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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:
milek7
2017-08-03 12:28:15 +02:00
parent 26e76abfbc
commit 3a713dd1ed
3 changed files with 93 additions and 27 deletions

View File

@@ -659,14 +659,15 @@ opengl_renderer::Render( TGroundNode *Node ) {
}
// setup
//m7todo: set diffuse color
shader.set_material(Node->Specular.x * m_specularopaquescalefactor, glm::vec3(0.0f));
shader.set_material({Node->Specular.x * m_specularopaquescalefactor, glm::vec3(0.0f)});
Bind( Node->TextureID );
// render
active_shader->update();
m_geometry.draw( Node->Piece->geometry );
shader.set_material(0.0f, glm::vec3(0.0f));
shader.set_material({0.0f, glm::vec3(0.0f)});
return true;
}
@@ -804,14 +805,14 @@ void opengl_renderer::Render(TSubModel *Submodel)
{
active_shader->copy_gl_mvp();
Render(Submodel, OpenGLMatrices.data(GL_MODELVIEW));
shader.set_material(0.0f, glm::vec3(0.0f));
shader.set_material({0.0f, glm::vec3(0.0f)});
}
void opengl_renderer::Render_Alpha(TSubModel *Submodel)
{
active_shader->copy_gl_mvp();;
Render_Alpha(Submodel, OpenGLMatrices.data(GL_MODELVIEW));
shader.set_material(0.0f, glm::vec3(0.0f));
shader.set_material({0.0f, glm::vec3(0.0f)});
}
void
@@ -846,8 +847,10 @@ opengl_renderer::Render( TSubModel *Submodel, glm::mat4 m) {
Bind( Submodel->TextureID );
}
shader.set_material(Submodel->f4Specular.x * m_speculartranslucentscalefactor,
Global::fLuminance < Submodel->fLight ? glm::vec3(Submodel->f4Diffuse) * Submodel->f4Emision.a : glm::vec3(0.0f));
shader.set_material({Submodel->f4Specular.x * m_speculartranslucentscalefactor,
Global::fLuminance < Submodel->fLight ? glm::vec3(Submodel->f4Diffuse) * Submodel->f4Emision.a : glm::vec3(0.0f)});
active_shader->update();
// main draw call
m_geometry.draw( Submodel->m_geometry );
@@ -949,6 +952,8 @@ opengl_renderer::Render( TTrack *Track ) {
Track->EnvironmentSet();
active_shader->update();
if( Track->TextureID1 != 0 ) {
Bind( Track->TextureID1 );
m_geometry.draw( std::begin( Track->Geometry1 ), std::end( Track->Geometry1 ) );
@@ -1125,6 +1130,7 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
GfxRenderer.Bind( 0 );
// render
active_shader->update();
m_geometry.draw( Node->Piece->geometry );
// post-render cleanup
@@ -1144,14 +1150,15 @@ opengl_renderer::Render_Alpha( TGroundNode *Node ) {
}
// setup
//m7todo: set diffuse color
shader.set_material(Node->Specular.x * m_speculartranslucentscalefactor, glm::vec3(0.0f));
shader.set_material({Node->Specular.x * m_speculartranslucentscalefactor, glm::vec3(0.0f)});
active_shader->update();
Bind( Node->TextureID );
// render
m_geometry.draw( Node->Piece->geometry );
shader.set_material(0.0f, glm::vec3(0.0f));
shader.set_material({0.0f, glm::vec3(0.0f)});
return true;
}
@@ -1306,9 +1313,10 @@ opengl_renderer::Render_Alpha( TSubModel *Submodel, glm::mat4 m) {
Bind( Submodel->TextureID );
}
shader.set_material(Submodel->f4Specular.x * m_speculartranslucentscalefactor,
Global::fLuminance < Submodel->fLight ? glm::vec3(Submodel->f4Diffuse) * Submodel->f4Emision.a : glm::vec3(0.0f));
shader.set_material({Submodel->f4Specular.x * m_speculartranslucentscalefactor,
Global::fLuminance < Submodel->fLight ? glm::vec3(Submodel->f4Diffuse) * Submodel->f4Emision.a : glm::vec3(0.0f)});
active_shader->update();
// main draw call
m_geometry.draw(Submodel->m_geometry);
}

View File

@@ -141,17 +141,43 @@ void gl_program_mvp::copy_gl_mvp()
void gl_program_mvp::set_mv(const glm::mat4 &m)
{
if (mvn_uniform != -1)
if (m != mv)
{
glm::mat3 mvn = glm::mat3(glm::transpose(glm::inverse(m)));
glUniformMatrix3fv(mvn_uniform, 1, GL_FALSE, glm::value_ptr(mvn));
mv = m;
mv_dirty = true;
}
glUniformMatrix4fv(mv_uniform, 1, GL_FALSE, glm::value_ptr(m));
}
void gl_program_mvp::set_p(const glm::mat4 &m)
{
glUniformMatrix4fv(p_uniform, 1, GL_FALSE, glm::value_ptr(m));
if (m != p)
{
p = m;
p_dirty = true;
}
}
void gl_program_mvp::update()
{
if (current_program != this)
return;
if (mv_dirty)
{
if (mvn_uniform != -1)
{
glm::mat3 mvn = glm::mat3(glm::transpose(glm::inverse(mv)));
glUniformMatrix3fv(mvn_uniform, 1, GL_FALSE, glm::value_ptr(mvn));
}
glUniformMatrix4fv(mv_uniform, 1, GL_FALSE, glm::value_ptr(mv));
mv_dirty = false;
}
if (p_dirty)
{
glUniformMatrix4fv(p_uniform, 1, GL_FALSE, glm::value_ptr(p));
mv_dirty = false;
}
}
gl_program_light::gl_program_light(std::vector<gl_shader> v) : gl_program_mvp(v)
@@ -180,15 +206,34 @@ void gl_program_light::set_lightview(const glm::mat4 &lightview)
glUniformMatrix4fv(lightview_uniform, 1, GL_FALSE, glm::value_ptr(lightview));
}
void gl_program_light::set_material(float specular, const glm::vec3 &emission, const glm::vec4 &color)
void gl_program_light::set_material(const material_s &mat)
{
if (current_program != this)
return;
glUniform1f(specular_uniform, specular);
glUniform3fv(emission_uniform, 1, glm::value_ptr(emission));
if (color_uniform != -1)
glUniform4fv(color_uniform, 1, glm::value_ptr(color));
if (std::memcmp(&material, &mat, sizeof(material_s)))
{
material_dirty = true;
material = mat;
}
}
void gl_program_light::update()
{
if (current_program != this)
return;
gl_program_mvp::update();
if (material_dirty)
{
glUniform1f(specular_uniform, material.specular);
glUniform3fv(emission_uniform, 1, glm::value_ptr(material.emission));
if (color_uniform != -1)
glUniform4fv(color_uniform, 1, glm::value_ptr(material.color));
material_dirty = false;
}
}
template<typename T>

View File

@@ -41,6 +41,9 @@ class gl_program_mvp : public gl_program
GLint mvn_uniform;
GLuint p_uniform;
glm::mat4 mv, p;
bool mv_dirty, p_dirty;
public:
gl_program_mvp() = default;
gl_program_mvp(std::vector<gl_shader>);
@@ -48,6 +51,7 @@ public:
void set_mv(const glm::mat4 &);
void set_p(const glm::mat4 &);
void copy_gl_mvp();
virtual void update();
};
// layout std140
@@ -119,17 +123,26 @@ public:
class gl_program_light : public gl_program_mvp
{
GLuint lightview_uniform;
GLuint specular_uniform;
GLuint emission_uniform;
GLuint color_uniform;
struct material_s
{
float specular;
glm::vec3 emission;
glm::vec4 color;
} material;
bool material_dirty;
public:
gl_program_light() = default;
gl_program_light(std::vector<gl_shader>);
void set_lightview(const glm::mat4 &lightview);
void set_material(float specular, const glm::vec3 &emission, const glm::vec4 &color = glm::vec4(0.0f));
void set_material(const material_s &mat);
void bind_ubodata(GLuint point);
private:
GLuint lightview_uniform;
GLuint specular_uniform;
GLuint emission_uniform;
GLuint color_uniform;
void update();
};