{
float mat[16];
- OP_PRINT (" -> Modelview");
graphene_matrix_to_float (&op->matrix, mat);
+ OP_PRINT (" -> Modelview { { %f,%f,%f,%f }, { %f,%f,%f,%f }, { %f,%f,%f,%f }, { %f,%f,%f,%f }",
+ mat[0], mat[1], mat[2], mat[3],
+ mat[4], mat[5], mat[6], mat[7],
+ mat[8], mat[9], mat[10], mat[11],
+ mat[12], mat[13], mat[14], mat[15]);
glUniformMatrix4fv (program->modelview_location, 1, GL_FALSE, mat);
}
{
float mat[16];
- OP_PRINT (" -> Projection");
graphene_matrix_to_float (&op->matrix, mat);
+ OP_PRINT (" -> Projection { { %f,%f,%f,%f }, { %f,%f,%f,%f }, { %f,%f,%f,%f }, { %f,%f,%f,%f }",
+ mat[0], mat[1], mat[2], mat[3],
+ mat[4], mat[5], mat[6], mat[7],
+ mat[8], mat[9], mat[10], mat[11],
+ mat[12], mat[13], mat[14], mat[15]);
glUniformMatrix4fv (program->projection_location, 1, GL_FALSE, mat);
}
{
Program *prog = &programs->programs[i];
+ prog->name = program_definitions[i].name;
prog->index = i;
prog->id = gsk_gl_shader_builder_create_program (&shader_builder,
program_definitions[i].resource_path,
{
const OpDraw *op = ptr;
- OP_PRINT (" -> draw %ld, size %ld and program %d\n",
- op->vao_offset, op->vao_size, program->index);
+ OP_PRINT (" -> draw %ld, size %ld and program %d: %s",
+ op->vao_offset, op->vao_size, program->index,
+ program->name ?: "");
glDrawArrays (GL_TRIANGLES, op->vao_offset, op->vao_size);
break;
}