Factorize some rendering loops.

This commit is contained in:
vlj 2014-07-10 18:11:35 +02:00
parent 2d847cb6b9
commit feda837de8

View File

@ -585,6 +585,39 @@ void IrrDriver::renderSolidFirstPass()
}
}
template<typename Shader, enum E_VERTEX_TYPE VertexType>
void renderMeshes2ndPass(std::vector<GLMesh *> &meshes, const std::vector<core::matrix4> &MVPMatrixes)
{
glUseProgram(Shader::Program);
glBindVertexArray(getVAO(VertexType));
for (unsigned i = 0; i < meshes.size(); i++)
{
GLMesh &mesh = *meshes[i];
if (!mesh.textures[0])
mesh.textures[0] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
if (mesh.VAOType != VertexType)
{
#ifdef DEBUG
Log::error("Materials", "Wrong vertex Type associed to pass 2 (hint texture : %s)", mesh.textures[0]->getName().getPath().c_str());
#endif
continue;
}
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::ObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
draw<Shader>(mesh, MVPMatrixes[i], mesh.TextureMatrix);
}
}
void IrrDriver::renderSolidSecondPass()
{
SColor clearColor(0, 150, 150, 150);
@ -619,87 +652,13 @@ void IrrDriver::renderSolidSecondPass()
setTexture(2, m_rtts->getRenderTarget(RTT_HALF1_R), GL_LINEAR, GL_LINEAR);
{
ScopedGPUTimer Timer(getGPUTimer(Q_SOLID_PASS2));
m_scene_manager->drawAll(scene::ESNRP_SOLID);
glUseProgram(MeshShader::ObjectPass2Shader::Program);
glBindVertexArray(getVAO(video::EVT_STANDARD));
for (unsigned i = 0; i < GroupedSM<SM_DEFAULT_STANDARD>::MeshSet.size(); i++)
{
GLMesh &mesh = *GroupedSM<SM_DEFAULT_STANDARD>::MeshSet[i];
if (mesh.VAOType != video::EVT_STANDARD)
{
#ifdef DEBUG
Log::error("Materials", "Wrong vertex Type associed to pass 2 (hint texture : %s)", mesh.textures[0]->getName().getPath().c_str());
#endif
continue;
}
if (!mesh.textures[0])
mesh.textures[0] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::ObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
draw<MeshShader::ObjectPass2Shader>(mesh, GroupedSM<SM_DEFAULT_STANDARD>::MVPSet[i], GroupedSM<SM_DEFAULT_STANDARD>::MeshSet[i]->TextureMatrix);
}
glBindVertexArray(getVAO(video::EVT_TANGENTS));
for (unsigned i = 0; i < GroupedSM<SM_DEFAULT_TANGENT>::MeshSet.size(); i++)
{
const GLMesh &mesh = *GroupedSM<SM_DEFAULT_TANGENT>::MeshSet[i];
assert(mesh.VAOType == video::EVT_TANGENTS);
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::ObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
draw<MeshShader::ObjectPass2Shader>(mesh, GroupedSM<SM_DEFAULT_TANGENT>::MVPSet[i], GroupedSM<SM_DEFAULT_TANGENT>::MeshSet[i]->TextureMatrix);
}
glUseProgram(MeshShader::ObjectRefPass2Shader::Program);
glBindVertexArray(getVAO(EVT_STANDARD));
for (unsigned i = 0; i < GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet.size(); i++)
{
const GLMesh &mesh = *GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet[i];
if (mesh.VAOType != video::EVT_STANDARD)
{
#ifdef DEBUG
Log::error("Materials", "Wrong vertex Type associed to alpha ref pass 2 (hint texture : %s)", mesh.textures[0]->getName().getPath().c_str());
#endif
continue;
}
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::ObjectRefPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
GLint swizzleMask[] = { GL_ONE, GL_ONE, GL_ONE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
else
{
GLint swizzleMask[] = { GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA };
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
draw<MeshShader::ObjectRefPass2Shader>(mesh, GroupedSM<SM_ALPHA_REF_TEXTURE>::MVPSet[i], GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet[i]->TextureMatrix);
}
renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_STANDARD>(GroupedSM<SM_DEFAULT_STANDARD>::MeshSet, GroupedSM<SM_DEFAULT_STANDARD>::MVPSet);
renderMeshes2ndPass<MeshShader::ObjectPass2Shader, video::EVT_TANGENTS>(GroupedSM<SM_DEFAULT_TANGENT>::MeshSet, GroupedSM<SM_DEFAULT_TANGENT>::MVPSet);
renderMeshes2ndPass<MeshShader::ObjectRefPass2Shader, video::EVT_STANDARD>(GroupedSM<SM_ALPHA_REF_TEXTURE>::MeshSet, GroupedSM<SM_ALPHA_REF_TEXTURE>::MVPSet);
glUseProgram(MeshShader::SphereMapShader::Program);
glBindVertexArray(getVAO(EVT_STANDARD));