blender/source/gameengine/Ketsji/KX_Light.cpp
Benoit Bolsee 51b4145841 BGE Scenegraph and View frustrum culling improvement.
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.
2009-04-07 22:14:06 +00:00

351 lines
7.9 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 *****
*/
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#pragma warning (disable : 4786)
#endif
#include "KX_Light.h"
#include "KX_Camera.h"
#include "RAS_IRasterizer.h"
#include "RAS_IRenderTools.h"
#include "KX_PyMath.h"
#include "DNA_object_types.h"
#include "GPU_material.h"
KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
class RAS_IRenderTools* rendertools,
const RAS_LightObject& lightobj,
bool glsl,
PyTypeObject* T
)
:
KX_GameObject(sgReplicationInfo,callbacks,T),
m_rendertools(rendertools)
{
m_lightobj = lightobj;
m_lightobj.m_worldmatrix = GetOpenGLMatrixPtr();
m_lightobj.m_scene = sgReplicationInfo;
m_rendertools->AddLight(&m_lightobj);
m_glsl = glsl;
m_blenderscene = ((KX_Scene*)sgReplicationInfo)->GetBlenderScene();
};
KX_LightObject::~KX_LightObject()
{
GPULamp *lamp;
if((lamp = GetGPULamp())) {
float obmat[4][4] = {{0}};
GPU_lamp_update(lamp, 0, obmat);
}
m_rendertools->RemoveLight(&m_lightobj);
}
CValue* KX_LightObject::GetReplica()
{
KX_LightObject* replica = new KX_LightObject(*this);
// this will copy properties and so on...
CValue::AddDataToReplica(replica);
ProcessReplica(replica);
replica->m_lightobj.m_worldmatrix = replica->GetOpenGLMatrixPtr();
m_rendertools->AddLight(&replica->m_lightobj);
return replica;
}
GPULamp *KX_LightObject::GetGPULamp()
{
if(m_glsl)
return GPU_lamp_from_blender(m_blenderscene, GetBlenderObject(), GetBlenderGroupObject());
else
return false;
}
void KX_LightObject::Update()
{
GPULamp *lamp;
if((lamp = GetGPULamp())) {
float obmat[4][4];
double *dobmat = GetOpenGLMatrixPtr()->getPointer();
for(int i=0; i<4; i++)
for(int j=0; j<4; j++, dobmat++)
obmat[i][j] = (float)*dobmat;
GPU_lamp_update(lamp, m_lightobj.m_layer, obmat);
}
}
bool KX_LightObject::HasShadowBuffer()
{
GPULamp *lamp;
if((lamp = GetGPULamp()))
return GPU_lamp_has_shadow_buffer(lamp);
else
return false;
}
int KX_LightObject::GetShadowLayer()
{
GPULamp *lamp;
if((lamp = GetGPULamp()))
return GPU_lamp_shadow_layer(lamp);
else
return 0;
}
void KX_LightObject::BindShadowBuffer(RAS_IRasterizer *ras, KX_Camera *cam, MT_Transform& camtrans)
{
GPULamp *lamp;
float viewmat[4][4], winmat[4][4];
int winsize;
/* bind framebuffer */
lamp = GetGPULamp();
GPU_lamp_shadow_buffer_bind(lamp, viewmat, &winsize, winmat);
/* setup camera transformation */
MT_Matrix4x4 modelviewmat((float*)viewmat);
MT_Matrix4x4 projectionmat((float*)winmat);
MT_Transform trans = MT_Transform((float*)viewmat);
camtrans.invert(trans);
cam->SetModelviewMatrix(modelviewmat);
cam->SetProjectionMatrix(projectionmat);
cam->NodeSetLocalPosition(camtrans.getOrigin());
cam->NodeSetLocalOrientation(camtrans.getBasis());
cam->NodeUpdateGS(0);
/* setup rasterizer transformations */
ras->SetProjectionMatrix(projectionmat);
ras->SetViewMatrix(modelviewmat, cam->NodeGetWorldPosition(),
cam->GetCameraLocation(), cam->GetCameraOrientation());
}
void KX_LightObject::UnbindShadowBuffer(RAS_IRasterizer *ras)
{
GPULamp *lamp = GetGPULamp();
GPU_lamp_shadow_buffer_unbind(lamp);
}
PyObject* KX_LightObject::py_getattro(PyObject *attr)
{
char *attr_str= PyString_AsString(attr);
if (!strcmp(attr_str, "layer"))
return PyInt_FromLong(m_lightobj.m_layer);
if (!strcmp(attr_str, "energy"))
return PyFloat_FromDouble(m_lightobj.m_energy);
if (!strcmp(attr_str, "distance"))
return PyFloat_FromDouble(m_lightobj.m_distance);
if (!strcmp(attr_str, "colour") || !strcmp(attr_str, "color"))
return Py_BuildValue("[fff]", m_lightobj.m_red, m_lightobj.m_green, m_lightobj.m_blue);
if (!strcmp(attr_str, "lin_attenuation"))
return PyFloat_FromDouble(m_lightobj.m_att1);
if (!strcmp(attr_str, "quad_attenuation"))
return PyFloat_FromDouble(m_lightobj.m_att2);
if (!strcmp(attr_str, "spotsize"))
return PyFloat_FromDouble(m_lightobj.m_spotsize);
if (!strcmp(attr_str, "spotblend"))
return PyFloat_FromDouble(m_lightobj.m_spotblend);
if (!strcmp(attr_str, "SPOT"))
return PyInt_FromLong(RAS_LightObject::LIGHT_SPOT);
if (!strcmp(attr_str, "SUN"))
return PyInt_FromLong(RAS_LightObject::LIGHT_SUN);
if (!strcmp(attr_str, "NORMAL"))
return PyInt_FromLong(RAS_LightObject::LIGHT_NORMAL);
if (!strcmp(attr_str, "type"))
return PyInt_FromLong(m_lightobj.m_type);
py_getattro_up(KX_GameObject);
}
int KX_LightObject::py_setattro(PyObject *attr, PyObject *pyvalue)
{
char *attr_str= PyString_AsString(attr);
if (PyInt_Check(pyvalue))
{
int value = PyInt_AsLong(pyvalue);
if (!strcmp(attr_str, "layer"))
{
m_lightobj.m_layer = value;
return 0;
}
if (!strcmp(attr_str, "type"))
{
if (value >= RAS_LightObject::LIGHT_SPOT && value <= RAS_LightObject::LIGHT_NORMAL)
m_lightobj.m_type = (RAS_LightObject::LightType) value;
return 0;
}
}
if (PyFloat_Check(pyvalue) || PyInt_Check(pyvalue))
{
float value = PyFloat_AsDouble(pyvalue);
if (!strcmp(attr_str, "energy"))
{
m_lightobj.m_energy = value;
return 0;
}
if (!strcmp(attr_str, "distance"))
{
m_lightobj.m_distance = value;
return 0;
}
if (!strcmp(attr_str, "lin_attenuation"))
{
m_lightobj.m_att1 = value;
return 0;
}
if (!strcmp(attr_str, "quad_attenuation"))
{
m_lightobj.m_att2 = value;
return 0;
}
if (!strcmp(attr_str, "spotsize"))
{
m_lightobj.m_spotsize = value;
return 0;
}
if (!strcmp(attr_str, "spotblend"))
{
m_lightobj.m_spotblend = value;
return 0;
}
}
if (PySequence_Check(pyvalue))
{
if (!strcmp(attr_str, "colour") || !strcmp(attr_str, "color"))
{
MT_Vector3 color;
if (PyVecTo(pyvalue, color))
{
m_lightobj.m_red = color[0];
m_lightobj.m_green = color[1];
m_lightobj.m_blue = color[2];
return 0;
}
return 1;
}
}
if (!strcmp(attr_str, "SPOT") || !strcmp(attr_str, "SUN") || !strcmp(attr_str, "NORMAL"))
{
PyErr_Format(PyExc_RuntimeError, "Attribute %s is read only.", attr_str);
return 1;
}
return KX_GameObject::py_setattro(attr, pyvalue);
}
PyMethodDef KX_LightObject::Methods[] = {
{NULL,NULL} //Sentinel
};
PyAttributeDef KX_LightObject::Attributes[] = {
KX_PYATTRIBUTE_DUMMY("layer"),
KX_PYATTRIBUTE_DUMMY("energy"),
KX_PYATTRIBUTE_DUMMY("distance"),
KX_PYATTRIBUTE_DUMMY("colour"),
KX_PYATTRIBUTE_DUMMY("color"),
KX_PYATTRIBUTE_DUMMY("lin_attenuation"),
KX_PYATTRIBUTE_DUMMY("quad_attenuation"),
KX_PYATTRIBUTE_DUMMY("spotsize"),
KX_PYATTRIBUTE_DUMMY("spotblend"),
KX_PYATTRIBUTE_DUMMY("SPOT"),
KX_PYATTRIBUTE_DUMMY("SUN"),
KX_PYATTRIBUTE_DUMMY("NORMAL"),
KX_PYATTRIBUTE_DUMMY("type"),
{ NULL } //Sentinel
};
PyTypeObject KX_LightObject::Type = {
PyObject_HEAD_INIT(NULL)
0,
"KX_LightObject",
sizeof(KX_LightObject),
0,
PyDestructor,
0,
0,
0,
0,
py_base_repr,
0,0,0,0,0,0,
py_base_getattro,
py_base_setattro,
0,0,0,0,0,0,0,0,0,
Methods
};
PyParentObject KX_LightObject::Parents[] = {
&KX_LightObject::Type,
&KX_GameObject::Type,
&SCA_IObject::Type,
&CValue::Type,
NULL
};