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author | Juan Jose Casafranca <juan.casafranca@kdab.com> | 2019-10-16 09:37:01 +0200 |
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committer | Juan Jose Casafranca <juan.casafranca@kdab.com> | 2019-10-16 11:24:18 +0200 |
commit | 62b08ac37c0cbb219675bf150ae61bc1d7f96245 (patch) | |
tree | bb8e75ddb1e9858dc5db671d182f7f21c6589883 | |
parent | f60a57ebe0e9a4449fb0f8f28a38c0f69b3f845e (diff) |
Add light_0/7 as uniforms
Some ES2/3 drivers dont support structure arrays
This patch uploads also light_0/7 uniforms in addition to light[0]/[7]
so the shader can be unrolled for those devices that need it
Change-Id: I9356e7624c1c0593e7803914f0ecf2d84de48681
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
-rw-r--r-- | src/render/renderers/opengl/renderer/renderview.cpp | 23 |
1 files changed, 23 insertions, 0 deletions
diff --git a/src/render/renderers/opengl/renderer/renderview.cpp b/src/render/renderers/opengl/renderer/renderview.cpp index 4bb3ba2f8..117aca3c7 100644 --- a/src/render/renderers/opengl/renderer/renderview.cpp +++ b/src/render/renderers/opengl/renderer/renderview.cpp @@ -102,6 +102,12 @@ int LIGHT_COLOR_NAMES[MAX_LIGHTS]; int LIGHT_INTENSITY_NAMES[MAX_LIGHTS]; QString LIGHT_STRUCT_NAMES[MAX_LIGHTS]; +int LIGHT_POSITION_UNROLL_NAMES[MAX_LIGHTS]; +int LIGHT_TYPE_UNROLL_NAMES[MAX_LIGHTS]; +int LIGHT_COLOR_UNROLL_NAMES[MAX_LIGHTS]; +int LIGHT_INTENSITY_UNROLL_NAMES[MAX_LIGHTS]; +QString LIGHT_STRUCT_UNROLL_NAMES[MAX_LIGHTS]; + bool wasInitialized = false; } // anonymous namespace @@ -261,6 +267,12 @@ RenderView::RenderView() LIGHT_TYPE_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_NAMES[i] + LIGHT_TYPE_NAME); LIGHT_COLOR_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_NAMES[i] + LIGHT_COLOR_NAME); LIGHT_INTENSITY_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_NAMES[i] + LIGHT_INTENSITY_NAME); + + LIGHT_STRUCT_UNROLL_NAMES[i] = QLatin1String("light_") + QLatin1Char(char('0' + i)); + LIGHT_POSITION_UNROLL_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[i] + LIGHT_POSITION_NAME); + LIGHT_TYPE_UNROLL_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[i] + LIGHT_TYPE_NAME); + LIGHT_COLOR_UNROLL_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[i] + LIGHT_COLOR_NAME); + LIGHT_INTENSITY_UNROLL_NAMES[i] = StringToInt::lookupId(LIGHT_STRUCT_UNROLL_NAMES[i] + LIGHT_INTENSITY_NAME); } } } @@ -1042,6 +1054,11 @@ void RenderView::setShaderAndUniforms(RenderCommand *command, setUniformValue(command->m_parameterPack, LIGHT_COLOR_NAMES[lightIdx], Vector3D(1.0f, 1.0f, 1.0f)); setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_NAMES[lightIdx], 0.5f); + setUniformValue(command->m_parameterPack, LIGHT_POSITION_UNROLL_NAMES[lightIdx], worldPos); + setUniformValue(command->m_parameterPack, LIGHT_TYPE_UNROLL_NAMES[lightIdx], int(QAbstractLight::PointLight)); + setUniformValue(command->m_parameterPack, LIGHT_COLOR_UNROLL_NAMES[lightIdx], Vector3D(1.0f, 1.0f, 1.0f)); + setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_UNROLL_NAMES[lightIdx], 0.5f); + // There is no risk in doing that even if multithreaded // since we are sure that a shaderData is unique for a given light // and won't ever be referenced as a Component either @@ -1050,6 +1067,7 @@ void RenderView::setShaderAndUniforms(RenderCommand *command, shaderData->updateWorldTransform(*worldTransform); setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, LIGHT_STRUCT_NAMES[lightIdx]); + setDefaultUniformBlockShaderDataValue(command->m_parameterPack, shader, shaderData, LIGHT_STRUCT_UNROLL_NAMES[lightIdx]); ++lightIdx; } } @@ -1064,6 +1082,11 @@ void RenderView::setShaderAndUniforms(RenderCommand *command, setUniformValue(command->m_parameterPack, LIGHT_TYPE_NAMES[0], int(QAbstractLight::PointLight)); setUniformValue(command->m_parameterPack, LIGHT_COLOR_NAMES[0], Vector3D(1.0f, 1.0f, 1.0f)); setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_NAMES[0], 0.5f); + + setUniformValue(command->m_parameterPack, LIGHT_POSITION_UNROLL_NAMES[0], Vector3D(10.0f, 10.0f, 0.0f)); + setUniformValue(command->m_parameterPack, LIGHT_TYPE_UNROLL_NAMES[0], int(QAbstractLight::PointLight)); + setUniformValue(command->m_parameterPack, LIGHT_COLOR_UNROLL_NAMES[0], Vector3D(1.0f, 1.0f, 1.0f)); + setUniformValue(command->m_parameterPack, LIGHT_INTENSITY_UNROLL_NAMES[0], 0.5f); } // Environment Light |