use float instead of double
This commit is contained in:
parent
f4f91325cc
commit
e81666e657
10 changed files with 114 additions and 115 deletions
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@ -22,15 +22,21 @@ GBDECL int 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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GBDECL void GBGLShadowDeinit(GBGL gl);
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GBDECL void GBGLShadowDisable(GBGL gl);
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GBDECL void GBGLShadowEnable(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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GBDECL void GBGLClear(GBGL gl);
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GBDECL void GBGLIgnoreDepth(GBGL gl);
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GBDECL void GBGLCareDepth(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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GBDECL void GBGLCameraPerspective(GBGL gl, GBNumber width, GBNumber height);
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GBDECL void GBGLCameraSet(GBGL gl);
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GBDECL void GBGLCameraLookAt(GBGL gl, GBVector3 camera, GBVector3 look_at);
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GBDECL void GBGLCameraSetup(GBGL gl);
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#ifdef __cplusplus
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}
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@ -10,14 +10,14 @@ extern "C" {
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#define GBMathPi 3.14159265358979323846
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GBDECL void GBMathCross3(GBVector3 r, GBVector3 v0, GBVector3 v1);
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GBDECL void GBMathNormalize3(GBVector3 vec);
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GBDECL void GBMathSubtract3(GBVector3 r, GBVector3 v0, GBVector3 v1);
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GBDECL void GBMathAdd3(GBVector3 r, GBVector3 v0, GBVector3 v1);
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GBDECL void GBMathNormal3x3(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2);
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GBDECL void GBMathNormal3x4(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2, GBVector3 v3);
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GBDECL void GBMathInvert4x4(GBMatrix4x4 out, GBMatrix4x4 in);
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GBDECL double GBMathCot(double x);
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GBDECL void GBMathCross3(GBVector3 r, GBVector3 v0, GBVector3 v1);
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GBDECL void GBMathNormalize3(GBVector3 vec);
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GBDECL void GBMathSubtract3(GBVector3 r, GBVector3 v0, GBVector3 v1);
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GBDECL void GBMathAdd3(GBVector3 r, GBVector3 v0, GBVector3 v1);
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GBDECL void GBMathNormal3x3(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2);
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GBDECL void GBMathNormal3x4(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2, GBVector3 v3);
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GBDECL void GBMathInvert4x4(GBMatrix4x4 out, GBMatrix4x4 in);
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GBDECL GBNumber GBMathCot(GBNumber x);
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#ifdef __cplusplus
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}
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@ -55,9 +55,10 @@ typedef void* GBFile;
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typedef void* GBResource;
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typedef void* GBGL;
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#endif
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typedef double GBVector3[3];
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typedef double GBVector4[4];
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typedef double GBMatrix4x4[16];
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typedef float GBNumber;
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typedef GBNumber GBVector3[3];
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typedef GBNumber GBVector4[4];
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typedef GBNumber GBMatrix4x4[16];
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typedef void (*GBGLSwapBufferCallback)(void);
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typedef void (*GBReadyCallback)(int width, int height);
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@ -5,14 +5,18 @@
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#include <string.h>
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#include <stdio.h>
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#include <time.h>
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#include <unistd.h>
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#include <sys/types.h>
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#ifdef _WIN32
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#include <winsock2.h>
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#else
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#include <unistd.h>
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#include <sys/socket.h>
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#include <netinet/in.h>
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#include <arpa/inet.h>
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#include <netdb.h>
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#include <netinet/tcp.h>
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#include <poll.h>
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#endif
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/* TCP */
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#define NET_PORT 3219
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@ -6,6 +6,7 @@ varying vec4 vShadowCoord;
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uniform sampler2D depth_texture;
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uniform sampler2D current_texture;
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uniform float enable_lighting;
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vec4 PhongShading(void)
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{
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@ -61,7 +62,7 @@ float ShadowCoef(void){
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}
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void main(void){
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vec4 c = PhongShading();
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vec4 c = enable_lighting > 0.5 ? PhongShading() : gl_Color;
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vec4 ambient = gl_LightSource[0].ambient;
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float shadow_coef = ShadowCoef();
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@ -41,90 +41,26 @@ void GBClientDestroy(GBClient client) {
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static double r = 0;
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static void scene(void) {
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glColor3f(1, 1, 1);
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int i;
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double u = 1;
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glPushMatrix();
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glTranslatef(0, fabs(sin(r)), 1);
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glBegin(GL_QUADS);
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glNormal3f(0, -1, 0);
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for(i = 0; i < 4; i++) {
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glVertex3f(cos(90 * i / 180.0 * GBMathPi), u, sin(90 * i / 180.0 * GBMathPi));
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}
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glEnd();
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for(i = 0; i < 4; i++) {
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double n[3];
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double v0[3];
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double v1[3];
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double v2[3];
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v0[0] = 0;
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v0[1] = 1 + u;
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v0[2] = 0;
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v1[0] = cos(90 * (i + 1) / 180.0 * GBMathPi);
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v1[1] = u;
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v1[2] = sin(90 * (i + 1) / 180.0 * GBMathPi);
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v2[0] = cos(90 * i / 180.0 * GBMathPi);
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v2[1] = u;
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v2[2] = sin(90 * i / 180.0 * GBMathPi);
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GBMathNormal3x3(n, v0, v1, v2);
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glBegin(GL_TRIANGLES);
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glNormal3f(n[0], n[1], n[2]);
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glVertex3f(v0[0], v0[1], v0[2]);
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glVertex3f(v1[0], v1[1], v1[2]);
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glVertex3f(v2[0], v2[1], v2[2]);
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glEnd();
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}
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glPopMatrix();
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static void scene(GBClient client) {
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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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GBGLClear(client->gl);
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GBGLCameraSetup(client->gl);
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GBGLSetLight(client->gl);
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if(GBGLShadowBeforeMapping(client->gl)) {
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scene();
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scene(client);
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GBGLShadowAfterMapping(client->gl);
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}
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glDisable(GL_DEPTH_TEST);
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glBegin(GL_QUADS);
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glNormal3f(0, 1, 0);
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glVertex3f(-10, -0, -10);
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glVertex3f(-10, -0, 10);
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glVertex3f(10, -0, 10);
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glVertex3f(10, -0, -10);
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glEnd();
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glEnable(GL_DEPTH_TEST);
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scene();
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scene(client);
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GBGLShadowEnd(client->gl);
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client->engine->param->gl_swapbuffer();
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client->light0[0] = cos(r) * 5;
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client->light0[2] = sin(r) * 5;
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client->camera[0] = cos(r) * 5;
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client->camera[2] = sin(r) * 5;
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r += 0.1;
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}
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@ -39,3 +39,24 @@ void GBGLDestroy(GBGL gl) {
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free(gl);
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}
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void GBGLClear(GBGL gl) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void GBGLIgnoreDepth(GBGL gl) {
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glDisable(GL_DEPTH_TEST);
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}
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void GBGLCareDepth(GBGL gl) {
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glEnable(GL_DEPTH_TEST);
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}
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void GBGLSetLight(GBGL gl) {
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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] = gl->engine->client->light0[i];
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glLightfv(GL_LIGHT0, GL_POSITION, f);
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}
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@ -2,14 +2,14 @@
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#include <GearBox/Math.h>
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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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void GBGLCameraPerspective(GBGL gl, GBNumber width, GBNumber height) {
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GBNumber aspect;
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GBNumber 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 = 100.0;
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GBNumber fovy = 60.0;
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GBNumber znear = 0.01;
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GBNumber zfar = 100.0;
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aspect = width / height;
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f = GBMathCot(fovy / 180 * GBMathPi / 2);
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@ -18,17 +18,17 @@ void GBGLPerspective(GBGL gl, double width, double height) {
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matrix[4 * 0 + 0] = f / aspect;
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matrix[4 * 1 + 1] = f;
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matrix[4 * 2 + 2] = (zfar + znear) / (znear - zfar);
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matrix[4 * 3 + 2] = ((double)2 * zfar * znear) / (znear - zfar);
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matrix[4 * 3 + 2] = ((GLdouble)2 * zfar * znear) / (znear - zfar);
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matrix[4 * 2 + 3] = -1;
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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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void GBGLCameraSet(GBGL gl) {
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GBGLCameraLookAt(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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void GBGLCameraLookAt(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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@ -64,3 +64,13 @@ void GBGLLookAt(GBGL gl, GBVector3 camera, GBVector3 look_at) {
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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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void GBGLCameraSetup(GBGL gl) {
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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GBGLCameraPerspective(gl, gl->engine->width, gl->engine->height);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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GBGLCameraSet(gl);
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}
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@ -29,6 +29,7 @@ void GBGLShadowInit(GBGL gl) {
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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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glUniform1f(glGetUniformLocation(gl->shadow_shader, "enable_lighting"), 1);
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glUseProgram(0);
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gl->shadow_use_shader = 1;
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@ -44,21 +45,21 @@ int GBGLShadowBeforeMapping(GBGL gl) {
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if(!gl->shadow_use_shader) return 0;
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glClear(GL_DEPTH_BUFFER_BIT);
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GBGLClear(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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GBGLPerspective(gl, SHADOW_WIDTH, SHADOW_HEIGHT);
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GBGLCameraPerspective(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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GBGLLookAt(gl, gl->engine->client->light0, zero);
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GBGLCameraLookAt(gl, gl->engine->client->light0, zero);
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glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_modelview);
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@ -125,20 +126,39 @@ void GBGLShadowAfterMapping(GBGL gl) {
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glMatrixMode(GL_MODELVIEW);
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glActiveTexture(GL_TEXTURE7);
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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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GBGLClear(gl);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GBGLShadowEnable(gl);
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}
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glUseProgram(gl->shadow_shader);
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void GBGLShadowDisable(GBGL 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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glActiveTexture(GL_TEXTURE7);
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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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}
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}
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void GBGLShadowEnable(GBGL 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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glActiveTexture(GL_TEXTURE7);
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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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}
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}
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void GBGLShadowEnd(GBGL gl) {
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if(!gl->shadow_use_shader) return;
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glUseProgram(0);
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GBGLShadowDisable(gl);
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glActiveTexture(GL_TEXTURE7);
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glDisable(GL_TEXTURE_2D);
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@ -7,15 +7,15 @@ void GBMathCross3(GBVector3 r, GBVector3 v0, GBVector3 v1) {
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}
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void GBMathNormalize3(GBVector3 vec) {
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double l = 0;
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int i;
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GBNumber l = 0;
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int i;
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for(i = 0; i < 3; i++) l += vec[i] * vec[i];
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l = sqrt(l);
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if(l > 0) {
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l = (double)1 / l;
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l = (GBNumber)1 / l;
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} else {
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l = 0;
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}
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@ -69,13 +69,13 @@ void GBMathNormal3x4(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2, GBVe
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GBMathNormalize3(r);
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}
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double GBMathCot(double x) {
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return (double)1 / tan(x);
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GBNumber GBMathCot(GBNumber x) {
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return (GBNumber)1 / tan(x);
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}
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void GBMathInvert4x4(GBMatrix4x4 out, GBMatrix4x4 in) {
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double inv[16], det;
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int i;
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GBNumber inv[16], det;
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int i;
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inv[0] = in[5] * in[10] * in[15] - in[5] * in[11] * in[14] - in[9] * in[6] * in[15] + in[9] * in[7] * in[14] + in[13] * in[6] * in[11] - in[13] * in[7] * in[10];
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inv[4] = -in[4] * in[10] * in[15] + in[4] * in[11] * in[14] + in[8] * in[6] * in[15] - in[8] * in[7] * in[14] - in[12] * in[6] * in[11] + in[12] * in[7] * in[10];
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