mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Fix superflous shader setting updates (#4800)
This improves rendering performance by ~40%
This commit is contained in:
parent
c6ca7a81cc
commit
4bf4154cad
3 changed files with 250 additions and 128 deletions
186
src/game.cpp
186
src/game.cpp
|
@ -888,40 +888,73 @@ public:
|
|||
}
|
||||
};
|
||||
|
||||
|
||||
// before 1.8 there isn't a "integer interface", only float
|
||||
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
|
||||
typedef f32 SamplerLayer_t;
|
||||
#else
|
||||
typedef s32 SamplerLayer_t;
|
||||
#endif
|
||||
|
||||
|
||||
class GameGlobalShaderConstantSetter : public IShaderConstantSetter
|
||||
{
|
||||
Sky *m_sky;
|
||||
bool *m_force_fog_off;
|
||||
f32 *m_fog_range;
|
||||
bool m_fog_enabled;
|
||||
CachedPixelShaderSetting<float, 4> m_sky_bg_color;
|
||||
CachedPixelShaderSetting<float> m_fog_distance;
|
||||
CachedVertexShaderSetting<float> m_animation_timer_vertex;
|
||||
CachedPixelShaderSetting<float> m_animation_timer_pixel;
|
||||
CachedPixelShaderSetting<float> m_day_night_ratio;
|
||||
CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
|
||||
CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
|
||||
CachedPixelShaderSetting<float, 3> m_minimap_yaw;
|
||||
CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
|
||||
CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
|
||||
CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
|
||||
Client *m_client;
|
||||
bool m_fogEnabled;
|
||||
|
||||
public:
|
||||
void onSettingsChange(const std::string &name)
|
||||
{
|
||||
if (name == "enable_fog")
|
||||
m_fogEnabled = g_settings->getBool("enable_fog");
|
||||
m_fog_enabled = g_settings->getBool("enable_fog");
|
||||
}
|
||||
|
||||
static void SettingsCallback(const std::string &name, void *userdata)
|
||||
static void settingsCallback(const std::string &name, void *userdata)
|
||||
{
|
||||
reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
|
||||
}
|
||||
|
||||
void setSky(Sky *sky) { m_sky = sky; }
|
||||
|
||||
GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
|
||||
f32 *fog_range, Client *client) :
|
||||
m_sky(sky),
|
||||
m_force_fog_off(force_fog_off),
|
||||
m_fog_range(fog_range),
|
||||
m_sky_bg_color("skyBgColor"),
|
||||
m_fog_distance("fogDistance"),
|
||||
m_animation_timer_vertex("animationTimer"),
|
||||
m_animation_timer_pixel("animationTimer"),
|
||||
m_day_night_ratio("dayNightRatio"),
|
||||
m_eye_position_pixel("eyePosition"),
|
||||
m_eye_position_vertex("eyePosition"),
|
||||
m_minimap_yaw("yawVec"),
|
||||
m_base_texture("baseTexture"),
|
||||
m_normal_texture("normalTexture"),
|
||||
m_texture_flags("textureFlags"),
|
||||
m_client(client)
|
||||
{
|
||||
g_settings->registerChangedCallback("enable_fog", SettingsCallback, this);
|
||||
m_fogEnabled = g_settings->getBool("enable_fog");
|
||||
g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
|
||||
m_fog_enabled = g_settings->getBool("enable_fog");
|
||||
}
|
||||
|
||||
~GameGlobalShaderConstantSetter()
|
||||
{
|
||||
g_settings->deregisterChangedCallback("enable_fog", SettingsCallback, this);
|
||||
g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
|
||||
}
|
||||
|
||||
virtual void onSetConstants(video::IMaterialRendererServices *services,
|
||||
|
@ -939,54 +972,92 @@ public:
|
|||
bgcolorf.b,
|
||||
bgcolorf.a,
|
||||
};
|
||||
services->setPixelShaderConstant("skyBgColor", bgcolorfa, 4);
|
||||
m_sky_bg_color.set(bgcolorfa, services);
|
||||
|
||||
// Fog distance
|
||||
float fog_distance = 10000 * BS;
|
||||
|
||||
if (m_fogEnabled && !*m_force_fog_off)
|
||||
if (m_fog_enabled && !*m_force_fog_off)
|
||||
fog_distance = *m_fog_range;
|
||||
|
||||
services->setPixelShaderConstant("fogDistance", &fog_distance, 1);
|
||||
m_fog_distance.set(&fog_distance, services);
|
||||
|
||||
// Day-night ratio
|
||||
u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
|
||||
float daynight_ratio_f = (float)daynight_ratio / 1000.0;
|
||||
services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1);
|
||||
float daynight_ratio = (float)m_client->getEnv().getDayNightRatio() / 1000.f;
|
||||
m_day_night_ratio.set(&daynight_ratio, services);
|
||||
|
||||
u32 animation_timer = porting::getTimeMs() % 100000;
|
||||
float animation_timer_f = (float)animation_timer / 100000.0;
|
||||
services->setPixelShaderConstant("animationTimer", &animation_timer_f, 1);
|
||||
services->setVertexShaderConstant("animationTimer", &animation_timer_f, 1);
|
||||
float animation_timer_f = (float)animation_timer / 100000.f;
|
||||
m_animation_timer_vertex.set(&animation_timer_f, services);
|
||||
m_animation_timer_pixel.set(&animation_timer_f, services);
|
||||
|
||||
LocalPlayer *player = m_client->getEnv().getLocalPlayer();
|
||||
v3f eye_position = player->getEyePosition();
|
||||
services->setPixelShaderConstant("eyePosition", (irr::f32 *)&eye_position, 3);
|
||||
services->setVertexShaderConstant("eyePosition", (irr::f32 *)&eye_position, 3);
|
||||
|
||||
v3f minimap_yaw_vec = m_client->getMapper()->getYawVec();
|
||||
services->setPixelShaderConstant("yawVec", (irr::f32 *)&minimap_yaw_vec, 3);
|
||||
|
||||
// Uniform sampler layers
|
||||
// before 1.8 there isn't a "integer interface", only float
|
||||
float eye_position_array[3];
|
||||
v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
|
||||
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
|
||||
f32 layer0 = 0;
|
||||
f32 layer1 = 1;
|
||||
f32 layer2 = 2;
|
||||
services->setPixelShaderConstant("baseTexture" , (irr::f32 *)&layer0, 1);
|
||||
services->setPixelShaderConstant("normalTexture" , (irr::f32 *)&layer1, 1);
|
||||
services->setPixelShaderConstant("textureFlags" , (irr::f32 *)&layer2, 1);
|
||||
eye_position_array[0] = epos.X;
|
||||
eye_position_array[1] = epos.Y;
|
||||
eye_position_array[2] = epos.Z;
|
||||
#else
|
||||
s32 layer0 = 0;
|
||||
s32 layer1 = 1;
|
||||
s32 layer2 = 2;
|
||||
services->setPixelShaderConstant("baseTexture" , (irr::s32 *)&layer0, 1);
|
||||
services->setPixelShaderConstant("normalTexture" , (irr::s32 *)&layer1, 1);
|
||||
services->setPixelShaderConstant("textureFlags" , (irr::s32 *)&layer2, 1);
|
||||
epos.getAs3Values(eye_position_array);
|
||||
#endif
|
||||
m_eye_position_pixel.set(eye_position_array, services);
|
||||
m_eye_position_vertex.set(eye_position_array, services);
|
||||
|
||||
float minimap_yaw_array[3];
|
||||
v3f minimap_yaw = m_client->getMapper()->getYawVec();
|
||||
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
|
||||
minimap_yaw_array[0] = minimap_yaw.X;
|
||||
minimap_yaw_array[1] = minimap_yaw.Y;
|
||||
minimap_yaw_array[2] = minimap_yaw.Z;
|
||||
#else
|
||||
minimap_yaw.getAs3Values(minimap_yaw_array);
|
||||
#endif
|
||||
m_minimap_yaw.set(minimap_yaw_array, services);
|
||||
|
||||
SamplerLayer_t base_tex = 0,
|
||||
normal_tex = 1,
|
||||
flags_tex = 2;
|
||||
m_base_texture.set(&base_tex, services);
|
||||
m_normal_texture.set(&normal_tex, services);
|
||||
m_texture_flags.set(&flags_tex, services);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
|
||||
{
|
||||
Sky *m_sky;
|
||||
bool *m_force_fog_off;
|
||||
f32 *m_fog_range;
|
||||
Client *m_client;
|
||||
std::vector<GameGlobalShaderConstantSetter *> created_nosky;
|
||||
public:
|
||||
GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
|
||||
f32 *fog_range, Client *client) :
|
||||
m_sky(NULL),
|
||||
m_force_fog_off(force_fog_off),
|
||||
m_fog_range(fog_range),
|
||||
m_client(client)
|
||||
{}
|
||||
|
||||
void setSky(Sky *sky) {
|
||||
m_sky = sky;
|
||||
for (size_t i = 0; i < created_nosky.size(); ++i) {
|
||||
created_nosky[i]->setSky(m_sky);
|
||||
}
|
||||
created_nosky.clear();
|
||||
}
|
||||
|
||||
virtual IShaderConstantSetter* create()
|
||||
{
|
||||
GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
|
||||
m_sky, m_force_fog_off, m_fog_range, m_client);
|
||||
if (!m_sky)
|
||||
created_nosky.push_back(scs);
|
||||
return scs;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
bool nodePlacementPrediction(Client &client,
|
||||
const ItemDefinition &playeritem_def, v3s16 nodepos, v3s16 neighbourpos)
|
||||
{
|
||||
|
@ -1695,6 +1766,9 @@ private:
|
|||
Hud *hud;
|
||||
Mapper *mapper;
|
||||
|
||||
GameRunData runData;
|
||||
VolatileRunFlags flags;
|
||||
|
||||
/* 'cache'
|
||||
This class does take ownership/responsibily for cleaning up etc of any of
|
||||
these items (e.g. device)
|
||||
|
@ -1886,6 +1960,18 @@ bool Game::startup(bool *kill,
|
|||
|
||||
smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
|
||||
|
||||
memset(&runData, 0, sizeof(runData));
|
||||
runData.time_from_last_punch = 10.0;
|
||||
runData.profiler_max_page = 3;
|
||||
runData.update_wielded_item_trigger = true;
|
||||
|
||||
memset(&flags, 0, sizeof(flags));
|
||||
flags.show_chat = true;
|
||||
flags.show_hud = true;
|
||||
flags.show_debug = g_settings->getBool("show_debug");
|
||||
flags.invert_mouse = g_settings->getBool("invert_mouse");
|
||||
flags.first_loop_after_window_activation = true;
|
||||
|
||||
if (!init(map_dir, address, port, gamespec))
|
||||
return false;
|
||||
|
||||
|
@ -1902,34 +1988,15 @@ void Game::run()
|
|||
RunStats stats = { 0 };
|
||||
CameraOrientation cam_view_target = { 0 };
|
||||
CameraOrientation cam_view = { 0 };
|
||||
GameRunData runData = { 0 };
|
||||
FpsControl draw_times = { 0 };
|
||||
VolatileRunFlags flags = { 0 };
|
||||
f32 dtime; // in seconds
|
||||
|
||||
runData.time_from_last_punch = 10.0;
|
||||
runData.profiler_max_page = 3;
|
||||
runData.update_wielded_item_trigger = true;
|
||||
|
||||
flags.show_chat = true;
|
||||
flags.show_hud = true;
|
||||
flags.show_minimap = g_settings->getBool("enable_minimap");
|
||||
flags.show_debug = g_settings->getBool("show_debug");
|
||||
flags.invert_mouse = g_settings->getBool("invert_mouse");
|
||||
flags.first_loop_after_window_activation = true;
|
||||
|
||||
/* Clear the profiler */
|
||||
Profiler::GraphValues dummyvalues;
|
||||
g_profiler->graphGet(dummyvalues);
|
||||
|
||||
draw_times.last_time = device->getTimer()->getTime();
|
||||
|
||||
shader_src->addGlobalConstantSetter(new GameGlobalShaderConstantSetter(
|
||||
sky,
|
||||
&flags.force_fog_off,
|
||||
&runData.fog_range,
|
||||
client));
|
||||
|
||||
set_light_table(g_settings->getFloat("display_gamma"));
|
||||
|
||||
#ifdef __ANDROID__
|
||||
|
@ -2169,6 +2236,10 @@ bool Game::createClient(const std::string &playername,
|
|||
return false;
|
||||
}
|
||||
|
||||
GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
|
||||
&flags.force_fog_off, &runData.fog_range, client);
|
||||
shader_src->addShaderConstantSetterFactory(scsf);
|
||||
|
||||
// Update cached textures, meshes and materials
|
||||
client->afterContentReceived(device);
|
||||
|
||||
|
@ -2193,6 +2264,7 @@ bool Game::createClient(const std::string &playername,
|
|||
/* Skybox
|
||||
*/
|
||||
sky = new Sky(smgr->getRootSceneNode(), smgr, -1, texture_src);
|
||||
scsf->setSky(sky);
|
||||
skybox = NULL; // This is used/set later on in the main run loop
|
||||
|
||||
local_inventory = new Inventory(itemdef_manager);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue