Revert "Factorize GL state changes to get better performances."
This reverts commit 17be149e02
.
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17be149e02
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00b6705624
@ -191,14 +191,10 @@ void IrrDriver::renderGLSL(float dt)
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// Fire up the MRT
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m_video_driver->setRenderTarget(m_mrt, false, false);
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PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
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m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_SOLID;
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irr_driver->setPhase(0);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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glDepthFunc(GL_LEQUAL);
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m_scene_manager->drawAll(m_renderpass);
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irr_driver->setProjMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION));
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irr_driver->setViewMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW));
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@ -229,10 +225,6 @@ void IrrDriver::renderGLSL(float dt)
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PROFILER_POP_CPU_MARKER();
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PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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glDisable(GL_BLEND);
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irr_driver->setPhase(1);
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m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_SOLID;
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m_scene_manager->drawAll(m_renderpass);
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@ -297,11 +289,10 @@ void IrrDriver::renderGLSL(float dt)
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}
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PROFILER_POP_CPU_MARKER();
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// We need to re-render camera due to the per-cam-node hack.
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PROFILER_PUSH_CPU_MARKER("- Transparent Pass", 0xFF, 0x00, 0x00);
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irr_driver->setPhase(3);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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m_renderpass = scene::ESNRP_CAMERA | scene::ESNRP_TRANSPARENT;
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m_scene_manager->drawAll(m_renderpass);
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PROFILER_POP_CPU_MARKER();
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@ -165,7 +165,7 @@ void STKAnimatedMesh::render()
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driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
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else if (Mesh->getMeshType() == scene::EAMT_SKINNED)
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation * ((scene::SSkinMeshBuffer*)mb)->Transformation);
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if (isObjectPass(material.MaterialType) && !transparent)
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if (isObjectPass(material.MaterialType))
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{
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initvaostate(GLmeshes[i], material.MaterialType);
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if (irr_driver->getPhase() == 0)
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@ -174,10 +174,18 @@ void STKAnimatedMesh::render()
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glBufferSubData(GL_ARRAY_BUFFER, 0, mb->getVertexCount() * GLmeshes[i].Stride, mb->getVertices());
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}
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drawSolid(GLmeshes[i], material.MaterialType);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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video::SMaterial material;
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material.MaterialType = irr_driver->getShader(ES_RAIN);
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material.BlendOperation = video::EBO_NONE;
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material.ZWriteEnable = true;
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material.Lighting = false;
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irr_driver->getVideoDriver()->setMaterial(material);
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static_cast<irr::video::COpenGLDriver*>(irr_driver->getVideoDriver())->setRenderStates3DMode();
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}
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else
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{
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continue;
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driver->setMaterial(material);
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driver->drawMeshBuffer(mb);
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}
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@ -602,9 +602,6 @@ void STKMesh::drawTransparent(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
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drawTransparentObject(mesh);
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if (type == irr_driver->getShader(ES_BUBBLES))
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drawBubble(mesh);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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return;
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}
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@ -617,6 +614,11 @@ void STKMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
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windDir = getWind();
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH), false, false);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_TRUE);
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glDisable(GL_BLEND);
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computeMVP(ModelViewProjectionMatrix);
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computeTIMV(TransposeInverseModelView);
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@ -634,7 +636,12 @@ void STKMesh::drawSolid(const GLMesh &mesh, video::E_MATERIAL_TYPE type)
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case 1:
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{
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irr_driver->getVideoDriver()->setRenderTarget(irr_driver->getRTT(RTT_COLOR), false, false);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDepthMask(GL_FALSE);
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glDisable(GL_BLEND);
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if (type == irr_driver->getShader(ES_SPHERE_MAP))
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drawSphereMap(mesh, ModelViewProjectionMatrix, TransposeInverseModelView);
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else if (type == irr_driver->getShader(ES_SPLATTING))
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@ -808,9 +815,9 @@ void STKMesh::render()
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}
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if (!isObject(material.MaterialType))
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{
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continue;
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driver->setMaterial(material);
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driver->drawMeshBuffer(mb);
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continue;
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}
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// only render transparent buffer if this is the transparent render pass
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@ -827,6 +834,15 @@ void STKMesh::render()
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drawTransparent(GLmeshes[i], material.MaterialType);
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else
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drawSolid(GLmeshes[i], material.MaterialType);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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video::SMaterial material;
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material.MaterialType = irr_driver->getShader(ES_RAIN);
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material.BlendOperation = video::EBO_NONE;
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material.ZWriteEnable = true;
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material.Lighting = false;
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irr_driver->getVideoDriver()->setMaterial(material);
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static_cast<irr::video::COpenGLDriver*>(irr_driver->getVideoDriver())->setRenderStates3DMode();
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}
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}
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}
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