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GSEMATRIX4X4 cameraProjectionMatrix,cameraViewMatrix;
GSEMATRIX4X4 lightProjectionMatrix,lightViewMatrix;
TextureRenderer->Begin();
DrawScene(true);
TextureRenderer->End();
glGetFloatv(GL_PROJECTION_MATRIX, cameraProjectionMatrix);
glGetFloatv(GL_MODELVIEW_MATRIX, cameraViewMatrix);
lightProjectionMatrix=TextureRenderer->GetProjectionMatrix();
lightViewMatrix=TextureRenderer->GetModelViewMatrix();
Camera->GetKeyboardControl();
Camera->GetMouseControl();
Camera->Update();
//DrawScene(true);
static GSEMATRIX4X4 biasMatrix(0.5, 0.0f, 0.0f, 0.0f,
0.0f, 0.5, 0.0f, 0.0f,
0.0f, 0.0f, 0.5, 0.0f,
0.5, 0.5, 0.5, 1.0f);
GSEMATRIX4X4 textureMatrix=biasMatrix*lightProjectionMatrix*lightViewMatrix;
//Set up texture coordinate generation.
glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_S, GL_EYE_PLANE, textureMatrix.GetRow(0));
glEnable(GL_TEXTURE_GEN_S);
glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_T, GL_EYE_PLANE, textureMatrix.GetRow(1));
glEnable(GL_TEXTURE_GEN_T);
glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_R, GL_EYE_PLANE, textureMatrix.GetRow(2));
glEnable(GL_TEXTURE_GEN_R);
glTexGeni(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
glTexGenfv(GL_Q, GL_EYE_PLANE, textureMatrix.GetRow(3));
glEnable(GL_TEXTURE_GEN_Q);
//Bind & enable shadow map texture
glBindTexture(GL_TEXTURE_2D, TextureRenderer->GetTextureId());
glEnable(GL_TEXTURE_2D);
//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);
//Set alpha test to discard false comparisons
glAlphaFunc(GL_GEQUAL, 0.99);
glEnable(GL_ALPHA_TEST);
DrawScene(true);
//Disable textures and texgen
glDisable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_GEN_S);
glDisable(GL_TEXTURE_GEN_T);
glDisable(GL_TEXTURE_GEN_R);
glDisable(GL_TEXTURE_GEN_Q);
//Restore other states
glDisable(GL_ALPHA_TEST); |
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