else
      glColor4fv(&materialColor[c][0]);
}

static void drawCube(int color)
{
  int i;
  setColor(color);
  for (i = 0; i < 6; ++i) 
  {
    glNormal3fv(&cube_normals[i][0]);
    glBegin(GL_QUADS);
    glVertex4fv(&cube_vertexes[i][0][0]);
    glVertex4fv(&cube_vertexes[i][1][0]);
    glVertex4fv(&cube_vertexes[i][2][0]);
    glVertex4fv(&cube_vertexes[i][3][0]);
    glEnd();
  }
}

static void drawCheck(int w, int h, int evenColor, int oddColor)
{
  static int initialized = 0;
  static int usedLighting = 0;
  static GLuint checklist = 0;

  if(!initialized || (usedLighting != useLighting))
  {
    static float square_normal[4] = {0.0, 0.0, 1.0, 0.0};
    static float square[4][4];
    int i, j;
    if (!checklist) 
      checklist = glGenLists(1);
    glNewList(checklist,GL_COMPILE_AND_EXECUTE);
    glNormal3fv(square_normal);    
    glBegin(GL_QUADS);
    for (j = 0; j < h; ++j)
    {
      for (i = 0; i < w; ++i)
      {
        square[0][0] = -1.0 + 2.0 / w * i;
        square[0][1] = -1.0 + 2.0 / h * (j + 1);
        square[0][2] = 0.0;
        square[0][3] = 1.0;

        square[1][0] = -1.0 + 2.0 / w * i;
        square[1][1] = -1.0 + 2.0 / h * j;
        square[1][2] = 0.0;
        square[1][3] = 1.0;

        square[2][0] = -1.0 + 2.0 / w * (i + 1);
        square[2][1] = -1.0 + 2.0 / h * j;
        square[2][2] = 0.0;
        square[2][3] = 1.0;

        square[3][0] = -1.0 + 2.0 / w * (i + 1);
        square[3][1] = -1.0 + 2.0 / h * (j + 1);
        square[3][2] = 0.0;
        square[3][3] = 1.0;

        if (i & 1 ^ j & 1) 
          setColor(oddColor);
        else
          setColor(evenColor);
        glVertex4fv(&square[0][0]);
        glVertex4fv(&square[1][0]);
        glVertex4fv(&square[2][0]);
        glVertex4fv(&square[3][0]);
      }
    }
    glEnd();
    glEndList();
    initialized = 1;
    usedLighting = useLighting;
  } 
  else
    glCallList(checklist);
}

static void myShadowMatrix(float plane[4], float light[4])
{
  float dot;
  float shadowMat[4][4];

  dot = plane[0] * light[0] + 
    plane[1] * light[1] +
    plane[2] * light[2] +
    plane[3] * light[3];
   /* for ground plane dot = 5.499 & for back dot = 2.899 */
  /* Diagonals to maintain symmetry */
  shadowMat[0][0] = dot - light[0] * plane[0];
  shadowMat[1][0] = 0.0 - light[0] * plane[1]; /* light[0]=2 */
  shadowMat[2][0] = 0.0 - light[0] * plane[2];
  shadowMat[3][0] = 0.0 - light[0] * plane[3];

  shadowMat[0][1] = 0.0 - light[1] * plane[0];
  shadowMat[1][1] = dot - light[1] * plane[1]; /* light[1]=4 */
  shadowMat[2][1] = 0.0 - light[1] * plane[2];
  shadowMat[3][1] = 0.0 - light[1] * plane[3];

  shadowMat[0][2] = 0.0 - light[2] * plane[0];
  shadowMat[1][2] = 0.0 - light[2] * plane[1]; /* light[2]=2 */
  shadowMat[2][2] = dot - light[2] * plane[2];
  shadowMat[3][2] = 0.0 - light[2] * plane[3];

  shadowMat[0][3] = 0.0 - light[3] * plane[0];
  shadowMat[1][3] = 0.0 - light[3] * plane[1]; /* light[3]=1 */
  shadowMat[2][3] = 0.0 - light[3] * plane[2];
  shadowMat[3][3] = dot - light[3] * plane[3];

  glMultMatrixf((const GLfloat *) shadowMat);
}

void idle(void)
{
  tick++;
  if (tick >= 520)
    tick = 0;
  glutPostRedisplay();
}



void second()
{
    glColor3f(1.0,0.0,0.0);
    glLoadName(TEXTID);
    DrawTextXY(-2.20,1.60,0.0,0.002,"OPTIONS: ");
    glColor3f(1.0,0.0,0.0);
    glLoadName(TEXTID);
    DrawTextXY(-2.20,1.20,0.0,0.001,"press 1 to execute ");
    glColor3f(1.0,0.0,0.0);
    glLoadName(TEXTID);
    DrawTextXY(-2.20,1.0,0.0,0.001,"press any key to exit ");
}

void first()
{
    glColor3f(1.0,0.0,0.0);
    glLoadName(TEXTID);
    DrawTextXY(-2.20,1.50,0.0,0.0025,"Graphical Implementation Of ");

    
    glColor3f(1.0,0.0,0.0);
    glLoadName(TEXTID);
    DrawTextXY(-2.20,1.20,0.0,0.0025,"''SHADOW OF AN OBJECT'' ");
    glColor3f(1.0,1.0,1.0);
    glLoadName(TEXTID);
    DrawTextXY(-1.50,0.80,0.0,0.002,"    USING OpenGL");
    
    glColor3f(1.0,1.0,0.0);
    glLoadName(TEXTID);
    DrawTextXY(-2.5,-0.0,0.0,0.001,"              SUBMITTED BY:");

    glColor3f(1.0,1.0,0.0);
    glLoadName(TEXTID);
    DrawTextXY(-2.5,-0.25,0.0,0.001,"KAVYASHREE M.D.               VALENTINA MONDAL");
    
    glColor3f( 1.0,1.0,0.0);
    glLoadName(TEXTID);
    DrawTextXY(-2.5,-0.50,0.0,0.001,"(1BY08CS019)                       (1BY08CS057)");

    glColor3f(0.0,1.0,0.0);
    glLoadName(TEXTID);
    DrawTextXY(-2.5,-0.75,0.0,0.001,"             UNDER THE GUIDANCE OF:");

    glColor3f(0.0,0.0,1.0);
    glLoadName(TEXTID);
    DrawTextXY(-2.5,-1.00,0.0,0.001,"Mr. Muneshwara. M. S                Mrs. Bharthi.R.");
    
    glColor3f(0.0,0.0,1.0);
    glLoadName(TEXTID);
    DrawTextXY(-2.5,-1.25,0.0,0.001,"Lecturer,Dept. of CS&E               Asst. Prof. , Dept. of CS&E");
    
    glColor3f(1.0,0.0,0.0);
    glLoadName(TEXTID);
    DrawTextXY(-4.9,-1.60,0.0,0.002,"             BMS INSTITUTE OF TECHNOLOGY");

    glColor3f(1.0,0.0,1.0);
    glLoadName(TEXTID);
    DrawTextXY(0.8,-1.855,0.0,0.0005,"                            PRESS ANY KEY TO CONTINUE");
}
void play(void)
{
  GLfloat cubeXform[4][4];
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  glPushMatrix();
  glTranslatef(0.0, -1.9, 0.0);
  glRotatef(-90.0, 1, 0, 0);    /* Ground Plane */
  glScalef(2.0, 2.0, 2.0);
  drawCheck(6, 6, RED, GREY);  /* draw ground */
  glPopMatrix();

  glPushMatrix();
  glTranslatef(0.0, -0.4, -1);
  glRotatef(23.0, 0, 1, 0);        /* left Plane */
  glScalef(2.2, 2.5, 2);
  drawCheck(6, 6, RED, GREY);  /* draw back */
  glPopMatrix();

  glPushMatrix();
  glTranslatef(0.0, -0.4, -1);
  glRotatef(-23.0, 0, 1, 0);        /* Right Plane */
  glScalef(2.2, 2.5, 2);
  drawCheck(6, 6, RED,GREY);  /* draw back */
  glPopMatrix();

  glPushMatrix();
  glTranslatef(0.0, 0.15, 0.0);
  glScalef(0.25, 0.25, 0.25);
  glRotatef((360.0 / (50)) * tick, 1, 0,0);
  glRotatef((360.0 / (50)) * tick, 0, 1,0);
  glRotatef((360.0 / (50*4)) * tick, 0, 0,1);
  glScalef(cx, cy, cz);
  glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) cubeXform);
  drawCube(obj_col);        /* draw cube */
  glPopMatrix();

  glDepthMask(GL_FALSE);
  glEnable(GL_BLEND);

  glPushMatrix();
  myShadowMatrix(backPlane, lightPos);
  glTranslatef(0.0, 0.0, 3.0);
  glMultMatrixf((const GLfloat *) cubeXform);

  drawCube(BLACK);      /* draw black shadow */
  glPopMatrix();

  glPushMatrix();
  myShadowMatrix(firePlane, lightPos);
  glTranslatef(0.0, 0.0, 2.0);
  glMultMatrixf((const GLfloat *) cubeXform);

  drawCube(BLACK);      /* draw black shadow */
  glPopMatrix();

  glPushMatrix();
  myShadowMatrix(groundPlane, lightPos);
  glTranslatef(5.0, 0.0, 0.0);
  glMultMatrixf((const GLfloat *) cubeXform);

  drawCube(BLACK);      /* draw ground shadow */
  glPopMatrix();

  glDepthMask(GL_TRUE);
  glutSwapBuffers();
  
  if(useFog) 
    glEnable(GL_FOG); 
   glFlush();
   glutSwapBuffers();
   glutPostRedisplay();
}
void display()
{
        glClearColor(0.0,0.0,0.0,1.0);
    glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    
    if(form==0)
        first();
    else if(form==1)
        second();
    else if(form==2)
        play();
    glFlush();
    glutSwapBuffers();
    glutPostRedisplay();
}
void myreshape(int w,int h)
{
    glViewport(0,0,w,h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    if(w<=h) glOrtho(-2.0,2.0,-2.0*(GLfloat)h/(GLfloat)w,2.0*(GLfloat)h/(GLfloat)w,-10.0,10.0);
    else glOrtho(-2.0*(GLfloat)w/(GLfloat)h,2.0*(GLfloat)w/(GLfloat)h,-2.0,2.0,-10.0,10.0);
    glMatrixMode(GL_MODELVIEW);
}

void HandleKeyboard(unsigned char key, int x, int y)
{

    if(form==0)
    {
        form=1;
    }
    else if(form==1)
    {
        if(key=='1')
           form=2;
        else
            exit(1);
    }
    display();
}

void cube_select(int col)
{
    switch(col){
        case 0: obj_col=0;break;
        case 1: obj_col=1;break;
        case 2: obj_col=2;break;
        case 3: obj_col=3;break;
        case 4: obj_col=4;break;
        case 5: obj_col=5;break;
        case 6: obj_col=6;break;
        case 7: obj_col=7;break;}
}

void scale_select( int s)
{
    switch(s){
        case 0: cx=1.0,cy=2.0,cz=1.0;break;
        case 1: cx=1.0,cy=1.0,cz=1.0;break;
        case 2: cx=2.0,cy=2.0,cz=2.0;break;
        case 3: cx=3.2,cy=.35,cz=.35;break;
        case 4: cx=2.0,cy=2.0,cz=0.0;break;            
        case 5:     break;}
}

void fog_select(int fog)
{
  glFogf(GL_FOG_MODE, fog);
  glutPostRedisplay();
}

void menu_select(int mode)
{
  switch (mode) 
  {
  case 1:
       moving = 0;
       glutIdleFunc(NULL);
       break;
  case 2:
       moving = 1;
       glutIdleFunc(idle);
       break;
  case 3:
       useFog = !useFog;
       useFog ? glEnable(GL_FOG) : glDisable(GL_FOG);
       glutPostRedisplay();
       break;
  case 4:
       useLighting = !useLighting;
       useLighting ? glEnable(GL_LIGHTING) :
       glDisable(GL_LIGHTING);
       glutPostRedisplay();
       break;
  case 5:
       exit(0);
       break;
  }
}

void main(int argc, char **argv)
{
  int width = 1000, height = 1000;
  int i,fog_menu,cube_menu,scale_menu;
  glutInitWindowSize(width, height);
  glutInitWindowPosition(360,100);
  glutInit(&argc, argv);
    
                /* choose visual */
  glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
  glutCreateWindow("Cube Simulation(OpenGL Project)");
  glutKeyboardFunc(HandleKeyboard);
  glutReshapeFunc(myreshape);
  glutDisplayFunc(display);
  if (moving)
      glutIdleFunc(idle);
  cube_menu = glutCreateMenu(cube_select);
  glutAddMenuEntry("GREY", 0);
  glutAddMenuEntry("RED", 1);
  glutAddMenuEntry("ORANGE", 2);
  glutAddMenuEntry("BLUE", 3);
  glutAddMenuEntry("CYAN", 4);
  glutAddMenuEntry("MAGENTA", 5);
  glutAddMenuEntry("YELLOW", 6);
  glutAddMenuEntry("BLACK", 7);
  glutAddMenuEntry("WHITE",8);

  scale_menu = glutCreateMenu(scale_select);
  glutAddMenuEntry("Default(Cuboid)", 0);
  glutAddMenuEntry("CUBE (small)", 1);
  glutAddMenuEntry("CUBE (large)", 2);
  glutAddMenuEntry("ROD", 3);
  glutAddMenuEntry("FLAT SHEET", 4);


  fog_menu = glutCreateMenu(fog_select);
  glutAddMenuEntry("Linear fog", GL_LINEAR);
  glutAddMenuEntry("Exp fog", GL_EXP);
  glutAddMenuEntry("Exp^2 fog", GL_EXP2);

  glutCreateMenu(menu_select);
  glutAddMenuEntry("Start motion", 2);
  glutAddMenuEntry("Stop motion", 1);
  glutAddMenuEntry("", 2);
  glutAddMenuEntry("OPTIONS", 2);
  glutAddMenuEntry("", 1);
  glutAddSubMenu("Cube Colors", cube_menu);
  glutAddSubMenu("Scaling", scale_menu);
  glutAddMenuEntry("Toggle lighting",4 );
  glutAddMenuEntry("Toggle Fog", 3);
  glutAddSubMenu("Fog type", fog_menu);
  glutAddMenuEntry("Quit", 5);
  glutAttachMenu(GLUT_RIGHT_BUTTON);

              /* setup context */
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 3.0);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  glTranslatef(0.0, 0.0, -2.0);
  glEnable(GL_NORMALIZE);
  glEnable(GL_DEPTH_TEST);

  if (useLighting)
    glEnable(GL_LIGHTING);
  glEnable(GL_LIGHT0);
  glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
  glLightfv(GL_LIGHT0, GL_AMBIENT, lightAmb);
  glLightfv(GL_LIGHT0, GL_DIFFUSE, lightDiff);
  glLightfv(GL_LIGHT0, GL_SPECULAR, lightSpec);
#if 0
  glLightfv(GL_LIGHT0, GL_SPOT_DIRECTION, lightDir);
  glLightf(GL_LIGHT0, GL_SPOT_EXPONENT, 50);
  glLightf(GL_LIGHT0, GL_SPOT_CUTOFF, 25);
#endif
  if (useFog) {
    glEnable(GL_FOG);}
  glFogfv(GL_FOG_COLOR, fogColor);
  glFogfv(GL_FOG_INDEX, fogIndex);
  glFogf(GL_FOG_MODE, GL_EXP);
  glFogf(GL_FOG_DENSITY, 0.5);
  glFogf(GL_FOG_START, 1.0);
  glFogf(GL_FOG_END, 3.0);
  glEnable(GL_CULL_FACE);
  glCullFace(GL_BACK);
  glShadeModel(GL_SMOOTH);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  glutMainLoop();
}

Please don’t cross post.
You created a total of three threads with the exact same post:
One here
another one here
and the final one here

This question is totally useless.

Do you really expect people to read such a code dump (without even using code tags)? No description of what the problem is. No description of what you expect to get, no description of what you get, no indication that you’ve even tried anything yourself.

At least try a little and you might find some people willing to help you.