mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-07-20 18:19:20 +02:00
minimize calls to opengl by caching uniforms (is it worth it, though?)
This commit is contained in:
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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