Created
January 1, 2024 19:24
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Projective Shadows in OpenGL
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void setShadowMatrix(GLfloat *destMat, float *lightPos, double *plane) | |
{ | |
GLfloat dot; | |
// dot product of plane and light position | |
dot = plane[0] * lightPos[0] + plane[1] * lightPos[1] + plane[2] * lightPos[2]; | |
// first column | |
destMat[0] = dot - plane[0] * lightPos[0]; | |
destMat[4] = 0.0f - lightPos[0] * plane[1]; | |
destMat[8] = 0.0f - lightPos[0] * plane[2]; | |
destMat[12] = 0.0f - lightPos[0] * plane[3]; | |
// second column | |
destMat[1] = 0.0f - lightPos[1] * plane[0]; | |
destMat[5] = dot - lightPos[1] * plane[1]; | |
destMat[9] = 0.0f - lightPos[1] * plane[2]; | |
destMat[13] = 0.0f - lightPos[1] * plane[3]; | |
// third column | |
destMat[2] = 0.0f - lightPos[2] * plane[0]; | |
destMat[6] = 0.0f - lightPos[2] * plane[1]; | |
destMat[10] = dot - lightPos[2] * plane[2]; | |
destMat[14] = 0.0f - lightPos[2] * plane[3]; | |
// fourth column | |
destMat[3] = 0.0f - lightPos[3] * plane[0]; | |
destMat[7] = 0.0f - lightPos[3] * plane[1]; | |
destMat[11] = 0.0f - lightPos[3] * plane[2]; | |
destMat[15] = dot - lightPos[3] * plane[3]; | |
} |
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