/*
=================
R_ValidateGLSLProgram

makes sure GLSL program is valid
=================
*/
bool R_ValidateGLSLProgram( shaderProgram_t *shaderProgram ) {
	GLint validProgram;

	qglValidateProgramARB( shaderProgram->program );

	qglGetObjectParameterivARB( shaderProgram->program, GL_OBJECT_VALIDATE_STATUS_ARB, &validProgram );
	if( !validProgram ) {
		common->Printf( "R_ValidateGLSLProgram: program invalid\n" );
		return false;
	}

	return true;
}
示例#2
0
static void GLSL_ValidateProgram(GLhandleARB program)
{
	GLint           validated;

	qglValidateProgramARB(program);

	qglGetObjectParameterivARB(program, GL_OBJECT_VALIDATE_STATUS_ARB, &validated);
	if(!validated)
	{
		GLSL_PrintInfoLog(program, qfalse);
		ri.Printf(PRINT_ALL, "\n");
		ri.Error(ERR_DROP, "shaders failed to validate");
	}
}
示例#3
0
qboolean R_Shader_StartLightPass( unsigned int lightIndex ) {
	GLint valid;
	R_ShaderLight *light = GetLightFromIndex( lightIndex );
	matrix4x4_t *worldToViewMatrix = &r_refdef.lightShader.worldToViewMatrix;
	vec3_t lightPosition, newcolor;
	float f;
	
	assert( light->active  == true );

	// setup cubemap texture generation
	if( gl_support_cubemaps ) {
		matrix4x4_t worldToLightMatrix;
		matrix4x4_t viewToWorldMatrix;
		matrix4x4_t viewToLightMatrix;

		// setup the cubemap
		qglSelectTextureARB( GL_TEXTURE1_ARB );
		glEnable( GL_TEXTURE_CUBE_MAP_ARB );
		glBindTexture( GL_TEXTURE_CUBE_MAP_ARB, GL_LoadCubeTexImage( light->cubemapname, false, true ) ); 
		qglSelectTextureARB( GL_TEXTURE0_ARB );
		
		// invert worldToViewMatrix
		worldToLightMatrix = GetWorldToLightMatrix( light );
		Matrix4x4_Invert_Simple( &viewToWorldMatrix, worldToViewMatrix );
		Matrix4x4_Concat( &viewToLightMatrix, &worldToLightMatrix, &viewToWorldMatrix );

		qglUniformMatrix4fvARB( r_refdef.lightShader.viewToLightMatrix, 1, true, (float *)&viewToLightMatrix.m );
	}

	Matrix4x4_Transform( worldToViewMatrix, light->origin, lightPosition );
	//Con_Printf( "Light distance to origin: %f (vs %f)\n", VectorDistance( light->origin, r_refdef.vieworg ), VectorLength( lightPosition ) );
    
	qglUniform3fvARB( r_refdef.lightShader.lightPosition, 1, lightPosition );
	f = (light->style >= 0 ? d_lightstylevalue[light->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
	VectorScale(light->color, f, newcolor);
	qglUniform3fvARB( r_refdef.lightShader.lightColor, 1, newcolor );
	qglUniform1fARB( r_refdef.lightShader.lightMaxDistance, light->maxDistance );

	qglValidateProgramARB( r_refdef.lightShader.programObject );
	qglGetObjectParameterivARB( r_refdef.lightShader.programObject, GL_OBJECT_VALIDATE_STATUS_ARB, &valid );
	return valid == true;
}