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:
kearwood
2012-03-15 20:44:57 +00:00
parent 4511d71e1d
commit fca472721b
4 changed files with 61 additions and 36 deletions

View File

@@ -119,30 +119,45 @@ void KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRC
strcpy(szPrevShaderKey, pShader->getKey()); strcpy(szPrevShaderKey, pShader->getKey());
} }
glUniform3f( bool bSameAmbient = false;
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_AMBIENT], bool bSameDiffuse = false;
m_ka_r + pCamera->dAmbientR, bool bSameSpecular = false;
m_ka_g + pCamera->dAmbientG,
m_ka_b + pCamera->dAmbientB
);
glUniform3f( if(*prevBoundMaterial && bSameShader) {
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_DIFFUSE], bSameAmbient = (*prevBoundMaterial)->m_ka_r == m_ka_r && (*prevBoundMaterial)->m_ka_g == m_ka_g && (*prevBoundMaterial)->m_ka_b == m_ka_b;
m_kd_r * pCamera->dSunR, bSameDiffuse = (*prevBoundMaterial)->m_kd_r == m_kd_r && (*prevBoundMaterial)->m_kd_g == m_kd_g && (*prevBoundMaterial)->m_kd_b == m_kd_b;
m_kd_g * pCamera->dSunG, bSameSpecular = (*prevBoundMaterial)->m_ks_r == m_ks_r && (*prevBoundMaterial)->m_ks_g == m_ks_g && (*prevBoundMaterial)->m_ks_b == m_ks_b;
m_kd_b * pCamera->dSunB }
);
glUniform3f( if(!bSameAmbient) {
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_SPECULAR], glUniform3f(
m_ks_r * pCamera->dSunR, pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_AMBIENT],
m_ks_g * pCamera->dSunG, m_ka_r + pCamera->dAmbientR,
m_ks_b * pCamera->dSunB m_ka_g + pCamera->dAmbientG,
); m_ka_b + pCamera->dAmbientB
);
}
if(!bSameDiffuse) {
glUniform3f(
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_DIFFUSE],
m_kd_r * pCamera->dSunR,
m_kd_g * pCamera->dSunG,
m_kd_b * pCamera->dSunB
);
}
if(!bSameSpecular) {
glUniform3f(
pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_SPECULAR],
m_ks_r * pCamera->dSunR,
m_ks_g * pCamera->dSunG,
m_ks_b * pCamera->dSunB
);
}
glUniform1f(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_ALPHA], 1.0f - m_tr); glUniform1f(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_MATERIAL_ALPHA], 1.0f - m_tr);
bool bSameDiffuseMap = false; bool bSameDiffuseMap = false;
bool bSameSpecMap = false; bool bSameSpecMap = false;
bool bSameNormalMap = false; bool bSameNormalMap = false;
@@ -157,6 +172,7 @@ void KRMaterial::bind(KRMaterial **prevBoundMaterial, char *szPrevShaderKey, KRC
bSameNormalMap = true; bSameNormalMap = true;
} }
} }
if(bDiffuseMap && !bSameDiffuseMap) { if(bDiffuseMap && !bSameDiffuseMap) {
int iTextureName = m_pDiffuseMap->getName(); int iTextureName = m_pDiffuseMap->getName();
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);

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@@ -150,7 +150,7 @@ vector<KRMesh::Submesh *> KRMesh::getSubmeshes() {
return m_submeshes; return m_submeshes;
} }
void KRMesh::renderSubmesh(int iSubmesh) { void KRMesh::renderSubmesh(int iSubmesh, int *iPrevBuffer) {
Submesh *pSubmesh = m_submeshes[iSubmesh]; Submesh *pSubmesh = m_submeshes[iSubmesh];
@@ -159,19 +159,27 @@ void KRMesh::renderSubmesh(int iSubmesh) {
iVertex = iVertex % MAX_VBO_SIZE; iVertex = iVertex % MAX_VBO_SIZE;
int cVertexes = pSubmesh->vertex_count; int cVertexes = pSubmesh->vertex_count;
while(cVertexes > 0) { while(cVertexes > 0) {
glBindBuffer(GL_ARRAY_BUFFER, m_pBuffers[iBuffer]); if(*iPrevBuffer != iBuffer) {
glBindBuffer(GL_ARRAY_BUFFER, m_pBuffers[iBuffer]);
glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_VERTEX, 3, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(0)); if(*iPrevBuffer == -1) {
glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_VERTEX); glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_VERTEX);
glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_NORMAL);
glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TANGENT);
glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUV);
}
glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_NORMAL, 3, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(sizeof(Vertex3D))); glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_VERTEX, 3, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(0));
glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_NORMAL);
glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TANGENT, 3, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(sizeof(Vertex3D) + sizeof(Vector3D))); glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_NORMAL, 3, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(sizeof(Vertex3D)));
glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TANGENT);
glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUV, 2, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(sizeof(Vertex3D) + sizeof(Vector3D) * 2)); glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TANGENT, 3, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(sizeof(Vertex3D) + sizeof(Vector3D)));
glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_TEXUV);
glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_TEXUV, 2, GL_FLOAT, 0, sizeof(VertexData), BUFFER_OFFSET(sizeof(Vertex3D) + sizeof(Vector3D) * 2));
*iPrevBuffer = iBuffer;
}
if(iVertex + cVertexes >= MAX_VBO_SIZE) { if(iVertex + cVertexes >= MAX_VBO_SIZE) {
glDrawArrays(GL_TRIANGLES, iVertex, (MAX_VBO_SIZE - iVertex)); glDrawArrays(GL_TRIANGLES, iVertex, (MAX_VBO_SIZE - iVertex));
@@ -183,5 +191,4 @@ void KRMesh::renderSubmesh(int iSubmesh) {
cVertexes = 0; cVertexes = 0;
} }
} }
glBindBuffer(GL_ARRAY_BUFFER, 0);
} }

View File

@@ -53,7 +53,7 @@ public:
~KRMesh(); ~KRMesh();
void loadPack(std::string path); void loadPack(std::string path);
void renderSubmesh(int iSubmesh); void renderSubmesh(int iSubmesh, int *iPrevBuffer);
GLfloat getMaxDimension(); GLfloat getMaxDimension();
GLfloat getMinX(); GLfloat getMinX();

View File

@@ -67,6 +67,7 @@ KRModel::~KRModel() {
void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &mvpMatrix, Vector3 &cameraPosition, Vector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers) { void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, bool bRenderShadowMap, KRMat4 &mvpMatrix, Vector3 &cameraPosition, Vector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers) {
KRMaterial *pPrevBoundMaterial = NULL; KRMaterial *pPrevBoundMaterial = NULL;
int iPrevBuffer = -1;
char szPrevShaderKey[128]; char szPrevShaderKey[128];
szPrevShaderKey[0] = '\0'; szPrevShaderKey[0] = '\0';
int cSubmeshes = m_mesh.getSubmeshes().size(); int cSubmeshes = m_mesh.getSubmeshes().size();
@@ -78,7 +79,7 @@ void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, boo
if(pMaterial->isTransparent()) { if(pMaterial->isTransparent()) {
// Exclude transparent and semi-transparent meshes from shadow maps // Exclude transparent and semi-transparent meshes from shadow maps
m_mesh.renderSubmesh(iSubmesh); m_mesh.renderSubmesh(iSubmesh, &iPrevBuffer);
} }
} }
@@ -91,11 +92,12 @@ void KRModel::render(KRCamera *pCamera, KRMaterialManager *pMaterialManager, boo
if(pMaterial != NULL && pMaterial == (*mat_itr)) { if(pMaterial != NULL && pMaterial == (*mat_itr)) {
pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers); pMaterial->bind(&pPrevBoundMaterial, szPrevShaderKey, pCamera, mvpMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers);
m_mesh.renderSubmesh(iSubmesh); m_mesh.renderSubmesh(iSubmesh, &iPrevBuffer);
} }
} }
} }
} }
glBindBuffer(GL_ARRAY_BUFFER, 0);
} }
KRMesh *KRModel::getMesh() { KRMesh *KRModel::getMesh() {