assaultfish/engine/src/gl/gl_shadow.c

246 lines
6.4 KiB
C

#include <GearSrc/GL.h>
#include <GearSrc/Math.h>
#define SHADOW_CULL
void GSGLShadowInit(GSGL gl) {
GLfloat color[] = {1, 1, 1, 1};
int i;
glGenTextures(GSGL_SHADOW_CASCADES, gl->shadow_texture);
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_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, "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);
glUseProgram(0);
gl->shadow_use_shader = 1;
} else {
glDeleteTextures(GSGL_SHADOW_CASCADES, gl->shadow_texture);
gl->shadow_use_shader = 0;
}
}
GSBool GSGLShadowBegin(GSGL gl) {
if(!gl->shadow_use_shader) return GSFalse;
glMatrixMode(GL_PROJECTION);
glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_old_projection);
glMatrixMode(GL_MODELVIEW);
glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_old_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;
}
int GSGLShadowCascadeSteps(GSGL gl){
if(gl->engine->client->light0[3]) return 1;
return GSGL_SHADOW_CASCADES;
}
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);
}
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
glEnable(GL_CULL_FACE);
#endif
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMultMatrixd(gl->shadow_old_projection);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMultMatrixd(gl->shadow_old_modelview);
// 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];
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); // Clear for main render
GSGLShadowEnable(gl);
}
void GSGLShadowDisable(GSGL gl) {
int i;
glDisable(GL_LIGHTING);
if(gl->shadow_use_shader) {
glUseProgram(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);
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);
// Reset texture matrices
for(i = 0; i < GSGL_SHADOW_CASCADES; i++) {
glActiveTexture(GL_TEXTURE5 + i);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
}
glActiveTexture(GL_TEXTURE0);
glMatrixMode(GL_MODELVIEW);
}
void GSGLShadowDeinit(GSGL gl) {
if(gl->shadow_use_shader) {
glDeleteTextures(GSGL_SHADOW_CASCADES, gl->shadow_texture);
glDeleteProgram(gl->shadow_shader);
}
}