2002-10-12 11:37:38 +00:00
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/**
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* $Id$
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*
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2008-04-16 22:40:48 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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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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2008-04-16 22:40:48 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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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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2008-04-16 22:40:48 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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*/
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#ifndef __RAS_MATERIALBUCKET
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#define __RAS_MATERIALBUCKET
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#include "RAS_TexVert.h"
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#include "GEN_Map.h"
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#include "STR_HashedString.h"
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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
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#include "SG_QList.h"
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2002-10-12 11:37:38 +00:00
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#include "MT_Transform.h"
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#include "RAS_IPolygonMaterial.h"
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2008-07-10 12:47:20 +00:00
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#include "RAS_IRasterizer.h"
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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#include "RAS_Deformer.h"
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2002-10-12 11:37:38 +00:00
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#include <vector>
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#include <set>
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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#include <list>
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2002-10-12 11:37:38 +00:00
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using namespace std;
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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/* Display List Slot */
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2002-10-12 11:37:38 +00:00
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2006-04-02 21:04:20 +00:00
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class KX_ListSlot
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{
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2008-03-09 22:02:32 +00:00
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protected:
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int m_refcount;
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2006-04-02 21:04:20 +00:00
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public:
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2008-03-09 22:02:32 +00:00
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KX_ListSlot(){ m_refcount=1; }
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virtual ~KX_ListSlot() {}
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virtual int Release() {
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if (--m_refcount > 0)
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return m_refcount;
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delete this;
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return 0;
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}
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virtual KX_ListSlot* AddRef() {
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m_refcount++;
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return this;
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}
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2006-04-02 21:04:20 +00:00
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virtual void SetModified(bool mod)=0;
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};
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2002-10-12 11:37:38 +00:00
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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class RAS_DisplayArray;
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class RAS_MeshSlot;
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class RAS_MeshMaterial;
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class RAS_MaterialBucket;
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BGE: Support mesh modifiers in the game engine.
Realtime modifiers applied on mesh objects will be supported in
the game engine with the following limitations:
- Only real time modifiers are supported (basically all of them!)
- Virtual modifiers resulting from parenting are not supported:
armature, curve, lattice. You can still use these modifiers
(armature is really not recommended) but in non parent mode.
The BGE has it's own parenting capability for armature.
- Modifiers are computed on the host (using blender modifier
stack).
- Modifiers are statically evaluated: any possible time dependency
in the modifiers is not supported (don't know enough about
modifiers to be more specific).
- Modifiers are reevaluated if the underlying mesh is deformed
due to shape action or armature action. Beware that this is
very CPU intensive; modifiers should really be used for static
objects only.
- Physics is still based on the original mesh: if you have a
mirror modifier, the physic shape will be limited to one half
of the resulting object. Therefore, the modifiers should
preferably be used on graphic objects.
- Scripts have no access to the modified mesh.
- Modifiers that are based on objects interaction (boolean,..)
will not be dependent on the objects position in the GE.
What you see in the 3D view is what you get in the GE regardless
on the object position, velocity, etc.
Besides that, the feature is compatible with all the BGE features
that affect meshes: armature action, shape action, relace mesh,
VideoTexture, add object, dupligroup.
Known problems:
- This feature is a bit hacky: the BGE uses the derived mesh draw
functions to display the object. This drawing method is a
bit slow and is not 100% compatible with the BGE. There may
be some problems in multi-texture mode: the multi-texture
coordinates are not sent to the GPU.
Texface and GLSL on the other hand should be fully supported.
- Culling is still based on the extend of the original mesh.
If you have a modifer that extends the size of the mesh,
the object may disappear while still in the view frustrum.
- Derived mesh is not shared between replicas.
The derived mesh is allocated and computed for each object
with modifiers, regardless if they are static replicas.
- Display list are not created on objects with modifiers.
I should be able to fix the above problems before release.
However, the feature is already useful for game development.
Once you are ready to release the game, you can apply the modifiers
to get back display list support and mesh sharing capability.
MSVC, scons, Cmake, makefile updated.
Enjoy
/benoit
2009-04-21 11:01:09 +00:00
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struct DerivedMesh;
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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/* An array with data used for OpenGL drawing */
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class RAS_DisplayArray
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2002-10-12 11:37:38 +00:00
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{
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public:
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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vector<RAS_TexVert> m_vertex;
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vector<unsigned short> m_index;
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enum { LINE = 2, TRIANGLE = 3, QUAD = 4 } m_type;
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//RAS_MeshSlot *m_origSlot;
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int m_users;
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enum { BUCKET_MAX_INDEX = 65535 };
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enum { BUCKET_MAX_VERTEX = 65535 };
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2002-10-12 11:37:38 +00:00
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};
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|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
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/* Entry of a RAS_MeshObject into RAS_MaterialBucket */
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2009-04-18 09:14:51 +00:00
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typedef std::vector<RAS_DisplayArray*> RAS_DisplayArrayList;
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2002-10-12 11:37:38 +00:00
|
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|
|
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
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// The QList is used to link the mesh slots to the object
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// The DList is used to link the visible mesh slots to the material bucket
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class RAS_MeshSlot : public SG_QList
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2002-10-12 11:37:38 +00:00
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{
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2009-04-18 09:14:51 +00:00
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friend class RAS_ListRasterizer;
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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private:
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// indices into display arrays
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int m_startarray;
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int m_endarray;
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int m_startindex;
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int m_endindex;
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int m_startvertex;
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int m_endvertex;
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2009-04-18 09:14:51 +00:00
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RAS_DisplayArrayList m_displayArrays;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
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// for construction only
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RAS_DisplayArray* m_currentArray;
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public:
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// for rendering
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RAS_MaterialBucket* m_bucket;
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RAS_MeshObject* m_mesh;
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void* m_clientObj;
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RAS_Deformer* m_pDeformer;
|
BGE: Support mesh modifiers in the game engine.
Realtime modifiers applied on mesh objects will be supported in
the game engine with the following limitations:
- Only real time modifiers are supported (basically all of them!)
- Virtual modifiers resulting from parenting are not supported:
armature, curve, lattice. You can still use these modifiers
(armature is really not recommended) but in non parent mode.
The BGE has it's own parenting capability for armature.
- Modifiers are computed on the host (using blender modifier
stack).
- Modifiers are statically evaluated: any possible time dependency
in the modifiers is not supported (don't know enough about
modifiers to be more specific).
- Modifiers are reevaluated if the underlying mesh is deformed
due to shape action or armature action. Beware that this is
very CPU intensive; modifiers should really be used for static
objects only.
- Physics is still based on the original mesh: if you have a
mirror modifier, the physic shape will be limited to one half
of the resulting object. Therefore, the modifiers should
preferably be used on graphic objects.
- Scripts have no access to the modified mesh.
- Modifiers that are based on objects interaction (boolean,..)
will not be dependent on the objects position in the GE.
What you see in the 3D view is what you get in the GE regardless
on the object position, velocity, etc.
Besides that, the feature is compatible with all the BGE features
that affect meshes: armature action, shape action, relace mesh,
VideoTexture, add object, dupligroup.
Known problems:
- This feature is a bit hacky: the BGE uses the derived mesh draw
functions to display the object. This drawing method is a
bit slow and is not 100% compatible with the BGE. There may
be some problems in multi-texture mode: the multi-texture
coordinates are not sent to the GPU.
Texface and GLSL on the other hand should be fully supported.
- Culling is still based on the extend of the original mesh.
If you have a modifer that extends the size of the mesh,
the object may disappear while still in the view frustrum.
- Derived mesh is not shared between replicas.
The derived mesh is allocated and computed for each object
with modifiers, regardless if they are static replicas.
- Display list are not created on objects with modifiers.
I should be able to fix the above problems before release.
However, the feature is already useful for game development.
Once you are ready to release the game, you can apply the modifiers
to get back display list support and mesh sharing capability.
MSVC, scons, Cmake, makefile updated.
Enjoy
/benoit
2009-04-21 11:01:09 +00:00
|
|
|
DerivedMesh* m_pDerivedMesh;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
double* m_OpenGLMatrix;
|
|
|
|
// visibility
|
|
|
|
bool m_bVisible;
|
|
|
|
bool m_bCulled;
|
|
|
|
// object color
|
|
|
|
bool m_bObjectColor;
|
|
|
|
MT_Vector4 m_RGBAcolor;
|
|
|
|
// display lists
|
|
|
|
KX_ListSlot* m_DisplayList;
|
|
|
|
bool m_bDisplayList;
|
|
|
|
// joined mesh slots
|
|
|
|
RAS_MeshSlot* m_joinSlot;
|
|
|
|
MT_Matrix4x4 m_joinInvTransform;
|
|
|
|
list<RAS_MeshSlot*> m_joinedSlots;
|
|
|
|
|
|
|
|
RAS_MeshSlot();
|
|
|
|
RAS_MeshSlot(const RAS_MeshSlot& slot);
|
|
|
|
virtual ~RAS_MeshSlot();
|
|
|
|
|
|
|
|
void init(RAS_MaterialBucket *bucket, int numverts);
|
|
|
|
|
|
|
|
struct iterator {
|
|
|
|
RAS_DisplayArray *array;
|
|
|
|
RAS_TexVert *vertex;
|
|
|
|
unsigned short *index;
|
|
|
|
size_t startvertex;
|
|
|
|
size_t endvertex;
|
|
|
|
size_t totindex;
|
|
|
|
size_t arraynum;
|
|
|
|
};
|
|
|
|
|
|
|
|
void begin(iterator& it);
|
|
|
|
void next(iterator& it);
|
|
|
|
bool end(iterator& it);
|
|
|
|
|
|
|
|
/* used during construction */
|
|
|
|
void SetDisplayArray(int numverts);
|
|
|
|
RAS_DisplayArray *CurrentDisplayArray();
|
BGE: Support mesh modifiers in the game engine.
Realtime modifiers applied on mesh objects will be supported in
the game engine with the following limitations:
- Only real time modifiers are supported (basically all of them!)
- Virtual modifiers resulting from parenting are not supported:
armature, curve, lattice. You can still use these modifiers
(armature is really not recommended) but in non parent mode.
The BGE has it's own parenting capability for armature.
- Modifiers are computed on the host (using blender modifier
stack).
- Modifiers are statically evaluated: any possible time dependency
in the modifiers is not supported (don't know enough about
modifiers to be more specific).
- Modifiers are reevaluated if the underlying mesh is deformed
due to shape action or armature action. Beware that this is
very CPU intensive; modifiers should really be used for static
objects only.
- Physics is still based on the original mesh: if you have a
mirror modifier, the physic shape will be limited to one half
of the resulting object. Therefore, the modifiers should
preferably be used on graphic objects.
- Scripts have no access to the modified mesh.
- Modifiers that are based on objects interaction (boolean,..)
will not be dependent on the objects position in the GE.
What you see in the 3D view is what you get in the GE regardless
on the object position, velocity, etc.
Besides that, the feature is compatible with all the BGE features
that affect meshes: armature action, shape action, relace mesh,
VideoTexture, add object, dupligroup.
Known problems:
- This feature is a bit hacky: the BGE uses the derived mesh draw
functions to display the object. This drawing method is a
bit slow and is not 100% compatible with the BGE. There may
be some problems in multi-texture mode: the multi-texture
coordinates are not sent to the GPU.
Texface and GLSL on the other hand should be fully supported.
- Culling is still based on the extend of the original mesh.
If you have a modifer that extends the size of the mesh,
the object may disappear while still in the view frustrum.
- Derived mesh is not shared between replicas.
The derived mesh is allocated and computed for each object
with modifiers, regardless if they are static replicas.
- Display list are not created on objects with modifiers.
I should be able to fix the above problems before release.
However, the feature is already useful for game development.
Once you are ready to release the game, you can apply the modifiers
to get back display list support and mesh sharing capability.
MSVC, scons, Cmake, makefile updated.
Enjoy
/benoit
2009-04-21 11:01:09 +00:00
|
|
|
void SetDeformer(RAS_Deformer* deformer);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
|
|
|
|
void AddPolygon(int numverts);
|
|
|
|
int AddVertex(const RAS_TexVert& tv);
|
|
|
|
void AddPolygonVertex(int offset);
|
|
|
|
|
|
|
|
/* optimization */
|
|
|
|
bool Split(bool force=false);
|
|
|
|
bool Join(RAS_MeshSlot *target, MT_Scalar distance);
|
|
|
|
bool Equals(RAS_MeshSlot *target);
|
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
|
|
|
#ifdef USE_SPLIT
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
bool IsCulled();
|
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
|
|
|
#else
|
|
|
|
bool IsCulled() { return m_bCulled; }
|
|
|
|
#endif
|
2009-04-07 22:14:06 +00:00
|
|
|
void SetCulled(bool culled) { m_bCulled = culled; }
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
/* Used by RAS_MeshObject, to point to it's slots in a bucket */
|
|
|
|
|
|
|
|
class RAS_MeshMaterial
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
RAS_MeshSlot *m_baseslot;
|
|
|
|
class RAS_MaterialBucket *m_bucket;
|
|
|
|
GEN_Map<GEN_HashedPtr,RAS_MeshSlot*> m_slots;
|
|
|
|
};
|
|
|
|
|
|
|
|
/* Contains a list of display arrays with the same material,
|
|
|
|
* and a mesh slot for each mesh that uses display arrays in
|
|
|
|
* this bucket */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
class RAS_MaterialBucket
|
|
|
|
{
|
2004-05-21 08:55:12 +00:00
|
|
|
public:
|
2002-10-12 11:37:38 +00:00
|
|
|
RAS_MaterialBucket(RAS_IPolyMaterial* mat);
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
virtual ~RAS_MaterialBucket();
|
2002-10-12 11:37:38 +00:00
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
/* Bucket Sorting */
|
|
|
|
struct less;
|
|
|
|
typedef set<RAS_MaterialBucket*, less> Set;
|
|
|
|
|
|
|
|
/* Material Properties */
|
2004-05-04 09:34:02 +00:00
|
|
|
RAS_IPolyMaterial* GetPolyMaterial() const;
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
bool IsAlpha() const;
|
|
|
|
bool IsZSort() const;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
/* Rendering */
|
2005-01-16 06:02:06 +00:00
|
|
|
bool ActivateMaterial(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
RAS_IRenderTools *rendertools);
|
|
|
|
void RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRasterizer* rasty,
|
|
|
|
RAS_IRenderTools* rendertools, RAS_MeshSlot &ms);
|
2004-05-04 09:34:02 +00:00
|
|
|
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
|
|
|
/* Mesh Slot Access */
|
|
|
|
list<RAS_MeshSlot>::iterator msBegin();
|
|
|
|
list<RAS_MeshSlot>::iterator msEnd();
|
|
|
|
|
|
|
|
class RAS_MeshSlot* AddMesh(int numverts);
|
|
|
|
class RAS_MeshSlot* CopyMesh(class RAS_MeshSlot *ms);
|
|
|
|
void RemoveMesh(class RAS_MeshSlot* ms);
|
|
|
|
void Optimize(MT_Scalar distance);
|
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
|
|
|
void ActivateMesh(RAS_MeshSlot* slot)
|
|
|
|
{
|
|
|
|
m_activeMeshSlotsHead.AddBack(slot);
|
|
|
|
}
|
|
|
|
SG_DList& GetActiveMeshSlots()
|
|
|
|
{
|
|
|
|
return m_activeMeshSlotsHead;
|
|
|
|
}
|
|
|
|
RAS_MeshSlot* GetNextActiveMeshSlot()
|
|
|
|
{
|
|
|
|
return (RAS_MeshSlot*)m_activeMeshSlotsHead.Remove();
|
|
|
|
}
|
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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2004-05-21 08:55:12 +00:00
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private:
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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
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list<RAS_MeshSlot> m_meshSlots; // all the mesh slots
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2004-05-21 08:55:12 +00:00
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RAS_IPolyMaterial* m_material;
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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
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SG_DList m_activeMeshSlotsHead; // only those which must be rendered
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2004-05-21 08:55:12 +00:00
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2002-10-12 11:37:38 +00:00
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};
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Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 20:51:28 +00:00
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#endif //__RAS_MATERIAL_BUCKET
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2002-10-30 02:07:20 +00:00
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