To reduce shader state changes and compilations, just use the

four-bone-per-vertex configuration for all skinned meshes.  Depending on 
the models we have, it may be worth compiling a separate one for two 
bones per vertex.  Added a hook to customize the material color (for 
per-vertex colors, e.g.)


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@245 ed5b42cb-e716-0410-a449-f6a68f950b19
This commit is contained in:
Andrzej Kapolka
2007-05-15 00:55:19 +00:00
parent 124af1e0b1
commit c755fd626a
3 changed files with 34 additions and 46 deletions
@@ -240,12 +240,8 @@ public abstract class ShaderConfig
// add snippets for each of the lights
for (int ii = 0; ii < _lights.length; ii++) {
LightConfig light = _lights[ii];
if (light.type == Light.LT_POINT) {
buf.append(POINT_LIGHT_SNIPPET.replace("%", Integer.toString(ii)));
} else if (light.type == Light.LT_DIRECTIONAL) {
buf.append(DIRECTIONAL_LIGHT_SNIPPET.replace("%", Integer.toString(ii)));
}
String snippet = getLightSnippet(_lights[ii].type);
buf.append(snippet.replace("%", Integer.toString(ii)));
}
// the alpha value comes from the diffuse color in the material
@@ -281,6 +277,21 @@ public abstract class ShaderConfig
ddefs.add(buf.toString());
}
/**
* Returns a code snippet that adds the influence of a light of the specified type (after
* replacing '%' with the light index).
*/
protected String getLightSnippet (int type)
{
if (type == Light.LT_POINT) {
return POINT_LIGHT_SNIPPET;
} else if (type == Light.LT_DIRECTIONAL) {
return DIRECTIONAL_LIGHT_SNIPPET;
} else {
return "";
}
}
/** The configuration of a single light in a {@link LightState}. */
protected static class LightConfig
implements Cloneable