assaultfish/engine/src/gl_shadow.c

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#include <GearBox/GL.h>
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#include <GearBox/Math.h>
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#define SHADOW_WIDTH 512
#define SHADOW_HEIGHT 512
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#define SHADOW_CULL
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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);
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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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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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int GBGLShadowBeforeMapping(GBGL gl) {
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GBVector3 zero = {0, 0, 0};
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if(!gl->shadow_use_shader) return 0;
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glClear(GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glMatrixMode(GL_PROJECTION);
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_old_projection);
glLoadIdentity();
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GBGLPerspective(gl, SHADOW_WIDTH, SHADOW_HEIGHT);
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_projection);
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glMatrixMode(GL_MODELVIEW);
glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_old_modelview);
glLoadIdentity();
GBGLLookAt(gl, gl->engine->client->light0, zero);
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 1;
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}
void GBGLShadowAfterMapping(GBGL gl) {
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GBMatrix4x4 in, out;
GLdouble mat[16];
int i;
glDisable(GL_POLYGON_OFFSET_FILL);
glActiveTexture(GL_TEXTURE7);
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glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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];
GBMathInvert4x4(out, in);
for(i = 0; i < 16; i++) mat[i] = out[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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glActiveTexture(GL_TEXTURE7);
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glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(gl->shadow_shader);
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}
void GBGLShadowEnd(GBGL gl) {
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if(!gl->shadow_use_shader) return;
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glUseProgram(0);
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 GBGLShadowDeinit(GBGL gl) {
if(gl->shadow_use_shader) {
glDeleteTextures(1, &gl->shadow_texture);
glDeleteProgram(gl->shadow_shader);
}
}