blender/source/gameengine/SceneGraph/SG_Spatial.h
Benoit Bolsee 42557f90bd BGE performance, 3rd round: culling and rasterizer.
This commit extend the technique of dynamic linked list to the mesh
slots so as to eliminate dumb scan or map lookup. It provides massive 
performance improvement in the culling and in the rasterizer when 
the majority of objects are static.

Other improvements:
- Compute the opengl matrix only for objects that are visible.
- Simplify hash function for GEN_HasedPtr
- Scan light list instead of general object list to render shadows
- Remove redundant opengl calls to set specularity, shinyness and diffuse
  between each mesh slots.
- Cache GPU material to avoid frequent call to GPU_material_from_blender
- Only set once the fixed elements of mesh slot
- Use more inline function

The following table shows the performance increase between 2.48, 1st round
and this round of improvement. The test was done with a scene containing 
40000 objects, of which 1000 are in the view frustrum approximately. The
object are simple textured cube to make sure the GPU is not the bottleneck.
As some of the rasterizer processing time has moved under culling, I present
the sum of scenegraph(includes culling)+rasterizer time

Scenegraph+rasterizer(ms)       2.48      1st round       3rd round

All objects static,            323.0           86.0             7.2
all visible, 1000 in 
the view frustrum

All objects static,            219.0           49.7             N/A(*)
all invisible.

All objects moving,            323.0          105.6            34.7
all visible, 1000 in 
the view frustrum

Scene destruction              40min          40min              4s

(*) : this time is not representative because the frame rate was at 60fps.
      In that case, the GPU holds down the GE by frame sync. By design, the
      overhead of the rasterizer is 0 when the the objects are invisible. 

This table shows a global speed up between 9x and 45x compared to 2.48a
for scenegraph, culling and rasterizer overhead. The speed up goes much
higher when objects are invisible.

An additional 2-4x speed up is possible in the scenegraph by upgrading
the Moto library to use Eigen2 BLAS library instead of C++ classes but
the scenegraph is already so fast that it is not a priority right now.

Next speed up in logic: many things to do there...
2009-05-07 09:13:01 +00:00

284 lines
5.9 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __SG_SPATIAL_H
#define __SG_SPATIAL_H
#include <MT_Vector3.h>
#include <MT_Point3.h>
#include <MT_Matrix3x3.h> // or Quaternion later ?
#include "SG_IObject.h"
#include "SG_BBox.h"
#include "SG_ParentRelation.h"
class SG_Node;
class SG_ParentRelation;
/**
* SG_Spatial contains spatial information (local & world position, rotation
* and scaling) for a Scene graph node.
* It also contains a link to the node's parent.
*/
class SG_Spatial : public SG_IObject
{
protected:
MT_Point3 m_localPosition;
MT_Matrix3x3 m_localRotation;
MT_Vector3 m_localScaling;
MT_Point3 m_worldPosition;
MT_Matrix3x3 m_worldRotation;
MT_Vector3 m_worldScaling;
SG_ParentRelation * m_parent_relation;
SG_BBox m_bbox;
MT_Scalar m_radius;
bool m_modified;
bool m_ogldirty; // true if the openGL matrix for this object must be recomputed
public:
inline void ClearModified()
{
m_modified = false;
m_ogldirty = true;
}
inline void SetModified()
{
m_modified = true;
ActivateScheduleUpdateCallback();
}
inline void ClearDirty()
{
m_ogldirty = false;
}
/**
* Define the realtionship this node has with it's parent
* node. You should pass an unshared instance of an SG_ParentRelation
* allocated on the heap to this method. Ownership of this
* instance is assumed by this class.
* You may call this function several times in the lifetime
* of a node to change the relationship dynamically.
* You must call this method before the first call to UpdateSpatialData().
* An assertion willl be fired at run-time in debug if this is not
* the case.
* The relation is activated only if no controllers of this object
* updated the coordinates of the child.
*/
void
SetParentRelation(
SG_ParentRelation *relation
);
SG_ParentRelation * GetParentRelation()
{
return m_parent_relation;
}
/**
* Apply a translation relative to the current position.
* if local then the translation is assumed to be in the
* local coordinates of this object. If not then the translation
* is assumed to be in global coordinates. In this case
* you must provide a pointer to the parent of this object if it
* exists otherwise if there is no parent set it to NULL
*/
void
RelativeTranslate(
const MT_Vector3& trans,
const SG_Spatial *parent,
bool local
);
void SetLocalPosition(const MT_Point3& trans)
{
m_localPosition = trans;
SetModified();
}
void SetWorldPosition(const MT_Point3& trans)
{
m_worldPosition = trans;
}
void
RelativeRotate(
const MT_Matrix3x3& rot,
bool local
);
void SetLocalOrientation(const MT_Matrix3x3& rot)
{
m_localRotation = rot;
SetModified();
}
void SetWorldOrientation(const MT_Matrix3x3& rot)
{
m_worldRotation = rot;
}
void RelativeScale(const MT_Vector3& scale)
{
m_localScaling = m_localScaling * scale;
SetModified();
}
void SetLocalScale(const MT_Vector3& scale)
{
m_localScaling = scale;
SetModified();
}
void SetWorldScale(const MT_Vector3& scale)
{
m_worldScaling = scale;
}
const MT_Point3& GetLocalPosition() const
{
return m_localPosition;
}
const MT_Matrix3x3& GetLocalOrientation() const
{
return m_localRotation;
}
const MT_Vector3& GetLocalScale() const
{
return m_localScaling;
}
const MT_Point3& GetWorldPosition() const
{
return m_worldPosition;
}
const MT_Matrix3x3& GetWorldOrientation() const
{
return m_worldRotation;
}
const MT_Vector3& GetWorldScaling() const
{
return m_worldScaling;
}
void SetWorldFromLocalTransform()
{
m_worldPosition= m_localPosition;
m_worldScaling= m_localScaling;
m_worldRotation= m_localRotation;
}
MT_Transform GetWorldTransform() const;
bool ComputeWorldTransforms(const SG_Spatial *parent, bool& parentUpdated)
{
return m_parent_relation->UpdateChildCoordinates(this,parent,parentUpdated);
}
/**
* Bounding box functions.
*/
SG_BBox& BBox()
{
return m_bbox;
}
void SetBBox(SG_BBox& bbox)
{
m_bbox = bbox;
}
bool inside(const MT_Point3 &point) const;
void getBBox(MT_Point3 *box) const;
void getAABBox(MT_Point3 *box) const;
MT_Scalar Radius() const { return m_radius; }
void SetRadius(MT_Scalar radius) { m_radius = radius; }
bool IsModified() { return m_modified; }
bool IsDirty() { return m_ogldirty; }
protected:
friend class SG_Controller;
friend class KX_BoneParentRelation;
friend class KX_VertexParentRelation;
friend class KX_SlowParentRelation;
friend class KX_NormalParentRelation;
/**
* Protected constructor this class is not
* designed for direct instantiation
*/
SG_Spatial(
void* clientobj,
void* clientinfo,
SG_Callbacks& callbacks
);
SG_Spatial(
const SG_Spatial& other
);
virtual ~SG_Spatial();
/**
* Update the world coordinates of this spatial node. This also informs
* any controllers to update this object.
*/
bool
UpdateSpatialData(
const SG_Spatial *parent,
double time,
bool& parentUpdated
);
};
#endif //__SG_SPATIAL_H