added debug code to find 'black screen of death'
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a53db41bab
commit
455177d33e
3 changed files with 24 additions and 7 deletions
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@ -60,9 +60,6 @@ void geometry::set_vertices(const geometry::vertex3array_t &v)
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// first set vertices
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// first set vertices
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_vertices = v;
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_vertices = v;
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//
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compute_normals();
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// update bounds
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// update bounds
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compute_bounds();
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compute_bounds();
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}
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}
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@ -145,6 +145,7 @@ struct triangle_renderer
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matrix4x4f view_mat = matrix_transform<float>::look_at(vector3({0,0,0}),
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matrix4x4f view_mat = matrix_transform<float>::look_at(vector3({0,0,0}),
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vector3::forward(),
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vector3::forward(),
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vector3::up());
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vector3::up());
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// materials should carry this
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// materials should carry this
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#if 1
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#if 1
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glEnable(GL_CULL_FACE);
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glEnable(GL_CULL_FACE);
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@ -155,7 +156,6 @@ struct triangle_renderer
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// now bind textures
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// now bind textures
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#if 1
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#if 1
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auto proj_mat = matrix_transform<float>::orthographic_projection(1.3,1.0,
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auto proj_mat = matrix_transform<float>::orthographic_projection(1.3,1.0,
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0.2f,100.f);
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0.2f,100.f);
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@ -189,6 +189,11 @@ struct triangle_renderer
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amesh_renderer.draw();
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amesh_renderer.draw();
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auto error = glGetError();
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if (error != GL_NO_ERROR){
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debug::e() << "GL error " << error;
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}
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// debug::d() << 100 * (timer::now() - t0) << "ms";
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// debug::d() << 100 * (timer::now() - t0) << "ms";
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}
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}
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};
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};
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@ -290,8 +295,8 @@ void pipeline::impl::draw()
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbo_msaa);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _fbo_msaa);
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// glClearColor(0,0,0,1);
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// glClearColor(1.0,0,0,1);
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// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// glViewport(0,0,800,600);
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// glViewport(0,0,800,600);
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@ -2,11 +2,13 @@
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#include "pw/core/mesh.hpp"
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#include "pw/core/mesh.hpp"
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#include "pw/core/size.hpp"
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#include "pw/core/size.hpp"
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#include "pw/core/debug.hpp"
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#include "glad/glad.h"
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#include "glad/glad.h"
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#include <algorithm>
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#include <algorithm>
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namespace pw {
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namespace pw {
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struct vertex_array::impl {
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struct vertex_array::impl {
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@ -34,7 +36,7 @@ struct vertex_array::impl {
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void create(const geometry& m)
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void create(const geometry& m)
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{
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{
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// not sure ...
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// reset if the renderer already in use
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if (ready()) {
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if (ready()) {
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release();
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release();
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}
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}
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@ -77,6 +79,14 @@ struct vertex_array::impl {
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// stop binding
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// stop binding
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glBindVertexArray(0);
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glBindVertexArray(0);
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auto error = glGetError();
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if (error != GL_NO_ERROR) {
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debug::e() << "GL error: " << error;
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}
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debug::d() << "Vertices: " << m.vertices().size();
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debug::d() << "Indices " << m.indices().size();
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}
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}
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@ -95,6 +105,11 @@ struct vertex_array::impl {
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glDrawElements(GL_TRIANGLES, _mesh_elements, GL_UNSIGNED_INT, nullptr);
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glDrawElements(GL_TRIANGLES, _mesh_elements, GL_UNSIGNED_INT, nullptr);
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glBindVertexArray(0);
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glBindVertexArray(0);
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auto error = glGetError();
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if (error != GL_NO_ERROR) {
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debug::e() << "GL error: " << error;
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}
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}
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}
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// GLint get_mode(vertex_array::)
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// GLint get_mode(vertex_array::)
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