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Diffstat (limited to 'src/renderer/backends/opengl')
-rw-r--r--src/renderer/backends/opengl/backend_opengl.c27
1 files changed, 19 insertions, 8 deletions
diff --git a/src/renderer/backends/opengl/backend_opengl.c b/src/renderer/backends/opengl/backend_opengl.c
index eb9ad83..18e7d2a 100644
--- a/src/renderer/backends/opengl/backend_opengl.c
+++ b/src/renderer/backends/opengl/backend_opengl.c
@@ -97,11 +97,11 @@ gpu_pipeline* gpu_graphics_pipeline_create(struct graphics_pipeline_desc descrip
gpu_buffer* ubo_buf = BUFFER_GET(ubo_handle);
i32 blockIndex = glGetUniformBlockIndex(pipeline->shader_id, binding.label);
- /* printf("Block index for Matrices: %d", blockIndex); */
+ printf("Block index for Matrices: %d", blockIndex);
if (blockIndex < 0) {
WARN("Couldn't retrieve block index for uniform block '%s'", binding.label);
} else {
- DEBUG("Retrived block index %d for %s", blockIndex, binding.label);
+ // DEBUG("Retrived block index %d for %s", blockIndex, binding.label);
}
u32 blocksize;
glGetActiveUniformBlockiv(pipeline->shader_id, blockIndex, GL_UNIFORM_BLOCK_DATA_SIZE,
@@ -111,7 +111,7 @@ gpu_pipeline* gpu_graphics_pipeline_create(struct graphics_pipeline_desc descrip
glBindBuffer(GL_UNIFORM_BUFFER, ubo_buf->id.ubo);
glBindBufferBase(GL_UNIFORM_BUFFER, binding_j, ubo_buf->id.ubo);
if (blockIndex != GL_INVALID_INDEX) {
- glUniformBlockBinding(pipeline->shader_id, blockIndex, 0);
+ glUniformBlockBinding(pipeline->shader_id, blockIndex, binding_j);
}
// Now we want to store a handle associated with the shader for this
@@ -185,25 +185,36 @@ void encode_bind_pipeline(gpu_cmd_encoder* encoder, pipeline_kind kind, gpu_pipe
}
void encode_bind_shader_data(gpu_cmd_encoder* encoder, u32 group, shader_data* data) {
shader_data_layout sdl = data->shader_data_get_layout(data->data);
- printf("Binding %s shader data\n", sdl.name);
+ // printf("Binding %s shader data\n", sdl.name);
for (u32 i = 0; i < sdl.bindings_count; i++) {
shader_binding binding = sdl.bindings[i];
- print_shader_binding(binding);
+ // print_shader_binding(binding);
if (binding.type == SHADER_BINDING_BYTES) {
buffer_handle b = encoder->pipeline->uniform_bindings[i];
gpu_buffer* ubo_buf = BUFFER_GET(b);
+
+ i32 blockIndex = glGetUniformBlockIndex(encoder->pipeline->shader_id, binding.label);
+ if (blockIndex < 0) {
+ WARN("Couldn't retrieve block index for uniform block '%s'", binding.label);
+ } else {
+ // DEBUG("Retrived block index %d for %s", blockIndex, binding.label);
+ }
+
glBindBuffer(GL_UNIFORM_BUFFER, ubo_buf->id.ubo);
+ glBindBufferBase(GL_UNIFORM_BUFFER, i, ubo_buf->id.ubo);
if (i == 2) {
- vec3* v = binding.data.bytes.data;
- print_vec3(*v);
+ pbr_params_light_uniforms* u = binding.data.bytes.data;
+ vec4* v = &u->viewPos;
(*v).x = 0.0;
(*v).y = 0.0;
(*v).z = 1.0;
+ // print_vec3(*v);
}
-
+ // glBindBufferBase(GL_UNIFORM_BUFFER, i, ubo_buf->id.ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, ubo_buf->size, binding.data.bytes.data);
+
} else if (binding.type == SHADER_BINDING_TEXTURE) {
gpu_texture* tex = TEXTURE_GET(binding.data.texture.handle);
glActiveTexture(GL_TEXTURE0);