diff --git a/src/modules/RenderModule.cc b/src/modules/RenderModule.cc index 19ce288..9cbe391 100644 --- a/src/modules/RenderModule.cc +++ b/src/modules/RenderModule.cc @@ -1052,7 +1052,10 @@ void Renderer::setupShaders() { memcpy(IBL::uniforms.m_lightDir, IBL::settings.m_lightDir, 3*sizeof(float) ); memcpy(IBL::uniforms.m_lightCol, IBL::settings.m_lightCol, 3*sizeof(float) ); - s_renderStates[RenderState::Skybox].m_program = RenderProgram("shaders/skybox/vs_ibl_skybox.sc", "shaders/skybox/fs_ibl_skybox.sc"); + s_renderStates[RenderState::Skybox].m_program = RenderProgram( + "shaders/skybox/vs_ibl_skybox.sc", + "shaders/skybox/fs_ibl_skybox.sc" + ); // Get renderer capabilities info. const bgfx::Caps* caps = bgfx::getCaps(); @@ -1063,13 +1066,32 @@ void Renderer::setupShaders() { if (shadowSamplerSupported) { // Depth textures and shadow samplers are supported. - s_renderStates[RenderState::ShadowMap].m_program = RenderProgram("shaders/shadowmap/vs_sms_mesh.sc", "shaders/shadowmap/fs_sms_shadow.sc"); - s_renderStates[RenderState::Scene].m_program = RenderProgram("shaders/scene/vs_sms_mesh.sc", "shaders/scene/fs_sms_mesh.sc"); - s_renderStates[RenderState::SceneTextured].m_program = RenderProgram("shaders/scene/vs_sms_mesh_textured.sc", "shaders/scene/fs_sms_mesh_textured.sc"); + s_renderStates[RenderState::ShadowMap].m_program = + RenderProgram( + "shaders/shadowmap/vs_sms_mesh.sc", + "shaders/shadowmap/fs_sms_shadow.sc" + ); + s_renderStates[RenderState::Scene].m_program = + RenderProgram( + "shaders/scene/vs_sms_mesh.sc", + "shaders/scene/fs_sms_mesh.sc" + ); + s_renderStates[RenderState::SceneTextured].m_program = + RenderProgram( + "shaders/scene/vs_sms_mesh_textured.sc", + "shaders/scene/fs_sms_mesh_textured.sc" + ); - lights[0].shadowMapTexture= bgfx::createTexture2D(lights[0].shadowMapSize, lights[0].shadowMapSize, false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_COMPARE_LEQUAL); + // Setup render target for the shadow maps + lights[0].shadowMapTexture= bgfx::createTexture2D( + lights[0].shadowMapSize, + lights[0].shadowMapSize, + false, 1, + bgfx::TextureFormat::D16, BGFX_TEXTURE_COMPARE_LEQUAL); bgfx::TextureHandle fbtextures[] = { lights[0].shadowMapTexture }; - lights[0].shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true); + lights[0].shadowMapFB = bgfx::createFrameBuffer( + BX_COUNTOF(fbtextures), fbtextures, true + ); } else { @@ -1078,11 +1100,20 @@ void Renderer::setupShaders() { assert(false); } - s_renderStates[RenderState::Lines].m_program = RenderProgram("shaders/lines/vs_lines.sc", "shaders/lines/fs_lines.sc"); + s_renderStates[RenderState::Lines].m_program = RenderProgram( + "shaders/lines/vs_lines.sc", + "shaders/lines/fs_lines.sc" + ); - s_renderStates[RenderState::LinesOccluded].m_program = RenderProgram("shaders/lines/vs_lines.sc", "shaders/lines/fs_lines_occluded.sc"); + s_renderStates[RenderState::LinesOccluded].m_program = RenderProgram( + "shaders/lines/vs_lines.sc", + "shaders/lines/fs_lines_occluded.sc" + ); - s_renderStates[RenderState::Debug].m_program = RenderProgram("shaders/debug/vs_debug.sc", "shaders/debug/fs_debug.sc"); + s_renderStates[RenderState::Debug].m_program = RenderProgram( + "shaders/debug/vs_debug.sc", + "shaders/debug/fs_debug.sc" + ); } void Renderer::setupRenderPasses() { @@ -1541,10 +1572,7 @@ void Renderer::paintGL() { entities[i]->mSkeletonMeshes.GetBoneMatrix(j) * light_pos4; - gLog ("light pos: %5.2f, %5.2f, %5.2f", - light_pos[0], light_pos[1], light_pos[2]); - - bgfx::setUniform(lights[0].u_lightPos, light_pos4.data()); + bgfx::setUniform(lights[0].u_lightPos, light_pos.data()); bgfx::setUniform(u_color, entities[i]->mColor.data()); entities[i]->mSkeletonMeshes.GetMesh(j)->Submit( &s_renderStates[RenderState::Scene],