use float instead of double
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parent
f4f91325cc
commit
e81666e657
10 changed files with 114 additions and 115 deletions
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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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