This commit extend the technique of dynamic linked list to the mesh
slots so as to eliminate dumb scan or map lookup. It provides massive
performance improvement in the culling and in the rasterizer when
the majority of objects are static.
Other improvements:
- Compute the opengl matrix only for objects that are visible.
- Simplify hash function for GEN_HasedPtr
- Scan light list instead of general object list to render shadows
- Remove redundant opengl calls to set specularity, shinyness and diffuse
between each mesh slots.
- Cache GPU material to avoid frequent call to GPU_material_from_blender
- Only set once the fixed elements of mesh slot
- Use more inline function
The following table shows the performance increase between 2.48, 1st round
and this round of improvement. The test was done with a scene containing
40000 objects, of which 1000 are in the view frustrum approximately. The
object are simple textured cube to make sure the GPU is not the bottleneck.
As some of the rasterizer processing time has moved under culling, I present
the sum of scenegraph(includes culling)+rasterizer time
Scenegraph+rasterizer(ms) 2.48 1st round 3rd round
All objects static, 323.0 86.0 7.2
all visible, 1000 in
the view frustrum
All objects static, 219.0 49.7 N/A(*)
all invisible.
All objects moving, 323.0 105.6 34.7
all visible, 1000 in
the view frustrum
Scene destruction 40min 40min 4s
(*) : this time is not representative because the frame rate was at 60fps.
In that case, the GPU holds down the GE by frame sync. By design, the
overhead of the rasterizer is 0 when the the objects are invisible.
This table shows a global speed up between 9x and 45x compared to 2.48a
for scenegraph, culling and rasterizer overhead. The speed up goes much
higher when objects are invisible.
An additional 2-4x speed up is possible in the scenegraph by upgrading
the Moto library to use Eigen2 BLAS library instead of C++ classes but
the scenegraph is already so fast that it is not a priority right now.
Next speed up in logic: many things to do there...
172 lines
4.3 KiB
C++
172 lines
4.3 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __RAS_MESHOBJECT
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#define __RAS_MESHOBJECT
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#ifdef WIN32
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// disable the STL warnings ("debug information length > 255")
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#pragma warning (disable:4786)
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#endif
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#include <vector>
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#include <set>
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#include <list>
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#include "RAS_Polygon.h"
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#include "RAS_MaterialBucket.h"
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#include "MT_Transform.h"
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#include "GEN_HashedPtr.h"
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struct Mesh;
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/* RAS_MeshObject is a mesh used for rendering. It stores polygons,
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* but the actual vertices and index arrays are stored in material
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* buckets, referenced by the list of RAS_MeshMaterials. */
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class RAS_MeshObject
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{
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private:
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unsigned int m_debugcolor;
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int m_lightlayer;
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bool m_bModified;
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bool m_bMeshModified;
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STR_String m_name;
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static STR_String s_emptyname;
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vector<class RAS_Polygon*> m_Polygons;
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/* polygon sorting */
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struct polygonSlot;
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struct backtofront;
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struct fronttoback;
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protected:
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list<RAS_MeshMaterial> m_materials;
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Mesh* m_mesh;
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bool m_bDeformed;
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public:
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// for now, meshes need to be in a certain layer (to avoid sorting on lights in realtime)
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RAS_MeshObject(Mesh* mesh, int lightlayer);
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virtual ~RAS_MeshObject();
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bool IsDeformed() { return m_bDeformed; }
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/* materials */
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int NumMaterials();
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const STR_String& GetMaterialName(unsigned int matid);
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const STR_String& GetTextureName(unsigned int matid);
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RAS_MeshMaterial* GetMeshMaterial(unsigned int matid);
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RAS_MeshMaterial* GetMeshMaterial(RAS_IPolyMaterial *mat);
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int GetMaterialId(RAS_IPolyMaterial *mat);
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list<RAS_MeshMaterial>::iterator GetFirstMaterial();
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list<RAS_MeshMaterial>::iterator GetLastMaterial();
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unsigned int GetLightLayer();
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/* name */
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void SetName(STR_String name);
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const STR_String& GetName();
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/* modification state */
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bool MeshModified();
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void SetMeshModified(bool v){m_bMeshModified = v;}
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/* original blender mesh */
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Mesh* GetMesh() { return m_mesh; }
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/* mesh construction */
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virtual RAS_Polygon* AddPolygon(RAS_MaterialBucket *bucket, int numverts);
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virtual void AddVertex(RAS_Polygon *poly, int i,
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const MT_Point3& xyz,
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const MT_Point2& uv,
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const MT_Point2& uv2,
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const MT_Vector4& tangent,
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const unsigned int rgbacolor,
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const MT_Vector3& normal,
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bool flat,
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int origindex);
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void SchedulePolygons(int drawingmode);
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/* vertex and polygon acces */
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int NumVertices(RAS_IPolyMaterial* mat);
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RAS_TexVert* GetVertex(unsigned int matid, unsigned int index);
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int NumPolygons();
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RAS_Polygon* GetPolygon(int num) const;
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/* buckets */
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virtual void AddMeshUser(void *clientobj, SG_QList *head);
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virtual void UpdateBuckets(
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void* clientobj,
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double* oglmatrix,
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bool useObjectColor,
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const MT_Vector4& rgbavec,
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bool visible,
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bool culled);
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void RemoveFromBuckets(void *clientobj);
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/* colors */
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void DebugColor(unsigned int abgr);
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void SetVertexColor(RAS_IPolyMaterial* mat,MT_Vector4 rgba);
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/* polygon sorting by Z for alpha */
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void SortPolygons(RAS_MeshSlot& ms, const MT_Transform &transform);
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bool HasColliderPolygon() {
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int numpolys= NumPolygons();
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for (int p=0; p<numpolys; p++)
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if (m_Polygons[p]->IsCollider())
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return true;
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return false;
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}
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/* for construction to find shared vertices */
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struct SharedVertex {
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RAS_DisplayArray *m_darray;
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int m_offset;
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};
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vector<vector<SharedVertex> > m_sharedvertex_map;
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};
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#endif //__RAS_MESHOBJECT
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