#include #define SHADOW_WIDTH 1024 #define SHADOW_HEIGHT 1024 void GBGLShadowInit(GBGL gl) { glGenTextures(1, &gl->shadow_texture); glBindTexture(GL_TEXTURE_2D, gl->shadow_texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, SHADOW_WIDTH, SHADOW_HEIGHT, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); 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(GBGLShaderPrepare(gl, &gl->shadow_shader, "base:/shader/shadow.vs", "base:/shader/shadow.fs")) { glUseProgram(gl->shadow_shader); glUniform1i(glGetUniformLocation(gl->shadow_shader, "shadow_texture"), 1); glUniform1i(glGetUniformLocation(gl->shadow_shader, "current_texture"), 0); } }