Optimize tinyrender by precompute matrix multiplication in vertex shader.

This commit is contained in:
yunfeibai
2017-05-09 14:11:01 -07:00
parent 28de699e70
commit c938e42a19

View File

@@ -12,6 +12,7 @@
#include "../OpenGLWindow/ShapeData.h" #include "../OpenGLWindow/ShapeData.h"
#include "LinearMath/btAlignedObjectArray.h" #include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btVector3.h" #include "LinearMath/btVector3.h"
#include "Bullet3Common/b3Logging.h"
struct DepthShader : public IShader { struct DepthShader : public IShader {
@@ -72,6 +73,8 @@ struct Shader : public IShader {
Matrix& m_lightModelView; Matrix& m_lightModelView;
Vec4f m_colorRGBA; Vec4f m_colorRGBA;
Matrix& m_viewportMat; Matrix& m_viewportMat;
Matrix m_projectionModelViewMat;
Matrix m_projectionLightViewMat;
float m_ambient_coefficient; float m_ambient_coefficient;
float m_diffuse_coefficient; float m_diffuse_coefficient;
float m_specular_coefficient; float m_specular_coefficient;
@@ -110,8 +113,11 @@ struct Shader : public IShader {
{ {
m_invModelMat = m_modelMat.invert_transpose(); m_invModelMat = m_modelMat.invert_transpose();
m_projectionModelViewMat = m_projectionMat*m_modelView1;
m_projectionLightViewMat = m_projectionMat*m_lightModelView;
} }
virtual Vec4f vertex(int iface, int nthvert) { virtual Vec4f vertex(int iface, int nthvert) {
B3_PROFILE("vertex");
Vec2f uv = m_model->uv(iface, nthvert); Vec2f uv = m_model->uv(iface, nthvert);
varying_uv.set_col(nthvert, uv); varying_uv.set_col(nthvert, uv);
varying_nrm.set_col(nthvert, proj<3>(m_invModelMat*embed<4>(m_model->normal(iface, nthvert), 0.f))); varying_nrm.set_col(nthvert, proj<3>(m_invModelMat*embed<4>(m_model->normal(iface, nthvert), 0.f)));
@@ -119,16 +125,17 @@ struct Shader : public IShader {
Vec3f scaledVert=Vec3f(unScaledVert[0]*m_localScaling[0], Vec3f scaledVert=Vec3f(unScaledVert[0]*m_localScaling[0],
unScaledVert[1]*m_localScaling[1], unScaledVert[1]*m_localScaling[1],
unScaledVert[2]*m_localScaling[2]); unScaledVert[2]*m_localScaling[2]);
Vec4f gl_Vertex = m_projectionMat*m_modelView1*embed<4>(scaledVert); Vec4f gl_Vertex = m_projectionModelViewMat*embed<4>(scaledVert);
varying_tri.set_col(nthvert, gl_Vertex); varying_tri.set_col(nthvert, gl_Vertex);
Vec4f world_Vertex = m_modelMat*embed<4>(scaledVert); Vec4f world_Vertex = m_modelMat*embed<4>(scaledVert);
world_tri.set_col(nthvert, world_Vertex); world_tri.set_col(nthvert, world_Vertex);
Vec4f gl_VertexLightView = m_projectionMat*m_lightModelView*embed<4>(scaledVert); Vec4f gl_VertexLightView = m_projectionLightViewMat*embed<4>(scaledVert);
varying_tri_light_view.set_col(nthvert, gl_VertexLightView); varying_tri_light_view.set_col(nthvert, gl_VertexLightView);
return gl_Vertex; return gl_Vertex;
} }
virtual bool fragment(Vec3f bar, TGAColor &color) { virtual bool fragment(Vec3f bar, TGAColor &color) {
B3_PROFILE("fragment");
Vec4f p = m_viewportMat*(varying_tri_light_view*bar); Vec4f p = m_viewportMat*(varying_tri_light_view*bar);
float depth = p[2]; float depth = p[2];
p = p/p[3]; p = p/p[3];
@@ -502,6 +509,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
for (int i=0; i<model->nfaces(); i++) for (int i=0; i<model->nfaces(); i++)
{ {
B3_PROFILE("face");
for (int j=0; j<3; j++) { for (int j=0; j<3; j++) {
shader.vertex(i, j); shader.vertex(i, j);
} }