Optimized further to reduce redundant GL state changes
--HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4011
This commit is contained in:
@@ -119,30 +119,45 @@ void KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRC
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strcpy(szPrevShaderKey, pShader->getKey());
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}
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glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_AMBIENT],
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m_ka_r + pCamera->dAmbientR,
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m_ka_g + pCamera->dAmbientG,
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m_ka_b + pCamera->dAmbientB
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);
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bool bSameAmbient = false;
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bool bSameDiffuse = false;
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bool bSameSpecular = false;
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glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_DIFFUSE],
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m_kd_r * pCamera->dSunR,
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m_kd_g * pCamera->dSunG,
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m_kd_b * pCamera->dSunB
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);
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if(*prevBoundMaterial && bSameShader) {
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bSameAmbient = (*prevBoundMaterial)->m_ka_r == m_ka_r && (*prevBoundMaterial)->m_ka_g == m_ka_g && (*prevBoundMaterial)->m_ka_b == m_ka_b;
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bSameDiffuse = (*prevBoundMaterial)->m_kd_r == m_kd_r && (*prevBoundMaterial)->m_kd_g == m_kd_g && (*prevBoundMaterial)->m_kd_b == m_kd_b;
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bSameSpecular = (*prevBoundMaterial)->m_ks_r == m_ks_r && (*prevBoundMaterial)->m_ks_g == m_ks_g && (*prevBoundMaterial)->m_ks_b == m_ks_b;
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}
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glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_SPECULAR],
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m_ks_r * pCamera->dSunR,
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m_ks_g * pCamera->dSunG,
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m_ks_b * pCamera->dSunB
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);
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if(!bSameAmbient) {
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glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_AMBIENT],
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m_ka_r + pCamera->dAmbientR,
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m_ka_g + pCamera->dAmbientG,
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m_ka_b + pCamera->dAmbientB
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);
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}
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if(!bSameDiffuse) {
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glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_DIFFUSE],
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m_kd_r * pCamera->dSunR,
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m_kd_g * pCamera->dSunG,
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m_kd_b * pCamera->dSunB
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);
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}
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if(!bSameSpecular) {
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glUniform3f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_SPECULAR],
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m_ks_r * pCamera->dSunR,
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m_ks_g * pCamera->dSunG,
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m_ks_b * pCamera->dSunB
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);
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}
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glUniform1f(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_ALPHA], 1.0f - m_tr);
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bool bSameDiffuseMap = false;
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bool bSameSpecMap = false;
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bool bSameNormalMap = false;
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@@ -157,6 +172,7 @@ void KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRC
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bSameNormalMap = true;
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}
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}
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if(bDiffuseMap && !bSameDiffuseMap) {
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int iTextureName = m_pDiffuseMap->getName();
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glActiveTexture(GL_TEXTURE0);
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@@ -150,7 +150,7 @@ vector<KRMesh::Submesh *> KRMesh::getSubmeshes() {
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return m_submeshes;
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}
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void KRMesh::renderSubmesh(int iSubmesh) {
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void KRMesh::renderSubmesh(int iSubmesh, int *iPrevBuffer) {
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Submesh *pSubmesh = m_submeshes[iSubmesh];
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@@ -159,19 +159,27 @@ void KRMesh::renderSubmesh(int iSubmesh) {
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iVertex = iVertex % MAX_VBO_SIZE;
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int cVertexes = pSubmesh->vertex_count;
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while(cVertexes > 0) {
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glBindBuffer(GL_ARRAY_BUFFER, m_pBuffers[iBuffer]);
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if(*iPrevBuffer != iBuffer) {
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glBindBuffer(GL_ARRAY_BUFFER, m_pBuffers[iBuffer]);
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_VERTEX, 3, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(0));
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_VERTEX);
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_NORMAL, 3, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(sizeof(Vertex3D)));
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_NORMAL);
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TANGENT, 3, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(sizeof(Vertex3D) + sizeof(Vector3D)));
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TANGENT);
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUV, 2, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(sizeof(Vertex3D) + sizeof(Vector3D) * 2));
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUV);
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if(*iPrevBuffer == -1) {
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_VERTEX);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_NORMAL);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TANGENT);
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glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUV);
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}
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_VERTEX, 3, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(0));
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_NORMAL, 3, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(sizeof(Vertex3D)));
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TANGENT, 3, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(sizeof(Vertex3D) + sizeof(Vector3D)));
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glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUV, 2, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(sizeof(Vertex3D) + sizeof(Vector3D) * 2));
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*iPrevBuffer = iBuffer;
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}
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if(iVertex + cVertexes >= MAX_VBO_SIZE) {
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glDrawArrays(GL_TRIANGLES, iVertex, (MAX_VBO_SIZE - iVertex));
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@@ -183,5 +191,4 @@ void KRMesh::renderSubmesh(int iSubmesh) {
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cVertexes = 0;
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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@@ -53,7 +53,7 @@ public:
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~KRMesh();
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void loadPack(std::string path);
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void renderSubmesh(int iSubmesh);
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void renderSubmesh(int iSubmesh, int *iPrevBuffer);
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GLfloat getMaxDimension();
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GLfloat getMinX();
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@@ -67,6 +67,7 @@ KRModel::~KRModel() {
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void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &mvpMatrix, Vector3 &cameraPosition, Vector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers) {
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KRMaterial *pPrevBoundMaterial = NULL;
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int iPrevBuffer = -1;
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char szPrevShaderKey[128];
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szPrevShaderKey[0] = '\0';
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int cSubmeshes = m_mesh.getSubmeshes().size();
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@@ -78,7 +79,7 @@ void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, boo
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if(pMaterial->isTransparent()) {
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// Exclude transparent and semi-transparent meshes from shadow maps
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m_mesh.renderSubmesh(iSubmesh);
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m_mesh.renderSubmesh(iSubmesh, &iPrevBuffer);
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}
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}
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@@ -91,11 +92,12 @@ void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, boo
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if(pMaterial != NULL && pMaterial == (*mat_itr)) {
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pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers);
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m_mesh.renderSubmesh(iSubmesh);
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m_mesh.renderSubmesh(iSubmesh, &iPrevBuffer);
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}
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}
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}
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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KRMesh *KRModel::getMesh() {
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