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2a804556db
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08ea9a0e7b
7 changed files with 40 additions and 14 deletions
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@ -4,6 +4,7 @@
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#define SHADOW_WIDTH 1024
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#define SHADOW_HEIGHT 1024
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#define SHADOW_CULL
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void GBGLShadowInit(GBGL gl) {
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glGenTextures(1, &gl->shadow_texture);
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@ -29,12 +30,20 @@ void GBGLShadowInit(GBGL gl) {
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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;
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} else {
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glDeleteTextures(1, &gl->shadow_texture);
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gl->shadow_use_shader = 0;
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}
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}
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void GBGLShadowBeforeMapping(GBGL gl) {
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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);
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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@ -65,6 +74,8 @@ void GBGLShadowBeforeMapping(GBGL gl) {
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glPolygonOffset(1.1f, 4.0f);
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glEnable(GL_POLYGON_OFFSET_FILL);
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return 1;
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}
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void GBGLShadowAfterMapping(GBGL gl) {
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@ -125,6 +136,8 @@ void GBGLShadowAfterMapping(GBGL gl) {
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}
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void GBGLShadowEnd(GBGL gl) {
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if(!gl->shadow_use_shader) return;
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glUseProgram(0);
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glActiveTexture(GL_TEXTURE7);
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@ -139,3 +152,10 @@ void GBGLShadowEnd(GBGL gl) {
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glMatrixMode(GL_MODELVIEW);
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}
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void GBGLShadowDeinit(GBGL gl) {
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if(gl->shadow_use_shader) {
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glDeleteTextures(1, &gl->shadow_texture);
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glDeleteProgram(gl->shadow_shader);
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}
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}
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