#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"
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;
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
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);
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);
}
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
}