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authorhachem <im@hachem.wtf>2026-09-22 06:57:16 +0200
committerhachem <im@hachem.wtf>2026-09-22 06:57:16 +0200
commitd7c1ced08d5d78fcb239550404db4e67d4357a19 (patch)
tree9c0e218b096d138075cbf6a48e2562d33a8f94ed /src/platform/opengl
parent270eda6f558c972ec86ad0580f1d3d18afc83a94 (diff)
fix: windows supportHEADmain
Diffstat (limited to 'src/platform/opengl')
-rw-r--r--src/platform/opengl/shader.cpp13
-rw-r--r--src/platform/opengl/texture.cpp14
2 files changed, 18 insertions, 9 deletions
diff --git a/src/platform/opengl/shader.cpp b/src/platform/opengl/shader.cpp
index ca63c14..7319f8b 100644
--- a/src/platform/opengl/shader.cpp
+++ b/src/platform/opengl/shader.cpp
@@ -6,6 +6,8 @@
#include <fstream>
#include <iostream>
#include <vector>
+#include <filesystem>
+#include "core/log.h"
namespace Donut
{
@@ -93,6 +95,13 @@ namespace Donut
in.read(&result[0], size);
}
}
+ else
+ {
+ std::error_code ec; // u8string: msvc's string() throws on a cwd outside the ANSI code page
+ const auto cwd = std::filesystem::current_path(ec).u8string();
+ DONUT_ERROR("shader file not found: {} (cwd {}; generated shaders live in assets/shaders/generated)",
+ filepath, std::string(cwd.begin(), cwd.end()));
+ }
return result;
}
@@ -140,7 +149,7 @@ namespace Donut
int max_length = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &max_length);
std::vector<char> info_log(max_length);
- glGetShaderInfoLog(shader, max_length, &max_length, &info_log[0]);
+ if (max_length > 0) glGetShaderInfoLog(shader, max_length, &max_length, info_log.data()); // [0] on an empty vector trips msvc's debug STL
glDeleteShader(shader);
for (auto id : glShaderIDs)
glDeleteShader(id);
@@ -167,7 +176,7 @@ namespace Donut
int max_length = 0;
glGetProgramiv(m_renderer_id, GL_INFO_LOG_LENGTH, &max_length);
std::vector<char> info_log(max_length);
- glGetProgramInfoLog(m_renderer_id, max_length, &max_length, &info_log[0]);
+ if (max_length > 0) glGetProgramInfoLog(m_renderer_id, max_length, &max_length, info_log.data());
glDeleteProgram(m_renderer_id);
for (auto id : glShaderIDs)
glDeleteShader(id);
diff --git a/src/platform/opengl/texture.cpp b/src/platform/opengl/texture.cpp
index 5036ca6..41d14d5 100644
--- a/src/platform/opengl/texture.cpp
+++ b/src/platform/opengl/texture.cpp
@@ -188,15 +188,15 @@ namespace Donut
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- auto equirect_shader = Shader::create("assets/shaders/EquirectToCubemap.glsl");
- if (!equirect_shader)
+ // the slang-generated capture shader, the same source the vulkan path uses
+ auto equirect_shader = Shader::create("assets/shaders/generated/equirect_to_cubemap.glsl");
+ uint32_t shader_program = equirect_shader ? equirect_shader->get_renderer_id() : 0;
+ if (!shader_program)
{
- DONUT_ERROR("Failed to create equirectangular to cubemap shader");
+ DONUT_ERROR("equirect_to_cubemap shader missing or failed to compile; the sky stays dark");
return;
}
- uint32_t shader_program = equirect_shader->get_renderer_id();
-
float vertices[] =
{
-1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f,
@@ -231,7 +231,7 @@ namespace Donut
glUniform1i(glGetUniformLocation(shader_program, "u_EquirectangularMap"), 0);
// EquirectToCubemap is authored in Slang (row-major); transpose glm's
// column-major matrices on upload (GL_TRUE) to match.
- glUniformMatrix4fv(glGetUniformLocation(shader_program, "u_Projection"), 1, GL_TRUE, &capture_projection[0][0]);
+ glUniformMatrix4fv(glGetUniformLocation(shader_program, "u_projection"), 1, GL_TRUE, &capture_projection[0][0]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, hdr_texture);
@@ -239,7 +239,7 @@ namespace Donut
glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo);
for (unsigned int i = 0; i < 6; ++i)
{
- glUniformMatrix4fv(glGetUniformLocation(shader_program, "u_View"), 1, GL_TRUE, &capture_views[i][0][0]);
+ glUniformMatrix4fv(glGetUniformLocation(shader_program, "u_view"), 1, GL_TRUE, &capture_views[i][0][0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, m_renderer_id, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(cube_vao);