math functions
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0cef6840af
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15 changed files with 265 additions and 47 deletions
30
engine/src/gl_shadow.c
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30
engine/src/gl_shadow.c
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#include <GearBox/GL.h>
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#define SHADOW_WIDTH 1024
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#define SHADOW_HEIGHT 1024
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void GBGLShadowInit(GBGL 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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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
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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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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, "current_texture"), 0);
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}
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}
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