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

@ -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);