mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-19 09:59:18 +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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