16
0
mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-19 15:49:19 +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);
}