- refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader.

This removes 3 uniforms, consisting of 9 floats. Those were merged into other values that never get used at the same time.
It also moves the costly setup of the fixed colormap out of the render state into the 2D processing code.
Since 3D forces use of render buffers now, it is no longer necessary to draw the entire scene with the colormap active, meaning it can be handled more efficiently.
This commit is contained in:
Christoph Oelckers 2018-06-16 13:47:24 +02:00
commit 4937848123
35 changed files with 248 additions and 451 deletions

View file

@ -372,14 +372,6 @@ void OpenGLFrameBuffer::TextureFilterChanged()
if (GLRenderer != NULL && GLRenderer->mSamplerManager != NULL) GLRenderer->mSamplerManager->SetTextureFilterMode();
}
void OpenGLFrameBuffer::ResetFixedColormap()
{
if (GLRenderer != nullptr && GLRenderer->mShaderManager != nullptr)
{
GLRenderer->mShaderManager->ResetFixedColormap();
}
}
void OpenGLFrameBuffer::BlurScene(float amount)
{
GLRenderer->BlurScene(amount);