51b4145841
This commit contains a number of performance improvements for the BGE in the Scenegraph (parent relation between objects in the scene) and view frustrum culling. The scenegraph improvement consists in avoiding position update if the object has not moved since last update and the removal of redundant updates and synchronization with the physics engine. The view frustrum culling improvement consists in using the DBVT broadphase facility of Bullet to build a tree of graphical objects in the scene. The elements of the tree are Aabb boxes (Aligned Axis Bounding Boxes) enclosing the objects. This provides good precision in closed and opened scenes. This new culling system is enabled by default but just in case, it can be disabled with a button in the World settings. There is no do_version in this commit but it will be added before the 2.49 release. For now you must manually enable the DBVT culling option in World settings when you open an old file. The above improvements speed up scenegraph and culling up to 5x. However, this performance improvement is only visible when you have hundreds or thousands of objects. The main interest of the DBVT tree is to allow easy occlusion culling and automatic LOD system. This will be the object of further improvements.
259 lines
4.8 KiB
C++
259 lines
4.8 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_FRAMINGMANAGER_H
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#define RAS_FRAMINGMANAGER_H
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class RAS_Rect;
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/**
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* @section RAS_FrameSettings
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* This is a value type describing the framing used
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* by a particular scene in the game engine.
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* Each KX_Scene contains a RAS_FrameSetting describing
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* how the frustum and viewport are to be modified
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* depending on the canvas size.
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*
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* e_frame_scale means that the viewport is set to the current
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* canvas size. If the view frustum aspect ratio is different
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* to the canvas aspect this will lead to stretching.
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*
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* e_frame_extend means that the best fit viewport will be
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* computed based upon the design aspect ratio
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* and the view frustum will be adjusted so that
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* more of the scene is visible.
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*
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* e_frame_bars means that the best fit viewport will be
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* be computed based upon the design aspect ratio.
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*/
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class RAS_FrameSettings
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{
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public :
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/**
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* enum defining the policy to use
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* in each axis.
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*/
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enum RAS_FrameType {
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e_frame_scale,
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e_frame_extend,
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e_frame_bars
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};
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/**
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* Contructor
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*/
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RAS_FrameSettings(
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RAS_FrameType frame_type,
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float bar_r,
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float bar_g,
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float bar_b,
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unsigned int design_aspect_width,
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unsigned int design_aspect_height
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):
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m_frame_type(frame_type),
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m_bar_r(bar_r),
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m_bar_g(bar_g),
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m_bar_b(bar_b),
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m_design_aspect_width(design_aspect_width),
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m_design_aspect_height(design_aspect_height)
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{
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};
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RAS_FrameSettings(
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):
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m_frame_type(e_frame_scale),
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m_bar_r(0),
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m_bar_g(0),
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m_bar_b(0),
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m_design_aspect_width(1),
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m_design_aspect_height(1)
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{
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};
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/**
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* Accessors
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*/
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const
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RAS_FrameType &
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FrameType(
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) const {
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return m_frame_type;
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};
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void
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SetFrameType(
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RAS_FrameType type
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) {
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m_frame_type = type;
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};
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float
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BarRed(
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) const {
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return m_bar_r;
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};
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float
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BarGreen(
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) const {
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return m_bar_g;
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};
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float
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BarBlue(
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) const {
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return m_bar_b;
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};
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unsigned int
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DesignAspectWidth(
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) const {
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return m_design_aspect_width;
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};
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unsigned int
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DesignAspectHeight(
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) const {
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return m_design_aspect_height;
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};
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private :
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RAS_FrameType m_frame_type;
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float m_bar_r;
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float m_bar_g;
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float m_bar_b;
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unsigned int m_design_aspect_width;
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unsigned int m_design_aspect_height;
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};
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struct RAS_FrameFrustum
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{
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float camnear,camfar;
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float x1,y1;
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float x2,y2;
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};
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/* must match R_CULLING_... from DNA_scene_types.h */
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enum RAS_CullingMode
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{
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RAS_CULLING_DBVT = 0,
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RAS_CULLING_NORMAL,
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RAS_CULLING_NONE
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};
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/**
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* @section RAS_FramingManager
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* This class helps to compute a view frustum
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* and a viewport rectangle given the
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* above settings and a description of the
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* current canvas dimensions.
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*
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* You do not have to instantiate this class
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* directly, it only contains static helper functions
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*/
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class RAS_FramingManager
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{
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public :
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/**
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* Compute a viewport given
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* a RAS_FrameSettings and a description of the
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* canvas.
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*/
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static
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void
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ComputeViewport(
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const RAS_FrameSettings &settings,
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const RAS_Rect &availableViewport,
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RAS_Rect &viewport
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);
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/**
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* compute a frustrum given a valid viewport,
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* RAS_FrameSettings, canvas description
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* and camera description
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*/
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static
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void
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ComputeFrustum(
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const RAS_FrameSettings &settings,
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const RAS_Rect &availableViewport,
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const RAS_Rect &viewport,
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const float lens,
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const float camnear,
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const float camfar,
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RAS_FrameFrustum &frustum
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);
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static
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void
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ComputeDefaultFrustum(
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const float camnear,
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const float camfar,
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const float lens,
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const float design_aspect_ratio,
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RAS_FrameFrustum & frustum
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);
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private :
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static
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void
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ComputeBestFitViewRect(
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const RAS_Rect &availableViewport,
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const float design_aspect_ratio,
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RAS_Rect &viewport
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);
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/**
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* Private constructor - this class is not meant
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* for instanciation.
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*/
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RAS_FramingManager(
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);
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RAS_FramingManager(
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const RAS_FramingManager &
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);
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};
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#endif
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