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| glLightfv(GL_LIGHT0, GL_AMBIENT, ambientLight);
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuseLight);
// Hidden surface removal
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
// Set up texture matrix for shadow map projection,
// which will be rolled into the eye linear
// texture coordinate generation plane equations
M3DMatrix44f tempMatrix;
m3dLoadIdentity44(tempMatrix);
m3dTranslateMatrix44(tempMatrix, 0.5f, 0.5f, 0.5f);
m3dScaleMatrix44(tempMatrix, 0.5f, 0.5f, 0.5f);
m3dMatrixMultiply44(textureMatrix, tempMatrix, lightProjection);
m3dMatrixMultiply44(tempMatrix, textureMatrix, lightModelview);
// transpose to get the s, t, r, and q rows for plane equations
m3dTransposeMatrix44(textureMatrix, tempMatrix);
//Set up texture coordinate generation.
glActiveTextureARB(GL_TEXTURE2_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_S, GL_EYE_PLANE, &textureMatrix[0]);
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_T, GL_EYE_PLANE, &textureMatrix[4]);
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_R, GL_EYE_PLANE, &textureMatrix[8]);
glEnable(GL_TEXTURE_GEN_R);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_Q, GL_EYE_PLANE, &textureMatrix[12]);
glEnable(GL_TEXTURE_GEN_Q);
//Bind & enable shadow map texture
glBindTexture(GL_TEXTURE_2D, shadowTextureID);
glEnable(GL_TEXTURE_2D);
/*glActiveTextureARB(GL_TEXTURE1_ARB);
//Enable shadow comparison
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
//Shadow comparison should be true (ie not in shadow) if r<=texture
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
//Shadow comparison should generate an INTENSITY result
glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY);*/
glActiveTextureARB(GL_TEXTURE1_ARB);
drawScene(x,y);
//Disable textures and texgen
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
glDisable(GL_TEXTURE_2D);
//Restore other states
glDisable(GL_ALPHA_TEST); |
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