]> git.lizzy.rs Git - dragonblocks_alpha.git/blobdiff - src/client/sky.c
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[dragonblocks_alpha.git] / src / client / sky.c
index 45b78365ccf20ee7de9f05a3d69b02f80d30b968..e648d8d5cea138abc828d1bc605f21a39d8889da 100644 (file)
@@ -4,6 +4,7 @@
 #include "client/camera.h"
 #include "client/client.h"
 #include "client/cube.h"
+#include "client/gl_debug.h"
 #include "client/mesh.h"
 #include "client/shader.h"
 #include "client/sky.h"
@@ -90,10 +91,10 @@ bool sky_init()
                return false;
        }
 
-       glProgramUniform1iv(skybox_prog, glGetUniformLocation(skybox_prog, "textures"), 2, (GLint[]) {0, 1});
+       glProgramUniform1iv(skybox_prog, glGetUniformLocation(skybox_prog, "textures"), 2, (GLint[]) {0, 1}); GL_DEBUG
 
-       skybox_loc_VP = glGetUniformLocation(skybox_prog, "VP");
-       skybox_loc_daylight = glGetUniformLocation(skybox_prog, "daylight");
+       skybox_loc_VP = glGetUniformLocation(skybox_prog, "VP"); GL_DEBUG
+       skybox_loc_daylight = glGetUniformLocation(skybox_prog, "daylight"); GL_DEBUG
        skybox_texture_day = texture_load_cubemap(RESSOURCE_PATH "textures/skybox/day")->txo;
        skybox_texture_night = texture_load_cubemap(RESSOURCE_PATH "textures/skybox/night")->txo;
        skybox_mesh.data = skybox_vertices;
@@ -106,7 +107,7 @@ bool sky_init()
                return false;
        }
 
-       sun_loc_MVP = glGetUniformLocation(sun_prog, "MVP");
+       sun_loc_MVP = glGetUniformLocation(sun_prog, "MVP"); GL_DEBUG
        sun_texture = texture_load(RESSOURCE_PATH "textures/sun.png", false)->txo;
 
        // clouds
@@ -116,8 +117,8 @@ bool sky_init()
                return false;
        }
 
-       clouds_loc_VP = glGetUniformLocation(clouds_prog, "VP");
-       clouds_loc_daylight = glGetUniformLocation(clouds_prog, "daylight");
+       clouds_loc_VP = glGetUniformLocation(clouds_prog, "VP"); GL_DEBUG
+       clouds_loc_daylight = glGetUniformLocation(clouds_prog, "daylight"); GL_DEBUG
        clouds_mesh.data = clouds_vertices;
        mesh_upload(&clouds_mesh);
 
@@ -126,13 +127,13 @@ bool sky_init()
 
 void sky_deinit()
 {
-       glDeleteProgram(sun_prog);
+       glDeleteProgram(sun_prog); GL_DEBUG
        mesh_destroy(&sun_mesh);
 
-       glDeleteProgram(skybox_prog);
+       glDeleteProgram(skybox_prog); GL_DEBUG
        mesh_destroy(&skybox_mesh);
 
-       glDeleteProgram(clouds_prog);
+       glDeleteProgram(clouds_prog); GL_DEBUG
        mesh_destroy(&clouds_mesh);
 }
 
@@ -161,27 +162,27 @@ void sky_render()
        mat4x4 mvp;
        mat4x4_mul(mvp, vp, model);
 
-       glDisable(GL_CULL_FACE);
-       glDepthFunc(GL_LEQUAL);
+       glDisable(GL_CULL_FACE); GL_DEBUG
+       glDepthFunc(GL_LEQUAL); GL_DEBUG
 
-       glUseProgram(skybox_prog);
-       glUniformMatrix4fv(skybox_loc_VP, 1, GL_FALSE, vp[0]);
-       glUniform1f(skybox_loc_daylight, daylight);
-       glBindTextureUnit(0, skybox_texture_day);
-       glBindTextureUnit(1, skybox_texture_night);
+       glUseProgram(skybox_prog); GL_DEBUG
+       glUniformMatrix4fv(skybox_loc_VP, 1, GL_FALSE, vp[0]); GL_DEBUG
+       glUniform1f(skybox_loc_daylight, daylight); GL_DEBUG
+       glBindTextureUnit(0, skybox_texture_day); GL_DEBUG
+       glBindTextureUnit(1, skybox_texture_night); GL_DEBUG
        mesh_render(&skybox_mesh);
 
-       glUseProgram(sun_prog);
-       glUniformMatrix4fv(sun_loc_MVP, 1, GL_FALSE, mvp[0]);
-       glBindTextureUnit(0, sun_texture);
+       glUseProgram(sun_prog); GL_DEBUG
+       glUniformMatrix4fv(sun_loc_MVP, 1, GL_FALSE, mvp[0]); GL_DEBUG
+       glBindTextureUnit(0, sun_texture); GL_DEBUG
        mesh_render(&sun_mesh);
 
-       glUseProgram(clouds_prog);
-       glUniformMatrix4fv(clouds_loc_VP, 1, GL_FALSE, vp[0]);
-       glUniform1f(clouds_loc_daylight, daylight);
-       glBindTextureUnit(0, skybox_texture_day);
+       glUseProgram(clouds_prog); GL_DEBUG
+       glUniformMatrix4fv(clouds_loc_VP, 1, GL_FALSE, vp[0]); GL_DEBUG
+       glUniform1f(clouds_loc_daylight, daylight); GL_DEBUG
+       glBindTextureUnit(0, skybox_texture_day); GL_DEBUG
        mesh_render(&clouds_mesh);
 
-       glDepthFunc(GL_LESS);
-       glEnable(GL_CULL_FACE);
+       glDepthFunc(GL_LESS); GL_DEBUG
+       glEnable(GL_CULL_FACE); GL_DEBUG
 }