Corrected shader link status validation

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40103
This commit is contained in:
kearwood
2012-09-20 09:32:20 +00:00
parent ba14fc2b8c
commit 57fd737955
16 changed files with 342 additions and 300 deletions

View File

@@ -69,37 +69,38 @@ void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, KRBoundi
light_direction_view_space.normalize();
KRShader *pShader = pContext->getShaderManager()->getShader("light_directional", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, false, renderPass);
pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass);
GLDEBUG(glUniform3f(
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE],
light_direction_view_space.x,
light_direction_view_space.y,
light_direction_view_space.z
));
GLDEBUG(glUniform3f(
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR],
m_color.x,
m_color.y,
m_color.z
));
GLDEBUG(glUniform1f(
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_INTENSITY],
m_intensity / 100.0f
));
// Disable z-buffer write
GLDEBUG(glDepthMask(GL_FALSE));
// Disable z-buffer test
GLDEBUG(glDisable(GL_DEPTH_TEST));
// Render a full screen quad
m_pContext->getModelManager()->bindVBO((void *)KRENGINE_VBO_2D_SQUARE, KRENGINE_VBO_2D_SQUARE_SIZE, true, false, false, true, false);
GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
if(pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
GLDEBUG(glUniform3f(
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE],
light_direction_view_space.x,
light_direction_view_space.y,
light_direction_view_space.z
));
GLDEBUG(glUniform3f(
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR],
m_color.x,
m_color.y,
m_color.z
));
GLDEBUG(glUniform1f(
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_INTENSITY],
m_intensity / 100.0f
));
// Disable z-buffer write
GLDEBUG(glDepthMask(GL_FALSE));
// Disable z-buffer test
GLDEBUG(glDisable(GL_DEPTH_TEST));
// Render a full screen quad
m_pContext->getModelManager()->bindVBO((void *)KRENGINE_VBO_2D_SQUARE, KRENGINE_VBO_2D_SQUARE_SIZE, true, false, false, true, false);
GLDEBUG(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4));
}
}
}