what am i doing

This commit is contained in:
Nishi 2026-01-11 01:36:32 +09:00
commit 4cce33c16b
Signed by: nishi
GPG key ID: 27EF69B208EB9343
9 changed files with 196 additions and 21 deletions

View file

@ -24,7 +24,87 @@ 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, "shadow_texture"), 1);
glUniform1i(glGetUniformLocation(gl->shadow_shader, "depth_texture"), 1);
glUniform1i(glGetUniformLocation(gl->shadow_shader, "current_texture"), 0);
}
}
void GBGLShadowBeforeMapping(GBGL gl) {
GBVector3 zero = {0, 0, 0};
glClear(GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glMatrixMode(GL_PROJECTION);
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_old_projection);
glLoadIdentity();
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);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDisable(GL_LIGHTING);
glCullFace(GL_FRONT);
}
void GBGLShadowAfterMapping(GBGL gl) {
glActiveTexture(GL_TEXTURE1);
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);
glActiveTexture(GL_TEXTURE0);
glViewport(0, 0, gl->engine->width, gl->engine->height);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_LIGHTING);
glCullFace(GL_BACK);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMultMatrixd(gl->shadow_old_projection);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMultMatrixd(gl->shadow_old_modelview);
glActiveTexture(GL_TEXTURE1);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslated(0.5, 0.5, 0.5);
glScaled(0.5, 0.5, 0.5);
glMultMatrixd(gl->shadow_modelview);
glMultMatrixd(gl->shadow_old_modelview);
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_MODELVIEW);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void GBGLShadowEnd(GBGL gl) {
glActiveTexture(GL_TEXTURE1);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE1);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_MODELVIEW);
}