BGE performance: allow to create display list on meshes with modifiers but without armature and shape keys. These modified meshes are static and can be put safely in a display list. As the rendering of modifiers is done in direct openGL call, it results is a bit performance boost.

This commit is contained in:
Benoit Bolsee 2009-05-12 19:48:18 +00:00
parent 705764fe05
commit 5a0de728b0
6 changed files with 17 additions and 6 deletions

@ -66,7 +66,7 @@ public:
virtual bool Update(void){ return false; };
virtual bool UpdateBuckets(void){ return false; };
virtual RAS_Deformer* GetReplica(){return NULL;};
virtual void ProcessReplica() { };
virtual void ProcessReplica() {m_bDynamic=false;};
struct Mesh* GetMesh() { return m_bmesh; };
// virtual void InitDeform(double time){};

@ -121,7 +121,7 @@ bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
ForceUpdate();
m_armobj->RestorePose();
m_bDynamic = true;
return true;
}
return false;
@ -144,8 +144,10 @@ bool BL_ShapeDeformer::Update(void)
/* we will blend the key directly in mvert array: it is used by armature as the start position */
/* m_bmesh->key can be NULL in case of Modifier deformer */
if (m_bmesh->key)
if (m_bmesh->key) {
do_rel_key(0, m_bmesh->totvert, m_bmesh->totvert, (char *)m_bmesh->mvert->co, m_bmesh->key, 0);
m_bDynamic = true;
}
// Don't release the weight array as in Blender, it will most likely be reusable on next frame
// The weight array are ultimately deleted when the skin mesh is destroyed

@ -201,7 +201,8 @@ bool BL_SkinDeformer::Update(void)
m_lastArmaUpdate=m_armobj->GetLastFrame();
m_armobj->RestorePose();
/* dynamic vertex, cannot use display list */
m_bDynamic = true;
/* indicate that the m_transverts and normals are up to date */
return true;
}

@ -757,6 +757,7 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
virtual bool Update(void)
{
//printf("update\n");
m_bDynamic = true;
return true;//??
}
virtual bool UpdateBuckets(void)
@ -775,6 +776,7 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
virtual void ProcessReplica()
{
// we have two pointers to deal with but we cannot do it now, will be done in Relink
m_bDynamic = false;
}
virtual bool SkipVertexTransform()
{

@ -39,7 +39,7 @@
class RAS_Deformer
{
public:
RAS_Deformer(){};
RAS_Deformer() : m_pMesh(0), m_bDynamic(false) {};
virtual ~RAS_Deformer(){};
virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)=0;
virtual bool Apply(class RAS_IPolyMaterial *polymat)=0;
@ -55,8 +55,14 @@ public:
{
return true;
}
// true when deformer produces varying vertex (shape or armature)
bool IsDynamic()
{
return m_bDynamic;
}
protected:
class RAS_MeshObject *m_pMesh;
bool m_bDynamic;
};
#endif

@ -597,7 +597,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
// then it won't have texture coordinates for actual drawing. also
// for zsort we can't make a display list, since the polygon order
// changes all the time.
if(ms.m_pDeformer)
if(ms.m_pDeformer && ms.m_pDeformer->IsDynamic())
ms.m_bDisplayList = false;
else if(!ms.m_DisplayList && rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW)
ms.m_bDisplayList = false;