diff --git a/engine/include/GearBox/GL.h b/engine/include/GearBox/GL.h index db3fcd1..bcfa7d3 100644 --- a/engine/include/GearBox/GL.h +++ b/engine/include/GearBox/GL.h @@ -22,15 +22,21 @@ GBDECL int GBGLShadowBeforeMapping(GBGL gl); GBDECL void GBGLShadowAfterMapping(GBGL gl); GBDECL void GBGLShadowEnd(GBGL gl); GBDECL void GBGLShadowDeinit(GBGL gl); +GBDECL void GBGLShadowDisable(GBGL gl); +GBDECL void GBGLShadowEnable(GBGL gl); /* gl.c */ GBDECL GBGL GBGLCreate(GBClient client); GBDECL void GBGLDestroy(GBGL gl); +GBDECL void GBGLClear(GBGL gl); +GBDECL void GBGLIgnoreDepth(GBGL gl); +GBDECL void GBGLCareDepth(GBGL gl); /* gl_camera.c */ -GBDECL void GBGLPerspective(GBGL gl, double width, double height); -GBDECL void GBGLSetCamera(GBGL gl); -GBDECL void GBGLLookAt(GBGL gl, GBVector3 camera, GBVector3 look_at); +GBDECL void GBGLCameraPerspective(GBGL gl, GBNumber width, GBNumber height); +GBDECL void GBGLCameraSet(GBGL gl); +GBDECL void GBGLCameraLookAt(GBGL gl, GBVector3 camera, GBVector3 look_at); +GBDECL void GBGLCameraSetup(GBGL gl); #ifdef __cplusplus } diff --git a/engine/include/GearBox/Math.h b/engine/include/GearBox/Math.h index ef51ea0..1fcab51 100644 --- a/engine/include/GearBox/Math.h +++ b/engine/include/GearBox/Math.h @@ -10,14 +10,14 @@ extern "C" { #define GBMathPi 3.14159265358979323846 -GBDECL void GBMathCross3(GBVector3 r, GBVector3 v0, GBVector3 v1); -GBDECL void GBMathNormalize3(GBVector3 vec); -GBDECL void GBMathSubtract3(GBVector3 r, GBVector3 v0, GBVector3 v1); -GBDECL void GBMathAdd3(GBVector3 r, GBVector3 v0, GBVector3 v1); -GBDECL void GBMathNormal3x3(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2); -GBDECL void GBMathNormal3x4(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2, GBVector3 v3); -GBDECL void GBMathInvert4x4(GBMatrix4x4 out, GBMatrix4x4 in); -GBDECL double GBMathCot(double x); +GBDECL void GBMathCross3(GBVector3 r, GBVector3 v0, GBVector3 v1); +GBDECL void GBMathNormalize3(GBVector3 vec); +GBDECL void GBMathSubtract3(GBVector3 r, GBVector3 v0, GBVector3 v1); +GBDECL void GBMathAdd3(GBVector3 r, GBVector3 v0, GBVector3 v1); +GBDECL void GBMathNormal3x3(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2); +GBDECL void GBMathNormal3x4(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2, GBVector3 v3); +GBDECL void GBMathInvert4x4(GBMatrix4x4 out, GBMatrix4x4 in); +GBDECL GBNumber GBMathCot(GBNumber x); #ifdef __cplusplus } diff --git a/engine/include/GearBox/TypeDefs.h b/engine/include/GearBox/TypeDefs.h index 1351ba3..bea0574 100644 --- a/engine/include/GearBox/TypeDefs.h +++ b/engine/include/GearBox/TypeDefs.h @@ -55,9 +55,10 @@ typedef void* GBFile; typedef void* GBResource; typedef void* GBGL; #endif -typedef double GBVector3[3]; -typedef double GBVector4[4]; -typedef double GBMatrix4x4[16]; +typedef float GBNumber; +typedef GBNumber GBVector3[3]; +typedef GBNumber GBVector4[4]; +typedef GBNumber GBMatrix4x4[16]; typedef void (*GBGLSwapBufferCallback)(void); typedef void (*GBReadyCallback)(int width, int height); diff --git a/engine/net/include/gbnet.h b/engine/net/include/gbnet.h index 10e5497..ec43c6f 100644 --- a/engine/net/include/gbnet.h +++ b/engine/net/include/gbnet.h @@ -5,14 +5,18 @@ #include #include #include -#include #include +#ifdef _WIN32 +#include +#else +#include #include #include #include #include #include #include +#endif /* TCP */ #define NET_PORT 3219 diff --git a/engine/resource/shader/shadow.fs b/engine/resource/shader/shadow.fs index d0f05d0..dfe14c9 100644 --- a/engine/resource/shader/shadow.fs +++ b/engine/resource/shader/shadow.fs @@ -6,6 +6,7 @@ varying vec4 vShadowCoord; uniform sampler2D depth_texture; uniform sampler2D current_texture; +uniform float enable_lighting; vec4 PhongShading(void) { @@ -61,7 +62,7 @@ float ShadowCoef(void){ } void main(void){ - vec4 c = PhongShading(); + vec4 c = enable_lighting > 0.5 ? PhongShading() : gl_Color; vec4 ambient = gl_LightSource[0].ambient; float shadow_coef = ShadowCoef(); diff --git a/engine/src/client.c b/engine/src/client.c index bba6e12..9bbfabc 100644 --- a/engine/src/client.c +++ b/engine/src/client.c @@ -41,90 +41,26 @@ void GBClientDestroy(GBClient client) { static double r = 0; -static void scene(void) { - glColor3f(1, 1, 1); - - int i; - double u = 1; - - glPushMatrix(); - glTranslatef(0, fabs(sin(r)), 1); - glBegin(GL_QUADS); - glNormal3f(0, -1, 0); - for(i = 0; i < 4; i++) { - glVertex3f(cos(90 * i / 180.0 * GBMathPi), u, sin(90 * i / 180.0 * GBMathPi)); - } - glEnd(); - for(i = 0; i < 4; i++) { - double n[3]; - double v0[3]; - double v1[3]; - double v2[3]; - - v0[0] = 0; - v0[1] = 1 + u; - v0[2] = 0; - - v1[0] = cos(90 * (i + 1) / 180.0 * GBMathPi); - v1[1] = u; - v1[2] = sin(90 * (i + 1) / 180.0 * GBMathPi); - - v2[0] = cos(90 * i / 180.0 * GBMathPi); - v2[1] = u; - v2[2] = sin(90 * i / 180.0 * GBMathPi); - - GBMathNormal3x3(n, v0, v1, v2); - - glBegin(GL_TRIANGLES); - glNormal3f(n[0], n[1], n[2]); - glVertex3f(v0[0], v0[1], v0[2]); - glVertex3f(v1[0], v1[1], v1[2]); - glVertex3f(v2[0], v2[1], v2[2]); - glEnd(); - } - glPopMatrix(); +static void scene(GBClient client) { } void GBClientStep(GBClient client) { - GLfloat f[4]; - int i; - - for(i = 0; i < 4; i++) f[i] = client->light0[i]; - - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - GBGLPerspective(client->gl, client->engine->width, client->engine->height); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - GBGLSetCamera(client->gl); - - glLightfv(GL_LIGHT0, GL_POSITION, f); + GBGLClear(client->gl); + GBGLCameraSetup(client->gl); + GBGLSetLight(client->gl); if(GBGLShadowBeforeMapping(client->gl)) { - scene(); + scene(client); GBGLShadowAfterMapping(client->gl); } - glDisable(GL_DEPTH_TEST); - glBegin(GL_QUADS); - glNormal3f(0, 1, 0); - glVertex3f(-10, -0, -10); - glVertex3f(-10, -0, 10); - glVertex3f(10, -0, 10); - glVertex3f(10, -0, -10); - glEnd(); - glEnable(GL_DEPTH_TEST); - - scene(); + scene(client); GBGLShadowEnd(client->gl); client->engine->param->gl_swapbuffer(); - client->light0[0] = cos(r) * 5; - client->light0[2] = sin(r) * 5; + client->camera[0] = cos(r) * 5; + client->camera[2] = sin(r) * 5; r += 0.1; } diff --git a/engine/src/gl.c b/engine/src/gl.c index d007f3e..c3cc383 100644 --- a/engine/src/gl.c +++ b/engine/src/gl.c @@ -39,3 +39,24 @@ void GBGLDestroy(GBGL gl) { free(gl); } + +void GBGLClear(GBGL gl) { + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); +} + +void GBGLIgnoreDepth(GBGL gl) { + glDisable(GL_DEPTH_TEST); +} + +void GBGLCareDepth(GBGL gl) { + glEnable(GL_DEPTH_TEST); +} + +void GBGLSetLight(GBGL gl) { + GLfloat f[4]; + int i; + + for(i = 0; i < 4; i++) f[i] = gl->engine->client->light0[i]; + + glLightfv(GL_LIGHT0, GL_POSITION, f); +} diff --git a/engine/src/gl_camera.c b/engine/src/gl_camera.c index ee381df..7e1d358 100644 --- a/engine/src/gl_camera.c +++ b/engine/src/gl_camera.c @@ -2,14 +2,14 @@ #include -void GBGLPerspective(GBGL gl, double width, double height) { - double aspect; - double f; +void GBGLCameraPerspective(GBGL gl, GBNumber width, GBNumber height) { + GBNumber aspect; + GBNumber f; GLdouble matrix[16]; int i; - double fovy = 60.0; - double znear = 0.01; - double zfar = 100.0; + GBNumber fovy = 60.0; + GBNumber znear = 0.01; + GBNumber zfar = 100.0; aspect = width / height; f = GBMathCot(fovy / 180 * GBMathPi / 2); @@ -18,17 +18,17 @@ void GBGLPerspective(GBGL gl, double width, double height) { matrix[4 * 0 + 0] = f / aspect; matrix[4 * 1 + 1] = f; matrix[4 * 2 + 2] = (zfar + znear) / (znear - zfar); - matrix[4 * 3 + 2] = ((double)2 * zfar * znear) / (znear - zfar); + matrix[4 * 3 + 2] = ((GLdouble)2 * zfar * znear) / (znear - zfar); matrix[4 * 2 + 3] = -1; glMultMatrixd(matrix); } -void GBGLSetCamera(GBGL gl) { - GBGLLookAt(gl, gl->engine->client->camera, gl->engine->client->look_at); +void GBGLCameraSet(GBGL gl) { + GBGLCameraLookAt(gl, gl->engine->client->camera, gl->engine->client->look_at); } -void GBGLLookAt(GBGL gl, GBVector3 camera, GBVector3 look_at) { +void GBGLCameraLookAt(GBGL gl, GBVector3 camera, GBVector3 look_at) { GLdouble matrix[16]; GBVector3 f; GBVector3 up; @@ -64,3 +64,13 @@ void GBGLLookAt(GBGL gl, GBVector3 camera, GBVector3 look_at) { glMultMatrixd(matrix); glTranslated(-camera[0], -camera[1], -camera[2]); } + +void GBGLCameraSetup(GBGL gl) { + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + GBGLCameraPerspective(gl, gl->engine->width, gl->engine->height); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + GBGLCameraSet(gl); +} diff --git a/engine/src/gl_shadow.c b/engine/src/gl_shadow.c index 96601f2..894b86e 100644 --- a/engine/src/gl_shadow.c +++ b/engine/src/gl_shadow.c @@ -29,6 +29,7 @@ void GBGLShadowInit(GBGL gl) { glUseProgram(gl->shadow_shader); glUniform1i(glGetUniformLocation(gl->shadow_shader, "depth_texture"), 7); glUniform1i(glGetUniformLocation(gl->shadow_shader, "current_texture"), 0); + glUniform1f(glGetUniformLocation(gl->shadow_shader, "enable_lighting"), 1); glUseProgram(0); gl->shadow_use_shader = 1; @@ -44,21 +45,21 @@ int GBGLShadowBeforeMapping(GBGL gl) { if(!gl->shadow_use_shader) return 0; - glClear(GL_DEPTH_BUFFER_BIT); + GBGLClear(gl); glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT); glMatrixMode(GL_PROJECTION); glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_old_projection); glLoadIdentity(); - GBGLPerspective(gl, SHADOW_WIDTH, SHADOW_HEIGHT); + GBGLCameraPerspective(gl, SHADOW_WIDTH, SHADOW_HEIGHT); glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_projection); glMatrixMode(GL_MODELVIEW); glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_old_modelview); glLoadIdentity(); - GBGLLookAt(gl, gl->engine->client->light0, zero); + GBGLCameraLookAt(gl, gl->engine->client->light0, zero); glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_modelview); @@ -125,20 +126,39 @@ void GBGLShadowAfterMapping(GBGL gl) { glMatrixMode(GL_MODELVIEW); - glActiveTexture(GL_TEXTURE7); - glBindTexture(GL_TEXTURE_2D, gl->shadow_texture); - glEnable(GL_TEXTURE_2D); - glActiveTexture(GL_TEXTURE0); + GBGLClear(gl); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); + GBGLShadowEnable(gl); +} - glUseProgram(gl->shadow_shader); +void GBGLShadowDisable(GBGL gl) { + glDisable(GL_LIGHTING); + if(gl->shadow_use_shader) { + glUseProgram(0); + + glActiveTexture(GL_TEXTURE7); + glDisable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, 0); + glActiveTexture(GL_TEXTURE0); + } +} + +void GBGLShadowEnable(GBGL gl) { + glEnable(GL_LIGHTING); + if(gl->shadow_use_shader) { + glUseProgram(gl->shadow_shader); + + glActiveTexture(GL_TEXTURE7); + glBindTexture(GL_TEXTURE_2D, gl->shadow_texture); + glEnable(GL_TEXTURE_2D); + glActiveTexture(GL_TEXTURE0); + } } void GBGLShadowEnd(GBGL gl) { if(!gl->shadow_use_shader) return; - glUseProgram(0); + GBGLShadowDisable(gl); glActiveTexture(GL_TEXTURE7); glDisable(GL_TEXTURE_2D); diff --git a/engine/src/math.c b/engine/src/math.c index 5a8f43a..89a043d 100644 --- a/engine/src/math.c +++ b/engine/src/math.c @@ -7,15 +7,15 @@ void GBMathCross3(GBVector3 r, GBVector3 v0, GBVector3 v1) { } void GBMathNormalize3(GBVector3 vec) { - double l = 0; - int i; + GBNumber l = 0; + int i; for(i = 0; i < 3; i++) l += vec[i] * vec[i]; l = sqrt(l); if(l > 0) { - l = (double)1 / l; + l = (GBNumber)1 / l; } else { l = 0; } @@ -69,13 +69,13 @@ void GBMathNormal3x4(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2, GBVe GBMathNormalize3(r); } -double GBMathCot(double x) { - return (double)1 / tan(x); +GBNumber GBMathCot(GBNumber x) { + return (GBNumber)1 / tan(x); } void GBMathInvert4x4(GBMatrix4x4 out, GBMatrix4x4 in) { - double inv[16], det; - int i; + GBNumber inv[16], det; + int i; 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]; 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];