break the sp lighting loop early in modern gl(es)#2655
break the sp lighting loop early in modern gl(es)#2655riccardobl merged 1 commit intojMonkeyEngine:masterfrom
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Summary of ChangesHello, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed! This pull request introduces a performance optimization for lighting calculations in modern OpenGL (GL 3.2+) and OpenGL ES (GLES 3+) by terminating the lighting loop early once all active lights have been processed. This avoids unnecessary GPU processing and improves rendering efficiency. The changes involve modifying shader code and updating light list uniforms to pass the number of active lights to the shader. Highlights
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Code Review
This pull request introduces a performance optimization for single-pass lighting by breaking out of the light processing loop early in shaders when not all light slots are used. This is achieved by introducing a new g_LightCount uniform. The changes are implemented for modern GL and GLES versions while maintaining backward compatibility. The logic appears sound and correctly implemented across the relevant Java logic classes and shader files. I have one suggestion to improve maintainability by abstracting the duplicated shader code into a macro.
In modern GL(es) there is no point in wasting gpu power processing the whole light batch, this PR stops it as soon as all the active lights are processed, when the shader is compiled in GLES3+ or GL 3.2+.
To integrate this cleanly while also keeping backward compatibility, a new g_LightCount uniform is added.