i guess it is working

This commit is contained in:
Nishi 2026-01-11 17:43:03 +09:00
commit 2a804556db
Signed by: nishi
GPG key ID: 27EF69B208EB9343
7 changed files with 165 additions and 50 deletions

View file

@ -16,6 +16,7 @@ GBDECL void GBMathSubtract3(GBVector3 r, GBVector3 v0, GBVector3 v1);
GBDECL void GBMathAdd3(GBVector3 r, GBVector3 v0, GBVector3 v1);
GBDECL void GBMathNormal3x3(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2);
GBDECL void GBMathNormal3x4(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2, GBVector3 v3);
GBDECL void GBMathInvert4x4(GBMatrix4x4 out, GBMatrix4x4 in);
GBDECL double GBMathCot(double x);
#ifdef __cplusplus

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@ -57,6 +57,7 @@ typedef void* GBGL;
#endif
typedef double GBVector3[3];
typedef double GBVector4[4];
typedef double GBMatrix4x4[16];
typedef void (*GBGLSwapBufferCallback)(void);
typedef void (*GBReadyCallback)(int width, int height);
@ -78,6 +79,7 @@ struct _GBGL {
GLuint shadow_texture;
GLuint shadow_shader;
GLdouble shadow_modelview[16];
GLdouble shadow_projection[16];
GLdouble shadow_old_projection[16];
GLdouble shadow_old_modelview[16];
};

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@ -1,20 +1,52 @@
#version 110
uniform sampler2DShadow depth_texture;
varying vec4 shadow;
varying vec4 color;
uniform float solid_color;
varying vec4 vPos;
varying vec3 vNrm;
varying vec4 vShadowCoord;
uniform sampler2D depth_texture;
uniform sampler2D current_texture;
void main (void){
vec4 c;
vec4 PhongShading(void)
{
vec3 N = normalize(vNrm);
vec3 L = normalize(gl_LightSource[0].position.xyz-vPos.xyz);
if(solid_color > 0.5){
c = color;
}else{
c = texture2D(current_texture, gl_TexCoord[0].st);
}
c = color;
vec4 ambient = gl_FrontLightProduct[0].ambient;
gl_FragColor = (shadow + (gl_Color - shadow) * shadow2DProj(depth_texture, gl_TexCoord[1])) * c;
float dcoef = max(dot(L, N), 0.0);
vec4 diffuse = gl_FrontLightProduct[0].diffuse*dcoef;
vec4 specular = vec4(0.0);
if(dcoef > 0.0){
vec3 V = normalize(-vPos.xyz);
vec3 R = reflect(-L, N);
float specularLight = pow(max(dot(R, V), 0.0), gl_FrontMaterial.shininess);
specular = gl_FrontLightProduct[0].specular*specularLight;
}
return ambient+diffuse+specular;
}
float ShadowCoef(void){
vec4 shadow_coord = vShadowCoord / vShadowCoord.w;
float view = shadow_coord.z;
float light = texture2D(depth_texture, shadow_coord.xy).z;
float shadow_coef = 1.0;
if(vShadowCoord.w > 0.0){
shadow_coef = light < view ? 0.0 : 1.0;
}
return shadow_coef;
}
void main(void){
vec4 c = gl_Color;
vec4 ambient = gl_LightSource[0].ambient;
float shadow_coef = ShadowCoef();
gl_FragColor = ambient * shadow_coef * c + (1.0 - ambient) * c;
gl_FragColor.a = 1.0;
}

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@ -1,28 +1,15 @@
#version 110
varying vec4 shadow;
varying vec4 color;
varying vec4 vPos;
varying vec3 vNrm;
varying vec4 vShadowCoord;
void main(void){
vec3 position = vec3(gl_ModelViewMatrix * gl_Vertex);
vec3 normal = normalize(gl_NormalMatrix * gl_Normal);
vec3 light = normalize(gl_LightSource[0].position.xyz - position);
float diffuse = dot(light, normal);
vPos = gl_ModelViewMatrix * gl_Vertex;
vNrm = normalize(gl_NormalMatrix * gl_Normal);
vShadowCoord = gl_TextureMatrix[7] * gl_ModelViewMatrix * gl_Vertex;
color = gl_Color;
gl_FrontColor = gl_LightSource[0].ambient;
shadow = gl_FrontColor;
if (diffuse > 0.0){
vec3 view = normalize(position);
vec3 halfway = normalize(light - view);
float specular = pow(max(dot(normal, halfway), 0.0), gl_FrontMaterial.shininess);
vec4 temp = gl_LightSource[0].diffuse * diffuse;
shadow += temp * 0.2;
gl_FrontColor += temp + gl_FrontLightProduct[0].specular * specular;
}
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_TexCoord[1] = gl_TextureMatrix[1] * gl_ModelViewMatrix * gl_Vertex;
gl_Position = ftransform();
gl_Position = gl_ProjectionMatrix * vPos;
gl_FrontColor = gl_Color;
gl_TexCoord[0] * gl_MultiTexCoord0;
}

View file

@ -18,10 +18,10 @@ GBClient GBClientCreate(GBEngine engine) {
client->look_at[1] = 0;
client->look_at[2] = 0;
client->light0[0] = 0;
client->light0[1] = 1;
client->light0[2] = -5;
client->light0[3] = 1;
client->light0[0] = 5;
client->light0[1] = 5;
client->light0[2] = 5;
client->light0[3] = 0;
client->gl = GBGLCreate(client);
@ -56,13 +56,44 @@ static void scene(void) {
glRotatef(180 * i, 0, 1, 0);
glBegin(GL_QUADS);
glNormal3f(-1, 0, 0);
glVertex3f(-1, 0.5, 0);
glVertex3f(-1, 0, 0);
glVertex3f(1, 0, 0);
glVertex3f(1, 0.5, 0);
glVertex3f(-1, 0.5, 0.25);
glVertex3f(-1, 0, 0.25);
glVertex3f(1, 0, 0.25);
glVertex3f(1, 0.5, 0.25);
glEnd();
glPopMatrix();
}
glBegin(GL_QUADS);
glNormal3f(0, 1, 0);
glVertex3f(-1, 0.5, -0.25);
glVertex3f(-1, 0.5, 0.25);
glVertex3f(1, 0.5, 0.25);
glVertex3f(1, 0.5, -0.25);
glEnd();
glBegin(GL_QUADS);
glNormal3f(0, 1, 0);
glVertex3f(-1, -0.5, 0.25);
glVertex3f(-1, -0.5, -0.25);
glVertex3f(1, -0.5, -0.25);
glVertex3f(1, -0.5, 0.25);
glEnd();
glBegin(GL_QUADS);
glNormal3f(-1, 0, 0);
glVertex3f(-1, 0.5, 0.25);
glVertex3f(-1, 0.5, -0.25);
glVertex3f(-1, 0, -0.25);
glVertex3f(-1, 0, 0.25);
glEnd();
glBegin(GL_QUADS);
glNormal3f(1, 0, 0);
glVertex3f(1, 0.5, -0.25);
glVertex3f(1, 0.5, 0.25);
glVertex3f(1, 0, 0.25);
glVertex3f(1, 0, -0.25);
glEnd();
}
void GBClientStep(GBClient client) {

View file

@ -1,5 +1,7 @@
#include <GearBox/GL.h>
#include <GearBox/Math.h>
#define SHADOW_WIDTH 1024
#define SHADOW_HEIGHT 1024
@ -24,8 +26,9 @@ void GBGLShadowInit(GBGL gl) {
if(GBGLShaderPrepare(gl, &gl->shadow_shader, "base:/shader/shadow.vs", "base:/shader/shadow.fs")) {
glUseProgram(gl->shadow_shader);
glUniform1i(glGetUniformLocation(gl->shadow_shader, "depth_texture"), 1);
glUniform1i(glGetUniformLocation(gl->shadow_shader, "depth_texture"), 7);
glUniform1i(glGetUniformLocation(gl->shadow_shader, "current_texture"), 0);
glUseProgram(0);
}
}
@ -39,11 +42,13 @@ void GBGLShadowBeforeMapping(GBGL gl) {
glMatrixMode(GL_PROJECTION);
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_old_projection);
glLoadIdentity();
GBGLPerspective(gl, SHADOW_WIDTH, SHADOW_HEIGHT);
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_projection);
glMatrixMode(GL_MODELVIEW);
glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_old_modelview);
glLoadIdentity();
GBGLPerspective(gl, SHADOW_WIDTH, SHADOW_HEIGHT);
GBGLLookAt(gl, gl->engine->client->light0, zero);
glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_modelview);
@ -52,11 +57,24 @@ void GBGLShadowBeforeMapping(GBGL gl) {
glDisable(GL_LIGHTING);
#ifdef SHADOW_CULL
glCullFace(GL_FRONT);
#else
glDisable(GL_CULL_FACE);
#endif
glPolygonOffset(1.1f, 4.0f);
glEnable(GL_POLYGON_OFFSET_FILL);
}
void GBGLShadowAfterMapping(GBGL gl) {
glActiveTexture(GL_TEXTURE1);
GBMatrix4x4 in, out;
GLdouble mat[16];
int i;
glDisable(GL_POLYGON_OFFSET_FILL);
glActiveTexture(GL_TEXTURE7);
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);
@ -65,7 +83,11 @@ void GBGLShadowAfterMapping(GBGL gl) {
glViewport(0, 0, gl->engine->width, gl->engine->height);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_LIGHTING);
#ifdef SHADOW_CULL
glCullFace(GL_BACK);
#else
glEnable(GL_CULL_FACE);
#endif
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
@ -75,33 +97,42 @@ void GBGLShadowAfterMapping(GBGL gl) {
glLoadIdentity();
glMultMatrixd(gl->shadow_old_modelview);
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE7);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
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];
glTranslated(0.5, 0.5, 0.5);
glScaled(0.5, 0.5, 0.5);
glMultMatrixd(gl->shadow_projection);
glMultMatrixd(gl->shadow_modelview);
glMultMatrixd(gl->shadow_old_modelview);
glMultMatrixd(mat);
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_MODELVIEW);
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(gl->shadow_shader);
}
void GBGLShadowEnd(GBGL gl) {
glActiveTexture(GL_TEXTURE1);
glUseProgram(0);
glActiveTexture(GL_TEXTURE7);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE7);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);

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@ -72,3 +72,34 @@ void GBMathNormal3x4(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2, GBVe
double GBMathCot(double x) {
return (double)1 / tan(x);
}
void GBMathInvert4x4(GBMatrix4x4 out, GBMatrix4x4 in) {
double inv[16], det;
int i;
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];
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];
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];
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];
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];
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];
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];
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];
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];
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];
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];
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];
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];
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];
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];
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];
det = in[0] * inv[0] + in[1] * inv[4] + in[2] * inv[8] + in[3] * inv[12];
if(det == 0)
return;
det = 1.0 / det;
for(i = 0; i < 16; i++)
out[i] = inv[i] * det;
}