assaultfish/engine/src/gl_shadow.c

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2026-01-10 19:51:48 +09:00
#include <GearBox/GL.h>
#define SHADOW_WIDTH 1024
#define SHADOW_HEIGHT 1024
void GBGLShadowInit(GBGL gl) {
glGenTextures(1, &gl->shadow_texture);
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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);
if(GBGLShaderPrepare(gl, &gl->shadow_shader, "base:/shader/shadow.vs", "base:/shader/shadow.fs")) {
glUseProgram(gl->shadow_shader);
glUniform1i(glGetUniformLocation(gl->shadow_shader, "shadow_texture"), 1);
glUniform1i(glGetUniformLocation(gl->shadow_shader, "current_texture"), 0);
}
}