scene/itemrenderer_opengl: switch shaders depending on the input
This allows using more expensive shaders where needed, and less expensive ones where possible
This commit is contained in:
parent
09278caf48
commit
0391b65628
1 changed files with 33 additions and 25 deletions
|
@ -285,13 +285,12 @@ void ItemRendererOpenGL::renderItem(const RenderTarget &renderTarget, const Rend
|
|||
return;
|
||||
}
|
||||
|
||||
ShaderTraits shaderTraits = ShaderTrait::MapTexture | ShaderTrait::TransformColorspace;
|
||||
|
||||
ShaderTraits baseShaderTraits = ShaderTrait::MapTexture;
|
||||
if (data.brightness() != 1.0) {
|
||||
shaderTraits |= ShaderTrait::Modulate;
|
||||
baseShaderTraits |= ShaderTrait::Modulate;
|
||||
}
|
||||
if (data.saturation() != 1.0) {
|
||||
shaderTraits |= ShaderTrait::AdjustSaturation;
|
||||
baseShaderTraits |= ShaderTrait::AdjustSaturation;
|
||||
}
|
||||
|
||||
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
||||
|
@ -309,10 +308,6 @@ void ItemRendererOpenGL::renderItem(const RenderTarget &renderTarget, const Rend
|
|||
continue;
|
||||
}
|
||||
|
||||
if (renderNode.opacity != 1.0) {
|
||||
shaderTraits |= ShaderTrait::Modulate;
|
||||
}
|
||||
|
||||
renderNode.firstVertex = v;
|
||||
renderNode.vertexCount = renderNode.geometry.count();
|
||||
|
||||
|
@ -325,13 +320,6 @@ void ItemRendererOpenGL::renderItem(const RenderTarget &renderTarget, const Rend
|
|||
vbo->unmap();
|
||||
vbo->bindArrays();
|
||||
|
||||
GLShader *shader = ShaderManager::instance()->pushShader(shaderTraits);
|
||||
if (shaderTraits & ShaderTrait::AdjustSaturation) {
|
||||
const auto toXYZ = renderTarget.colorDescription().colorimetry().toXYZ();
|
||||
shader->setUniform(GLShader::Saturation, data.saturation());
|
||||
shader->setUniform(GLShader::Vec3Uniform::PrimaryBrightness, QVector3D(toXYZ(1, 0), toXYZ(1, 1), toXYZ(1, 2)));
|
||||
}
|
||||
|
||||
if (renderContext.hardwareClipping) {
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
}
|
||||
|
@ -339,14 +327,14 @@ void ItemRendererOpenGL::renderItem(const RenderTarget &renderTarget, const Rend
|
|||
// Make sure the blend function is set up correctly in case we will be doing blending
|
||||
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
float opacity = -1.0;
|
||||
|
||||
// The scissor region must be in the render target local coordinate system.
|
||||
QRegion scissorRegion = infiniteRegion();
|
||||
if (renderContext.hardwareClipping) {
|
||||
scissorRegion = viewport.mapToRenderTarget(region);
|
||||
}
|
||||
|
||||
ShaderTraits lastTraits;
|
||||
GLShader *shader = nullptr;
|
||||
for (int i = 0; i < renderContext.renderNodes.count(); i++) {
|
||||
const RenderNode &renderNode = renderContext.renderNodes[i];
|
||||
if (renderNode.vertexCount == 0) {
|
||||
|
@ -355,21 +343,41 @@ void ItemRendererOpenGL::renderItem(const RenderTarget &renderTarget, const Rend
|
|||
|
||||
setBlendEnabled(renderNode.hasAlpha || renderNode.opacity < 1.0);
|
||||
|
||||
shader->setUniform(GLShader::ModelViewProjectionMatrix, renderContext.projectionMatrix * renderNode.transformMatrix);
|
||||
if (opacity != renderNode.opacity) {
|
||||
shader->setUniform(GLShader::ModulationConstant,
|
||||
modulate(renderNode.opacity, data.brightness()));
|
||||
opacity = renderNode.opacity;
|
||||
ShaderTraits traits = baseShaderTraits;
|
||||
if (renderNode.opacity != 1.0) {
|
||||
traits |= ShaderTrait::Modulate;
|
||||
}
|
||||
if (renderNode.colorDescription != renderTarget.colorDescription()) {
|
||||
traits |= ShaderTrait::TransformColorspace;
|
||||
}
|
||||
if (!shader || traits != lastTraits) {
|
||||
lastTraits = traits;
|
||||
if (shader) {
|
||||
ShaderManager::instance()->popShader();
|
||||
}
|
||||
shader = ShaderManager::instance()->pushShader(traits);
|
||||
if (traits & ShaderTrait::AdjustSaturation) {
|
||||
const auto toXYZ = renderTarget.colorDescription().colorimetry().toXYZ();
|
||||
shader->setUniform(GLShader::Saturation, data.saturation());
|
||||
shader->setUniform(GLShader::Vec3Uniform::PrimaryBrightness, QVector3D(toXYZ(1, 0), toXYZ(1, 1), toXYZ(1, 2)));
|
||||
}
|
||||
}
|
||||
shader->setUniform(GLShader::ModelViewProjectionMatrix, renderContext.projectionMatrix * renderNode.transformMatrix);
|
||||
if (traits & ShaderTrait::Modulate) {
|
||||
shader->setUniform(GLShader::ModulationConstant, modulate(renderNode.opacity, data.brightness()));
|
||||
}
|
||||
if (traits & ShaderTrait::TransformColorspace) {
|
||||
shader->setColorspaceUniforms(renderNode.colorDescription, renderTarget.colorDescription());
|
||||
}
|
||||
shader->setColorspaceUniforms(renderNode.colorDescription, renderTarget.colorDescription());
|
||||
|
||||
renderNode.texture->bind();
|
||||
|
||||
vbo->draw(scissorRegion, GL_TRIANGLES, renderNode.firstVertex,
|
||||
renderNode.vertexCount, renderContext.hardwareClipping);
|
||||
}
|
||||
|
||||
ShaderManager::instance()->popShader();
|
||||
if (shader) {
|
||||
ShaderManager::instance()->popShader();
|
||||
}
|
||||
|
||||
if (m_debug.fractionalEnabled) {
|
||||
visualizeFractional(viewport, scissorRegion, renderContext);
|
||||
|
|
Loading…
Reference in a new issue