#include #include #define SHADOW_CULL void GSGLShadowInit(GSGL gl) { GLfloat color[] = {1, 1, 1, 1}; 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); 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_TO_BORDER); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color); 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(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, "current_texture"), 0); glUniform1f(glGetUniformLocation(gl->shadow_shader, "enable_lighting"), 1); glUniform1f(glGetUniformLocation(gl->shadow_shader, "enable_texture"), 0); glUseProgram(0); gl->shadow_use_shader = 1; } else { glDeleteTextures(1, &gl->shadow_texture); gl->shadow_use_shader = 0; } } GSBool GSGLShadowBeforeMapping(GSGL gl) { GSVector3 zero = {0, 0, 0}; 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 glCullFace(GL_FRONT); #else glDisable(GL_CULL_FACE); #endif glPolygonOffset(1.1f, 4.0f); glEnable(GL_POLYGON_OFFSET_FILL); return GSTrue; } void GSGLShadowAfterMapping(GSGL gl) { GSMatrix4x4 in, in2, out, out2; GLdouble mat[16]; int i; glDisable(GL_POLYGON_OFFSET_FILL); glActiveTexture(GL_TEXTURE7); glBindTexture(GL_TEXTURE_2D, gl->shadow_texture); glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, GSGLMaxShadowDistance, GSGLMaxShadowDistance); glBindTexture(GL_TEXTURE_2D, 0); glActiveTexture(GL_TEXTURE0); 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 glEnable(GL_CULL_FACE); #endif glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMultMatrixd(gl->shadow_old_projection); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glMultMatrixd(gl->shadow_old_modelview); glActiveTexture(GL_TEXTURE7); 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]; glTranslated(0.5, 0.5, 0.5); glScaled(0.5, 0.5, 0.5); glMultMatrixd(gl->shadow_projection); glMultMatrixd(gl->shadow_modelview); glMultMatrixd(mat); glActiveTexture(GL_TEXTURE0); glMatrixMode(GL_MODELVIEW); GSGLClear(gl); GSGLShadowEnable(gl); } void GSGLShadowDisable(GSGL 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 GSGLShadowEnable(GSGL 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 GSGLShadowEnd(GSGL gl) { if(!gl->shadow_use_shader) return; GSGLShadowDisable(gl); glActiveTexture(GL_TEXTURE7); glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); 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); glDeleteProgram(gl->shadow_shader); } }