diff options
| author | hachem <im@hachem.wtf> | 2026-09-22 06:57:16 +0200 |
|---|---|---|
| committer | hachem <im@hachem.wtf> | 2026-09-22 06:57:16 +0200 |
| commit | d7c1ced08d5d78fcb239550404db4e67d4357a19 (patch) | |
| tree | 9c0e218b096d138075cbf6a48e2562d33a8f94ed /src/platform/opengl/texture.cpp | |
| parent | 270eda6f558c972ec86ad0580f1d3d18afc83a94 (diff) | |
Diffstat (limited to 'src/platform/opengl/texture.cpp')
| -rw-r--r-- | src/platform/opengl/texture.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
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); |
