cascade shadows
This commit is contained in:
parent
d0f9cf24dc
commit
f0708fdc15
7 changed files with 161 additions and 103 deletions
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@ -2,10 +2,14 @@
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varying vec4 vPos;
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varying vec3 vNrm;
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varying vec4 vShadowCoord;
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varying vec4 vShadowCoord0;
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varying vec4 vShadowCoord1;
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varying vec4 vShadowCoord2;
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varying vec4 vColor;
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uniform sampler2D depth_texture;
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uniform sampler2D shadow_map0;
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uniform sampler2D shadow_map1;
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uniform sampler2D shadow_map2;
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uniform sampler2D current_texture;
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uniform float enable_lighting;
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uniform float enable_texture;
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@ -36,14 +40,14 @@ vec4 PhongShading(void)
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return ambient+diffuse+specular;
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}
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float ShadowCoef(void){
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vec3 shadow_coord = vShadowCoord.xyz / vShadowCoord.w;
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float view = shadow_coord.z;
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vec2 d[4];
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float SampleShadow(sampler2D shadowMap, vec4 shadowCoord) {
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vec3 shadow_c = shadowCoord.xyz / shadowCoord.w;
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float view = shadow_c.z;
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float shadow_coef = 1.0;
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vec2 d[4];
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int i;
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if(shadow_coord.z > 1.0) return 1.0;
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if(shadow_c.z > 1.0) return 1.0;
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d[0] = vec2(-0.94201624, -0.39906216);
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d[1] = vec2(0.94558609, -0.76890725);
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@ -51,11 +55,11 @@ float ShadowCoef(void){
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d[3] = vec2(0.34495938, 0.29387760);
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for(i = 0; i < 4; i++){
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vec2 p = shadow_coord.xy + d[i] / 700.0;
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vec2 p = shadow_c.xy + d[i] / 700.0;
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if(p.x < 0.0 || p.y < 0.0 || p.x > 1.0 || p.y > 1.0) shadow_coef += 1.0;
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if(texture2D(depth_texture, p).z < view){
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if(texture2D(shadowMap, p).z < view){
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shadow_coef -= 0.2;
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}
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}
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@ -63,6 +67,14 @@ float ShadowCoef(void){
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return shadow_coef;
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}
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float ShadowCoef(void){
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float dist = -vPos.z;
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if(dist < 10.0) return SampleShadow(shadow_map0, vShadowCoord0);
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if(dist < 40.0) return SampleShadow(shadow_map1, vShadowCoord1);
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return SampleShadow(shadow_map2, vShadowCoord2);
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}
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void main(void){
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vec4 c = PhongShading();
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vec4 ambient = gl_LightSource[0].ambient;
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@ -74,4 +86,4 @@ void main(void){
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gl_FragColor = ambient * shadow_coef * c + (1.0 - ambient) * c;
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gl_FragColor.a = vColor.a;
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}
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}
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@ -2,17 +2,21 @@
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varying vec4 vPos;
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varying vec3 vNrm;
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varying vec4 vShadowCoord;
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varying vec4 vShadowCoord0;
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varying vec4 vShadowCoord1;
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varying vec4 vShadowCoord2;
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varying vec4 vColor;
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void main(void){
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vPos = gl_ModelViewMatrix * gl_Vertex;
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vNrm = normalize(gl_NormalMatrix * gl_Normal);
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vShadowCoord = gl_TextureMatrix[7] * gl_ModelViewMatrix * gl_Vertex;
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vShadowCoord0 = gl_TextureMatrix[5] * gl_ModelViewMatrix * gl_Vertex;
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vShadowCoord1 = gl_TextureMatrix[6] * gl_ModelViewMatrix * gl_Vertex;
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vShadowCoord2 = gl_TextureMatrix[7] * gl_ModelViewMatrix * gl_Vertex;
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vColor = gl_Color;
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gl_Position = gl_ProjectionMatrix * vPos;
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gl_FrontColor = gl_Color;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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}
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}
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@ -37,8 +37,10 @@ GSDECL void GSGLTetrakis(GSGL gl, GSNumber scale, GSVector4 col1, GSVector4 co
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/* gl_shadow.c */
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GSDECL void GSGLShadowInit(GSGL gl);
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GSDECL GSBool GSGLShadowBeforeMapping(GSGL gl);
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GSDECL void GSGLShadowAfterMapping(GSGL gl);
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GSDECL GSBool GSGLShadowBegin(GSGL gl);
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GSDECL void GSGLShadowCascade(GSGL gl, int cascade);
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GSDECL void GSGLShadowCopy(GSGL gl, int cascade);
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GSDECL void GSGLShadowApply(GSGL gl);
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GSDECL void GSGLShadowEnd(GSGL gl);
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GSDECL void GSGLShadowDeinit(GSGL gl);
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GSDECL void GSGLShadowDisable(GSGL gl);
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@ -181,14 +181,16 @@ struct _GSNetKV {
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#include <miniaudio.h>
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#include <ode/ode.h>
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#define GSGL_SHADOW_CASCADES 3
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struct _GSGL {
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GSEngine engine;
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int shadow_use_shader;
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GLuint shadow_texture;
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GLuint shadow_texture[GSGL_SHADOW_CASCADES];
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GLuint shadow_shader;
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GLdouble shadow_modelview[16];
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GLdouble shadow_projection[16];
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GLdouble shadow_modelview[GSGL_SHADOW_CASCADES][16];
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GLdouble shadow_projection[GSGL_SHADOW_CASCADES][16];
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GLdouble shadow_old_projection[16];
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GLdouble shadow_old_modelview[16];
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@ -132,9 +132,14 @@ void GSClientStep(GSClient client) {
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GSGLTextBold(client->gl, 0);
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if(GSGLShadowBeforeMapping(client->gl)) {
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scene(client);
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GSGLShadowAfterMapping(client->gl);
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if(GSGLShadowBegin(client->gl)) {
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int c;
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for(c = 0; c < GSGL_SHADOW_CASCADES; c++) {
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GSGLShadowCascade(client->gl, c);
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scene(client);
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GSGLShadowCopy(client->gl, c);
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}
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GSGLShadowApply(client->gl);
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}
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if(client->skybox_enabled) {
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@ -6,30 +6,37 @@
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void GSGLShadowInit(GSGL gl) {
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GLfloat color[] = {1, 1, 1, 1};
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int i;
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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, GSGLMaxShadowDistance, GSGLMaxShadowDistance, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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glGenTextures(GSGL_SHADOW_CASCADES, gl->shadow_texture);
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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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for(i = 0; i < GSGL_SHADOW_CASCADES; i++) {
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glBindTexture(GL_TEXTURE_2D, gl->shadow_texture[i]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GSGLMaxShadowDistance, GSGLMaxShadowDistance, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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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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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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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_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
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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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}
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glBindTexture(GL_TEXTURE_2D, 0);
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if(GSGLShaderPrepare(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, "depth_texture"), 7);
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glUniform1i(glGetUniformLocation(gl->shadow_shader, "shadow_map0"), 5);
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glUniform1i(glGetUniformLocation(gl->shadow_shader, "shadow_map1"), 6);
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glUniform1i(glGetUniformLocation(gl->shadow_shader, "shadow_map2"), 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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glUniform1f(glGetUniformLocation(gl->shadow_shader, "enable_texture"), 0);
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@ -37,57 +44,22 @@ void GSGLShadowInit(GSGL gl) {
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gl->shadow_use_shader = 1;
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} else {
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glDeleteTextures(1, &gl->shadow_texture);
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glDeleteTextures(GSGL_SHADOW_CASCADES, gl->shadow_texture);
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gl->shadow_use_shader = 0;
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}
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}
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GSBool GSGLShadowBeforeMapping(GSGL gl) {
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GSVector3 zero = {0, 0, 0};
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GSBool GSGLShadowBegin(GSGL gl) {
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if(!gl->shadow_use_shader) return GSFalse;
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GSGLClear(gl);
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glViewport(0, 0, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
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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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if(gl->engine->client->light0[3]) {
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GSGLCameraPerspective(gl, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
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} else {
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glOrtho(-5, 5, -5, 5, -5, 10);
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}
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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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if(gl->engine->client->light0[3]){
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GSGLCameraLookAt(gl, gl->engine->client->light0, zero);
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}else{
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GSVector3 n;
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int i;
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for(i = 0; i < 3; i++) n[i] = gl->engine->client->light0[i];
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GSMathNormalize3(n);
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for(i = 0; i < 3; i++){
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n[i] *= 5;
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n[i] += gl->engine->client->position[i];
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}
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GSGLCameraLookAt(gl, n, gl->engine->client->position);
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}
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glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_modelview);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDisable(GL_LIGHTING);
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#ifdef SHADOW_CULL
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@ -102,22 +74,78 @@ GSBool GSGLShadowBeforeMapping(GSGL gl) {
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return GSTrue;
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}
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void GSGLShadowAfterMapping(GSGL gl) {
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GSMatrix4x4 in, in2, out, out2;
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GLdouble mat[16];
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int i;
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void GSGLShadowCascade(GSGL gl, int cascade) {
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GSVector3 zero = {0, 0, 0};
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GSNumber size;
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glDisable(GL_POLYGON_OFFSET_FILL);
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GSGLClear(gl);
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glViewport(0, 0, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
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glActiveTexture(GL_TEXTURE7);
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glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// Simple cascade sizing
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if(cascade == 0) size = 10;
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else if(cascade == 1) size = 40;
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else size = 100; // Covers max distance roughly
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// If light is directional (light0[3] == 0)
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// Current existing code logic:
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if(gl->engine->client->light0[3]) {
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// Point/Spot light - no cascade support implies here?
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// Fallback to perspective for all cascades?
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// Or just use the original logic.
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GSGLCameraPerspective(gl, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
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} else {
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// Directional
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glOrtho(-size, size, -size, size, -size * 2, size * 2);
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}
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glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_projection[cascade]);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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if(gl->engine->client->light0[3]) {
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GSGLCameraLookAt(gl, gl->engine->client->light0, zero);
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} else {
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GSVector3 n;
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int i;
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for(i = 0; i < 3; i++) n[i] = gl->engine->client->light0[i];
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GSMathNormalize3(n);
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for(i = 0; i < 3; i++) {
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n[i] *= size; // Move light pos away based on size to ensure coverage
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n[i] += gl->engine->client->position[i];
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}
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GSGLCameraLookAt(gl, n, gl->engine->client->position);
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}
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glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_modelview[cascade]);
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}
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void GSGLShadowCopy(GSGL gl, int cascade) {
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if(cascade < 0 || cascade >= GSGL_SHADOW_CASCADES) return;
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glBindTexture(GL_TEXTURE_2D, gl->shadow_texture[cascade]);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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}
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void GSGLShadowApply(GSGL gl) {
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GSMatrix4x4 in, in2, out, out2;
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GLdouble mat[16];
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int i, c;
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glDisable(GL_POLYGON_OFFSET_FILL);
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glViewport(0, 0, gl->engine->width, gl->engine->height);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glEnable(GL_LIGHTING);
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#ifdef SHADOW_CULL
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glCullFace(GL_BACK);
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#else
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@ -132,50 +160,58 @@ void GSGLShadowAfterMapping(GSGL gl) {
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glLoadIdentity();
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glMultMatrixd(gl->shadow_old_modelview);
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glActiveTexture(GL_TEXTURE7);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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// Calculate texture matrices for each cascade
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for(c = 0; c < GSGL_SHADOW_CASCADES; c++) {
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glActiveTexture(GL_TEXTURE5 + c);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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for(i = 0; i < 16; i++) in[i] = gl->shadow_old_modelview[i];
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GSMathColumnToRow4x4(in2, in);
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GSMathInvert4x4(out, in2);
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GSMathRowToColumn4x4(out2, out);
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for(i = 0; i < 16; i++) mat[i] = out2[i];
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for(i = 0; i < 16; i++) in[i] = gl->shadow_old_modelview[i];
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GSMathColumnToRow4x4(in2, in);
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GSMathInvert4x4(out, in2);
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GSMathRowToColumn4x4(out2, out);
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for(i = 0; i < 16; i++) mat[i] = out2[i];
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glTranslated(0.5, 0.5, 0.5);
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glScaled(0.5, 0.5, 0.5);
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glMultMatrixd(gl->shadow_projection);
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glMultMatrixd(gl->shadow_modelview);
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glMultMatrixd(mat);
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glTranslated(0.5, 0.5, 0.5);
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glScaled(0.5, 0.5, 0.5);
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glMultMatrixd(gl->shadow_projection[c]);
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glMultMatrixd(gl->shadow_modelview[c]);
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glMultMatrixd(mat);
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}
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glActiveTexture(GL_TEXTURE0);
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glMatrixMode(GL_MODELVIEW);
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GSGLClear(gl);
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GSGLClear(gl); // Clear for main render
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GSGLShadowEnable(gl);
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}
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void GSGLShadowDisable(GSGL gl) {
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int i;
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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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for(i = 0; i < GSGL_SHADOW_CASCADES; i++) {
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glActiveTexture(GL_TEXTURE5 + i);
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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glActiveTexture(GL_TEXTURE0);
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}
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}
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void GSGLShadowEnable(GSGL gl) {
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int i;
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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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for(i = 0; i < GSGL_SHADOW_CASCADES; i++) {
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glActiveTexture(GL_TEXTURE5 + i);
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glBindTexture(GL_TEXTURE_2D, gl->shadow_texture[i]);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
}
|
||||
|
|
@ -185,22 +221,19 @@ void GSGLShadowEnd(GSGL gl) {
|
|||
|
||||
GSGLShadowDisable(gl);
|
||||
|
||||
glActiveTexture(GL_TEXTURE7);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
// Reset texture matrices
|
||||
for(int i = 0; i < GSGL_SHADOW_CASCADES; i++) {
|
||||
glActiveTexture(GL_TEXTURE5 + i);
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE7);
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
}
|
||||
|
||||
void GSGLShadowDeinit(GSGL gl) {
|
||||
if(gl->shadow_use_shader) {
|
||||
glDeleteTextures(1, &gl->shadow_texture);
|
||||
glDeleteTextures(GSGL_SHADOW_CASCADES, gl->shadow_texture);
|
||||
glDeleteProgram(gl->shadow_shader);
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue