206 lines
5.1 KiB
C
206 lines
5.1 KiB
C
#include <GearSrc/GL.h>
|
|
|
|
#include <GearSrc/Math.h>
|
|
|
|
#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);
|
|
}
|
|
}
|