16
0
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:
milek7
2017-08-03 12:28:15 +02:00
parent 26e76abfbc
commit 3a713dd1ed
3 changed files with 93 additions and 27 deletions

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>