what am i doing
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9d11089a75
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9 changed files with 196 additions and 21 deletions
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@ -18,11 +18,19 @@ GBDECL int GBGLTexturePrepare(GBGL gl, GLuint* texture, unsigned char* rgba, int
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/* gl_shadow.c */
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GBDECL void GBGLShadowInit(GBGL gl);
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GBDECL void GBGLShadowBeforeMapping(GBGL gl);
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GBDECL void GBGLShadowAfterMapping(GBGL gl);
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GBDECL void GBGLShadowEnd(GBGL gl);
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/* gl.c */
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GBDECL GBGL GBGLCreate(GBClient client);
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GBDECL void GBGLDestroy(GBGL gl);
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/* gl_camera.c */
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GBDECL void GBGLPerspective(GBGL gl, double width, double height);
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GBDECL void GBGLSetCamera(GBGL gl);
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GBDECL void GBGLLookAt(GBGL gl, GBVector3 camera, GBVector3 look_at);
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#ifdef __cplusplus
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}
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#endif
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@ -75,8 +75,11 @@ struct _GBResourceKV {
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struct _GBGL {
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GBEngine engine;
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GLuint shadow_texture;
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GLuint shadow_shader;
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GLuint shadow_texture;
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GLuint shadow_shader;
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GLdouble shadow_modelview[16];
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GLdouble shadow_old_projection[16];
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GLdouble shadow_old_modelview[16];
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};
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struct _GBClient {
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@ -85,6 +88,7 @@ struct _GBClient {
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GBGL gl;
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GBVector3 look_at;
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GBVector3 camera;
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GBVector4 light0;
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};
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struct _GBServer {
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@ -96,6 +100,8 @@ struct _GBEngine {
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GBClient client;
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GBServer server;
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GBResourceKV* resource;
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int width;
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int height;
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};
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struct _GBFile {
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@ -12,8 +12,9 @@ void main (void){
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if(solid_color > 0.5){
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c = color;
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}else{
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c = texture2D(current_texture, gl_TexCoord[1].st);
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c = texture2D(current_texture, gl_TexCoord[0].st);
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}
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c = color;
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gl_FragColor = (shadow + (gl_Color - shadow) * shadow2DProj(depth_texture, gl_TexCoord[0])) * c;
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gl_FragColor = (shadow + (gl_Color - shadow) * shadow2DProj(depth_texture, gl_TexCoord[1])) * c;
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}
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@ -22,7 +22,7 @@ void main(void){
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gl_FrontColor += temp + gl_FrontLightProduct[0].specular * specular;
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}
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_ModelViewMatrix * gl_Vertex;
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gl_TexCoord[1] = gl_MultiTexCoord0;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_TexCoord[1] = gl_TextureMatrix[1] * gl_ModelViewMatrix * gl_Vertex;
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gl_Position = ftransform();
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}
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@ -10,6 +10,19 @@ GBClient GBClientCreate(GBEngine engine) {
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client->engine = engine;
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client->camera[0] = 0;
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client->camera[1] = 1.5;
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client->camera[2] = 0;
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client->look_at[0] = 0;
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client->look_at[1] = 0;
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client->look_at[2] = 0;
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client->light0[0] = 0;
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client->light0[1] = 1;
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client->light0[2] = -5;
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client->light0[3] = 1;
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client->gl = GBGLCreate(client);
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GBLog(GBLogInfo, "Created client");
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@ -25,6 +38,66 @@ void GBClientDestroy(GBClient client) {
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GBLog(GBLogInfo, "Destroyed client");
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}
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void GBClientStep(GBClient client) {
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client->engine->param->gl_swapbuffer();
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static void scene(void) {
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glColor3f(1, 1, 1);
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glBegin(GL_QUADS);
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glNormal3f(0, 1, 0);
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glVertex3f(-1, 0, -1);
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glVertex3f(-1, 0, 1);
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glVertex3f(1, 0, 1);
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glVertex3f(1, 0, -1);
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glEnd();
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int i;
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glColor3f(1, 0, 0);
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for(i = 0; i < 2; i++) {
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glPushMatrix();
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glRotatef(180 * i, 0, 1, 0);
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glBegin(GL_QUADS);
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glNormal3f(-1, 0, 0);
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glVertex3f(-1, 0.5, 0);
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glVertex3f(-1, 0, 0);
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glVertex3f(1, 0, 0);
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glVertex3f(1, 0.5, 0);
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glEnd();
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glPopMatrix();
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}
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}
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void GBClientStep(GBClient client) {
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GLfloat f[4];
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int i;
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for(i = 0; i < 4; i++) f[i] = client->light0[i];
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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GBGLPerspective(client->gl, client->engine->width, client->engine->height);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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GBGLSetCamera(client->gl);
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glLightfv(GL_LIGHT0, GL_POSITION, f);
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GBGLShadowBeforeMapping(client->gl);
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scene();
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GBGLShadowAfterMapping(client->gl);
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scene();
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GBGLShadowEnd(client->gl);
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client->engine->param->gl_swapbuffer();
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static double r = 0;
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client->camera[0] = cos(r) * 2;
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client->camera[2] = sin(r) * 2;
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// client->light0[0] = -cos(r) * 2;
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// client->light0[2] = -sin(r) * 2;
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r += 0.1;
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}
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@ -38,8 +38,11 @@ GBEngine GBEngineCreate(GBEngineParam* param) {
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engine->param = malloc(sizeof(*engine->param));
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memcpy(engine->param, param, sizeof(*param));
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if(param->ready != NULL) {
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param->ready(1024, 768);
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engine->width = 1024;
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engine->height = 768;
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if(param->ready != NULL && param->client) {
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param->ready(engine->width, engine->height);
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}
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sh_new_strdup(engine->resource);
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@ -1,7 +1,7 @@
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#include <GearBox/GL.h>
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GBGL GBGLCreate(GBClient client) {
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GLfloat lightamb[] = {0.25, 0.25, 0.25, 1.0};
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GLfloat lightamb[] = {0.5, 0.5, 0.5, 1.0};
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GLfloat lightcol[] = {1.0, 1.0, 1.0, 1.0};
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GBGL gl;
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@ -35,4 +35,6 @@ GBGL GBGLCreate(GBClient client) {
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}
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void GBGLDestroy(GBGL gl) {
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free(gl);
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}
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@ -2,16 +2,16 @@
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#include <GearBox/Math.h>
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void GBGLPerspective(GBGL gl, double fovy, double znear, double zfar) {
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GLint vp[4];
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void GBGLPerspective(GBGL gl, double width, double height) {
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double aspect;
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double f;
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GLdouble matrix[16];
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int i;
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double fovy = 60.0;
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double znear = 0.01;
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double zfar = 10.0;
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glGetIntegerv(GL_VIEWPORT, vp);
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aspect = (double)vp[2] / vp[3];
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aspect = width / height;
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f = GBMathCot(fovy / 180 * GBMathPi / 2);
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for(i = 0; i < 16; i++) matrix[i] = 0;
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@ -21,11 +21,14 @@ void GBGLPerspective(GBGL gl, double fovy, double znear, double zfar) {
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matrix[4 * 3 + 2] = ((double)2 * zfar * znear) / (znear - zfar);
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matrix[4 * 2 + 3] = -1;
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glLoadIdentity();
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glLoadMatrixd(matrix);
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glMultMatrixd(matrix);
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}
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void GBGLSetCamera(GBGL gl) {
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GBGLLookAt(gl, gl->engine->client->camera, gl->engine->client->look_at);
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}
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void GBGLLookAt(GBGL gl, GBVector3 camera, GBVector3 look_at) {
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GLdouble matrix[16];
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GBVector3 f;
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GBVector3 up;
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@ -33,7 +36,7 @@ void GBGLSetCamera(GBGL gl) {
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GBVector3 u;
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int i;
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GBMathSubtract3(f, gl->engine->client->look_at, gl->engine->client->camera);
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GBMathSubtract3(f, look_at, camera);
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GBMathNormalize3(f);
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up[0] = 0;
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@ -58,7 +61,6 @@ void GBGLSetCamera(GBGL gl) {
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matrix[4 * 2 + 2] = -f[2];
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matrix[4 * 3 + 3] = 1;
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glLoadIdentity();
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glLoadMatrixd(matrix);
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glTranslated(-gl->engine->client->camera[0], -gl->engine->client->camera[1], -gl->engine->client->camera[2]);
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glMultMatrixd(matrix);
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glTranslated(-camera[0], -camera[1], -camera[2]);
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}
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@ -24,7 +24,87 @@ 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, "shadow_texture"), 1);
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glUniform1i(glGetUniformLocation(gl->shadow_shader, "depth_texture"), 1);
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glUniform1i(glGetUniformLocation(gl->shadow_shader, "current_texture"), 0);
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}
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}
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void GBGLShadowBeforeMapping(GBGL gl) {
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GBVector3 zero = {0, 0, 0};
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glClear(GL_DEPTH_BUFFER_BIT);
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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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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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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDisable(GL_LIGHTING);
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glCullFace(GL_FRONT);
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}
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void GBGLShadowAfterMapping(GBGL gl) {
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glActiveTexture(GL_TEXTURE1);
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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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glActiveTexture(GL_TEXTURE0);
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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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glCullFace(GL_BACK);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMultMatrixd(gl->shadow_old_projection);
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glMatrixMode(GL_MODELVIEW);
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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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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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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_modelview);
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glMultMatrixd(gl->shadow_old_modelview);
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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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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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}
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void GBGLShadowEnd(GBGL gl) {
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glActiveTexture(GL_TEXTURE1);
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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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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glActiveTexture(GL_TEXTURE0);
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glMatrixMode(GL_MODELVIEW);
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}
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