76 lines
4.7 KiB
Plaintext
76 lines
4.7 KiB
Plaintext
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[video member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Crashing the Stream with a Fragment Shader" vod_platform=youtube id=0b28L6WnqmI annotator=Miblo]
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[0:04][Recap and set the stage for the day]
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[1:17][Determine to handle the "Unable to compile Z Bias program on GTX 1070" issue[ref
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site="GitHub"
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page="HandmadeHero/cpp Issues"
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url="https://github.com/HandmadeHero/cpp/issues"]]
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[4:17][Run the game to see the current voxel-based lighting solution]
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[5:00][handmade_opengl.cpp: Change all the shaders to use GLSL version 3.30[ref
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site="Khronos"
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page="Core Language (GLSL)"
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url=https://khronos.org/opengl/wiki/Core_Language_(GLSL)]]
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[7:30][Run the game to see everything working as before]
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[8:10][Close that issue]
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[12:19][Determine to fix the "Shader layout issue" issue[ref
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site="GitHub"
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page="HandmadeHero/cpp Issues"
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url="https://github.com/HandmadeHero/cpp/issues"]]
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[13:22][win32_handmade.cpp: Set GLSL version 3.30 in Win32OpenGLAttribs, run the game, and close that issue]
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[14:26][Close the "Not compiling under VS2015" issue[ref
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site="GitHub"
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page="HandmadeHero/cpp Issues"
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url="https://github.com/HandmadeHero/cpp/issues"]]
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[16:28][Run the game, describe the voxel lookup scheme and determine to transfer this lighting solution to the GPU]
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[20:23][handmade_world_mode.h: Consider how to specify the lighting_textures to the GPU]
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[23:26][handmade_render_group.h: Introduce render_entry_lighting_transfer]
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[25:41][handmade_render_group.cpp: Introduce PushLighting()]
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[29:05][handmade_render_group.cpp: Make OutputLighting() call PushLighting()]
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[30:05][Run the game and hit the InvalidDefaultCase in OpenGLRenderCommands()]
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[30:33][handmade_opengl.cpp: Add a case in OpenGLRenderCommands() for the lighting_transfer[ref
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site=docs.GL
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page="glTexSubImage1D"
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url=http://docs.gl/gl3/glTexSubImage1D][ref
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site=docs.GL
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page="glTexSubImage3D"
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url=http://docs.gl/gl3/glTexSubImage3D]]
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[40:17][handmade_platform.h: Move in lighting_texel and lighting_textures from handmade_opengl.h]
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[40:52][win32_handmade.cpp: Pull in glTexImage3D() and glTexSubImage3D() from corearb.h[ref
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site="Khronos"
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page="glcorearb.h"
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url="https://www.khronos.org/registry/OpenGL/api/GL/glcorearb.h"]]
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[43:37][Run the game and hit an error, presumably because we haven't bound our lighting texture]
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[44:43][handmade_opengl.cpp: Make OpenGLChangeToSettings() bind and free the lighting textures[ref
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site=docs.GL
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page="glTexImage1D"
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url=http://docs.gl/gl3/glTexImage1D][ref
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site=docs.GL
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page="glTexImage3D"
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url=http://docs.gl/gl3/glTexImage3D]]
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[54:33][Run the game without error]
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[55:04][handmade_render_group.cpp: Make OutputLightingTextures() call PushLighting()]
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[56:44][Run the game under the assumption that our lighting solution is now available on the GPU]
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[57:07][handmade_opengl.cpp: Remove the old lighting code from CompileZBiasProgram(), and enable it to lookup into our voxel-based lighting solution[ref
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site="OpenGL Registry"
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page="The OpenGL Shading Language 1.50 Quick Reference Card"
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url="https://www.khronos.org/files/opengl-quick-reference-card.pdf"]]
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[1:17:09][handmade_opengl.cpp: Make CompileZBiasProgram() and its UseProgramBegin() set up the voxels and link the samplers]
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[1:20:45][handmade_render_group.cpp: Make PushLighting() take the voxel data]
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[1:22:23][Run the game and see black]
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[1:22:53][handmade_opengl.cpp: Make OpenGLRenderCommands() bind the lighting textures]
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[1:25:13][Run the game and see no obvious errors, but still black]
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[1:26:00][handmade_opengl.cpp: Investigate what CompileZBiasProgram() is drawing]
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[1:28:57][Run the game and see red]
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[1:29:00][handmade_opengl.cpp: Investigate why we are always getting an index value of 0]
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[1:33:36][Run the game, toggle to the lighting view and inspect the values produced by OutputLightingTextures()]
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[1:37:28][handmade_render_group.cpp: Temporarily add volatile global variables for DebugX, DebugY, DebugZ and DebugColor]
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[1:39:46][Run the game and inspect those debug lighting values]
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[1:40:11][handmade_opengl.cpp: Force CompileZBiasProgram() to lookup into those debug values]
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[1:40:58][Run the game, toggle to the lighting view and determine that we are not getting valid values from the texture]
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[1:42:28][handmade_opengl.cpp: Change CompileZBiasProgram() to use usampler3D rather than sampler3D for the lookup sampler[ref
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site="Khronos"
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page="glcorearb.h"
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url="https://www.khronos.org/registry/OpenGL/api/GL/glcorearb.h"]]
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[1:52:55][handmade_opengl.cpp: Revert CompileZBiasProgram() to use sampler3D, and itself convert the incoming colour to the 0 to 65535 range]
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[1:54:11][Run the game and crash the stream, to be lost forever were it not for the magic of Mārtiņš Možeiko]
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[/video]
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