assaultfish/engine/src/gl/gl_shadow.c

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#include <GearSrc/GL.h>
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#include <GearSrc/Math.h>
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#define SHADOW_CULL
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void GSGLShadowInit(GSGL gl) {
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GLfloat color[] = {1, 1, 1, 1};
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glGenTextures(1, &gl->shadow_texture);
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GSGLMaxShadowDistance, GSGLMaxShadowDistance, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
glBindTexture(GL_TEXTURE_2D, 0);
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if(GSGLShaderPrepare(gl, &gl->shadow_shader, "base:/shader/shadow.vs", "base:/shader/shadow.fs")) {
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glUseProgram(gl->shadow_shader);
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glUniform1i(glGetUniformLocation(gl->shadow_shader, "depth_texture"), 7);
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glUniform1i(glGetUniformLocation(gl->shadow_shader, "current_texture"), 0);
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glUniform1f(glGetUniformLocation(gl->shadow_shader, "enable_lighting"), 1);
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glUniform1f(glGetUniformLocation(gl->shadow_shader, "enable_texture"), 0);
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glUseProgram(0);
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gl->shadow_use_shader = 1;
} else {
glDeleteTextures(1, &gl->shadow_texture);
gl->shadow_use_shader = 0;
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}
}
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GSBool GSGLShadowBeforeMapping(GSGL gl) {
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GSVector3 zero = {0, 0, 0};
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if(!gl->shadow_use_shader) return GSFalse;
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GSGLClear(gl);
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glViewport(0, 0, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
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glMatrixMode(GL_PROJECTION);
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_old_projection);
glLoadIdentity();
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if(gl->engine->client->light0[3]) {
GSGLCameraPerspective(gl, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
} else {
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glOrtho(-10, 10, -10, 10, -10, 20);
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}
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glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_projection);
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glMatrixMode(GL_MODELVIEW);
glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_old_modelview);
glLoadIdentity();
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if(gl->engine->client->light0[3]){
GSGLCameraLookAt(gl, gl->engine->client->light0, zero);
}else{
GSVector3 n;
int i;
for(i = 0; i < 3; i++) n[i] = -gl->engine->client->light0[i];
GSGLCameraLookAt(gl, n, zero);
}
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glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_modelview);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDisable(GL_LIGHTING);
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#ifdef SHADOW_CULL
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glCullFace(GL_FRONT);
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#else
glDisable(GL_CULL_FACE);
#endif
glPolygonOffset(1.1f, 4.0f);
glEnable(GL_POLYGON_OFFSET_FILL);
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return GSTrue;
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}
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void GSGLShadowAfterMapping(GSGL gl) {
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GSMatrix4x4 in, in2, out, out2;
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GLdouble mat[16];
int i;
glDisable(GL_POLYGON_OFFSET_FILL);
glActiveTexture(GL_TEXTURE7);
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glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
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glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glViewport(0, 0, gl->engine->width, gl->engine->height);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_LIGHTING);
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#ifdef SHADOW_CULL
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glCullFace(GL_BACK);
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#else
glEnable(GL_CULL_FACE);
#endif
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glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMultMatrixd(gl->shadow_old_projection);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMultMatrixd(gl->shadow_old_modelview);
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glActiveTexture(GL_TEXTURE7);
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glMatrixMode(GL_TEXTURE);
glLoadIdentity();
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for(i = 0; i < 16; i++) in[i] = gl->shadow_old_modelview[i];
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GSMathColumnToRow4x4(in2, in);
GSMathInvert4x4(out, in2);
GSMathRowToColumn4x4(out2, out);
for(i = 0; i < 16; i++) mat[i] = out2[i];
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glTranslated(0.5, 0.5, 0.5);
glScaled(0.5, 0.5, 0.5);
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glMultMatrixd(gl->shadow_projection);
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glMultMatrixd(gl->shadow_modelview);
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glMultMatrixd(mat);
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glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_MODELVIEW);
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GSGLClear(gl);
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GSGLShadowEnable(gl);
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}
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void GSGLShadowDisable(GSGL gl) {
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glDisable(GL_LIGHTING);
if(gl->shadow_use_shader) {
glUseProgram(0);
glActiveTexture(GL_TEXTURE7);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
}
}
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void GSGLShadowEnable(GSGL gl) {
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glEnable(GL_LIGHTING);
if(gl->shadow_use_shader) {
glUseProgram(gl->shadow_shader);
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glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
}
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}
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void GSGLShadowEnd(GSGL gl) {
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if(!gl->shadow_use_shader) return;
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GSGLShadowDisable(gl);
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glActiveTexture(GL_TEXTURE7);
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glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE7);
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glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_MODELVIEW);
}
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void GSGLShadowDeinit(GSGL gl) {
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if(gl->shadow_use_shader) {
glDeleteTextures(1, &gl->shadow_texture);
glDeleteProgram(gl->shadow_shader);
}
}