diff options
| author | hachem <im@hachem.wtf> | 2026-09-22 06:45:33 +0200 |
|---|---|---|
| committer | hachem <im@hachem.wtf> | 2026-09-22 06:45:33 +0200 |
| commit | 32ee3d9f57b37723ee97c3b798be6968f98df1b1 (patch) | |
| tree | 10838a06f522a48f64645e2d31c3d72eb1a58643 /src/platform/opengl/texture.cpp | |
| parent | e321beb543311dcb591942ec42464e38cbeae0f0 (diff) | |
fix: windows support
Diffstat (limited to 'src/platform/opengl/texture.cpp')
| -rw-r--r-- | src/platform/opengl/texture.cpp | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/src/platform/opengl/texture.cpp b/src/platform/opengl/texture.cpp index 11ae1e3..5cd7e74 100644 --- a/src/platform/opengl/texture.cpp +++ b/src/platform/opengl/texture.cpp @@ -180,15 +180,14 @@ 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/equirect_to_cubemap.glsl"); - if (!equirect_shader) + 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, @@ -221,7 +220,7 @@ namespace Donut glUseProgram(shader_program); glUniform1i(glGetUniformLocation(shader_program, "u_EquirectangularMap"), 0); - 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); @@ -229,7 +228,7 @@ 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); |
