Share the state attributes for terrain techniques

Reduces the total amount of GL calls / frame by about 14% - 50% depending on the scene.
move
scrawl 9 years ago
parent 84b8da7a09
commit 3f08cbff71

@ -15,6 +15,49 @@
namespace Terrain
{
osg::ref_ptr<osg::TexMat> getBlendmapTexMat(int blendmapScale)
{
static std::map<int, osg::ref_ptr<osg::TexMat> > texMatMap;
osg::ref_ptr<osg::TexMat> texMat = texMatMap[blendmapScale];
if (!texMat)
{
texMat = new osg::TexMat;
osg::Matrixf matrix;
float scale = (blendmapScale/(static_cast<float>(blendmapScale)+1.f));
matrix.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f));
matrix.preMultScale(osg::Vec3f(scale, scale, 1.f));
matrix.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f));
texMatMap[blendmapScale] = texMat;
}
return texMat;
}
osg::ref_ptr<osg::TexMat> getLayerTexMat(float layerTileSize)
{
static std::map<float, osg::ref_ptr<osg::TexMat> > texMatMap;
osg::ref_ptr<osg::TexMat> texMat = texMatMap[layerTileSize];
if (!texMat)
{
texMat = new osg::TexMat;
texMat->setMatrix(osg::Matrix::scale(osg::Vec3f(layerTileSize,layerTileSize,1.f)));
texMatMap[layerTileSize] = texMat;
}
return texMat;
}
osg::ref_ptr<osg::Depth> getEqualDepth()
{
static osg::ref_ptr<osg::Depth> depth;
if (!depth)
{
depth = new osg::Depth;
depth->setFunction(osg::Depth::EQUAL);
}
return depth;
}
FixedFunctionTechnique::FixedFunctionTechnique(const std::vector<TextureLayer>& layers,
const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps, int blendmapScale, float layerTileSize)
{
@ -27,9 +70,8 @@ namespace Terrain
if (!firstLayer)
{
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
osg::ref_ptr<osg::Depth> depth (new osg::Depth);
depth->setFunction(osg::Depth::EQUAL);
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
stateset->setAttributeAndModes(getEqualDepth(), osg::StateAttribute::ON);
}
int texunit = 0;
@ -40,17 +82,15 @@ namespace Terrain
stateset->setTextureAttributeAndModes(texunit, blendmap.get());
// This is to map corner vertices directly to the center of a blendmap texel.
osg::Matrixf texMat;
float scale = (blendmapScale/(static_cast<float>(blendmapScale)+1.f));
texMat.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f));
texMat.preMultScale(osg::Vec3f(scale, scale, 1.f));
texMat.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f));
stateset->setTextureAttributeAndModes(texunit, getBlendmapTexMat(blendmapScale));
stateset->setTextureAttributeAndModes(texunit, new osg::TexMat(texMat));
osg::ref_ptr<osg::TexEnvCombine> texEnvCombine (new osg::TexEnvCombine);
texEnvCombine->setCombine_RGB(osg::TexEnvCombine::REPLACE);
texEnvCombine->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
static osg::ref_ptr<osg::TexEnvCombine> texEnvCombine;
if (!texEnvCombine)
{
texEnvCombine = new osg::TexEnvCombine;
texEnvCombine->setCombine_RGB(osg::TexEnvCombine::REPLACE);
texEnvCombine->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
}
stateset->setTextureAttributeAndModes(texunit, texEnvCombine, osg::StateAttribute::ON);
@ -61,9 +101,7 @@ namespace Terrain
osg::ref_ptr<osg::Texture2D> tex = it->mDiffuseMap;
stateset->setTextureAttributeAndModes(texunit, tex.get());
osg::ref_ptr<osg::TexMat> texMat (new osg::TexMat);
texMat->setMatrix(osg::Matrix::scale(osg::Vec3f(layerTileSize,layerTileSize,1.f)));
stateset->setTextureAttributeAndModes(texunit, texMat, osg::StateAttribute::ON);
stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);
firstLayer = false;
@ -83,18 +121,14 @@ namespace Terrain
if (!firstLayer)
{
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
osg::ref_ptr<osg::Depth> depth (new osg::Depth);
depth->setFunction(osg::Depth::EQUAL);
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
stateset->setAttributeAndModes(getEqualDepth(), osg::StateAttribute::ON);
}
int texunit = 0;
stateset->setTextureAttributeAndModes(texunit, it->mDiffuseMap);
osg::ref_ptr<osg::TexMat> texMat (new osg::TexMat);
texMat->setMatrix(osg::Matrix::scale(osg::Vec3f(layerTileSize,layerTileSize,1.f)));
stateset->setTextureAttributeAndModes(texunit, texMat, osg::StateAttribute::ON);
stateset->setTextureAttributeAndModes(texunit, getLayerTexMat(layerTileSize), osg::StateAttribute::ON);
stateset->addUniform(new osg::Uniform("diffuseMap", texunit));
@ -105,14 +139,7 @@ namespace Terrain
stateset->setTextureAttributeAndModes(texunit, blendmap.get());
// This is to map corner vertices directly to the center of a blendmap texel.
osg::Matrixf texMat;
float scale = (blendmapScale/(static_cast<float>(blendmapScale)+1.f));
texMat.preMultTranslate(osg::Vec3f(0.5f, 0.5f, 0.f));
texMat.preMultScale(osg::Vec3f(scale, scale, 1.f));
texMat.preMultTranslate(osg::Vec3f(-0.5f, -0.5f, 0.f));
stateset->setTextureAttributeAndModes(texunit, new osg::TexMat(texMat));
stateset->setTextureAttributeAndModes(texunit, getBlendmapTexMat(blendmapScale));
stateset->addUniform(new osg::Uniform("blendMap", texunit));
}

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