assaultfish/engine/src/gl_shadow.c
2026-01-11 18:27:41 +09:00

161 lines
4 KiB
C

#include <GearBox/GL.h>
#include <GearBox/Math.h>
#define SHADOW_WIDTH 1024
#define SHADOW_HEIGHT 1024
#define SHADOW_CULL
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, "depth_texture"), 7);
glUniform1i(glGetUniformLocation(gl->shadow_shader, "current_texture"), 0);
glUseProgram(0);
gl->shadow_use_shader = 1;
} else {
glDeleteTextures(1, &gl->shadow_texture);
gl->shadow_use_shader = 0;
}
}
int GBGLShadowBeforeMapping(GBGL gl) {
GBVector3 zero = {0, 0, 0};
if(!gl->shadow_use_shader) return 0;
glClear(GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
glMatrixMode(GL_PROJECTION);
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_old_projection);
glLoadIdentity();
GBGLPerspective(gl, SHADOW_WIDTH, SHADOW_HEIGHT);
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_projection);
glMatrixMode(GL_MODELVIEW);
glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_old_modelview);
glLoadIdentity();
GBGLLookAt(gl, gl->engine->client->light0, zero);
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 1;
}
void GBGLShadowAfterMapping(GBGL gl) {
GBMatrix4x4 in, out;
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, SHADOW_WIDTH, SHADOW_HEIGHT);
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];
GBMathInvert4x4(out, in);
for(i = 0; i < 16; i++) mat[i] = out[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);
glActiveTexture(GL_TEXTURE7);
glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(gl->shadow_shader);
}
void GBGLShadowEnd(GBGL gl) {
if(!gl->shadow_use_shader) return;
glUseProgram(0);
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 GBGLShadowDeinit(GBGL gl) {
if(gl->shadow_use_shader) {
glDeleteTextures(1, &gl->shadow_texture);
glDeleteProgram(gl->shadow_shader);
}
}