mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-17 23:39:18 +02:00
minimize calls to opengl by caching uniforms (is it worth it, though?)
This commit is contained in:
28
renderer.cpp
28
renderer.cpp
@@ -659,14 +659,15 @@ opengl_renderer::Render( TGroundNode *Node ) {
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}
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// setup
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//m7todo: set diffuse color
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shader.set_material(Node->Specular.x * m_specularopaquescalefactor, glm::vec3(0.0f));
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shader.set_material({Node->Specular.x * m_specularopaquescalefactor, glm::vec3(0.0f)});
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Bind( Node->TextureID );
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// render
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active_shader->update();
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m_geometry.draw( Node->Piece->geometry );
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shader.set_material(0.0f, glm::vec3(0.0f));
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shader.set_material({0.0f, glm::vec3(0.0f)});
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return true;
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}
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@@ -804,14 +805,14 @@ void opengl_renderer::Render(TSubModel *Submodel)
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{
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active_shader->copy_gl_mvp();
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Render(Submodel, OpenGLMatrices.data(GL_MODELVIEW));
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shader.set_material(0.0f, glm::vec3(0.0f));
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shader.set_material({0.0f, glm::vec3(0.0f)});
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}
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void opengl_renderer::Render_Alpha(TSubModel *Submodel)
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{
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active_shader->copy_gl_mvp();;
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Render_Alpha(Submodel, OpenGLMatrices.data(GL_MODELVIEW));
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shader.set_material(0.0f, glm::vec3(0.0f));
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shader.set_material({0.0f, glm::vec3(0.0f)});
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}
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void
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@@ -846,8 +847,10 @@ opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
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Bind( Submodel->TextureID );
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}
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shader.set_material(Submodel->f4Specular.x * m_speculartranslucentscalefactor,
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Global::fLuminance < Submodel->fLight ? glm::vec3(Submodel->f4Diffuse) * Submodel->f4Emision.a : glm::vec3(0.0f));
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shader.set_material({Submodel->f4Specular.x * m_speculartranslucentscalefactor,
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Global::fLuminance < Submodel->fLight ? glm::vec3(Submodel->f4Diffuse) * Submodel->f4Emision.a : glm::vec3(0.0f)});
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active_shader->update();
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// main draw call
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m_geometry.draw( Submodel->m_geometry );
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@@ -949,6 +952,8 @@ opengl_renderer::Render( TTrack *Track ) {
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Track->EnvironmentSet();
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active_shader->update();
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if( Track->TextureID1 != 0 ) {
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Bind( Track->TextureID1 );
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m_geometry.draw( std::begin( Track->Geometry1 ), std::end( Track->Geometry1 ) );
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@@ -1125,6 +1130,7 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
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GfxRenderer.Bind( 0 );
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// render
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active_shader->update();
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m_geometry.draw( Node->Piece->geometry );
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// post-render cleanup
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@@ -1144,14 +1150,15 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
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}
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// setup
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//m7todo: set diffuse color
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shader.set_material(Node->Specular.x * m_speculartranslucentscalefactor, glm::vec3(0.0f));
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shader.set_material({Node->Specular.x * m_speculartranslucentscalefactor, glm::vec3(0.0f)});
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active_shader->update();
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Bind( Node->TextureID );
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// render
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m_geometry.draw( Node->Piece->geometry );
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shader.set_material(0.0f, glm::vec3(0.0f));
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shader.set_material({0.0f, glm::vec3(0.0f)});
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return true;
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}
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@@ -1306,9 +1313,10 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
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Bind( Submodel->TextureID );
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}
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shader.set_material(Submodel->f4Specular.x * m_speculartranslucentscalefactor,
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Global::fLuminance < Submodel->fLight ? glm::vec3(Submodel->f4Diffuse) * Submodel->f4Emision.a : glm::vec3(0.0f));
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shader.set_material({Submodel->f4Specular.x * m_speculartranslucentscalefactor,
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Global::fLuminance < Submodel->fLight ? glm::vec3(Submodel->f4Diffuse) * Submodel->f4Emision.a : glm::vec3(0.0f)});
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active_shader->update();
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// main draw call
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m_geometry.draw(Submodel->m_geometry);
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}
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65
shader.cpp
65
shader.cpp
@@ -141,17 +141,43 @@ void gl_program_mvp::copy_gl_mvp()
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void gl_program_mvp::set_mv(const glm::mat4 &m)
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{
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if (mvn_uniform != -1)
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if (m != mv)
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{
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glm::mat3 mvn = glm::mat3(glm::transpose(glm::inverse(m)));
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glUniformMatrix3fv(mvn_uniform, 1, GL_FALSE, glm::value_ptr(mvn));
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mv = m;
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mv_dirty = true;
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}
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glUniformMatrix4fv(mv_uniform, 1, GL_FALSE, glm::value_ptr(m));
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}
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void gl_program_mvp::set_p(const glm::mat4 &m)
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{
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glUniformMatrix4fv(p_uniform, 1, GL_FALSE, glm::value_ptr(m));
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if (m != p)
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{
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p = m;
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p_dirty = true;
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}
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}
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void gl_program_mvp::update()
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{
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if (current_program != this)
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return;
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if (mv_dirty)
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{
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if (mvn_uniform != -1)
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{
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glm::mat3 mvn = glm::mat3(glm::transpose(glm::inverse(mv)));
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glUniformMatrix3fv(mvn_uniform, 1, GL_FALSE, glm::value_ptr(mvn));
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}
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glUniformMatrix4fv(mv_uniform, 1, GL_FALSE, glm::value_ptr(mv));
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mv_dirty = false;
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}
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if (p_dirty)
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{
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glUniformMatrix4fv(p_uniform, 1, GL_FALSE, glm::value_ptr(p));
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mv_dirty = false;
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}
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}
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gl_program_light::gl_program_light(std::vector<gl_shader> v) : gl_program_mvp(v)
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@@ -180,15 +206,34 @@ void gl_program_light::set_lightview(const glm::mat4 &lightview)
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glUniformMatrix4fv(lightview_uniform, 1, GL_FALSE, glm::value_ptr(lightview));
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}
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void gl_program_light::set_material(float specular, const glm::vec3 &emission, const glm::vec4 &color)
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void gl_program_light::set_material(const material_s &mat)
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{
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if (current_program != this)
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return;
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glUniform1f(specular_uniform, specular);
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glUniform3fv(emission_uniform, 1, glm::value_ptr(emission));
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if (color_uniform != -1)
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glUniform4fv(color_uniform, 1, glm::value_ptr(color));
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if (std::memcmp(&material, &mat, sizeof(material_s)))
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{
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material_dirty = true;
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material = mat;
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}
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}
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void gl_program_light::update()
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{
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if (current_program != this)
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return;
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gl_program_mvp::update();
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if (material_dirty)
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{
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glUniform1f(specular_uniform, material.specular);
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glUniform3fv(emission_uniform, 1, glm::value_ptr(material.emission));
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if (color_uniform != -1)
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glUniform4fv(color_uniform, 1, glm::value_ptr(material.color));
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material_dirty = false;
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}
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}
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template<typename T>
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27
shader.h
27
shader.h
@@ -41,6 +41,9 @@ class gl_program_mvp : public gl_program
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GLint mvn_uniform;
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GLuint p_uniform;
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glm::mat4 mv, p;
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bool mv_dirty, p_dirty;
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public:
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gl_program_mvp() = default;
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gl_program_mvp(std::vector<gl_shader>);
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@@ -48,6 +51,7 @@ public:
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void set_mv(const glm::mat4 &);
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void set_p(const glm::mat4 &);
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void copy_gl_mvp();
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virtual void update();
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};
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// layout std140
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@@ -119,17 +123,26 @@ public:
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class gl_program_light : public gl_program_mvp
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{
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GLuint lightview_uniform;
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GLuint specular_uniform;
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GLuint emission_uniform;
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GLuint color_uniform;
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struct material_s
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{
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float specular;
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glm::vec3 emission;
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glm::vec4 color;
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} material;
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bool material_dirty;
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public:
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gl_program_light() = default;
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gl_program_light(std::vector<gl_shader>);
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void set_lightview(const glm::mat4 &lightview);
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void set_material(float specular, const glm::vec3 &emission, const glm::vec4 &color = glm::vec4(0.0f));
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void set_material(const material_s &mat);
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void bind_ubodata(GLuint point);
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private:
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GLuint lightview_uniform;
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GLuint specular_uniform;
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GLuint emission_uniform;
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GLuint color_uniform;
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void update();
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};
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