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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@ -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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