i guess it is working
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4cce33c16b
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2a804556db
7 changed files with 165 additions and 50 deletions
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@ -16,6 +16,7 @@ GBDECL void GBMathSubtract3(GBVector3 r, GBVector3 v0, GBVector3 v1);
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GBDECL void GBMathAdd3(GBVector3 r, GBVector3 v0, GBVector3 v1);
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GBDECL void GBMathNormal3x3(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2);
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GBDECL void GBMathNormal3x4(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2, GBVector3 v3);
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GBDECL void GBMathInvert4x4(GBMatrix4x4 out, GBMatrix4x4 in);
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GBDECL double GBMathCot(double x);
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#ifdef __cplusplus
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@ -57,6 +57,7 @@ typedef void* GBGL;
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#endif
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typedef double GBVector3[3];
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typedef double GBVector4[4];
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typedef double GBMatrix4x4[16];
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typedef void (*GBGLSwapBufferCallback)(void);
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typedef void (*GBReadyCallback)(int width, int height);
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@ -78,6 +79,7 @@ struct _GBGL {
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GLuint shadow_texture;
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GLuint shadow_shader;
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GLdouble shadow_modelview[16];
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GLdouble shadow_projection[16];
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GLdouble shadow_old_projection[16];
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GLdouble shadow_old_modelview[16];
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};
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@ -1,20 +1,52 @@
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#version 110
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uniform sampler2DShadow depth_texture;
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varying vec4 shadow;
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varying vec4 color;
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uniform float solid_color;
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varying vec4 vPos;
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varying vec3 vNrm;
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varying vec4 vShadowCoord;
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uniform sampler2D depth_texture;
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uniform sampler2D current_texture;
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void main (void){
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vec4 c;
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vec4 PhongShading(void)
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{
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vec3 N = normalize(vNrm);
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vec3 L = normalize(gl_LightSource[0].position.xyz-vPos.xyz);
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if(solid_color > 0.5){
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c = color;
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}else{
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c = texture2D(current_texture, gl_TexCoord[0].st);
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}
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c = color;
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vec4 ambient = gl_FrontLightProduct[0].ambient;
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gl_FragColor = (shadow + (gl_Color - shadow) * shadow2DProj(depth_texture, gl_TexCoord[1])) * c;
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float dcoef = max(dot(L, N), 0.0);
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vec4 diffuse = gl_FrontLightProduct[0].diffuse*dcoef;
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vec4 specular = vec4(0.0);
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if(dcoef > 0.0){
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vec3 V = normalize(-vPos.xyz);
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vec3 R = reflect(-L, N);
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float specularLight = pow(max(dot(R, V), 0.0), gl_FrontMaterial.shininess);
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specular = gl_FrontLightProduct[0].specular*specularLight;
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}
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return ambient+diffuse+specular;
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}
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float ShadowCoef(void){
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vec4 shadow_coord = vShadowCoord / vShadowCoord.w;
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float view = shadow_coord.z;
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float light = texture2D(depth_texture, shadow_coord.xy).z;
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float shadow_coef = 1.0;
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if(vShadowCoord.w > 0.0){
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shadow_coef = light < view ? 0.0 : 1.0;
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}
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return shadow_coef;
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}
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void main(void){
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vec4 c = gl_Color;
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vec4 ambient = gl_LightSource[0].ambient;
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float shadow_coef = ShadowCoef();
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gl_FragColor = ambient * shadow_coef * c + (1.0 - ambient) * c;
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gl_FragColor.a = 1.0;
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}
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@ -1,28 +1,15 @@
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#version 110
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varying vec4 shadow;
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varying vec4 color;
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varying vec4 vPos;
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varying vec3 vNrm;
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varying vec4 vShadowCoord;
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void main(void){
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vec3 position = vec3(gl_ModelViewMatrix * gl_Vertex);
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vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
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vec3 light = normalize(gl_LightSource[0].position.xyz - position);
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float diffuse = dot(light, normal);
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vPos = gl_ModelViewMatrix * gl_Vertex;
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vNrm = normalize(gl_NormalMatrix * gl_Normal);
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vShadowCoord = gl_TextureMatrix[7] * gl_ModelViewMatrix * gl_Vertex;
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color = gl_Color;
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gl_FrontColor = gl_LightSource[0].ambient;
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shadow = gl_FrontColor;
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if (diffuse > 0.0){
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vec3 view = normalize(position);
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vec3 halfway = normalize(light - view);
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float specular = pow(max(dot(normal, halfway), 0.0), gl_FrontMaterial.shininess);
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vec4 temp = gl_LightSource[0].diffuse * diffuse;
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shadow += temp * 0.2;
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gl_FrontColor += temp + gl_FrontLightProduct[0].specular * specular;
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}
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_TexCoord[1] = gl_TextureMatrix[1] * gl_ModelViewMatrix * gl_Vertex;
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gl_Position = ftransform();
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gl_Position = gl_ProjectionMatrix * vPos;
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gl_FrontColor = gl_Color;
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gl_TexCoord[0] * gl_MultiTexCoord0;
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}
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@ -18,10 +18,10 @@ GBClient GBClientCreate(GBEngine engine) {
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client->look_at[1] = 0;
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client->look_at[2] = 0;
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client->light0[0] = 0;
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client->light0[1] = 1;
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client->light0[2] = -5;
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client->light0[3] = 1;
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client->light0[0] = 5;
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client->light0[1] = 5;
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client->light0[2] = 5;
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client->light0[3] = 0;
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client->gl = GBGLCreate(client);
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@ -56,13 +56,44 @@ static void scene(void) {
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glRotatef(180 * i, 0, 1, 0);
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glBegin(GL_QUADS);
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glNormal3f(-1, 0, 0);
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glVertex3f(-1, 0.5, 0);
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glVertex3f(-1, 0, 0);
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glVertex3f(1, 0, 0);
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glVertex3f(1, 0.5, 0);
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glVertex3f(-1, 0.5, 0.25);
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glVertex3f(-1, 0, 0.25);
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glVertex3f(1, 0, 0.25);
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glVertex3f(1, 0.5, 0.25);
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glEnd();
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glPopMatrix();
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}
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glBegin(GL_QUADS);
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glNormal3f(0, 1, 0);
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glVertex3f(-1, 0.5, -0.25);
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glVertex3f(-1, 0.5, 0.25);
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glVertex3f(1, 0.5, 0.25);
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glVertex3f(1, 0.5, -0.25);
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glEnd();
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glBegin(GL_QUADS);
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glNormal3f(0, 1, 0);
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glVertex3f(-1, -0.5, 0.25);
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glVertex3f(-1, -0.5, -0.25);
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glVertex3f(1, -0.5, -0.25);
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glVertex3f(1, -0.5, 0.25);
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glEnd();
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glBegin(GL_QUADS);
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glNormal3f(-1, 0, 0);
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glVertex3f(-1, 0.5, 0.25);
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glVertex3f(-1, 0.5, -0.25);
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glVertex3f(-1, 0, -0.25);
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glVertex3f(-1, 0, 0.25);
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glEnd();
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glBegin(GL_QUADS);
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glNormal3f(1, 0, 0);
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glVertex3f(1, 0.5, -0.25);
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glVertex3f(1, 0.5, 0.25);
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glVertex3f(1, 0, 0.25);
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glVertex3f(1, 0, -0.25);
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glEnd();
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}
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void GBClientStep(GBClient client) {
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@ -1,5 +1,7 @@
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#include <GearBox/GL.h>
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#include <GearBox/Math.h>
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#define SHADOW_WIDTH 1024
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#define SHADOW_HEIGHT 1024
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@ -24,8 +26,9 @@ void GBGLShadowInit(GBGL gl) {
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if(GBGLShaderPrepare(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"), 1);
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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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}
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}
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@ -39,11 +42,13 @@ void GBGLShadowBeforeMapping(GBGL gl) {
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glMatrixMode(GL_PROJECTION);
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glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_old_projection);
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glLoadIdentity();
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GBGLPerspective(gl, SHADOW_WIDTH, SHADOW_HEIGHT);
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glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_projection);
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glMatrixMode(GL_MODELVIEW);
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glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_old_modelview);
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glLoadIdentity();
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GBGLPerspective(gl, SHADOW_WIDTH, SHADOW_HEIGHT);
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GBGLLookAt(gl, gl->engine->client->light0, zero);
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glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_modelview);
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@ -52,11 +57,24 @@ void GBGLShadowBeforeMapping(GBGL gl) {
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glDisable(GL_LIGHTING);
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#ifdef SHADOW_CULL
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glCullFace(GL_FRONT);
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#else
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glDisable(GL_CULL_FACE);
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#endif
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glPolygonOffset(1.1f, 4.0f);
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glEnable(GL_POLYGON_OFFSET_FILL);
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}
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void GBGLShadowAfterMapping(GBGL gl) {
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glActiveTexture(GL_TEXTURE1);
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GBMatrix4x4 in, out;
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GLdouble mat[16];
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int i;
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glDisable(GL_POLYGON_OFFSET_FILL);
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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, SHADOW_WIDTH, SHADOW_HEIGHT);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -65,7 +83,11 @@ void GBGLShadowAfterMapping(GBGL gl) {
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glViewport(0, 0, gl->engine->width, gl->engine->height);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glEnable(GL_LIGHTING);
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#ifdef SHADOW_CULL
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glCullFace(GL_BACK);
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#else
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glEnable(GL_CULL_FACE);
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#endif
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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@ -75,33 +97,42 @@ void GBGLShadowAfterMapping(GBGL gl) {
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glLoadIdentity();
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glMultMatrixd(gl->shadow_old_modelview);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE7);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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for(i = 0; i < 16; i++) in[i] = gl->shadow_old_modelview[i];
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GBMathInvert4x4(out, in);
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for(i = 0; i < 16; i++) mat[i] = out[i];
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glTranslated(0.5, 0.5, 0.5);
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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(gl->shadow_old_modelview);
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glMultMatrixd(mat);
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glActiveTexture(GL_TEXTURE0);
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glMatrixMode(GL_MODELVIEW);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE7);
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glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
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glEnable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(gl->shadow_shader);
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}
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void GBGLShadowEnd(GBGL gl) {
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glActiveTexture(GL_TEXTURE1);
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glUseProgram(0);
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glActiveTexture(GL_TEXTURE7);
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE7);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glActiveTexture(GL_TEXTURE0);
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@ -72,3 +72,34 @@ void GBMathNormal3x4(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2, GBVe
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double GBMathCot(double x) {
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return (double)1 / tan(x);
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}
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void GBMathInvert4x4(GBMatrix4x4 out, GBMatrix4x4 in) {
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double inv[16], det;
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int i;
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inv[0] = in[5] * in[10] * in[15] - in[5] * in[11] * in[14] - in[9] * in[6] * in[15] + in[9] * in[7] * in[14] + in[13] * in[6] * in[11] - in[13] * in[7] * in[10];
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inv[4] = -in[4] * in[10] * in[15] + in[4] * in[11] * in[14] + in[8] * in[6] * in[15] - in[8] * in[7] * in[14] - in[12] * in[6] * in[11] + in[12] * in[7] * in[10];
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inv[8] = in[4] * in[9] * in[15] - in[4] * in[11] * in[13] - in[8] * in[5] * in[15] + in[8] * in[7] * in[13] + in[12] * in[5] * in[11] - in[12] * in[7] * in[9];
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inv[12] = -in[4] * in[9] * in[14] + in[4] * in[10] * in[13] + in[8] * in[5] * in[14] - in[8] * in[6] * in[13] - in[12] * in[5] * in[10] + in[12] * in[6] * in[9];
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inv[1] = -in[1] * in[10] * in[15] + in[1] * in[11] * in[14] + in[9] * in[2] * in[15] - in[9] * in[3] * in[14] - in[13] * in[2] * in[11] + in[13] * in[3] * in[10];
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inv[5] = in[0] * in[10] * in[15] - in[0] * in[11] * in[14] - in[8] * in[2] * in[15] + in[8] * in[3] * in[14] + in[12] * in[2] * in[11] - in[12] * in[3] * in[10];
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inv[9] = -in[0] * in[9] * in[15] + in[0] * in[11] * in[13] + in[8] * in[1] * in[15] - in[8] * in[3] * in[13] - in[12] * in[1] * in[11] + in[12] * in[3] * in[9];
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inv[13] = in[0] * in[9] * in[14] - in[0] * in[10] * in[13] - in[8] * in[1] * in[14] + in[8] * in[2] * in[13] + in[12] * in[1] * in[10] - in[12] * in[2] * in[9];
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inv[2] = in[1] * in[6] * in[15] - in[1] * in[7] * in[14] - in[5] * in[2] * in[15] + in[5] * in[3] * in[14] + in[13] * in[2] * in[7] - in[13] * in[3] * in[6];
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inv[6] = -in[0] * in[6] * in[15] + in[0] * in[7] * in[14] + in[4] * in[2] * in[15] - in[4] * in[3] * in[14] - in[12] * in[2] * in[7] + in[12] * in[3] * in[6];
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inv[10] = in[0] * in[5] * in[15] - in[0] * in[7] * in[13] - in[4] * in[1] * in[15] + in[4] * in[3] * in[13] + in[12] * in[1] * in[7] - in[12] * in[3] * in[5];
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inv[14] = -in[0] * in[5] * in[14] + in[0] * in[6] * in[13] + in[4] * in[1] * in[14] - in[4] * in[2] * in[13] - in[12] * in[1] * in[6] + in[12] * in[2] * in[5];
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inv[3] = -in[1] * in[6] * in[11] + in[1] * in[7] * in[10] + in[5] * in[2] * in[11] - in[5] * in[3] * in[10] - in[9] * in[2] * in[7] + in[9] * in[3] * in[6];
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inv[7] = in[0] * in[6] * in[11] - in[0] * in[7] * in[10] - in[4] * in[2] * in[11] + in[4] * in[3] * in[10] + in[8] * in[2] * in[7] - in[8] * in[3] * in[6];
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inv[11] = -in[0] * in[5] * in[11] + in[0] * in[7] * in[9] + in[4] * in[1] * in[11] - in[4] * in[3] * in[9] - in[8] * in[1] * in[7] + in[8] * in[3] * in[5];
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inv[15] = in[0] * in[5] * in[10] - in[0] * in[6] * in[9] - in[4] * in[1] * in[10] + in[4] * in[2] * in[9] + in[8] * in[1] * in[6] - in[8] * in[2] * in[5];
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det = in[0] * inv[0] + in[1] * inv[4] + in[2] * inv[8] + in[3] * inv[12];
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if(det == 0)
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return;
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det = 1.0 / det;
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for(i = 0; i < 16; i++)
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out[i] = inv[i] * det;
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}
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