forked from bartvdbraak/blender
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.
279 lines
7.7 KiB
C++
279 lines
7.7 KiB
C++
/**
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* $Id$
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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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#ifdef WIN32
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// don't show these anoying STL warnings
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#pragma warning (disable:4786)
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#endif
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#include "GEN_Map.h"
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#include "RAS_MaterialBucket.h"
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#include "STR_HashedString.h"
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#include "RAS_MeshObject.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_IRenderTools.h"
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#include "RAS_BucketManager.h"
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#include <algorithm>
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#include <set>
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/* sorting */
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struct RAS_BucketManager::sortedmeshslot
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{
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public:
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MT_Scalar m_z; /* depth */
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RAS_MeshSlot *m_ms; /* mesh slot */
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RAS_MaterialBucket *m_bucket; /* buck mesh slot came from */
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sortedmeshslot() {}
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void set(RAS_MeshSlot *ms, RAS_MaterialBucket *bucket, const MT_Vector3& pnorm)
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{
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// would be good to use the actual bounding box center instead
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MT_Point3 pos(ms->m_OpenGLMatrix[12], ms->m_OpenGLMatrix[13], ms->m_OpenGLMatrix[14]);
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m_z = MT_dot(pnorm, pos);
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m_ms = ms;
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m_bucket = bucket;
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}
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};
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struct RAS_BucketManager::backtofront
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{
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bool operator()(const sortedmeshslot &a, const sortedmeshslot &b)
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{
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return (a.m_z < b.m_z) || (a.m_z == b.m_z && a.m_ms < b.m_ms);
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}
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};
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struct RAS_BucketManager::fronttoback
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{
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bool operator()(const sortedmeshslot &a, const sortedmeshslot &b)
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{
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return (a.m_z > b.m_z) || (a.m_z == b.m_z && a.m_ms > b.m_ms);
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}
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};
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/* bucket manager */
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RAS_BucketManager::RAS_BucketManager()
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{
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}
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RAS_BucketManager::~RAS_BucketManager()
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{
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BucketList::iterator it;
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for (it = m_SolidBuckets.begin(); it != m_SolidBuckets.end(); it++)
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delete (*it);
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for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
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delete(*it);
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m_SolidBuckets.clear();
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m_AlphaBuckets.clear();
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}
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void RAS_BucketManager::OrderBuckets(const MT_Transform& cameratrans, BucketList& buckets, vector<sortedmeshslot>& slots, bool alpha)
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{
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BucketList::iterator bit;
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list<RAS_MeshSlot>::iterator mit;
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size_t size = 0, i = 0;
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/* Camera's near plane equation: pnorm.dot(point) + pval,
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* but we leave out pval since it's constant anyway */
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const MT_Vector3 pnorm(cameratrans.getBasis()[2]);
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for (bit = buckets.begin(); bit != buckets.end(); ++bit)
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
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if (!mit->IsCulled())
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size++;
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slots.resize(size);
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for (bit = buckets.begin(); bit != buckets.end(); ++bit)
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit)
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if (!mit->IsCulled())
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slots[i++].set(&*mit, *bit, pnorm);
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if(alpha)
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sort(slots.begin(), slots.end(), backtofront());
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else
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sort(slots.begin(), slots.end(), fronttoback());
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}
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void RAS_BucketManager::RenderAlphaBuckets(
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const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
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{
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vector<sortedmeshslot> slots;
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vector<sortedmeshslot>::iterator sit;
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// Having depth masks disabled/enabled gives different artifacts in
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// case no sorting is done or is done inexact. For compatibility, we
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// disable it.
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rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_DISABLED);
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OrderBuckets(cameratrans, m_AlphaBuckets, slots, true);
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for(sit=slots.begin(); sit!=slots.end(); ++sit) {
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rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
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while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
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sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
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// make this mesh slot culled automatically for next frame
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// it will be culled out by frustrum culling
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sit->m_ms->SetCulled(true);
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}
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rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
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}
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void RAS_BucketManager::RenderSolidBuckets(
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const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
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{
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BucketList::iterator bit;
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list<RAS_MeshSlot>::iterator mit;
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rasty->SetDepthMask(RAS_IRasterizer::KX_DEPTHMASK_ENABLED);
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for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
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if (mit->IsCulled())
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continue;
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rendertools->SetClientObject(rasty, mit->m_clientObj);
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while ((*bit)->ActivateMaterial(cameratrans, rasty, rendertools))
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(*bit)->RenderMeshSlot(cameratrans, rasty, rendertools, *mit);
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// make this mesh slot culled automatically for next frame
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// it will be culled out by frustrum culling
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mit->SetCulled(true);
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}
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}
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/* this code draws meshes order front-to-back instead to reduce overdraw.
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* it turned out slower due to much material state switching, a more clever
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* algorithm might do better. */
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#if 0
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vector<sortedmeshslot> slots;
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vector<sortedmeshslot>::iterator sit;
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OrderBuckets(cameratrans, m_SolidBuckets, slots, false);
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for(sit=slots.begin(); sit!=slots.end(); ++sit) {
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rendertools->SetClientObject(rasty, sit->m_ms->m_clientObj);
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while(sit->m_bucket->ActivateMaterial(cameratrans, rasty, rendertools))
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sit->m_bucket->RenderMeshSlot(cameratrans, rasty, rendertools, *(sit->m_ms));
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}
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#endif
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}
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void RAS_BucketManager::Renderbuckets(
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const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
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{
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/* beginning each frame, clear (texture/material) caching information */
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rasty->ClearCachingInfo();
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RenderSolidBuckets(cameratrans, rasty, rendertools);
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RenderAlphaBuckets(cameratrans, rasty, rendertools);
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rendertools->SetClientObject(rasty, NULL);
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}
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RAS_MaterialBucket* RAS_BucketManager::FindBucket(RAS_IPolyMaterial * material, bool &bucketCreated)
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{
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BucketList::iterator it;
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bucketCreated = false;
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for (it = m_SolidBuckets.begin(); it != m_SolidBuckets.end(); it++)
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if (*(*it)->GetPolyMaterial() == *material)
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return *it;
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for (it = m_AlphaBuckets.begin(); it != m_AlphaBuckets.end(); it++)
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if (*(*it)->GetPolyMaterial() == *material)
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return *it;
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RAS_MaterialBucket *bucket = new RAS_MaterialBucket(material);
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bucketCreated = true;
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if (bucket->IsAlpha())
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m_AlphaBuckets.push_back(bucket);
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else
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m_SolidBuckets.push_back(bucket);
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return bucket;
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}
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void RAS_BucketManager::OptimizeBuckets(MT_Scalar distance)
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{
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BucketList::iterator bit;
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distance = 10.0;
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for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit)
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(*bit)->Optimize(distance);
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for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit)
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(*bit)->Optimize(distance);
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}
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void RAS_BucketManager::ReleaseDisplayLists(RAS_IPolyMaterial *mat)
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{
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BucketList::iterator bit;
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list<RAS_MeshSlot>::iterator mit;
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for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
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if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
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if(mit->m_DisplayList) {
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mit->m_DisplayList->Release();
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mit->m_DisplayList = NULL;
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}
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}
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}
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}
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for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
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if (mat == NULL || (mat == (*bit)->GetPolyMaterial())) {
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
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if(mit->m_DisplayList) {
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mit->m_DisplayList->Release();
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mit->m_DisplayList = NULL;
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}
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}
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}
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}
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}
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