cascade shadows #1
8 changed files with 188 additions and 106 deletions
|
|
@ -39,6 +39,7 @@ static void tick(void){
|
|||
}
|
||||
|
||||
GSPhysicsObject obj[128];
|
||||
GSModel mdl;
|
||||
|
||||
static void render(GSEngine self){
|
||||
GSGL gl = GSClientGetGL(GSEngineGetClient(self));
|
||||
|
|
@ -46,10 +47,10 @@ static void render(GSEngine self){
|
|||
GSVector4 col1 = {1, 0, 0, 1};
|
||||
GSVector4 col2 = {1, 1, 1, 1};
|
||||
GSVector3 v[] = {
|
||||
{-20, 0, 20},
|
||||
{-20, 0, -20},
|
||||
{20, 0, -20},
|
||||
{20, 0, 20}
|
||||
{-40, 0, 40},
|
||||
{-40, 0, -40},
|
||||
{40, 0, -40},
|
||||
{40, 0, 40}
|
||||
};
|
||||
GSVector3 n = {0, 1, 0};
|
||||
|
||||
|
|
@ -63,7 +64,7 @@ static void render(GSEngine self){
|
|||
GSGLPushMatrix(gl);
|
||||
GSGLSetPosition(gl, rv);
|
||||
GSGLSetRotation3x3(gl, rm);
|
||||
GSGLTetrakis(gl, 0.5, col1, col2);
|
||||
GSModelDraw(mdl);
|
||||
GSGLPopMatrix(gl);
|
||||
}
|
||||
|
||||
|
|
@ -104,6 +105,9 @@ int main(int argc, char** argv){
|
|||
int i;
|
||||
GSVector3 pos = {0, 1, 0};
|
||||
GSVector3 sz = {1, 1, 1};
|
||||
|
||||
mdl = GSModelOpen(engine, "game:/mdl/fish.gsm");
|
||||
|
||||
for(i = 0; i < sizeof(obj) / sizeof(obj[0]); i++){
|
||||
obj[i] = GSPhysicsCreateSphere(GSServerGetPhysics(GSEngineGetServer(engine)), 1, 0.5);
|
||||
|
||||
|
|
@ -116,6 +120,7 @@ int main(int argc, char** argv){
|
|||
|
||||
GSClientSetSkybox(GSEngineGetClient(engine), GSTrue);
|
||||
GSEngineLoop(engine);
|
||||
GSModelClose(mdl);
|
||||
GSEngineDestroy(engine);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,13 +2,18 @@
|
|||
|
||||
varying vec4 vPos;
|
||||
varying vec3 vNrm;
|
||||
varying vec4 vShadowCoord;
|
||||
varying vec4 vShadowCoord0;
|
||||
varying vec4 vShadowCoord1;
|
||||
varying vec4 vShadowCoord2;
|
||||
varying vec4 vColor;
|
||||
|
||||
uniform sampler2D depth_texture;
|
||||
uniform sampler2D shadow_map0;
|
||||
uniform sampler2D shadow_map1;
|
||||
uniform sampler2D shadow_map2;
|
||||
uniform sampler2D current_texture;
|
||||
uniform float enable_lighting;
|
||||
uniform float enable_texture;
|
||||
uniform vec3 camera;
|
||||
|
||||
vec4 PhongShading(void)
|
||||
{
|
||||
|
|
@ -36,14 +41,14 @@ vec4 PhongShading(void)
|
|||
return ambient+diffuse+specular;
|
||||
}
|
||||
|
||||
float ShadowCoef(void){
|
||||
vec3 shadow_coord = vShadowCoord.xyz / vShadowCoord.w;
|
||||
float view = shadow_coord.z;
|
||||
vec2 d[4];
|
||||
float SampleShadow(sampler2D shadowMap, vec4 shadowCoord) {
|
||||
vec3 shadow_c = shadowCoord.xyz / shadowCoord.w;
|
||||
float view = shadow_c.z;
|
||||
float shadow_coef = 1.0;
|
||||
vec2 d[4];
|
||||
int i;
|
||||
|
||||
if(shadow_coord.z > 1.0) return 1.0;
|
||||
if(shadow_c.z > 1.0) return 1.0;
|
||||
|
||||
d[0] = vec2(-0.94201624, -0.39906216);
|
||||
d[1] = vec2(0.94558609, -0.76890725);
|
||||
|
|
@ -51,11 +56,11 @@ float ShadowCoef(void){
|
|||
d[3] = vec2(0.34495938, 0.29387760);
|
||||
|
||||
for(i = 0; i < 4; i++){
|
||||
vec2 p = shadow_coord.xy + d[i] / 700.0;
|
||||
vec2 p = shadow_c.xy + d[i] / 700.0;
|
||||
|
||||
if(p.x < 0.0 || p.y < 0.0 || p.x > 1.0 || p.y > 1.0) shadow_coef += 1.0;
|
||||
|
||||
if(texture2D(depth_texture, p).z < view){
|
||||
if(texture2D(shadowMap, p).z < view){
|
||||
shadow_coef -= 0.2;
|
||||
}
|
||||
}
|
||||
|
|
@ -63,6 +68,18 @@ float ShadowCoef(void){
|
|||
return shadow_coef;
|
||||
}
|
||||
|
||||
float ShadowCoef(void){
|
||||
float dist = length(normalize(camera + gl_LightSource[0].position.xyz) - vPos.xyz);
|
||||
|
||||
if(gl_LightSource[0].position.w > 0.5){
|
||||
if(dist >= 10.0) return 1.0;
|
||||
}
|
||||
|
||||
if(dist < 10.0) return SampleShadow(shadow_map0, vShadowCoord0);
|
||||
if(dist < 40.0) return SampleShadow(shadow_map1, vShadowCoord1);
|
||||
return SampleShadow(shadow_map2, vShadowCoord2);
|
||||
}
|
||||
|
||||
void main(void){
|
||||
vec4 c = PhongShading();
|
||||
vec4 ambient = gl_LightSource[0].ambient;
|
||||
|
|
|
|||
|
|
@ -2,17 +2,21 @@
|
|||
|
||||
varying vec4 vPos;
|
||||
varying vec3 vNrm;
|
||||
varying vec4 vShadowCoord;
|
||||
varying vec4 vShadowCoord0;
|
||||
varying vec4 vShadowCoord1;
|
||||
varying vec4 vShadowCoord2;
|
||||
varying vec4 vColor;
|
||||
|
||||
void main(void){
|
||||
vPos = gl_ModelViewMatrix * gl_Vertex;
|
||||
vNrm = normalize(gl_NormalMatrix * gl_Normal);
|
||||
vShadowCoord = gl_TextureMatrix[7] * gl_ModelViewMatrix * gl_Vertex;
|
||||
vShadowCoord0 = gl_TextureMatrix[5] * gl_ModelViewMatrix * gl_Vertex;
|
||||
vShadowCoord1 = gl_TextureMatrix[6] * gl_ModelViewMatrix * gl_Vertex;
|
||||
vShadowCoord2 = gl_TextureMatrix[7] * gl_ModelViewMatrix * gl_Vertex;
|
||||
|
||||
vColor = gl_Color;
|
||||
|
||||
gl_Position = gl_ProjectionMatrix * vPos;
|
||||
gl_FrontColor = gl_Color;
|
||||
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
|
||||
}
|
||||
}
|
||||
|
|
@ -37,12 +37,15 @@ GSDECL void GSGLTetrakis(GSGL gl, GSNumber scale, GSVector4 col1, GSVector4 co
|
|||
|
||||
/* gl_shadow.c */
|
||||
GSDECL void GSGLShadowInit(GSGL gl);
|
||||
GSDECL GSBool GSGLShadowBeforeMapping(GSGL gl);
|
||||
GSDECL void GSGLShadowAfterMapping(GSGL gl);
|
||||
GSDECL GSBool GSGLShadowBegin(GSGL gl);
|
||||
GSDECL void GSGLShadowCascade(GSGL gl, int cascade);
|
||||
GSDECL void GSGLShadowCopy(GSGL gl, int cascade);
|
||||
GSDECL void GSGLShadowApply(GSGL gl);
|
||||
GSDECL void GSGLShadowEnd(GSGL gl);
|
||||
GSDECL void GSGLShadowDeinit(GSGL gl);
|
||||
GSDECL void GSGLShadowDisable(GSGL gl);
|
||||
GSDECL void GSGLShadowEnable(GSGL gl);
|
||||
GSDECL int GSGLShadowCascadeSteps(GSGL gl);
|
||||
|
||||
/* gl.c */
|
||||
GSDECL GSGL GSGLCreate(GSClient client);
|
||||
|
|
|
|||
|
|
@ -181,14 +181,16 @@ struct _GSNetKV {
|
|||
#include <miniaudio.h>
|
||||
#include <ode/ode.h>
|
||||
|
||||
#define GSGL_SHADOW_CASCADES 3
|
||||
|
||||
struct _GSGL {
|
||||
GSEngine engine;
|
||||
|
||||
int shadow_use_shader;
|
||||
GLuint shadow_texture;
|
||||
GLuint shadow_texture[GSGL_SHADOW_CASCADES];
|
||||
GLuint shadow_shader;
|
||||
GLdouble shadow_modelview[16];
|
||||
GLdouble shadow_projection[16];
|
||||
GLdouble shadow_modelview[GSGL_SHADOW_CASCADES][16];
|
||||
GLdouble shadow_projection[GSGL_SHADOW_CASCADES][16];
|
||||
GLdouble shadow_old_projection[16];
|
||||
GLdouble shadow_old_modelview[16];
|
||||
|
||||
|
|
|
|||
|
|
@ -132,9 +132,14 @@ void GSClientStep(GSClient client) {
|
|||
|
||||
GSGLTextBold(client->gl, 0);
|
||||
|
||||
if(GSGLShadowBeforeMapping(client->gl)) {
|
||||
scene(client);
|
||||
GSGLShadowAfterMapping(client->gl);
|
||||
if(GSGLShadowBegin(client->gl)) {
|
||||
int c;
|
||||
for(c = 0; c < GSGLShadowCascadeSteps(client->gl); c++) {
|
||||
GSGLShadowCascade(client->gl, c);
|
||||
scene(client);
|
||||
GSGLShadowCopy(client->gl, c);
|
||||
}
|
||||
GSGLShadowApply(client->gl);
|
||||
}
|
||||
|
||||
if(client->skybox_enabled) {
|
||||
|
|
|
|||
|
|
@ -63,6 +63,12 @@ void GSGLCameraLookAt(GSGL gl, GSVector3 camera, GSVector3 look_at) {
|
|||
|
||||
glMultMatrixd(matrix);
|
||||
glTranslated(-camera[0], -camera[1], camera[2]);
|
||||
|
||||
if(gl->shadow_use_shader){
|
||||
glUseProgram(gl->shadow_shader);
|
||||
glUniform3f(glGetUniformLocation(gl->shadow_shader, "camera"), camera[0], camera[1], camera[2]);
|
||||
glUseProgram(0);
|
||||
}
|
||||
}
|
||||
|
||||
void GSGLCameraSetup(GSGL gl) {
|
||||
|
|
|
|||
|
|
@ -6,30 +6,37 @@
|
|||
|
||||
void GSGLShadowInit(GSGL gl) {
|
||||
GLfloat color[] = {1, 1, 1, 1};
|
||||
int i;
|
||||
|
||||
glGenTextures(1, &gl->shadow_texture);
|
||||
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GSGLMaxShadowDistance, GSGLMaxShadowDistance, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
|
||||
glGenTextures(GSGL_SHADOW_CASCADES, gl->shadow_texture);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
for(i = 0; i < GSGL_SHADOW_CASCADES; i++) {
|
||||
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture[i]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, GSGLMaxShadowDistance, GSGLMaxShadowDistance, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
||||
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
|
||||
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
if(GSGLShaderPrepare(gl, &gl->shadow_shader, "base:/shader/shadow.vs", "base:/shader/shadow.fs")) {
|
||||
glUseProgram(gl->shadow_shader);
|
||||
glUniform1i(glGetUniformLocation(gl->shadow_shader, "depth_texture"), 7);
|
||||
glUniform1i(glGetUniformLocation(gl->shadow_shader, "shadow_map0"), 5);
|
||||
glUniform1i(glGetUniformLocation(gl->shadow_shader, "shadow_map1"), 6);
|
||||
glUniform1i(glGetUniformLocation(gl->shadow_shader, "shadow_map2"), 7);
|
||||
|
||||
glUniform1i(glGetUniformLocation(gl->shadow_shader, "current_texture"), 0);
|
||||
glUniform1f(glGetUniformLocation(gl->shadow_shader, "enable_lighting"), 1);
|
||||
glUniform1f(glGetUniformLocation(gl->shadow_shader, "enable_texture"), 0);
|
||||
|
|
@ -37,57 +44,22 @@ void GSGLShadowInit(GSGL gl) {
|
|||
|
||||
gl->shadow_use_shader = 1;
|
||||
} else {
|
||||
glDeleteTextures(1, &gl->shadow_texture);
|
||||
glDeleteTextures(GSGL_SHADOW_CASCADES, gl->shadow_texture);
|
||||
|
||||
gl->shadow_use_shader = 0;
|
||||
}
|
||||
}
|
||||
|
||||
GSBool GSGLShadowBeforeMapping(GSGL gl) {
|
||||
GSVector3 zero = {0, 0, 0};
|
||||
|
||||
GSBool GSGLShadowBegin(GSGL gl) {
|
||||
if(!gl->shadow_use_shader) return GSFalse;
|
||||
|
||||
GSGLClear(gl);
|
||||
|
||||
glViewport(0, 0, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_old_projection);
|
||||
glLoadIdentity();
|
||||
if(gl->engine->client->light0[3]) {
|
||||
GSGLCameraPerspective(gl, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
|
||||
} else {
|
||||
glOrtho(-5, 5, -5, 5, -5, 10);
|
||||
}
|
||||
|
||||
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_projection);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_old_modelview);
|
||||
glLoadIdentity();
|
||||
if(gl->engine->client->light0[3]){
|
||||
GSGLCameraLookAt(gl, gl->engine->client->light0, zero);
|
||||
}else{
|
||||
GSVector3 n;
|
||||
int i;
|
||||
|
||||
for(i = 0; i < 3; i++) n[i] = gl->engine->client->light0[i];
|
||||
|
||||
GSMathNormalize3(n);
|
||||
|
||||
for(i = 0; i < 3; i++){
|
||||
n[i] *= 5;
|
||||
n[i] += gl->engine->client->position[i];
|
||||
}
|
||||
|
||||
GSGLCameraLookAt(gl, n, gl->engine->client->position);
|
||||
}
|
||||
|
||||
glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_modelview);
|
||||
|
||||
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
|
||||
#ifdef SHADOW_CULL
|
||||
|
|
@ -102,22 +74,84 @@ GSBool GSGLShadowBeforeMapping(GSGL gl) {
|
|||
return GSTrue;
|
||||
}
|
||||
|
||||
void GSGLShadowAfterMapping(GSGL gl) {
|
||||
GSMatrix4x4 in, in2, out, out2;
|
||||
GLdouble mat[16];
|
||||
int i;
|
||||
int GSGLShadowCascadeSteps(GSGL gl){
|
||||
if(gl->engine->client->light0[3]) return 1;
|
||||
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
return GSGL_SHADOW_CASCADES;
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE7);
|
||||
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
|
||||
void GSGLShadowCascade(GSGL gl, int cascade) {
|
||||
GSVector3 zero = {0, 0, 0};
|
||||
GSNumber size;
|
||||
|
||||
GSGLClear(gl);
|
||||
glViewport(0, 0, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
|
||||
// Simple cascade sizing
|
||||
if(cascade == 0) size = 10;
|
||||
else if(cascade == 1) size = 40;
|
||||
else size = 100; // Covers max distance roughly
|
||||
|
||||
// If light is directional (light0[3] == 0)
|
||||
// Current existing code logic:
|
||||
if(gl->engine->client->light0[3]) {
|
||||
// Point/Spot light - no cascade support implies here?
|
||||
// Fallback to perspective for all cascades?
|
||||
// Or just use the original logic.
|
||||
GSGLCameraPerspective(gl, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
|
||||
} else {
|
||||
// Directional
|
||||
glOrtho(-size, size, -size, size, -size * 2, size * 2);
|
||||
}
|
||||
|
||||
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_projection[cascade]);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
if(gl->engine->client->light0[3]) {
|
||||
GSGLCameraLookAt(gl, gl->engine->client->light0, zero);
|
||||
} else {
|
||||
GSVector3 n;
|
||||
int i;
|
||||
|
||||
for(i = 0; i < 3; i++) n[i] = gl->engine->client->light0[i];
|
||||
|
||||
GSMathNormalize3(n);
|
||||
|
||||
for(i = 0; i < 3; i++) {
|
||||
n[i] *= size; // Move light pos away based on size to ensure coverage
|
||||
n[i] += gl->engine->client->position[i];
|
||||
}
|
||||
|
||||
GSGLCameraLookAt(gl, n, gl->engine->client->position);
|
||||
}
|
||||
|
||||
glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_modelview[cascade]);
|
||||
}
|
||||
|
||||
void GSGLShadowCopy(GSGL gl, int cascade) {
|
||||
if(cascade < 0 || cascade >= GSGL_SHADOW_CASCADES) return;
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture[cascade]);
|
||||
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GSGLMaxShadowDistance, GSGLMaxShadowDistance);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
|
||||
void GSGLShadowApply(GSGL gl) {
|
||||
GSMatrix4x4 in, in2, out, out2;
|
||||
GLdouble mat[16];
|
||||
int i, c;
|
||||
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
|
||||
glViewport(0, 0, gl->engine->width, gl->engine->height);
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
glEnable(GL_LIGHTING);
|
||||
|
||||
#ifdef SHADOW_CULL
|
||||
glCullFace(GL_BACK);
|
||||
#else
|
||||
|
|
@ -132,75 +166,81 @@ void GSGLShadowAfterMapping(GSGL gl) {
|
|||
glLoadIdentity();
|
||||
glMultMatrixd(gl->shadow_old_modelview);
|
||||
|
||||
glActiveTexture(GL_TEXTURE7);
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
// Calculate texture matrices for each cascade
|
||||
for(c = 0; c < GSGL_SHADOW_CASCADES; c++) {
|
||||
glActiveTexture(GL_TEXTURE5 + c);
|
||||
glMatrixMode(GL_TEXTURE);
|
||||
glLoadIdentity();
|
||||
|
||||
for(i = 0; i < 16; i++) in[i] = gl->shadow_old_modelview[i];
|
||||
GSMathColumnToRow4x4(in2, in);
|
||||
GSMathInvert4x4(out, in2);
|
||||
GSMathRowToColumn4x4(out2, out);
|
||||
for(i = 0; i < 16; i++) mat[i] = out2[i];
|
||||
for(i = 0; i < 16; i++) in[i] = gl->shadow_old_modelview[i];
|
||||
GSMathColumnToRow4x4(in2, in);
|
||||
GSMathInvert4x4(out, in2);
|
||||
GSMathRowToColumn4x4(out2, out);
|
||||
for(i = 0; i < 16; i++) mat[i] = out2[i];
|
||||
|
||||
glTranslated(0.5, 0.5, 0.5);
|
||||
glScaled(0.5, 0.5, 0.5);
|
||||
glMultMatrixd(gl->shadow_projection);
|
||||
glMultMatrixd(gl->shadow_modelview);
|
||||
glMultMatrixd(mat);
|
||||
glTranslated(0.5, 0.5, 0.5);
|
||||
glScaled(0.5, 0.5, 0.5);
|
||||
glMultMatrixd(gl->shadow_projection[c]);
|
||||
glMultMatrixd(gl->shadow_modelview[c]);
|
||||
glMultMatrixd(mat);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
|
||||
GSGLClear(gl);
|
||||
GSGLClear(gl); // Clear for main render
|
||||
|
||||
GSGLShadowEnable(gl);
|
||||
}
|
||||
|
||||
void GSGLShadowDisable(GSGL gl) {
|
||||
int i;
|
||||
glDisable(GL_LIGHTING);
|
||||
if(gl->shadow_use_shader) {
|
||||
glUseProgram(0);
|
||||
|
||||
glActiveTexture(GL_TEXTURE7);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
for(i = 0; i < GSGL_SHADOW_CASCADES; i++) {
|
||||
glActiveTexture(GL_TEXTURE5 + i);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
}
|
||||
|
||||
void GSGLShadowEnable(GSGL gl) {
|
||||
int i;
|
||||
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);
|
||||
for(i = 0; i < GSGL_SHADOW_CASCADES; i++) {
|
||||
glActiveTexture(GL_TEXTURE5 + i);
|
||||
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture[i]);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
}
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
}
|
||||
}
|
||||
|
||||
void GSGLShadowEnd(GSGL gl) {
|
||||
int i;
|
||||
if(!gl->shadow_use_shader) return;
|
||||
|
||||
GSGLShadowDisable(gl);
|
||||
|
||||
glActiveTexture(GL_TEXTURE7);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
// Reset texture matrices
|
||||
for(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