diff --git a/src/DivaGL/gl_state.cpp b/src/DivaGL/gl_state.cpp index 18743e2..7ec20c6 100644 --- a/src/DivaGL/gl_state.cpp +++ b/src/DivaGL/gl_state.cpp @@ -96,6 +96,7 @@ void gl_state_bind_uniform_buffer(GLuint buffer, bool force) { void gl_state_bind_uniform_buffer_base(GLuint index, GLuint buffer, bool force) { if (force || gl_state.uniform_buffer_bindings[index] != buffer) { glBindBufferBase(GL_UNIFORM_BUFFER, index, buffer); + gl_state.uniform_buffer_binding = buffer; gl_state.uniform_buffer_bindings[index] = buffer; gl_state.uniform_buffer_offsets[index] = 0; gl_state.uniform_buffer_sizes[index] = -1; @@ -108,6 +109,7 @@ void gl_state_bind_uniform_buffer_range(GLuint index, || gl_state.uniform_buffer_offsets[index] != offset || gl_state.uniform_buffer_sizes[index] != size) { glBindBufferRange(GL_UNIFORM_BUFFER, index, buffer, offset, size); + gl_state.uniform_buffer_binding = buffer; gl_state.uniform_buffer_bindings[index] = buffer; gl_state.uniform_buffer_offsets[index] = offset; gl_state.uniform_buffer_sizes[index] = size; @@ -124,6 +126,7 @@ void gl_state_bind_shader_storage_buffer(GLuint buffer, bool force) { void gl_state_bind_shader_storage_buffer_base(GLuint index, GLuint buffer, bool force) { if (force || gl_state.shader_storage_buffer_bindings[index] != buffer) { glBindBufferBase(GL_SHADER_STORAGE_BUFFER, index, buffer); + shader_storage_buffer_binding = buffer; gl_state.shader_storage_buffer_bindings[index] = buffer; gl_state.shader_storage_buffer_offsets[index] = 0; gl_state.shader_storage_buffer_sizes[index] = -1; @@ -136,6 +139,7 @@ void gl_state_bind_shader_storage_buffer_range(GLuint index, || gl_state.shader_storage_buffer_offsets[index] != offset || gl_state.shader_storage_buffer_sizes[index] != size) { glBindBufferRange(GL_SHADER_STORAGE_BUFFER, index, buffer, offset, size); + shader_storage_buffer_binding = buffer; gl_state.shader_storage_buffer_bindings[index] = buffer; gl_state.shader_storage_buffer_offsets[index] = offset; gl_state.shader_storage_buffer_sizes[index] = size; @@ -297,7 +301,7 @@ void gl_state_get() { glActiveTexture((GLenum)(GL_TEXTURE0 + i)); glGetIntegervDLL(GL_TEXTURE_BINDING_2D, &gl_state.texture_binding_2d[i]); glGetIntegervDLL(GL_TEXTURE_BINDING_CUBE_MAP, &gl_state.texture_binding_cube_map[i]); - glGetIntegeri_v(GL_SAMPLER_BINDING, i, &gl_state.sampler_binding[i]); + glGetIntegervDLL(GL_SAMPLER_BINDING, &gl_state.sampler_binding[i]); } glActiveTexture(gl_state.active_texture); diff --git a/src/DivaGL/render_manager.cpp b/src/DivaGL/render_manager.cpp index 9acb903..0ea89e7 100644 --- a/src/DivaGL/render_manager.cpp +++ b/src/DivaGL/render_manager.cpp @@ -301,11 +301,14 @@ namespace rndr { disp_manager->check_vertex_arrays(); gl_state_bind_vertex_array(0); gl_state_disable_primitive_restart(); + gl_state_bind_uniform_buffer(0); gl_state_bind_uniform_buffer_base(0, 0); gl_state_bind_uniform_buffer_base(1, 0); gl_state_bind_uniform_buffer_base(2, 0); gl_state_bind_uniform_buffer_base(3, 0); gl_state_bind_uniform_buffer_base(4, 0); + gl_state_bind_shader_storage_buffer(0); + gl_state_bind_shader_storage_buffer_base(0, 0); } void RenderManager::render_single_pass(RenderPassID id) { @@ -1673,6 +1676,9 @@ static bool draw_pass_shadow_litproj_set_mat(bool set_mat) { vec3 up = { 0.0f, 1.0f, 0.0f }; mat4_look_at(&position, &interest, &up, &rctx->view_mat); + + mat4_mul(&rctx->view_mat, &rctx->proj_mat, &rctx->vp_mat); + rctx->set_scene_projection_view(rctx->view_mat, rctx->proj_mat, position); } return true; @@ -1876,8 +1882,8 @@ static int32_t draw_pass_3d_get_translucent_count() { } static void draw_pass_3d_shadow_reset() { - gl_state_active_bind_texture_2d(6, 0); - gl_state_active_bind_texture_2d(7, 0); + gl_state_active_bind_texture_2d(6, rctx->empty_texture_2d->glid); + gl_state_active_bind_texture_2d(7, rctx->empty_texture_2d->glid); draw_state.self_shadow = false; draw_state.shadow = false; } diff --git a/src/DivaGL/shader_ft.cpp b/src/DivaGL/shader_ft.cpp index 3ea354a..5466c2f 100644 --- a/src/DivaGL/shader_ft.cpp +++ b/src/DivaGL/shader_ft.cpp @@ -215,11 +215,11 @@ static const int32_t glass_eye_fpt_unival_max[] = { }; static const int32_t esm_gauss_vpt_unival_max[] = { - -1, + 0, }; static const int32_t esm_gauss_fpt_unival_max[] = { - -1, + 1, }; static const int32_t esm_filter_min_vpt_unival_max[] = { @@ -1001,7 +1001,7 @@ static const uniform_name GLASEYE_uniform[] = { }; static const uniform_name ESMGAUSS_uniform[] = { - U_INVALID, + U_LIGHT_PROJ, }; static const uniform_name ESMFILT_uniform[] = {