blender/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h
Benoit Bolsee 42557f90bd BGE performance, 3rd round: culling and rasterizer.
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...
2009-05-07 09:13:01 +00:00

185 lines
4.9 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __RAS_IPOLYGONMATERIAL
#define __RAS_IPOLYGONMATERIAL
#include "STR_HashedString.h"
/**
* Polygon Material on which the material buckets are sorted
*
*/
#include "MT_Vector3.h"
#include "STR_HashedString.h"
class RAS_IRasterizer;
struct MTFace;
struct Material;
struct Scene;
enum MaterialProps
{
RAS_ZSORT =1,
RAS_TRANSPARENT =2,
RAS_TRIANGLE =4,
RAS_MULTITEX =8,
RAS_MULTILIGHT =16,
RAS_BLENDERMAT =32,
RAS_GLSHADER =64,
RAS_AUTOGEN =128,
RAS_NORMAL =256,
RAS_DEFMULTI =512,
RAS_BLENDERGLSL =1024
};
/**
* Material properties.
*/
class RAS_IPolyMaterial
{
//todo: remove these variables from this interface/protocol class
protected:
STR_HashedString m_texturename;
STR_HashedString m_materialname; //also needed for touchsensor
int m_tile;
int m_tilexrep,m_tileyrep;
int m_drawingmode; // tface->mode
int m_transp;
bool m_alpha;
bool m_zsort;
int m_lightlayer;
int m_materialindex;
unsigned int m_polymatid;
static unsigned int m_newpolymatid;
// will move...
unsigned int m_flag;//MaterialProps
int m_multimode; // sum of values
public:
MT_Vector3 m_diffuse;
float m_shininess;
MT_Vector3 m_specular;
float m_specularity;
/** Used to store caching information for materials. */
typedef void* TCachingInfo;
// care! these are taken from blender polygonflags, see file DNA_mesh_types.h for #define TF_BILLBOARD etc.
enum MaterialFlags
{
BILLBOARD_SCREENALIGNED = 256,
BILLBOARD_AXISALIGNED = 4096,
SHADOW =8192
};
RAS_IPolyMaterial();
RAS_IPolyMaterial(const STR_String& texname,
const STR_String& matname,
int materialindex,
int tile,
int tilexrep,
int tileyrep,
int mode,
int transp,
bool alpha,
bool zsort,
int lightlayer);
void Initialize(const STR_String& texname,
const STR_String& matname,
int materialindex,
int tile,
int tilexrep,
int tileyrep,
int mode,
int transp,
bool alpha,
bool zsort,
int lightlayer);
virtual ~RAS_IPolyMaterial() {};
/**
* Returns the caching information for this material,
* This can be used to speed up the rasterizing process.
* @return The caching information.
*/
virtual TCachingInfo GetCachingInfo(void) const { return 0; }
/**
* Activates the material in the rasterizer.
* On entry, the cachingInfo contains info about the last activated material.
* On exit, the cachingInfo should contain updated info about this material.
* @param rasty The rasterizer in which the material should be active.
* @param cachingInfo The information about the material used to speed up rasterizing.
*/
virtual bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const
{
return false;
}
virtual void ActivateMeshSlot(const class RAS_MeshSlot & ms, RAS_IRasterizer* rasty) const {}
virtual bool Equals(const RAS_IPolyMaterial& lhs) const;
bool Less(const RAS_IPolyMaterial& rhs) const;
int GetLightLayer() const;
bool IsAlpha() const;
bool IsZSort() const;
unsigned int hash() const;
int GetDrawingMode() const;
const STR_String& GetMaterialName() const;
dword GetMaterialNameHash() const;
const STR_String& GetTextureName() const;
unsigned int GetFlag() const;
int GetMaterialIndex() const;
virtual Material* GetBlenderMaterial() const;
virtual Scene* GetBlenderScene() const;
virtual void ReleaseMaterial();
virtual void GetMaterialRGBAColor(unsigned char *rgba) const;
virtual bool UsesLighting(RAS_IRasterizer *rasty) const;
virtual bool UsesObjectColor() const;
/*
* PreCalculate texture gen
*/
virtual void OnConstruction(){}
};
inline bool operator ==( const RAS_IPolyMaterial & rhs,const RAS_IPolyMaterial & lhs)
{
return ( rhs.Equals(lhs));
}
inline bool operator < ( const RAS_IPolyMaterial & lhs, const RAS_IPolyMaterial & rhs)
{
return lhs.Less(rhs);
}
#endif //__RAS_IPOLYGONMATERIAL