#include <assert.h>
#include "opengl.h"
#include "shadow.h"
+
+#undef DBG_USE_VMATH
+
+#ifdef DBG_USE_VMATH
#include "vmath/vmath.h"
+#else
+#include "gmath/gmath.h"
+#endif
bool shadow_pass;
glColorMask(0, 0, 0, 0);
glDepthMask(1);
+#ifdef DBG_USE_VMATH
Matrix4x4 viewmat;
glGetFloatv(GL_MODELVIEW_MATRIX, viewmat[0]);
viewmat.transpose();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadTransposeMatrixf(lt_viewmat[0]);
-
-
- /*gph::Mat4 viewmat;
+#else
+ gph::Mat4 viewmat;
glGetFloatv(GL_MODELVIEW_MATRIX, viewmat[0]);
gph::Mat4 lt_viewmat, lt_projmat;
- lt_projmat.perspective(deg_to_rad(lfov) * 2.0, 1.0, znear, zfar);
+ lt_projmat.perspective(gph::deg_to_rad(lfov) * 2.0, 1.0, znear, zfar);
lt_viewmat.inv_lookat(lpos, ltarg, gph::Vec3(0, 1, 0));
shadow_mat = lt_projmat * lt_viewmat * viewmat.inverse();
//shadow_mat = viewmat.inverse() * lt_viewmat * lt_projmat;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadMatrixf(lt_viewmat[0]);
- */
+#endif
glGetIntegerv(GL_VIEWPORT, prev_vp);
glViewport(0, 0, tex_sz, tex_sz);