shader uniform caching fix
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austin 2024-08-28 21:58:36 -04:00
parent f6ac972aa7
commit f01cf94d6f
2 changed files with 21 additions and 12 deletions

View File

@ -445,7 +445,6 @@ public class Mesh {
openGLState.getActiveShader().setUniform(openGLState, "hasBones", 1);
openGLState.getActiveShader().setUniform(openGLState, "numBones", bones.size());
Iterator<String> boneIterator = boneIdList.iterator();
// float bufferarray[] = new float[16];
int incrementer = 0;
while (boneIterator.hasNext()){
String boneName = boneIterator.next();
@ -453,19 +452,9 @@ public class Mesh {
String currentUniform = "bones[" + incrementer + "]";
if(currentBone != null){
Matrix4d currentMat = currentBone.getFinalTransform();
// currentMat.get(bufferarray);
// if(boneName.equals("Torso")){
// System.out.println("Found torso bone");
// System.out.println(currentUniform);
// System.out.println(currentMat);
// }
openGLState.getActiveShader().setUniform(openGLState, currentUniform, currentMat);
// GL45.glUniformMatrix4fv(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), false, bufferarray);
} else {
// System.out.println("Bonename: " + boneName);
// System.exit(1);
openGLState.getActiveShader().setUniform(openGLState, currentUniform, new Matrix4f());
// GL45.glUniformMatrix4fv(glGetUniformLocation(openGLState.getActiveShader().getShaderId(), currentUniform), false, new float[16]);
}
incrementer++;
}

View File

@ -681,25 +681,45 @@ public class ShaderProgram {
!uniformMap.get(uniformLocation).equals(value)
){
try(MemoryStack stack = MemoryStack.stackPush()){
uniformMap.put(uniformLocation,value);
//
//matrix4f
if(value instanceof Matrix4f){
Matrix4f currentUniform = (Matrix4f)value;
GL40.glUniformMatrix4fv(uniformLocation, false, currentUniform.get(new float[16]));
Globals.renderingEngine.checkError();
uniformMap.put(uniformLocation,new Matrix4f(currentUniform)); //create new matrix4f to break pointer-matching with equals on cache check
//
//matrix4d
} else if(value instanceof Matrix4d){
Matrix4d currentUniform = (Matrix4d)value;
GL40.glUniformMatrix4fv(uniformLocation, false, currentUniform.get(new float[16]));
Globals.renderingEngine.checkError();
uniformMap.put(uniformLocation,new Matrix4d(currentUniform)); //create new matrix4f to break pointer-matching with equals on cache check
//
//vector3f
} else if(value instanceof Vector3f){
Vector3f currentUniform = (Vector3f)value;
GL40.glUniform3fv(uniformLocation, currentUniform.get(BufferUtils.createFloatBuffer(3)));
Globals.renderingEngine.checkError();
uniformMap.put(uniformLocation,new Vector3f(currentUniform)); //create new matrix4f to break pointer-matching with equals on cache check
//
//integer
} else if(value instanceof Integer){
GL40.glUniform1i(uniformLocation, (Integer)value);
Globals.renderingEngine.checkError();
uniformMap.put(uniformLocation,(Integer)value);
//
//float
} else if(value instanceof Float){
GL40.glUniform1f(uniformLocation, (Float)value);
Globals.renderingEngine.checkError();
uniformMap.put(uniformLocation,(Float)value);
} else {
throw new UnsupportedOperationException("Tried to set uniform with unsupported type!");
}