diff options
Diffstat (limited to 'src/llr/llr.c')
-rw-r--r-- | src/llr/llr.c | 28 |
1 files changed, 24 insertions, 4 deletions
diff --git a/src/llr/llr.c b/src/llr/llr.c index 74cfaed..664c9a4 100644 --- a/src/llr/llr.c +++ b/src/llr/llr.c | |||
@@ -36,11 +36,14 @@ static bool init_ibl(LLR* renderer) { | |||
36 | return true; | 36 | return true; |
37 | } | 37 | } |
38 | 38 | ||
39 | // TODO: Why is this done lazily here? Do it when the environment light is | ||
40 | // created. | ||
41 | // | ||
42 | /// Compute irradiance and prefiltered environment maps for the light if they | 39 | /// Compute irradiance and prefiltered environment maps for the light if they |
43 | /// have not been already computed. | 40 | /// have not been already computed. |
41 | /// | ||
42 | /// This is done lazily here, and not when the light is created, because we | ||
43 | /// need an IBL instance to do this and it is more convenient for the public | ||
44 | /// API to create lights without worrying about those details. It also makes the | ||
45 | /// public API cheaper, since the maps are only computed when they are actually | ||
46 | /// needed. | ||
44 | static bool set_up_environment_light(LLR* renderer, EnvironmentLight* light) { | 47 | static bool set_up_environment_light(LLR* renderer, EnvironmentLight* light) { |
45 | assert(renderer); | 48 | assert(renderer); |
46 | assert(light); | 49 | assert(light); |
@@ -198,11 +201,20 @@ static void configure_state(LLR* renderer) { | |||
198 | } | 201 | } |
199 | } | 202 | } |
200 | 203 | ||
204 | if (renderer->material_changed || renderer->shader_changed) { | ||
205 | renderer->material_changed = false; | ||
206 | |||
207 | gfx_material_activate(renderer->shader, renderer->material); | ||
208 | } | ||
209 | |||
201 | if (renderer->shader_changed) { | 210 | if (renderer->shader_changed) { |
202 | renderer->shader_changed = false; | 211 | renderer->shader_changed = false; |
203 | gfx_activate_shader_program(renderer->shader); | 212 | gfx_activate_shader_program(renderer->shader); |
204 | } | 213 | } |
205 | 214 | ||
215 | // TODO: At present, this results in many redundant calls to | ||
216 | // glGetUniformLocation() and glUniformXyz(). Look at the trace. | ||
217 | // | ||
206 | // Must be called after activating the program. | 218 | // Must be called after activating the program. |
207 | gfx_apply_uniforms(renderer->shader); | 219 | gfx_apply_uniforms(renderer->shader); |
208 | } | 220 | } |
@@ -293,6 +305,14 @@ void gfx_llr_clear_skeleton(LLR* renderer) { | |||
293 | renderer->skeleton_changed = true; | 305 | renderer->skeleton_changed = true; |
294 | } | 306 | } |
295 | 307 | ||
308 | void gfx_llr_set_material(LLR* renderer, const Material* material) { | ||
309 | assert(renderer); | ||
310 | assert(material); | ||
311 | |||
312 | renderer->material = material; | ||
313 | renderer->material_changed = true; | ||
314 | } | ||
315 | |||
296 | void gfx_llr_set_camera(LLR* renderer, const Camera* camera) { | 316 | void gfx_llr_set_camera(LLR* renderer, const Camera* camera) { |
297 | assert(renderer); | 317 | assert(renderer); |
298 | 318 | ||
@@ -328,7 +348,7 @@ void gfx_llr_render_mesh(LLR* renderer, const Mesh* mesh) { | |||
328 | assert(mesh->geometry); | 348 | assert(mesh->geometry); |
329 | assert(mesh->material); | 349 | assert(mesh->material); |
330 | 350 | ||
331 | gfx_material_activate(renderer->shader, mesh->material); | 351 | gfx_llr_set_material(renderer, mesh->material); |
332 | gfx_llr_render_geometry(renderer, mesh->geometry); | 352 | gfx_llr_render_geometry(renderer, mesh->geometry); |
333 | } | 353 | } |
334 | 354 | ||