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https://github.com/panda3d/panda3d.git
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lighting optimization
This commit is contained in:
parent
c6ec6b12be
commit
d653bfc559
@ -12,3 +12,23 @@
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: TinyGraphicsStateGuardian::clear_light_state
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// Access: Private
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// Description: Removes the current list of active lights from the
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// current state context.
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////////////////////////////////////////////////////////////////////
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INLINE void TinyGraphicsStateGuardian::
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clear_light_state() {
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_c->lighting_enabled = false;
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#ifndef NDEBUG
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GLLight *gl_light = _c->first_light;
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while (gl_light != (GLLight *)NULL) {
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GLLight *next = gl_light->next;
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gl_light->next = NULL;
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gl_light = next;
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}
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#endif // NDEBUG
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_c->first_light = NULL;
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}
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@ -438,6 +438,13 @@ end_scene() {
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}
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_c->zb = _current_frame_buffer;
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}
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// Clear the lighting state.
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clear_light_state();
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_plights.clear();
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_dlights.clear();
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_slights.clear();
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GraphicsStateGuardian::end_scene();
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}
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@ -1571,15 +1578,7 @@ do_issue_light() {
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}
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// First, release all of the previously-assigned lights.
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_c->lighting_enabled = false;
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GLLight *gl_light = _c->first_light;
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while (gl_light != (GLLight *)NULL) {
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GLLight *next = gl_light->next;
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gl_light->next = NULL;
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gl_light = next;
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}
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_c->first_light = NULL;
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clear_light_state();
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// Now, assign new lights.
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if (_target._light != (LightAttrib *)NULL) {
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@ -1604,21 +1603,18 @@ do_issue_light() {
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} else {
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// Other kinds of lights each get their own GLLight object.
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nassertv(num_enabled < MAX_LIGHTS);
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GLLight *gl_light = &_c->lights[num_enabled];
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memset(gl_light, 0, sizeof(GLLight));
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gl_light->next = _c->first_light;
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_c->first_light = gl_light;
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light_obj->bind(this, light, num_enabled);
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num_enabled++;
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// Handle the diffuse color here, since all lights have this
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// property.
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GLLight *gl_light = _c->first_light;
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nassertv(gl_light != NULL);
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const Colorf &diffuse = light_obj->get_color();
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gl_light->diffuse.v[0] = diffuse[0];
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gl_light->diffuse.v[1] = diffuse[1];
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gl_light->diffuse.v[2] = diffuse[2];
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gl_light->diffuse.v[3] = diffuse[3];
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light_obj->bind(this, light, num_enabled);
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num_enabled++;
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}
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}
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}
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@ -1643,39 +1639,49 @@ do_issue_light() {
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////////////////////////////////////////////////////////////////////
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void TinyGraphicsStateGuardian::
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bind_light(PointLight *light_obj, const NodePath &light, int light_id) {
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GLLight *gl_light = _c->first_light;
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nassertv(gl_light != (GLLight *)NULL);
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pair<Lights::iterator, bool> lookup = _plights.insert(Lights::value_type(light, GLLight()));
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GLLight *gl_light = &(*lookup.first).second;
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if (lookup.second) {
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// It's a brand new light. Define it.
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memset(gl_light, 0, sizeof(GLLight));
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const Colorf &specular = light_obj->get_specular_color();
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gl_light->specular.v[0] = specular[0];
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gl_light->specular.v[1] = specular[1];
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gl_light->specular.v[2] = specular[2];
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gl_light->specular.v[3] = specular[3];
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const Colorf &specular = light_obj->get_specular_color();
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gl_light->specular.v[0] = specular[0];
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gl_light->specular.v[1] = specular[1];
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gl_light->specular.v[2] = specular[2];
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gl_light->specular.v[3] = specular[3];
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// Position needs to specify x, y, z, and w
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// w == 1 implies non-infinite position
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CPT(TransformState) render_transform =
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_cs_transform->compose(_scene_setup->get_world_transform());
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// Position needs to specify x, y, z, and w
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// w == 1 implies non-infinite position
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CPT(TransformState) render_transform =
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_cs_transform->compose(_scene_setup->get_world_transform());
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent());
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CPT(TransformState) net_transform = render_transform->compose(transform);
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent());
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CPT(TransformState) net_transform = render_transform->compose(transform);
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LPoint3f pos = light_obj->get_point() * net_transform->get_mat();
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gl_light->position.v[0] = pos[0];
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gl_light->position.v[1] = pos[1];
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gl_light->position.v[2] = pos[2];
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gl_light->position.v[3] = 1.0f;
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LPoint3f pos = light_obj->get_point() * net_transform->get_mat();
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gl_light->position.v[0] = pos[0];
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gl_light->position.v[1] = pos[1];
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gl_light->position.v[2] = pos[2];
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gl_light->position.v[3] = 1.0f;
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// Exponent == 0 implies uniform light distribution
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gl_light->spot_exponent = 0.0f;
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// Exponent == 0 implies uniform light distribution
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gl_light->spot_exponent = 0.0f;
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// Cutoff == 180 means uniform point light source
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gl_light->spot_cutoff = 180.0f;
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// Cutoff == 180 means uniform point light source
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gl_light->spot_cutoff = 180.0f;
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const LVecBase3f &att = light_obj->get_attenuation();
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gl_light->attenuation[0] = att[0];
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gl_light->attenuation[1] = att[1];
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gl_light->attenuation[2] = att[2];
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const LVecBase3f &att = light_obj->get_attenuation();
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gl_light->attenuation[0] = att[0];
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gl_light->attenuation[1] = att[1];
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gl_light->attenuation[2] = att[2];
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}
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nassertv(gl_light->next == NULL);
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// Add it to the linked list of active lights.
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gl_light->next = _c->first_light;
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_c->first_light = gl_light;
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}
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////////////////////////////////////////////////////////////////////
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@ -1688,46 +1694,56 @@ bind_light(PointLight *light_obj, const NodePath &light, int light_id) {
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////////////////////////////////////////////////////////////////////
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void TinyGraphicsStateGuardian::
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bind_light(DirectionalLight *light_obj, const NodePath &light, int light_id) {
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GLLight *gl_light = _c->first_light;
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nassertv(gl_light != (GLLight *)NULL);
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pair<Lights::iterator, bool> lookup = _dlights.insert(Lights::value_type(light, GLLight()));
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GLLight *gl_light = &(*lookup.first).second;
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if (lookup.second) {
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// It's a brand new light. Define it.
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memset(gl_light, 0, sizeof(GLLight));
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const Colorf &specular = light_obj->get_specular_color();
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gl_light->specular.v[0] = specular[0];
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gl_light->specular.v[1] = specular[1];
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gl_light->specular.v[2] = specular[2];
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gl_light->specular.v[3] = specular[3];
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const Colorf &specular = light_obj->get_specular_color();
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gl_light->specular.v[0] = specular[0];
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gl_light->specular.v[1] = specular[1];
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gl_light->specular.v[2] = specular[2];
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gl_light->specular.v[3] = specular[3];
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// Position needs to specify x, y, z, and w
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// w == 0 implies light is at infinity
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CPT(TransformState) render_transform =
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_cs_transform->compose(_scene_setup->get_world_transform());
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// Position needs to specify x, y, z, and w
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// w == 0 implies light is at infinity
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CPT(TransformState) render_transform =
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_cs_transform->compose(_scene_setup->get_world_transform());
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent());
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CPT(TransformState) net_transform = render_transform->compose(transform);
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent());
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CPT(TransformState) net_transform = render_transform->compose(transform);
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LVector3f dir = light_obj->get_direction() * net_transform->get_mat();
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dir.normalize();
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gl_light->position.v[0] = -dir[0];
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gl_light->position.v[1] = -dir[1];
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gl_light->position.v[2] = -dir[2];
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gl_light->position.v[3] = 0.0f;
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LVector3f dir = light_obj->get_direction() * net_transform->get_mat();
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dir.normalize();
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gl_light->position.v[0] = -dir[0];
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gl_light->position.v[1] = -dir[1];
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gl_light->position.v[2] = -dir[2];
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gl_light->position.v[3] = 0.0f;
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gl_light->norm_position.v[0] = -dir[0];
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gl_light->norm_position.v[1] = -dir[1];
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gl_light->norm_position.v[2] = -dir[2];
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gl_V3_Norm(&gl_light->norm_position);
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gl_light->norm_position.v[0] = -dir[0];
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gl_light->norm_position.v[1] = -dir[1];
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gl_light->norm_position.v[2] = -dir[2];
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gl_V3_Norm(&gl_light->norm_position);
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// Exponent == 0 implies uniform light distribution
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gl_light->spot_exponent = 0.0f;
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// Exponent == 0 implies uniform light distribution
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gl_light->spot_exponent = 0.0f;
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// Cutoff == 180 means uniform point light source
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gl_light->spot_cutoff = 180.0f;
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// Cutoff == 180 means uniform point light source
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gl_light->spot_cutoff = 180.0f;
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// Default attenuation values (only spotlight and point light can
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// modify these)
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gl_light->attenuation[0] = 1.0f;
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gl_light->attenuation[1] = 0.0f;
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gl_light->attenuation[2] = 0.0f;
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// Default attenuation values (only spotlight and point light can
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// modify these)
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gl_light->attenuation[0] = 1.0f;
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gl_light->attenuation[1] = 0.0f;
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gl_light->attenuation[2] = 0.0f;
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}
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nassertv(gl_light->next == NULL);
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// Add it to the linked list of active lights.
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gl_light->next = _c->first_light;
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_c->first_light = gl_light;
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}
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////////////////////////////////////////////////////////////////////
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@ -1740,52 +1756,62 @@ bind_light(DirectionalLight *light_obj, const NodePath &light, int light_id) {
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////////////////////////////////////////////////////////////////////
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void TinyGraphicsStateGuardian::
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bind_light(Spotlight *light_obj, const NodePath &light, int light_id) {
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GLLight *gl_light = _c->first_light;
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nassertv(gl_light != (GLLight *)NULL);
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pair<Lights::iterator, bool> lookup = _plights.insert(Lights::value_type(light, GLLight()));
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GLLight *gl_light = &(*lookup.first).second;
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if (lookup.second) {
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// It's a brand new light. Define it.
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memset(gl_light, 0, sizeof(GLLight));
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const Colorf &specular = light_obj->get_specular_color();
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gl_light->specular.v[0] = specular[0];
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gl_light->specular.v[1] = specular[1];
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gl_light->specular.v[2] = specular[2];
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gl_light->specular.v[3] = specular[3];
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const Colorf &specular = light_obj->get_specular_color();
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gl_light->specular.v[0] = specular[0];
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gl_light->specular.v[1] = specular[1];
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gl_light->specular.v[2] = specular[2];
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gl_light->specular.v[3] = specular[3];
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Lens *lens = light_obj->get_lens();
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nassertv(lens != (Lens *)NULL);
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Lens *lens = light_obj->get_lens();
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nassertv(lens != (Lens *)NULL);
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// Position needs to specify x, y, z, and w
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// w == 1 implies non-infinite position
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CPT(TransformState) render_transform =
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_cs_transform->compose(_scene_setup->get_world_transform());
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// Position needs to specify x, y, z, and w
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// w == 1 implies non-infinite position
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CPT(TransformState) render_transform =
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_cs_transform->compose(_scene_setup->get_world_transform());
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent());
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CPT(TransformState) net_transform = render_transform->compose(transform);
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CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent());
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CPT(TransformState) net_transform = render_transform->compose(transform);
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const LMatrix4f &light_mat = net_transform->get_mat();
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LPoint3f pos = lens->get_nodal_point() * light_mat;
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LVector3f dir = lens->get_view_vector() * light_mat;
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dir.normalize();
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const LMatrix4f &light_mat = net_transform->get_mat();
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LPoint3f pos = lens->get_nodal_point() * light_mat;
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LVector3f dir = lens->get_view_vector() * light_mat;
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dir.normalize();
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gl_light->position.v[0] = pos[0];
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gl_light->position.v[1] = pos[1];
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gl_light->position.v[2] = pos[2];
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gl_light->position.v[3] = 1.0f;
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gl_light->position.v[0] = pos[0];
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gl_light->position.v[1] = pos[1];
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gl_light->position.v[2] = pos[2];
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gl_light->position.v[3] = 1.0f;
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gl_light->spot_direction.v[0] = dir[0];
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gl_light->spot_direction.v[1] = dir[1];
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gl_light->spot_direction.v[2] = dir[2];
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gl_light->spot_direction.v[0] = dir[0];
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gl_light->spot_direction.v[1] = dir[1];
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gl_light->spot_direction.v[2] = dir[2];
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gl_light->norm_spot_direction.v[0] = dir[0];
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gl_light->norm_spot_direction.v[1] = dir[1];
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gl_light->norm_spot_direction.v[2] = dir[2];
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gl_V3_Norm(&gl_light->norm_spot_direction);
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gl_light->norm_spot_direction.v[0] = dir[0];
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gl_light->norm_spot_direction.v[1] = dir[1];
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gl_light->norm_spot_direction.v[2] = dir[2];
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gl_V3_Norm(&gl_light->norm_spot_direction);
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gl_light->spot_exponent = light_obj->get_exponent();
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gl_light->spot_cutoff = lens->get_hfov() * 0.5f;
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gl_light->spot_exponent = light_obj->get_exponent();
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gl_light->spot_cutoff = lens->get_hfov() * 0.5f;
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const LVecBase3f &att = light_obj->get_attenuation();
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gl_light->attenuation[0] = att[0];
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gl_light->attenuation[1] = att[1];
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gl_light->attenuation[2] = att[2];
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const LVecBase3f &att = light_obj->get_attenuation();
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gl_light->attenuation[0] = att[0];
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gl_light->attenuation[1] = att[1];
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gl_light->attenuation[2] = att[2];
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}
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nassertv(gl_light->next == NULL);
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// Add it to the linked list of active lights.
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gl_light->next = _c->first_light;
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_c->first_light = gl_light;
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}
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////////////////////////////////////////////////////////////////////
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#include "simpleLru.h"
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#include "zmath.h"
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#include "zbuffer.h"
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#include "zgl.h"
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class TinyTextureContext;
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struct GLContext;
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struct GLVertex;
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struct GLMaterial;
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struct GLTexture;
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////////////////////////////////////////////////////////////////////
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// Class : TinyGraphicsStateGuardian
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@ -126,6 +123,8 @@ private:
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static int get_color_blend_op(ColorBlendAttrib::Operand operand);
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static ZB_lookupTextureFunc get_tex_filter_func(Texture::FilterType filter);
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INLINE void clear_light_state();
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public:
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// Filled in by the Tiny*GraphicsWindow at begin_frame().
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ZBuffer *_current_frame_buffer;
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@ -150,6 +149,12 @@ private:
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CPT(TransformState) _scissor_mat;
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// Cache the data necessary to bind each particular light each
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// frame, so if we bind a given light multiple times, we only have
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// to compute its data once.
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typedef pmap<NodePath, GLLight> Lights;
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Lights _plights, _dlights, _slights;
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// Used during being_draw_primitives() .. end_draw_primitives().
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int _min_vertex;
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int _max_vertex;
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