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

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

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

74 lines
2.1 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
// this will be put in a class later on
#ifndef __RAS_BUCKETMANAGER
#define __RAS_BUCKETMANAGER
#include "MT_Transform.h"
#include "RAS_MaterialBucket.h"
#include "GEN_Map.h"
#include <vector>
class RAS_BucketManager
{
//GEN_Map<class RAS_IPolyMaterial,class RAS_MaterialBucket*> m_MaterialBuckets;
typedef std::vector<class RAS_MaterialBucket*> BucketList;
BucketList m_MaterialBuckets;
BucketList m_AlphaBuckets;
struct alphamesh;
struct backtofront;
public:
RAS_BucketManager();
virtual ~RAS_BucketManager();
void RenderAlphaBuckets(const MT_Transform& cameratrans,
RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools);
void Renderbuckets(const MT_Transform & cameratrans,
RAS_IRasterizer* rasty,
class RAS_IRenderTools* rendertools);
RAS_MaterialBucket* RAS_BucketManagerFindBucket(RAS_IPolyMaterial * material, bool &bucketCreated);
private:
void RAS_BucketManagerClearAll();
};
#endif //__RAS_BUCKETMANAGER