blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp
Benoit Bolsee b20f6e27ff Commit patch #8724:
This patch modifies the BL_ConvertMesh method from the data conversion module in order to reduce the number of polygon
material objects that are created.

Normally, there should be only one material object for each material bucket(the group of meshes that are rendered together
with a single material). However, the number of materials that are created right now in the converter is much higher
and eats a lot of memory in scenes with large polygon counts. This patch deletes those material objects(KX_BlenderMaterial)
that are used only temporarily in the converter(and are now deleted only when the converter is destroyed, at the end
of the game).

For a cube that's subdivided 7 times(90+ k polygons) I get 200 MB usage in the game engine in 2.45 and 44 MB with a
svn build with this patch applied if the "Use Blender Materials" option is activated in the Game menu.
2008-03-23 23:12:40 +00:00

200 lines
5.5 KiB
C++

/**
* $Id$
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
// don't show these anoying STL warnings
#pragma warning (disable:4786)
#endif
#include "GEN_Map.h"
#include "RAS_MaterialBucket.h"
#include "STR_HashedString.h"
#include "RAS_MeshObject.h"
#define KX_NUM_MATERIALBUCKETS 100
#include "RAS_IRasterizer.h"
#include "RAS_IRenderTools.h"
#include "RAS_BucketManager.h"
#include <set>
RAS_BucketManager::RAS_BucketManager()
{
}
RAS_BucketManager::~RAS_BucketManager()
{
RAS_BucketManagerClearAll();
}
/**
* struct alphamesh holds a mesh, (m_ms) it's depth, (m_z) and the bucket it came from (m_bucket.)
*/
struct RAS_BucketManager::alphamesh
{
public:
MT_Scalar m_z;
RAS_MaterialBucket::T_MeshSlotList::iterator m_ms;
RAS_MaterialBucket *m_bucket;
alphamesh(MT_Scalar z, RAS_MaterialBucket::T_MeshSlotList::iterator &ms, RAS_MaterialBucket *bucket) :
m_z(z),
m_ms(ms),
m_bucket(bucket)
{}
};
struct RAS_BucketManager::backtofront
{
bool operator()(const alphamesh &a, const alphamesh &b)
{
return a.m_z < b.m_z;
}
};
void RAS_BucketManager::RenderAlphaBuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
BucketList::iterator bit;
std::multiset<alphamesh, backtofront> alphameshset;
RAS_MaterialBucket::T_MeshSlotList::iterator mit;
/* Camera's near plane equation: cam_norm.dot(point) + cam_origin */
const MT_Vector3 cam_norm(cameratrans.getBasis()[2]);
const MT_Scalar cam_origin = cameratrans.getOrigin()[2];
for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit)
{
(*bit)->ClearScheduledPolygons();
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
{
if ((*mit).m_bVisible)
{
MT_Point3 pos((*mit).m_OpenGLMatrix[12], (*mit).m_OpenGLMatrix[13], (*mit).m_OpenGLMatrix[14]);
alphameshset.insert(alphamesh(MT_dot(cam_norm, pos) + cam_origin, mit, *bit));
}
}
}
// It shouldn't be strictly necessary to disable depth writes; but
// it is needed for compatibility.
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED);
int drawingmode;
std::multiset< alphamesh, backtofront>::iterator msit = alphameshset.begin();
for (; msit != alphameshset.end(); ++msit)
{
while ((*msit).m_bucket->ActivateMaterial(cameratrans, rasty, rendertools, drawingmode))
(*msit).m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(*msit).m_ms, drawingmode);
}
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
}
void RAS_BucketManager::Renderbuckets(
const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
BucketList::iterator bucket;
rasty->EnableTextures(false);
rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
// beginning each frame, clear (texture/material) caching information
rasty->ClearCachingInfo();
RAS_MaterialBucket::StartFrame();
for (bucket = m_MaterialBuckets.begin(); bucket != m_MaterialBuckets.end(); ++bucket)
{
(*bucket)->ClearScheduledPolygons();
}
for (bucket = m_MaterialBuckets.begin(); bucket != m_MaterialBuckets.end(); ++bucket)
{
RAS_IPolyMaterial *tmp = (*bucket)->GetPolyMaterial();
if(tmp->IsZSort() || tmp->GetFlag() &RAS_FORCEALPHA )
rasty->SetAlphaTest(true);
else
rasty->SetAlphaTest(false);
(*bucket)->Render(cameratrans,rasty,rendertools);
}
rasty->SetAlphaTest(false);
RenderAlphaBuckets(cameratrans, rasty, rendertools);
RAS_MaterialBucket::EndFrame();
}
RAS_MaterialBucket* RAS_BucketManager::RAS_BucketManagerFindBucket(RAS_IPolyMaterial * material, bool &bucketCreated)
{
bucketCreated = false;
BucketList::iterator it;
for (it = m_MaterialBuckets.begin(); it != m_MaterialBuckets.end(); it++)
{
if (*(*it)->GetPolyMaterial() == *material)
return *it;
}
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
{
if (*(*it)->GetPolyMaterial() == *material)
return *it;
}
RAS_MaterialBucket *bucket = new RAS_MaterialBucket(material);
bucketCreated = true;
if (bucket->IsTransparant())
m_AlphaBuckets.push_back(bucket);
else
m_MaterialBuckets.push_back(bucket);
return bucket;
}
void RAS_BucketManager::RAS_BucketManagerClearAll()
{
BucketList::iterator it;
for (it = m_MaterialBuckets.begin(); it != m_MaterialBuckets.end(); it++)
{
delete (*it);
}
for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
{
delete(*it);
}
m_MaterialBuckets.clear();
m_AlphaBuckets.clear();
}