Added missing GLDEBUG() macros

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40102
This commit is contained in:
kearwood
2012-09-20 08:27:25 +00:00
parent 96c5b62e26
commit ba14fc2b8c
3 changed files with 49 additions and 68 deletions

View File

@@ -546,13 +546,7 @@ void KRCamera::renderShadowBuffer(KRScene &scene, int iShadow)
KRShader *shadowShader = m_pContext->getShaderManager()->getShader("ShadowShader", this, false, false, false, 0, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT); KRShader *shadowShader = m_pContext->getShaderManager()->getShader("ShadowShader", this, false, false, false, 0, false, false, false, false, false, false, false, false, false, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
KRMat4 matIdentity; // Value not used by postshader KRMat4 matIdentity; // Value not used by postshader
KRVector3 vec4Temp; // Value not used by postshader KRVector3 vec4Temp; // Value not used by postshader
shadowShader->bind(this, matIdentity, matIdentity, m_position, vec4Temp, NULL, NULL, 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT); shadowShader->bind(this, matIdentity, matIdentity, m_position, vec4Temp, NULL, NULL, 0, KRNode::RENDER_PASS_FORWARD_TRANSPARENT);
// Sets the diffuseTexture variable to the first texture unit
/*
glUniform1i(glGetUniformLocation(m_shadowShaderProgram, "diffuseTexture"), 0);
*/
// Bind our modelmatrix variable to be a uniform called mvpmatrix in our shaderprogram // Bind our modelmatrix variable to be a uniform called mvpmatrix in our shaderprogram
GLDEBUG(glUniformMatrix4fv(shadowShader->m_uniforms[KRShader::KRENGINE_UNIFORM_SHADOWMVP1], 1, GL_FALSE, shadowmvpmatrix[iShadow].getPointer())); GLDEBUG(glUniformMatrix4fv(shadowShader->m_uniforms[KRShader::KRENGINE_UNIFORM_SHADOWMVP1], 1, GL_FALSE, shadowmvpmatrix[iShadow].getPointer()));

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@@ -101,66 +101,53 @@ KRShader::KRShader(char *szKey, std::string options, std::string vertShaderSourc
} }
// Get uniform locations // Get uniform locations
m_uniforms[KRENGINE_UNIFORM_MATERIAL_AMBIENT] = glGetUniformLocation(m_iProgram, "material_ambient"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_AMBIENT] = glGetUniformLocation(m_iProgram, "material_ambient"));
m_uniforms[KRENGINE_UNIFORM_MATERIAL_DIFFUSE] = glGetUniformLocation(m_iProgram, "material_diffuse"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_DIFFUSE] = glGetUniformLocation(m_iProgram, "material_diffuse"));
m_uniforms[KRENGINE_UNIFORM_MATERIAL_SPECULAR] = glGetUniformLocation(m_iProgram, "material_specular"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_SPECULAR] = glGetUniformLocation(m_iProgram, "material_specular"));
m_uniforms[KRENGINE_UNIFORM_MATERIAL_REFLECTION] = glGetUniformLocation(m_iProgram, "material_reflection"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_REFLECTION] = glGetUniformLocation(m_iProgram, "material_reflection"));
m_uniforms[KRENGINE_UNIFORM_MATERIAL_REFLECTIVITY] = glGetUniformLocation(m_iProgram, "material_reflectivity"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_REFLECTIVITY] = glGetUniformLocation(m_iProgram, "material_reflectivity"));
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_POSITION] = glGetUniformLocation(m_iProgram, "light_position"));
m_uniforms[KRENGINE_UNIFORM_LIGHT_POSITION] = glGetUniformLocation(m_iProgram, "light_position"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_POSITION_VIEW_SPACE] = glGetUniformLocation(m_iProgram, "view_space_light_position"));
m_uniforms[KRENGINE_UNIFORM_LIGHT_POSITION_VIEW_SPACE] = glGetUniformLocation(m_iProgram, "view_space_light_position"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_COLOR] = glGetUniformLocation(m_iProgram, "light_color"));
m_uniforms[KRENGINE_UNIFORM_LIGHT_COLOR] = glGetUniformLocation(m_iProgram, "light_color"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_INTENSITY] = glGetUniformLocation(m_iProgram, "light_intensity"));
m_uniforms[KRENGINE_UNIFORM_LIGHT_INTENSITY] = glGetUniformLocation(m_iProgram, "light_intensity"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_DECAY_START] = glGetUniformLocation(m_iProgram, "light_decay_start"));
m_uniforms[KRENGINE_UNIFORM_LIGHT_DECAY_START] = glGetUniformLocation(m_iProgram, "light_decay_start"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_CUTOFF] = glGetUniformLocation(m_iProgram, "light_cutoff"));
m_uniforms[KRENGINE_UNIFORM_LIGHT_CUTOFF] = glGetUniformLocation(m_iProgram, "light_cutoff"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_FLARE_SIZE] = glGetUniformLocation(m_iProgram, "flare_size"));
m_uniforms[KRENGINE_UNIFORM_FLARE_SIZE] = glGetUniformLocation(m_iProgram, "flare_size"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_ALPHA] = glGetUniformLocation(m_iProgram, "material_alpha"));
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MATERIAL_SHININESS] = glGetUniformLocation(m_iProgram, "material_shininess"));
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MVP] = glGetUniformLocation(m_iProgram, "mvp_matrix"));
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_INVP] = glGetUniformLocation(m_iProgram, "inv_projection_matrix"));
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_MN2V] = glGetUniformLocation(m_iProgram, "model_normal_to_view_matrix"));
m_uniforms[KRENGINE_UNIFORM_MATERIAL_ALPHA] = glGetUniformLocation(m_iProgram, "material_alpha"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_M2V] = glGetUniformLocation(m_iProgram, "model_to_view_matrix"));
m_uniforms[KRENGINE_UNIFORM_MATERIAL_SHININESS] = glGetUniformLocation(m_iProgram, "material_shininess"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_V2M] = glGetUniformLocation(m_iProgram, "view_to_model_matrix"));
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWMVP1] = glGetUniformLocation(m_iProgram, "shadow_mvp1"));
m_uniforms[KRENGINE_UNIFORM_MVP] = glGetUniformLocation(m_iProgram, "mvp_matrix"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWMVP2] = glGetUniformLocation(m_iProgram, "shadow_mvp2"));
m_uniforms[KRENGINE_UNIFORM_INVP] = glGetUniformLocation(m_iProgram, "inv_projection_matrix"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWMVP3] = glGetUniformLocation(m_iProgram, "shadow_mvp3"));
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_DIRECTION] = glGetUniformLocation(m_iProgram, "light_direction"));
m_uniforms[KRENGINE_UNIFORM_MN2V] = glGetUniformLocation(m_iProgram, "model_normal_to_view_matrix"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE] = glGetUniformLocation(m_iProgram, "light_direction_view_space"));
m_uniforms[KRENGINE_UNIFORM_M2V] = glGetUniformLocation(m_iProgram, "model_to_view_matrix"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_CAMERAPOS] = glGetUniformLocation(m_iProgram, "cameraPosition"));
m_uniforms[KRENGINE_UNIFORM_V2M] = glGetUniformLocation(m_iProgram, "view_to_model_matrix"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_VIEWPORT] = glGetUniformLocation(m_iProgram, "viewport"));
m_uniforms[KRENGINE_UNIFORM_SHADOWMVP1] = glGetUniformLocation(m_iProgram, "shadow_mvp1"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE] = glGetUniformLocation(m_iProgram, "diffuseTexture"));
m_uniforms[KRENGINE_UNIFORM_SHADOWMVP2] = glGetUniformLocation(m_iProgram, "shadow_mvp2"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE] = glGetUniformLocation(m_iProgram, "specularTexture"));
m_uniforms[KRENGINE_UNIFORM_SHADOWMVP3] = glGetUniformLocation(m_iProgram, "shadow_mvp3"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE] = glGetUniformLocation(m_iProgram, "reflectionTexture"));
m_uniforms[KRENGINE_UNIFORM_LIGHT_DIRECTION] = glGetUniformLocation(m_iProgram, "light_direction"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE] = glGetUniformLocation(m_iProgram, "normalTexture"));
m_uniforms[KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE] = glGetUniformLocation(m_iProgram, "light_direction_view_space"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "diffuseTexture_Scale"));
m_uniforms[KRENGINE_UNIFORM_CAMERAPOS] = glGetUniformLocation(m_iProgram, "cameraPosition"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "specularTexture_Scale"));
m_uniforms[KRENGINE_UNIFORM_VIEWPORT] = glGetUniformLocation(m_iProgram, "viewport"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "reflectionTexture_Scale"));
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "normalTexture_Scale"));
m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE] = glGetUniformLocation(m_iProgram, "diffuseTexture"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_AMBIENTTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "ambientTexture_Scale"));
m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE] = glGetUniformLocation(m_iProgram, "specularTexture"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "diffuseTexture_Offset"));
m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE] = glGetUniformLocation(m_iProgram, "reflectionTexture"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "specularTexture_Offset"));
m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE] = glGetUniformLocation(m_iProgram, "normalTexture"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "reflectionTexture_Offset"));
GLDEBUG(m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "normalTexture_Offset"));
m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "diffuseTexture_Scale"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_AMBIENTTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "ambientTexture_Offset"));
m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "specularTexture_Scale"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE1] = glGetUniformLocation(m_iProgram, "shadowTexture1"));
m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "reflectionTexture_Scale"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE2] = glGetUniformLocation(m_iProgram, "shadowTexture2"));
m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "normalTexture_Scale"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE3] = glGetUniformLocation(m_iProgram, "shadowTexture3"));
m_uniforms[KRENGINE_UNIFORM_AMBIENTTEXTURE_SCALE] = glGetUniformLocation(m_iProgram, "ambientTexture_Scale"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_GBUFFER_FRAME] = glGetUniformLocation(m_iProgram, "gbuffer_frame"));
m_uniforms[KRENGINE_UNIFORM_DIFFUSETEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "diffuseTexture_Offset"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_GBUFFER_DEPTH] = glGetUniformLocation(m_iProgram, "gbuffer_depth"));
m_uniforms[KRENGINE_UNIFORM_SPECULARTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "specularTexture_Offset"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_DEPTH_FRAME] = glGetUniformLocation(m_iProgram, "depthFrame"));
m_uniforms[KRENGINE_UNIFORM_REFLECTIONTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "reflectionTexture_Offset"); GLDEBUG(m_uniforms[KRENGINE_UNIFORM_RENDER_FRAME] = glGetUniformLocation(m_iProgram, "renderFrame"));
m_uniforms[KRENGINE_UNIFORM_NORMALTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "normalTexture_Offset");
m_uniforms[KRENGINE_UNIFORM_AMBIENTTEXTURE_OFFSET] = glGetUniformLocation(m_iProgram, "ambientTexture_Offset");
m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE1] = glGetUniformLocation(m_iProgram, "shadowTexture1");
m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE2] = glGetUniformLocation(m_iProgram, "shadowTexture2");
m_uniforms[KRENGINE_UNIFORM_SHADOWTEXTURE3] = glGetUniformLocation(m_iProgram, "shadowTexture3");
m_uniforms[KRENGINE_UNIFORM_GBUFFER_FRAME] = glGetUniformLocation(m_iProgram, "gbuffer_frame");
m_uniforms[KRENGINE_UNIFORM_GBUFFER_DEPTH] = glGetUniformLocation(m_iProgram, "gbuffer_depth");
m_uniforms[KRENGINE_UNIFORM_DEPTH_FRAME] = glGetUniformLocation(m_iProgram, "depthFrame");
m_uniforms[KRENGINE_UNIFORM_RENDER_FRAME] = glGetUniformLocation(m_iProgram, "renderFrame");
} catch(...) { } catch(...) {
if(vertexShader) { if(vertexShader) {

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@@ -45,7 +45,7 @@
[self.window addSubview:viewController.view]; [self.window addSubview:viewController.view];
[self.window makeKeyAndVisible]; [self.window makeKeyAndVisible];
[TestFlight takeOff:@"bee30f66de8a537484b210b6ac8fa118_NDA5MTIyMDExLTExLTE0IDE1OjUxOjQwLjA0MzM4MA"]; //[TestFlight takeOff:@"bee30f66de8a537484b210b6ac8fa118_NDA5MTIyMDExLTExLTE0IDE1OjUxOjQwLjA0MzM4MA"];
return YES; return YES;
} }