rename
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472e21e389
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2d6ed53abc
56 changed files with 746 additions and 746 deletions
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@ -1,12 +1,12 @@
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#include <GearBox/GL.h>
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#include <GearSrc/GL.h>
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#include <GearBox/Math.h>
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#include <GearSrc/Math.h>
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#define SHADOW_WIDTH 512
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#define SHADOW_HEIGHT 512
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#define SHADOW_CULL
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void GBGLShadowInit(GBGL gl) {
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void GSGLShadowInit(GSGL gl) {
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glGenTextures(1, &gl->shadow_texture);
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glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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@ -25,7 +25,7 @@ void GBGLShadowInit(GBGL gl) {
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glBindTexture(GL_TEXTURE_2D, 0);
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if(GBGLShaderPrepare(gl, &gl->shadow_shader, "base:/shader/shadow.vs", "base:/shader/shadow.fs")) {
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if(GSGLShaderPrepare(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"), 7);
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glUniform1i(glGetUniformLocation(gl->shadow_shader, "current_texture"), 0);
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@ -40,26 +40,26 @@ void GBGLShadowInit(GBGL gl) {
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}
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}
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int GBGLShadowBeforeMapping(GBGL gl) {
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GBVector3 zero = {0, 0, 0};
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int GSGLShadowBeforeMapping(GSGL gl) {
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GSVector3 zero = {0, 0, 0};
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if(!gl->shadow_use_shader) return 0;
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GBGLClear(gl);
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GSGLClear(gl);
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glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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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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GBGLCameraPerspective(gl, SHADOW_WIDTH, SHADOW_HEIGHT);
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GSGLCameraPerspective(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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GBGLCameraLookAt(gl, gl->engine->client->light0, zero);
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GSGLCameraLookAt(gl, gl->engine->client->light0, zero);
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glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_modelview);
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@ -79,8 +79,8 @@ int GBGLShadowBeforeMapping(GBGL gl) {
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return 1;
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}
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void GBGLShadowAfterMapping(GBGL gl) {
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GBMatrix4x4 in, out;
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void GSGLShadowAfterMapping(GSGL gl) {
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GSMatrix4x4 in, out;
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GLdouble mat[16];
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int i;
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@ -114,7 +114,7 @@ void GBGLShadowAfterMapping(GBGL gl) {
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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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GSMathInvert4x4(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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@ -126,12 +126,12 @@ void GBGLShadowAfterMapping(GBGL gl) {
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glMatrixMode(GL_MODELVIEW);
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GBGLClear(gl);
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GSGLClear(gl);
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GBGLShadowEnable(gl);
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GSGLShadowEnable(gl);
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}
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void GBGLShadowDisable(GBGL gl) {
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void GSGLShadowDisable(GSGL gl) {
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glDisable(GL_LIGHTING);
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if(gl->shadow_use_shader) {
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glUseProgram(0);
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@ -143,7 +143,7 @@ void GBGLShadowDisable(GBGL gl) {
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}
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}
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void GBGLShadowEnable(GBGL gl) {
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void GSGLShadowEnable(GSGL gl) {
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glEnable(GL_LIGHTING);
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if(gl->shadow_use_shader) {
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glUseProgram(gl->shadow_shader);
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@ -155,10 +155,10 @@ void GBGLShadowEnable(GBGL gl) {
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}
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}
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void GBGLShadowEnd(GBGL gl) {
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void GSGLShadowEnd(GSGL gl) {
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if(!gl->shadow_use_shader) return;
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GBGLShadowDisable(gl);
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GSGLShadowDisable(gl);
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glActiveTexture(GL_TEXTURE7);
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glDisable(GL_TEXTURE_2D);
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@ -173,7 +173,7 @@ 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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void GSGLShadowDeinit(GSGL 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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