This commit is contained in:
Nishi 2026-01-12 01:54:35 +09:00
commit 2d6ed53abc
Signed by: nishi
GPG key ID: 27EF69B208EB9343
56 changed files with 746 additions and 746 deletions

View file

@ -1,12 +1,12 @@
#include <GearBox/GL.h>
#include <GearSrc/GL.h>
#include <GearBox/Math.h>
#include <GearSrc/Math.h>
#define SHADOW_WIDTH 512
#define SHADOW_HEIGHT 512
#define SHADOW_CULL
void GBGLShadowInit(GBGL gl) {
void GSGLShadowInit(GSGL gl) {
glGenTextures(1, &gl->shadow_texture);
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
@ -25,7 +25,7 @@ void GBGLShadowInit(GBGL gl) {
glBindTexture(GL_TEXTURE_2D, 0);
if(GBGLShaderPrepare(gl, &gl->shadow_shader, "base:/shader/shadow.vs", "base:/shader/shadow.fs")) {
if(GSGLShaderPrepare(gl, &gl->shadow_shader, "base:/shader/shadow.vs", "base:/shader/shadow.fs")) {
glUseProgram(gl->shadow_shader);
glUniform1i(glGetUniformLocation(gl->shadow_shader, "depth_texture"), 7);
glUniform1i(glGetUniformLocation(gl->shadow_shader, "current_texture"), 0);
@ -40,26 +40,26 @@ void GBGLShadowInit(GBGL gl) {
}
}
int GBGLShadowBeforeMapping(GBGL gl) {
GBVector3 zero = {0, 0, 0};
int GSGLShadowBeforeMapping(GSGL gl) {
GSVector3 zero = {0, 0, 0};
if(!gl->shadow_use_shader) return 0;
GBGLClear(gl);
GSGLClear(gl);
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glMatrixMode(GL_PROJECTION);
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_old_projection);
glLoadIdentity();
GBGLCameraPerspective(gl, SHADOW_WIDTH, SHADOW_HEIGHT);
GSGLCameraPerspective(gl, SHADOW_WIDTH, SHADOW_HEIGHT);
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_projection);
glMatrixMode(GL_MODELVIEW);
glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_old_modelview);
glLoadIdentity();
GBGLCameraLookAt(gl, gl->engine->client->light0, zero);
GSGLCameraLookAt(gl, gl->engine->client->light0, zero);
glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_modelview);
@ -79,8 +79,8 @@ int GBGLShadowBeforeMapping(GBGL gl) {
return 1;
}
void GBGLShadowAfterMapping(GBGL gl) {
GBMatrix4x4 in, out;
void GSGLShadowAfterMapping(GSGL gl) {
GSMatrix4x4 in, out;
GLdouble mat[16];
int i;
@ -114,7 +114,7 @@ void GBGLShadowAfterMapping(GBGL gl) {
glLoadIdentity();
for(i = 0; i < 16; i++) in[i] = gl->shadow_old_modelview[i];
GBMathInvert4x4(out, in);
GSMathInvert4x4(out, in);
for(i = 0; i < 16; i++) mat[i] = out[i];
glTranslated(0.5, 0.5, 0.5);
@ -126,12 +126,12 @@ void GBGLShadowAfterMapping(GBGL gl) {
glMatrixMode(GL_MODELVIEW);
GBGLClear(gl);
GSGLClear(gl);
GBGLShadowEnable(gl);
GSGLShadowEnable(gl);
}
void GBGLShadowDisable(GBGL gl) {
void GSGLShadowDisable(GSGL gl) {
glDisable(GL_LIGHTING);
if(gl->shadow_use_shader) {
glUseProgram(0);
@ -143,7 +143,7 @@ void GBGLShadowDisable(GBGL gl) {
}
}
void GBGLShadowEnable(GBGL gl) {
void GSGLShadowEnable(GSGL gl) {
glEnable(GL_LIGHTING);
if(gl->shadow_use_shader) {
glUseProgram(gl->shadow_shader);
@ -155,10 +155,10 @@ void GBGLShadowEnable(GBGL gl) {
}
}
void GBGLShadowEnd(GBGL gl) {
void GSGLShadowEnd(GSGL gl) {
if(!gl->shadow_use_shader) return;
GBGLShadowDisable(gl);
GSGLShadowDisable(gl);
glActiveTexture(GL_TEXTURE7);
glDisable(GL_TEXTURE_2D);
@ -173,7 +173,7 @@ void GBGLShadowEnd(GBGL gl) {
glMatrixMode(GL_MODELVIEW);
}
void GBGLShadowDeinit(GBGL gl) {
void GSGLShadowDeinit(GSGL gl) {
if(gl->shadow_use_shader) {
glDeleteTextures(1, &gl->shadow_texture);
glDeleteProgram(gl->shadow_shader);