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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2008-06-15 03:51:01 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2008-06-15 03:51:01 +0400
commit38fa819cbd5d8b61d9ebd1e8677a1d52232b2a8d (patch)
tree3bcd7f29473449acd5471f0501d30a769d5843d8 /source/gameengine/Converter/BL_BlenderDataConversion.cpp
parent07e5dc0b969c4478829a60c66e6ec43bec77056a (diff)
Apricot Branch:
Some optimizations to decrease game engine startup time: * Exporting skinned meshes was doing O(n^2) lookups for vertices and deform weights, now uses same trick as regular meshes. * Share GLSL shaders with the game engine so they don't have to be recompiled. This required changes to the rasterization in the game engine to add an option to use attributes instead of texture coordinates. * Some small optimizations in bullet BVH building, though could be improved more, since it takes about 50% of startup time still in my test .blend.
Diffstat (limited to 'source/gameengine/Converter/BL_BlenderDataConversion.cpp')
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp27
1 files changed, 16 insertions, 11 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index 9826d752f0e..2760b18f811 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -732,14 +732,14 @@ static MT_Vector4* BL_ComputeMeshTangentSpace(Mesh* mesh)
MT_Vector3 *tan1 = new MT_Vector3[mesh->totvert];
MT_Vector3 *tan2 = new MT_Vector3[mesh->totvert];
- unsigned int v;
+ int v;
for (v = 0; v < mesh->totvert; v++)
{
tan1[v] = MT_Vector3(0.0, 0.0, 0.0);
tan2[v] = MT_Vector3(0.0, 0.0, 0.0);
}
- for (unsigned int p = 0; p < mesh->totface; p++, mface++, tface++)
+ for (int p = 0; p < mesh->totface; p++, mface++, tface++)
{
MT_Vector3 v1(mesh->mvert[mface->v1].co),
v2(mesh->mvert[mface->v2].co),
@@ -833,6 +833,8 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
meshobj->SetName(mesh->id.name);
meshobj->m_xyz_index_to_vertex_index_mapping.resize(mesh->totvert);
+ if(skinMesh)
+ ((BL_SkinMeshObject*)meshobj)->m_mvert_to_dvert_mapping.resize(mesh->totvert);
for (int f=0;f<mesh->totface;f++,mface++)
{
@@ -882,7 +884,7 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
Material* ma = 0;
bool polyvisible = true;
RAS_IPolyMaterial* polymat = NULL;
- BL_Material *bl_mat;
+ BL_Material *bl_mat = NULL;
if(converter->GetMaterials())
{
@@ -1067,19 +1069,19 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
d3=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v3, &mesh->dvert[mface->v3], polymat);
if (nverts==4)
d4=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v4, &mesh->dvert[mface->v4], polymat);
- poly->SetVertex(0,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,d1,flat, polymat));
- poly->SetVertex(1,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,d2,flat, polymat));
- poly->SetVertex(2,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,d3,flat, polymat));
+ poly->SetVertex(0,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,d1,flat,polymat,mface->v1));
+ poly->SetVertex(1,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,d2,flat,polymat,mface->v2));
+ poly->SetVertex(2,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,d3,flat,polymat,mface->v3));
if (nverts==4)
- poly->SetVertex(3,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,d4, flat,polymat));
+ poly->SetVertex(3,((BL_SkinMeshObject*)meshobj)->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,d4,flat,polymat,mface->v4));
}
else
{
- poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,polymat,mface->v1));
- poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,polymat,mface->v2));
- poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,polymat,mface->v3));
+ poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,false,polymat,mface->v1));
+ poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,false,polymat,mface->v2));
+ poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,false,polymat,mface->v3));
if (nverts==4)
- poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,polymat,mface->v4));
+ poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,false,polymat,mface->v4));
}
meshobj->AddPolygon(poly);
if (poly->IsCollider())
@@ -1117,6 +1119,9 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools*
layer.face++;
}
}
+ meshobj->m_xyz_index_to_vertex_index_mapping.clear();
+ if(skinMesh)
+ ((BL_SkinMeshObject*)meshobj)->m_mvert_to_dvert_mapping.clear();
meshobj->UpdateMaterialList();
// pre calculate texture generation