I am currently programming a graphics renderer in OpenGL by following several online tutorials. I've ended up with an engine which has a rendering pipeline which basically consists of rendering an object using a simple Phong Shader. My Phong Shader has a basic vertex shader which modifies the vertex based on a transformation and a fragment shader which looks something like this:
// PhongFragment.glsl
uniform DirectionalLight dirLight;
...
vec3 calculateDirLight() { /* Calculates Directional Light using the uniform */ }
...
void main() {
gl_FragColor = calculateDirLight();
The actual drawing of my object looks something like this:
// Render a Mesh
bindPhongShader();
setPhongShaderUniform(transform);
setPhongShaderUniform(directionalLight1);
mesh->draw(); // glDrawElements using the Phong Shader
This technique works well, but has the obvious downside that I can only have one directional light, unless I use uniform arrays. I could do that but instead I wanted to see what other solutions were available (mostly since I don't want to make an array of some large amount of lights in the shader and have most of them be empty), and I stumbled on this one, which seems really inefficient but I am not sure. It basically involves redrawing the mesh every single time with a new light, like so:
// New Render
bindBasicShader(); // just transforms vertices, and sets the frag color to white.
setBasicShaderUniform(transform); // Set transformation uniform
mesh->draw();
// Enable Blending so that all light contributions are added up...
bindDirectionalShader();
setDirectionalShaderUniform(transform); // Set transformation uniform
setDirectionalShaderUniform(directionalLight1);
mesh->draw(); // Draw the mesh using the directionalLight1
setDirectionalShaderUniform(directionalLight2);
mesh->draw(); // Draw the mesh using the directionalLight2
setDirectionalShaderUniform(directionalLight3);
mesh->draw(); // Draw the mesh using the directionalLight3
This seems terribly inefficient to me, though. Aren't I redrawing all the mesh geometry over and over again? I have implemented this and it does give me the result I was looking for, multiple directional lights, but the frame rate has dropped considerably. Is this a stupid way of rendering multiple lights, or is it on par with using shader uniform arrays?