Optimizations and changes in OpenGL 3.3 device.

* Limited number of lights to 4
* Only directional lights
* Per-pixel lighting
* Improved dynamic shadows a bit
* Optimized texture changes
dev-buzzingcars
Tomasz Kapuściński 2017-01-01 17:16:54 +01:00
parent 46aa6fc907
commit 7bb3245092
5 changed files with 177 additions and 163 deletions

View File

@ -233,7 +233,7 @@ bool CGL33Device::Create()
glViewport(0, 0, m_config.size.x, m_config.size.y);
// this is set in shader
m_capabilities.maxLights = 8;
m_capabilities.maxLights = 4;
m_lights = std::vector<Light>(m_capabilities.maxLights, Light());
m_lightsEnabled = std::vector<bool>(m_capabilities.maxLights, false);
@ -381,14 +381,14 @@ bool CGL33Device::Create()
uni.shadowColor = glGetUniformLocation(m_normalProgram, "uni_ShadowColor");
uni.lightingEnabled = glGetUniformLocation(m_normalProgram, "uni_LightingEnabled");
uni.lightCount = glGetUniformLocation(m_normalProgram, "uni_LightCount");
uni.ambientColor = glGetUniformLocation(m_normalProgram, "uni_AmbientColor");
uni.diffuseColor = glGetUniformLocation(m_normalProgram, "uni_DiffuseColor");
uni.specularColor = glGetUniformLocation(m_normalProgram, "uni_SpecularColor");
GLchar name[64];
for (int i = 0; i < 8; i++)
for (int i = 0; i < m_capabilities.maxLights; i++)
{
LightLocations &light = uni.lights[i];
@ -440,12 +440,9 @@ bool CGL33Device::Create()
glUniform1f(uni.shadowColor, 0.5f);
glUniform1i(uni.alphaTestEnabled, 0);
glUniform1f(uni.alphaReference, 1.0f);
glUniform1f(uni.alphaReference, 0.5f);
glUniform1i(uni.lightingEnabled, 0);
for (int i = 0; i < 8; i++)
glUniform1i(uni.lights[i].enabled, 0);
glUniform1i(uni.lightCount, 0);
}
// Obtain uniform locations for interface program
@ -637,7 +634,9 @@ void CGL33Device::SetRenderMode(RenderMode mode)
m_uni = &m_uniforms[m_mode];
UpdateRenderingMode();
UpdateTextureState(0);
UpdateTextureState(1);
UpdateTextureState(2);
}
void CGL33Device::SetTransform(TransformType type, const Math::Matrix &matrix)
@ -708,23 +707,7 @@ void CGL33Device::SetLight(int index, const Light &light)
m_lights[index] = light;
LightLocations &uni = m_uni->lights[index];
glUniform4fv(uni.ambient, 1, light.ambient.Array());
glUniform4fv(uni.diffuse, 1, light.diffuse.Array());
glUniform4fv(uni.specular, 1, light.specular.Array());
glUniform3f(uni.attenuation, light.attenuation0, light.attenuation1, light.attenuation2);
if (light.type == LIGHT_DIRECTIONAL)
{
glUniform4f(uni.position, -light.direction.x, -light.direction.y, -light.direction.z, 0.0f);
}
else
{
glUniform4f(uni.position, light.position.x, light.position.y, light.position.z, 1.0f);
}
// TODO: add spotlight params
m_updateLights = true;
}
void CGL33Device::SetLightEnabled(int index, bool enabled)
@ -734,7 +717,7 @@ void CGL33Device::SetLightEnabled(int index, bool enabled)
m_lightsEnabled[index] = enabled;
glUniform1i(m_uni->lights[index].enabled, enabled ? 1 : 0);
m_updateLights = true;
}
/** If image is invalid, returns invalid texture.
@ -769,10 +752,9 @@ Texture CGL33Device::CreateTexture(ImageData *data, const TextureCreateParams &p
result.originalSize = result.size;
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &result.id);
glBindTexture(GL_TEXTURE_2D, result.id);
BindTexture(m_freeTexture, result.id);
// Set texture parameters
GLint minF = GL_NEAREST, magF = GL_NEAREST;
@ -835,9 +817,6 @@ Texture CGL33Device::CreateTexture(ImageData *data, const TextureCreateParams &p
m_allTextures.insert(result);
// Restore the previous state of 1st stage
glBindTexture(GL_TEXTURE_2D, m_currentTextures[0].id);
return result;
}
@ -849,10 +828,9 @@ Texture CGL33Device::CreateDepthTexture(int width, int height, int depth)
result.size.x = width;
result.size.y = height;
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &result.id);
glBindTexture(GL_TEXTURE_2D, result.id);
BindTexture(m_freeTexture, result.id);
GLuint format = GL_DEPTH_COMPONENT;
@ -881,16 +859,14 @@ Texture CGL33Device::CreateDepthTexture(int width, int height, int depth)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
glBindTexture(GL_TEXTURE_2D, m_currentTextures[0].id);
return result;
}
void CGL33Device::UpdateTexture(const Texture& texture, Math::IntPoint offset, ImageData* data, TexImgFormat format)
{
glActiveTexture(GL_TEXTURE0);
if (texture.id == 0) return;
glBindTexture(GL_TEXTURE_2D, texture.id);
BindTexture(m_freeTexture, texture.id);
PreparedTextureData texData = PrepareTextureData(data, format);
@ -945,18 +921,16 @@ void CGL33Device::SetTexture(int index, const Texture &texture)
{
assert(index >= 0 && index < static_cast<int>( m_currentTextures.size() ));
bool same = m_currentTextures[index].id == texture.id;
if (m_currentTextures[index].id == texture.id)
return;
BindTexture(index, texture.id);
m_currentTextures[index] = texture; // remember the new value
if (same)
return; // nothing to do
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, texture.id);
// Params need to be updated for the new bound texture
UpdateTextureParams(index);
UpdateTextureState(index);
}
void CGL33Device::SetTexture(int index, unsigned int textureId)
@ -966,27 +940,25 @@ void CGL33Device::SetTexture(int index, unsigned int textureId)
if (m_currentTextures[index].id == textureId)
return; // nothing to do
m_currentTextures[index].id = textureId;
BindTexture(index, textureId);
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, textureId);
m_currentTextures[index].id = textureId;
// Params need to be updated for the new bound texture
UpdateTextureParams(index);
UpdateTextureState(index);
}
void CGL33Device::SetTextureEnabled(int index, bool enabled)
{
assert(index >= 0 && index < static_cast<int>( m_currentTextures.size() ));
bool same = m_texturesEnabled[index] == enabled;
if (m_texturesEnabled[index] == enabled)
return;
m_texturesEnabled[index] = enabled;
if (same)
return; // nothing to do
UpdateRenderingMode();
UpdateTextureState(index);
}
/**
@ -1065,6 +1037,8 @@ void CGL33Device::SetTextureStageWrap(int index, TexWrapMode wrapS, TexWrapMode
void CGL33Device::DrawPrimitive(PrimitiveType type, const Vertex *vertices, int vertexCount, Color color)
{
if (m_updateLights) UpdateLights();
Vertex* vs = const_cast<Vertex*>(vertices);
unsigned int size = vertexCount * sizeof(Vertex);
@ -1099,13 +1073,13 @@ void CGL33Device::DrawPrimitive(PrimitiveType type, const Vertex *vertices, int
glDisableVertexAttribArray(4);
glVertexAttrib2f(4, 0.0f, 0.0f);
UpdateRenderingMode();
glDrawArrays(TranslateGfxPrimitive(type), 0, vertexCount);
}
void CGL33Device::DrawPrimitive(PrimitiveType type, const VertexTex2 *vertices, int vertexCount, Color color)
{
if (m_updateLights) UpdateLights();
VertexTex2* vs = const_cast<VertexTex2*>(vertices);
unsigned int size = vertexCount * sizeof(VertexTex2);
@ -1141,13 +1115,13 @@ void CGL33Device::DrawPrimitive(PrimitiveType type, const VertexTex2 *vertices,
glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, sizeof(VertexTex2),
reinterpret_cast<void*>(offset + offsetof(VertexTex2, texCoord2)));
UpdateRenderingMode();
glDrawArrays(TranslateGfxPrimitive(type), 0, vertexCount);
}
void CGL33Device::DrawPrimitive(PrimitiveType type, const VertexCol *vertices, int vertexCount)
{
if (m_updateLights) UpdateLights();
VertexCol* vs = const_cast<VertexCol*>(vertices);
unsigned int size = vertexCount * sizeof(VertexCol);
@ -1181,14 +1155,14 @@ void CGL33Device::DrawPrimitive(PrimitiveType type, const VertexCol *vertices, i
glDisableVertexAttribArray(4);
glVertexAttrib2f(4, 0.0f, 0.0f);
UpdateRenderingMode();
glDrawArrays(TranslateGfxPrimitive(type), 0, vertexCount);
}
void CGL33Device::DrawPrimitive(PrimitiveType type, const void *vertices,
int size, const VertexFormat &format, int vertexCount)
{
if (m_updateLights) UpdateLights();
DynamicBuffer& buffer = m_dynamicBuffer;
BindVAO(buffer.vao);
@ -1203,14 +1177,14 @@ void CGL33Device::DrawPrimitive(PrimitiveType type, const void *vertices,
UpdateVertexAttribute(3, format.tex1, offset);
UpdateVertexAttribute(4, format.tex2, offset);
UpdateRenderingMode();
glDrawArrays(TranslateGfxPrimitive(type), 0, vertexCount);
}
void CGL33Device::DrawPrimitives(PrimitiveType type, const void *vertices,
int size, const VertexFormat &format, int first[], int count[], int drawCount)
{
if (m_updateLights) UpdateLights();
DynamicBuffer& buffer = m_dynamicBuffer;
BindVAO(buffer.vao);
@ -1225,14 +1199,14 @@ void CGL33Device::DrawPrimitives(PrimitiveType type, const void *vertices,
UpdateVertexAttribute(3, format.tex1, offset);
UpdateVertexAttribute(4, format.tex2, offset);
UpdateRenderingMode();
glMultiDrawArrays(TranslateGfxPrimitive(type), first, count, drawCount);
}
void CGL33Device::DrawPrimitives(PrimitiveType type, const Vertex *vertices,
int first[], int count[], int drawCount, Color color)
{
if (m_updateLights) UpdateLights();
Vertex* vs = const_cast<Vertex*>(vertices);
int vertexCount = 0;
@ -1277,14 +1251,14 @@ void CGL33Device::DrawPrimitives(PrimitiveType type, const Vertex *vertices,
glDisableVertexAttribArray(4);
glVertexAttrib2f(4, 0.0f, 0.0f);
UpdateRenderingMode();
glMultiDrawArrays(TranslateGfxPrimitive(type), first, count, drawCount);
}
void CGL33Device::DrawPrimitives(PrimitiveType type, const VertexTex2 *vertices,
int first[], int count[], int drawCount, Color color)
{
if (m_updateLights) UpdateLights();
VertexTex2* vs = const_cast<VertexTex2*>(vertices);
int vertexCount = 0;
@ -1330,14 +1304,14 @@ void CGL33Device::DrawPrimitives(PrimitiveType type, const VertexTex2 *vertices,
glVertexAttribPointer(4, 2, GL_FLOAT, GL_FALSE, sizeof(VertexTex2),
reinterpret_cast<void*>(offset + offsetof(VertexTex2, texCoord2)));
UpdateRenderingMode();
glMultiDrawArrays(TranslateGfxPrimitive(type), first, count, drawCount);
}
void CGL33Device::DrawPrimitives(PrimitiveType type, const VertexCol *vertices,
int first[], int count[], int drawCount)
{
if (m_updateLights) UpdateLights();
VertexCol* vs = const_cast<VertexCol*>(vertices);
int vertexCount = 0;
@ -1381,8 +1355,6 @@ void CGL33Device::DrawPrimitives(PrimitiveType type, const VertexCol *vertices,
glDisableVertexAttribArray(4);
glVertexAttrib2f(4, 0.0f, 0.0f);
UpdateRenderingMode();
glMultiDrawArrays(TranslateGfxPrimitive(type), first, count, drawCount);
}
@ -1701,14 +1673,14 @@ void CGL33Device::UpdateStaticBuffer(unsigned int bufferId, PrimitiveType primit
void CGL33Device::DrawStaticBuffer(unsigned int bufferId)
{
if (m_updateLights) UpdateLights();
auto it = m_vboObjects.find(bufferId);
if (it == m_vboObjects.end())
return;
VertexBufferInfo &info = (*it).second;
UpdateRenderingMode();
BindVAO(info.vao);
GLenum mode = TranslateGfxPrimitive(info.primitiveType);
@ -1836,7 +1808,9 @@ void CGL33Device::SetRenderState(RenderState state, bool enabled)
{
m_lighting = enabled;
glUniform1i(m_uni->lightingEnabled, enabled ? 1 : 0);
m_updateLights = true;
//glUniform1i(m_uni->lightingEnabled, enabled ? 1 : 0);
return;
}
@ -1962,13 +1936,9 @@ void CGL33Device::CopyFramebufferToTexture(Texture& texture, int xOffset, int yO
{
if (texture.id == 0) return;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture.id);
BindTexture(m_freeTexture, texture.id);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, xOffset, yOffset, x, y, width, height);
// Restore previous texture
glBindTexture(GL_TEXTURE_2D, m_currentTextures[0].id);
}
std::unique_ptr<CFrameBufferPixels> CGL33Device::GetFrameBufferPixels() const
@ -2014,16 +1984,52 @@ void CGL33Device::DeleteFramebuffer(std::string name)
}
}
void CGL33Device::UpdateRenderingMode()
inline void CGL33Device::UpdateTextureState(int index)
{
bool enabled = m_texturesEnabled[0] && m_currentTextures[0].id != 0;
glUniform1i(m_uni->textureEnabled[0], enabled ? 1 : 0);
bool enabled = m_texturesEnabled[index] && (m_currentTextures[index].id != 0);
glUniform1i(m_uni->textureEnabled[index], enabled ? 1 : 0);
}
enabled = m_texturesEnabled[1] && m_currentTextures[1].id != 0;
glUniform1i(m_uni->textureEnabled[1], enabled ? 1 : 0);
void CGL33Device::UpdateLights()
{
m_updateLights = false;
enabled = m_texturesEnabled[2] && m_currentTextures[2].id != 0;
glUniform1i(m_uni->textureEnabled[2], enabled ? 1 : 0);
// If not in normal rendering mode, return immediately
if (m_mode != 0) return;
// Lighting enabled
if (m_lighting)
{
int index = 0;
// Iterate all lights
for (unsigned int i = 0; i < m_lights.size(); i++)
{
// If disabled, ignore and continue
if (!m_lightsEnabled[i]) continue;
// If not directional, ignore and continue
if (m_lights[i].type != LIGHT_DIRECTIONAL) continue;
Light &light = m_lights[i];
LightLocations &uni = m_uni->lights[index];
glUniform4fv(uni.ambient, 1, light.ambient.Array());
glUniform4fv(uni.diffuse, 1, light.diffuse.Array());
glUniform4fv(uni.specular, 1, light.specular.Array());
glUniform4f(uni.position, -light.direction.x, -light.direction.y, -light.direction.z, 0.0f);
index++;
}
glUniform1i(m_uni->lightCount, index);
}
// Lighting disabled
else
{
glUniform1i(m_uni->lightCount, 0);
}
}
inline void CGL33Device::BindVBO(GLuint vbo)
@ -2042,6 +2048,12 @@ inline void CGL33Device::BindVAO(GLuint vao)
m_currentVAO = vao;
}
inline void CGL33Device::BindTexture(int index, GLuint texture)
{
glActiveTexture(GL_TEXTURE0 + index);
glBindTexture(GL_TEXTURE_2D, texture);
}
unsigned int CGL33Device::UploadVertexData(DynamicBuffer& buffer, const void* data, unsigned int size)
{
unsigned int nextOffset = buffer.offset + size;

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@ -198,13 +198,17 @@ public:
private:
//! Updates the texture params for given texture stage
void UpdateTextureParams(int index);
//! Updates rendering mode
void UpdateRenderingMode();
//! Updates texture state
inline void UpdateTextureState(int index);
//! Update light parameters
void UpdateLights();
//! Binds VBO
inline void BindVBO(GLuint vbo);
//! Binds VAO
inline void BindVAO(GLuint vao);
//! Binds texture
inline void BindTexture(int index, GLuint texture);
//! Uploads data to dynamic buffer and returns offset to it
unsigned int UploadVertexData(DynamicBuffer& buffer, const void* data, unsigned int size);
@ -233,6 +237,8 @@ private:
//! Whether lighting is enabled
bool m_lighting = false;
//! true means that light update is needed
bool m_updateLights = false;
//! Current lights
std::vector<Light> m_lights;
//! Current lights enable status
@ -247,6 +253,8 @@ private:
//! Set of all created textures
std::set<Texture> m_allTextures;
//! Free texture unit
const int m_freeTexture = 3;
//! Type of vertex structure
enum VertexType

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@ -196,6 +196,8 @@ struct UniformLocations
//! true enables lighting
GLint lightingEnabled = -1;
// Number of enabled lights
GLint lightCount = -1;
//! Ambient color
GLint ambientColor = -1;
//! Diffuse color

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@ -20,6 +20,8 @@
// FRAGMENT SHADER - NORMAL MODE
#version 330 core
#define CONFIG_QUALITY_SHADOWS 1
uniform sampler2D uni_PrimaryTexture;
uniform sampler2D uni_SecondaryTexture;
uniform sampler2DShadow uni_ShadowTexture;
@ -37,11 +39,27 @@ uniform float uni_ShadowColor;
uniform bool uni_AlphaTestEnabled;
uniform float uni_AlphaReference;
struct LightParams
{
vec4 Position;
vec4 Ambient;
vec4 Diffuse;
vec4 Specular;
};
uniform vec4 uni_AmbientColor;
uniform vec4 uni_DiffuseColor;
uniform vec4 uni_SpecularColor;
uniform int uni_LightCount;
uniform LightParams uni_Light[4];
in VertexData
{
vec4 Color;
vec2 TexCoord0;
vec2 TexCoord1;
vec3 Normal;
vec4 ShadowCoord;
vec4 LightColor;
float Distance;
@ -53,6 +71,53 @@ void main()
{
vec4 color = data.Color;
if (uni_LightCount > 0)
{
vec4 ambient = vec4(0.0f);
vec4 diffuse = vec4(0.0f);
vec4 specular = vec4(0.0f);
vec3 normal = normalize(data.Normal);
for (int i = 0; i < uni_LightCount; i++)
{
vec3 lightDirection = uni_Light[i].Position.xyz;
vec3 reflectDirection = -reflect(lightDirection, normal);
ambient += uni_Light[i].Ambient;
diffuse += clamp(dot(normal, lightDirection), 0.0f, 1.0f)
* uni_Light[i].Diffuse;
specular += clamp(pow(dot(normal, lightDirection + reflectDirection), 10.0f), 0.0f, 1.0f)
* uni_Light[i].Specular;
}
float shadow = 1.0f;
if (uni_ShadowTextureEnabled)
{
#ifdef CONFIG_QUALITY_SHADOWS
float offset = 0.00025f;
float value = (1.0f / 5.0f) * (texture(uni_ShadowTexture, data.ShadowCoord.xyz)
+ texture(uni_ShadowTexture, data.ShadowCoord.xyz + vec3( offset, 0.0f, 0.0f))
+ texture(uni_ShadowTexture, data.ShadowCoord.xyz + vec3(-offset, 0.0f, 0.0f))
+ texture(uni_ShadowTexture, data.ShadowCoord.xyz + vec3( 0.0f, offset, 0.0f))
+ texture(uni_ShadowTexture, data.ShadowCoord.xyz + vec3( 0.0f, -offset, 0.0f)));
shadow = mix(uni_ShadowColor, 1.0f, value);
#else
shadow = mix(uni_ShadowColor, 1.0f, texture(uni_ShadowTexture, data.ShadowCoord.xyz));
#endif
}
vec4 result = uni_AmbientColor * ambient
+ uni_DiffuseColor * diffuse * shadow
+ uni_SpecularColor * specular * shadow;
color = vec4(min(vec3(1.0f), result.rgb), 1.0f);
}
if (uni_PrimaryTextureEnabled)
{
color = color * texture(uni_PrimaryTexture, data.TexCoord0);
@ -63,11 +128,6 @@ void main()
color = color * texture(uni_SecondaryTexture, data.TexCoord1);
}
if (uni_ShadowTextureEnabled)
{
color = color * mix(uni_ShadowColor, 1.0f, texture(uni_ShadowTexture, data.ShadowCoord.xyz));
}
if (uni_FogEnabled)
{
float interpolate = (data.Distance - uni_FogRange.x) / (uni_FogRange.y - uni_FogRange.x);

View File

@ -20,24 +20,6 @@
// VERTEX SHADER - NORMAL MODE
#version 330 core
struct LightParams
{
bool Enabled;
vec4 Position;
vec4 Ambient;
vec4 Diffuse;
vec4 Specular;
float Shininess;
vec3 Attenuation;
};
uniform vec4 uni_AmbientColor;
uniform vec4 uni_DiffuseColor;
uniform vec4 uni_SpecularColor;
uniform bool uni_LightingEnabled;
uniform LightParams uni_Light[8];
uniform mat4 uni_ProjectionMatrix;
uniform mat4 uni_ViewMatrix;
uniform mat4 uni_ModelMatrix;
@ -55,6 +37,7 @@ out VertexData
vec4 Color;
vec2 TexCoord0;
vec2 TexCoord1;
vec3 Normal;
vec4 ShadowCoord;
vec4 LightColor;
float Distance;
@ -70,58 +53,7 @@ void main()
data.Color = in_Color;
data.TexCoord0 = in_TexCoord0;
data.TexCoord1 = in_TexCoord1;
data.Normal = normalize((uni_NormalMatrix * vec4(in_Normal, 0.0f)).xyz);
data.ShadowCoord = vec4(shadowCoord.xyz / shadowCoord.w, 1.0f);
data.Distance = abs(eyeSpace.z);
vec4 color = in_Color;
if (uni_LightingEnabled)
{
vec4 ambient = vec4(0.0f);
vec4 diffuse = vec4(0.0f);
vec4 specular = vec4(0.0f);
vec3 normal = normalize((uni_NormalMatrix * vec4(in_Normal, 0.0f)).xyz);
for(int i=0; i<8; i++)
{
if(uni_Light[i].Enabled)
{
vec3 lightDirection = vec3(0.0f);
float atten;
// Directional light
if(uni_Light[i].Position[3] == 0.0f)
{
lightDirection = uni_Light[i].Position.xyz;
atten = 1.0f;
}
// Point light
else
{
vec3 lightDirection = normalize(uni_Light[i].Position.xyz - position.xyz);
float dist = distance(uni_Light[i].Position.xyz, position.xyz);
atten = 1.0f / (uni_Light[i].Attenuation.x
+ uni_Light[i].Attenuation.y * dist
+ uni_Light[i].Attenuation.z * dist * dist);
}
vec3 reflectDirection = -reflect(lightDirection, normal);
ambient += uni_Light[i].Ambient;
diffuse += atten * clamp(dot(normal, lightDirection), 0.0f, 1.0f) * uni_Light[i].Diffuse;
specular += atten * clamp(pow(dot(normal, lightDirection + reflectDirection), 10.0f), 0.0f, 1.0f) * uni_Light[i].Specular;
}
}
vec4 result = uni_AmbientColor * ambient
+ uni_DiffuseColor * diffuse
+ uni_SpecularColor * specular;
color.rgb = min(vec3(1.0f), result.rgb);
color.a = 1.0f; //min(1.0f, 1.0f);
data.Color = color;
}
}