diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-07-09 02:30:54 +0400 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-07-09 02:30:54 +0400 |
commit | 437b207d3a0befb87c21676735bb9bd6750e9303 (patch) | |
tree | b642de98ecc71dbfc4541fe5a6436224770ae983 /source/gameengine | |
parent | f43c66f384d6dca227a7081bbe7e4f763debe7fd (diff) |
Apricot Branch: GLSL
====================
* Some optimizations in the glsl shader code to avoid some
matrix multiplications, and other floating point ops.
* Optimized game engine mesh deforming code a bit, and
removed a bunch of unneeded/duplicated code.
* Fix for bugs #17289 and #17295, glsl compile errors.
Diffstat (limited to 'source/gameengine')
-rw-r--r-- | source/gameengine/Converter/BL_BlenderDataConversion.cpp | 36 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_MeshDeformer.cpp | 145 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_MeshDeformer.h | 2 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_SkinDeformer.cpp | 33 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_SkinMeshObject.cpp | 84 | ||||
-rw-r--r-- | source/gameengine/Converter/BL_SkinMeshObject.h | 94 | ||||
-rw-r--r-- | source/gameengine/Ketsji/BL_BlenderShader.cpp | 9 | ||||
-rw-r--r-- | source/gameengine/Ketsji/BL_BlenderShader.h | 2 | ||||
-rw-r--r-- | source/gameengine/Ketsji/KX_BlenderMaterial.cpp | 2 | ||||
-rw-r--r-- | source/gameengine/Rasterizer/RAS_MeshObject.cpp | 61 | ||||
-rw-r--r-- | source/gameengine/Rasterizer/RAS_MeshObject.h | 6 | ||||
-rw-r--r-- | source/gameengine/Rasterizer/RAS_TexVert.cpp | 42 | ||||
-rw-r--r-- | source/gameengine/Rasterizer/RAS_TexVert.h | 24 |
13 files changed, 154 insertions, 386 deletions
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp index f23defb16a4..75d09fd6e2f 100644 --- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp +++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp @@ -846,8 +846,6 @@ 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++) { @@ -1066,35 +1064,25 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* int nverts = mface->v4?4:3; int vtxarray = meshobj->FindVertexArray(nverts,polymat); RAS_Polygon* poly = new RAS_Polygon(bucket,polyvisible,nverts,vtxarray); - if (skinMesh) { - int d1, d2, d3, d4=0; - bool flat; + bool flat; + + if (skinMesh) { /* If the face is set to solid, all fnors are the same */ if (mface->flag & ME_SMOOTH) flat = false; else flat = true; - - d1=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v1, &mesh->dvert[mface->v1], polymat); - d2=((BL_SkinMeshObject*)meshobj)->FindOrAddDeform(vtxarray, mface->v2, &mesh->dvert[mface->v2], polymat); - 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,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,mface->v4)); } else - { - 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,false,polymat,mface->v4)); - } + flat = false; + + poly->SetVertex(0,meshobj->FindOrAddVertex(vtxarray,pt0,uv0,uv20,tan0,rgb0,no0,flat,polymat,mface->v1)); + poly->SetVertex(1,meshobj->FindOrAddVertex(vtxarray,pt1,uv1,uv21,tan1,rgb1,no1,flat,polymat,mface->v2)); + poly->SetVertex(2,meshobj->FindOrAddVertex(vtxarray,pt2,uv2,uv22,tan2,rgb2,no2,flat,polymat,mface->v3)); + if (nverts==4) + poly->SetVertex(3,meshobj->FindOrAddVertex(vtxarray,pt3,uv3,uv23,tan3,rgb3,no3,flat,polymat,mface->v4)); + meshobj->AddPolygon(poly); if (poly->IsCollider()) { @@ -1132,8 +1120,6 @@ RAS_MeshObject* BL_ConvertMesh(Mesh* mesh, Object* blenderobj, RAS_IRenderTools* } } 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 diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp index f7dc0b5ac7d..39d66a90e92 100644 --- a/source/gameengine/Converter/BL_MeshDeformer.cpp +++ b/source/gameengine/Converter/BL_MeshDeformer.cpp @@ -50,13 +50,8 @@ bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*) { - size_t i, j, index; - vecVertexArray array; - vecIndexArrays mvarray; - vecIndexArrays diarray; - - RAS_TexVert *tv; - MVert *mvert; + size_t i, j; + float *co; // only apply once per frame if the mesh is actually modified if(m_pMeshObject->MeshModified() && @@ -66,19 +61,17 @@ bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*) mit != m_pMeshObject->GetLastMaterial(); ++ mit) { RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial(); - array = m_pMeshObject->GetVertexCache(mat); - mvarray = m_pMeshObject->GetMVertCache(mat); - diarray = m_pMeshObject->GetDIndexCache(mat); + vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat); // For each array - for (i=0; i<array.size(); i++){ - // For each vertex - for (j=0; j<array[i]->size(); j++){ - tv = &((*array[i])[j]); - index = ((*diarray[i])[j]); + for (i=0; i<vertexarrays.size(); i++){ + KX_VertexArray& vertexarray = (*vertexarrays[i]); - mvert = &(m_bmesh->mvert[((*mvarray[i])[index])]); - tv->SetXYZ(MT_Point3(mvert->co)); + // For each vertex + for (j=0; j<vertexarray.size(); j++){ + RAS_TexVert& v = vertexarray[j]; + co = m_bmesh->mvert[v.getOrigIndex()].co; + v.SetXYZ(MT_Point3(co)); } } } @@ -107,83 +100,86 @@ void BL_MeshDeformer::RecalcNormals() /* We don't normalize for performance, not doing it for faces normals * gives area-weight normals which often look better anyway, and use * GL_NORMALIZE so we don't have to do per vertex normalization either - * since the GPU can do it faster - * - * There's a lot of indirection here to get to the data, can this work - * with less arrays/indirection? */ - - vecIndexArrays indexarrays; - vecIndexArrays mvarrays; - vecIndexArrays diarrays; - vecVertexArray vertexarrays; + * since the GPU can do it faster */ size_t i, j; /* set vertex normals to zero */ - for (i=0; i<(size_t)m_bmesh->totvert; i++) - m_transnors[i] = MT_Vector3(0.0f, 0.0f, 0.0f); + memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert); /* add face normals to vertices. */ for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial(); mit != m_pMeshObject->GetLastMaterial(); ++ mit) { RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial(); - indexarrays = m_pMeshObject->GetIndexCache(mat); - vertexarrays = m_pMeshObject->GetVertexCache(mat); - diarrays = m_pMeshObject->GetDIndexCache(mat); - mvarrays = m_pMeshObject->GetMVertCache(mat); + const vecIndexArrays& indexarrays = m_pMeshObject->GetIndexCache(mat); + vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat); for (i=0; i<indexarrays.size(); i++) { KX_VertexArray& vertexarray = (*vertexarrays[i]); - const KX_IndexArray& mvarray = (*mvarrays[i]); - const KX_IndexArray& diarray = (*diarrays[i]); const KX_IndexArray& indexarray = (*indexarrays[i]); int nvert = mat->UsesTriangles()? 3: 4; for(j=0; j<indexarray.size(); j+=nvert) { - MT_Point3 mv1, mv2, mv3, mv4, fnor; - int i1 = indexarray[j]; - int i2 = indexarray[j+1]; - int i3 = indexarray[j+2]; - RAS_TexVert& v1 = vertexarray[i1]; - RAS_TexVert& v2 = vertexarray[i2]; - RAS_TexVert& v3 = vertexarray[i3]; - + RAS_TexVert& v1 = vertexarray[indexarray[j]]; + RAS_TexVert& v2 = vertexarray[indexarray[j+1]]; + RAS_TexVert& v3 = vertexarray[indexarray[j+2]]; + RAS_TexVert *v4 = NULL; + + const float *co1 = v1.getLocalXYZ(); + const float *co2 = v2.getLocalXYZ(); + const float *co3 = v3.getLocalXYZ(); + const float *co4 = NULL; + /* compute face normal */ - mv1 = MT_Point3(v1.getLocalXYZ()); - mv2 = MT_Point3(v2.getLocalXYZ()); - mv3 = MT_Point3(v3.getLocalXYZ()); + float fnor[3], n1[3], n2[3]; if(nvert == 4) { - int i4 = indexarray[j+3]; - RAS_TexVert& v4 = vertexarray[i4]; - mv4 = MT_Point3(v4.getLocalXYZ()); + v4 = &vertexarray[indexarray[j+3]]; + co4 = v4->getLocalXYZ(); - fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))); //.safe_normalized(); + n1[0]= co1[0]-co3[0]; + n1[1]= co1[1]-co3[1]; + n1[2]= co1[2]-co3[2]; + + n2[0]= co2[0]-co4[0]; + n2[1]= co2[1]-co4[1]; + n2[2]= co2[2]-co4[2]; + } + else { + n1[0]= co1[0]-co2[0]; + n2[0]= co2[0]-co3[0]; + n1[1]= co1[1]-co2[1]; + + n2[1]= co2[1]-co3[1]; + n1[2]= co1[2]-co2[2]; + n2[2]= co2[2]-co3[2]; } - else - fnor = ((mv2-mv1).cross(mv3-mv2)); //.safe_normalized(); + + fnor[0]= n1[1]*n2[2] - n1[2]*n2[1]; + fnor[1]= n1[2]*n2[0] - n1[0]*n2[2]; + fnor[2]= n1[0]*n2[1] - n1[1]*n2[0]; /* add to vertices for smooth normals */ - m_transnors[mvarray[diarray[i1]]] += fnor; - m_transnors[mvarray[diarray[i2]]] += fnor; - m_transnors[mvarray[diarray[i3]]] += fnor; + float *vn1 = m_transnors[v1.getOrigIndex()]; + float *vn2 = m_transnors[v2.getOrigIndex()]; + float *vn3 = m_transnors[v3.getOrigIndex()]; + + vn1[0] += fnor[0]; vn1[1] += fnor[1]; vn1[2] += fnor[2]; + vn2[0] += fnor[0]; vn2[1] += fnor[1]; vn2[2] += fnor[2]; + vn3[0] += fnor[0]; vn3[1] += fnor[1]; vn3[2] += fnor[2]; + + if(v4) { + float *vn4 = m_transnors[v4->getOrigIndex()]; + vn4[0] += fnor[0]; vn4[1] += fnor[1]; vn4[2] += fnor[2]; + } /* in case of flat - just assign, the vertices are split */ if(v1.getFlag() & TV_CALCFACENORMAL) { v1.SetNormal(fnor); v2.SetNormal(fnor); v3.SetNormal(fnor); - } - - if(nvert == 4) { - int i4 = indexarray[j+3]; - RAS_TexVert& v4 = vertexarray[i4]; - - /* same as above */ - m_transnors[mvarray[diarray[i4]]] += fnor; - - if(v4.getFlag() & TV_CALCFACENORMAL) - v4.SetNormal(fnor); + if(v4) + v4->SetNormal(fnor); } } } @@ -194,18 +190,17 @@ void BL_MeshDeformer::RecalcNormals() mit != m_pMeshObject->GetLastMaterial(); ++ mit) { RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial(); - vertexarrays = m_pMeshObject->GetVertexCache(mat); - diarrays = m_pMeshObject->GetDIndexCache(mat); - mvarrays = m_pMeshObject->GetMVertCache(mat); + vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat); for (i=0; i<vertexarrays.size(); i++) { KX_VertexArray& vertexarray = (*vertexarrays[i]); - const KX_IndexArray& mvarray = (*mvarrays[i]); - const KX_IndexArray& diarray = (*diarrays[i]); - for(j=0; j<vertexarray.size(); j++) - if(!(vertexarray[j].getFlag() & TV_CALCFACENORMAL)) - vertexarray[j].SetNormal(m_transnors[mvarray[diarray[j]]]); //.safe_normalized() + for(j=0; j<vertexarray.size(); j++) { + RAS_TexVert& v = vertexarray[j]; + + if(!(v.getFlag() & TV_CALCFACENORMAL)) + v.SetNormal(m_transnors[v.getOrigIndex()]); //.safe_normalized() + } } } } @@ -219,8 +214,8 @@ void BL_MeshDeformer::VerifyStorage() if (m_transnors) delete [] m_transnors; - m_transverts=new float[(sizeof(*m_transverts)*m_bmesh->totvert)][3]; - m_transnors=new MT_Vector3[m_bmesh->totvert]; + m_transverts=new float[m_bmesh->totvert][3]; + m_transnors=new float[m_bmesh->totvert][3]; m_tvtot = m_bmesh->totvert; } } diff --git a/source/gameengine/Converter/BL_MeshDeformer.h b/source/gameengine/Converter/BL_MeshDeformer.h index a1813904337..e9f7f0b192f 100644 --- a/source/gameengine/Converter/BL_MeshDeformer.h +++ b/source/gameengine/Converter/BL_MeshDeformer.h @@ -74,7 +74,7 @@ protected: // this is so m_transverts doesn't need to be converted // before deformation float (*m_transverts)[3]; - MT_Vector3* m_transnors; + float (*m_transnors)[3]; struct Object* m_objMesh; // -- int m_tvtot; diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp index 0518b3c016c..d3442fe5298 100644 --- a/source/gameengine/Converter/BL_SkinDeformer.cpp +++ b/source/gameengine/Converter/BL_SkinDeformer.cpp @@ -100,14 +100,7 @@ BL_SkinDeformer::~BL_SkinDeformer() bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *) { - size_t i, j, index; - vecVertexArray array; - vecIndexArrays mvarray; - vecMDVertArray dvarray; - vecIndexArrays diarray; - - RAS_TexVert *tv; - MT_Point3 pt; + size_t i, j; if (!Update()) // no need to update the cache @@ -119,21 +112,17 @@ bool BL_SkinDeformer::Apply(RAS_IPolyMaterial *) mit != m_pMeshObject->GetLastMaterial(); ++ mit) { RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial(); - array = m_pMeshObject->GetVertexCache(mat); - mvarray = m_pMeshObject->GetMVertCache(mat); - diarray = m_pMeshObject->GetDIndexCache(mat); + vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat); + // For each array - for (i=0; i<array.size(); i++) { - // For each vertex - for (j=0; j<array[i]->size(); j++) { - - tv = &((*array[i])[j]); - - index = ((*diarray[i])[j]); - - // Copy the untransformed data from the original mvert - // Set the data - tv->SetXYZ(m_transverts[((*mvarray[i])[index])]); + for (i=0; i<vertexarrays.size(); i++) { + KX_VertexArray& vertexarray = (*vertexarrays[i]); + + // For each vertex + // copy the untransformed data from the original mvert + for (j=0; j<vertexarray.size(); j++) { + RAS_TexVert& v = vertexarray[j]; + v.SetXYZ(m_transverts[v.getOrigIndex()]); } } } diff --git a/source/gameengine/Converter/BL_SkinMeshObject.cpp b/source/gameengine/Converter/BL_SkinMeshObject.cpp index 49492923c7c..fa215df1e1c 100644 --- a/source/gameengine/Converter/BL_SkinMeshObject.cpp +++ b/source/gameengine/Converter/BL_SkinMeshObject.cpp @@ -43,90 +43,6 @@ #include "KX_GameObject.h" #include "RAS_BucketManager.h" -void BL_SkinMeshObject::AddPolygon(RAS_Polygon* poly) -{ - /* We're overriding this so that we can eventually associate faces with verts somehow */ - - // For vertIndex in poly: - // find the appropriate normal - - RAS_MeshObject::AddPolygon(poly); -} - -int BL_SkinMeshObject::FindOrAddDeform(unsigned int vtxarray, unsigned int mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat) -{ - BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); - int numvert = ao->m_MvertArrayCache1[vtxarray]->size(); - - /* Check to see if this has already been pushed */ - for (vector<BL_MDVertMap>::iterator it = m_mvert_to_dvert_mapping[mv].begin(); - it != m_mvert_to_dvert_mapping[mv].end(); - it++) - { - if(it->mat == mat) - return it->index; - } - - ao->m_MvertArrayCache1[vtxarray]->push_back(mv); - ao->m_DvertArrayCache1[vtxarray]->push_back(dv); - - BL_MDVertMap mdmap; - mdmap.mat = mat; - mdmap.index = numvert; - m_mvert_to_dvert_mapping[mv].push_back(mdmap); - - return numvert; -}; - -int BL_SkinMeshObject::FindVertexArray(int numverts,RAS_IPolyMaterial* polymat) -{ - int array=-1; - - BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(polymat); - - - for (size_t i=0;i<ao->m_VertexArrayCache1.size();i++) - { - if ( (ao->m_TriangleArrayCount[i] + (numverts-2)) < BUCKET_MAX_TRIANGLES) - { - if((ao->m_VertexArrayCache1[i]->size()+numverts < BUCKET_MAX_INDICES)) - { - array = i; - ao->m_TriangleArrayCount[array]+=numverts-2; - break; - } - } - } - - - if (array == -1) - { - array = ao->m_VertexArrayCache1.size(); - - vector<RAS_TexVert>* va = new vector<RAS_TexVert>; - ao->m_VertexArrayCache1.push_back(va); - - KX_IndexArray *ia = new KX_IndexArray(); - ao->m_IndexArrayCache1.push_back(ia); - - KX_IndexArray *bva = new KX_IndexArray(); - ao->m_MvertArrayCache1.push_back(bva); - - BL_DeformVertArray *dva = new BL_DeformVertArray(); - ao->m_DvertArrayCache1.push_back(dva); - - KX_IndexArray *da = new KX_IndexArray(); - ao->m_DIndexArrayCache1.push_back(da); - - ao->m_TriangleArrayCount.push_back(numverts-2); - - } - - - return array; -} - - //void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,RAS_BucketManager* bucketmgr) void BL_SkinMeshObject::Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec) { diff --git a/source/gameengine/Converter/BL_SkinMeshObject.h b/source/gameengine/Converter/BL_SkinMeshObject.h index cc2b8de600e..c21fb64204b 100644 --- a/source/gameengine/Converter/BL_SkinMeshObject.h +++ b/source/gameengine/Converter/BL_SkinMeshObject.h @@ -44,78 +44,19 @@ #include "DNA_key_types.h" #include "DNA_meshdata_types.h" -typedef vector<struct MVert*> BL_MVertArray; -typedef vector<struct MDeformVert*> BL_DeformVertArray; -typedef vector<class BL_TexVert> BL_VertexArray; - - -typedef vector<vector<struct MDeformVert*>*> vecMDVertArray; -typedef vector<vector<class BL_TexVert>*> vecBVertexArray; - -class BL_SkinArrayOptimizer : public KX_ArrayOptimizer -{ -public: - BL_SkinArrayOptimizer(int index) - :KX_ArrayOptimizer (index) {}; - virtual ~BL_SkinArrayOptimizer(){ - - for (vector<KX_IndexArray*>::iterator itv = m_MvertArrayCache1.begin(); - !(itv == m_MvertArrayCache1.end());itv++) - { - delete (*itv); - } - for (vector<BL_DeformVertArray*>::iterator itd = m_DvertArrayCache1.begin(); - !(itd == m_DvertArrayCache1.end());itd++) - { - delete (*itd); - } - for (vector<KX_IndexArray*>::iterator iti = m_DIndexArrayCache1.begin(); - !(iti == m_DIndexArrayCache1.end());iti++) - { - delete (*iti); - } - - m_MvertArrayCache1.clear(); - m_DvertArrayCache1.clear(); - m_DIndexArrayCache1.clear(); - }; - - vector<KX_IndexArray*> m_MvertArrayCache1; - vector<BL_DeformVertArray*> m_DvertArrayCache1; - vector<KX_IndexArray*> m_DIndexArrayCache1; - -}; - class BL_SkinMeshObject : public RAS_MeshObject { // enum { BUCKET_MAX_INDICES = 16384};//2048};//8192}; // enum { BUCKET_MAX_TRIANGLES = 4096}; - KX_ArrayOptimizer* GetArrayOptimizer(RAS_IPolyMaterial* polymat) - { - KX_ArrayOptimizer** aop = (m_matVertexArrayS[*polymat]); - if (aop) - return *aop; - int numelements = m_matVertexArrayS.size(); - m_sortedMaterials.push_back(polymat); - - BL_SkinArrayOptimizer* ao = new BL_SkinArrayOptimizer(numelements); - m_matVertexArrayS.insert(*polymat,ao); - return ao; - } - protected: vector<int> m_cacheWeightIndex; public: - struct BL_MDVertMap { RAS_IPolyMaterial *mat; int index; }; - vector<vector<BL_MDVertMap> > m_mvert_to_dvert_mapping; - void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec); // void Bucketize(double* oglmatrix,void* clientobj,bool useObjectColor,const MT_Vector4& rgbavec,class RAS_BucketManager* bucketmgr); - int FindVertexArray(int numverts,RAS_IPolyMaterial* polymat); BL_SkinMeshObject(Mesh* mesh, int lightlayer) : RAS_MeshObject (mesh, lightlayer) { m_class = 1; @@ -144,42 +85,7 @@ public: } } }; - - const vecIndexArrays& GetDIndexCache (RAS_IPolyMaterial* mat) - { - BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); - return ao->m_DIndexArrayCache1; - } - const vecMDVertArray& GetDVertCache (RAS_IPolyMaterial* mat) - { - BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); - return ao->m_DvertArrayCache1; - } - const vecIndexArrays& GetMVertCache (RAS_IPolyMaterial* mat) - { - BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); - return ao->m_MvertArrayCache1; - } - void AddPolygon(RAS_Polygon* poly); - int FindOrAddDeform(unsigned int vtxarray, unsigned int mv, struct MDeformVert *dv, RAS_IPolyMaterial* mat); - int FindOrAddVertex(int vtxarray,const MT_Point3& xyz, - const MT_Point2& uv, - const MT_Point2& uv2, - const MT_Vector4& tangent, - const unsigned int rgbacolor, - const MT_Vector3& normal, int defnr, bool flat, RAS_IPolyMaterial* mat, int origindex) - { - BL_SkinArrayOptimizer* ao = (BL_SkinArrayOptimizer*)GetArrayOptimizer(mat); - int numverts = ao->m_VertexArrayCache1[vtxarray]->size(); - int index = RAS_MeshObject::FindOrAddVertex(vtxarray, xyz, uv, uv2, tangent, rgbacolor, normal, flat, mat, origindex); - - /* this means a new vertex was added, so we add the defnr too */ - if(index == numverts) - ao->m_DIndexArrayCache1[vtxarray]->push_back(defnr); - - return index; - } // for shape keys, void CheckWeightCache(struct Object* obj); diff --git a/source/gameengine/Ketsji/BL_BlenderShader.cpp b/source/gameengine/Ketsji/BL_BlenderShader.cpp index 208cae1fa29..fd9c9778305 100644 --- a/source/gameengine/Ketsji/BL_BlenderShader.cpp +++ b/source/gameengine/Ketsji/BL_BlenderShader.cpp @@ -121,7 +121,7 @@ void BL_BlenderShader::SetAttribs(RAS_IRasterizer* ras, const BL_Material *mat) void BL_BlenderShader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty ) { - float obmat[4][4], viewmat[4][4]; + float obmat[4][4], viewmat[4][4], viewinvmat[4][4]; if(!mGPUMat || !mBound) return; @@ -134,10 +134,13 @@ void BL_BlenderShader::Update( const KX_MeshSlot & ms, RAS_IRasterizer* rasty ) model.getValue((float*)obmat); view.getValue((float*)viewmat); - GPU_material_bind_uniforms(mGPUMat, obmat, viewmat); + view.invert(); + view.getValue((float*)viewinvmat); + + GPU_material_bind_uniforms(mGPUMat, obmat, viewmat, viewinvmat); } -bool BL_BlenderShader::Identical(BL_BlenderShader *blshader) +bool BL_BlenderShader::Equals(BL_BlenderShader *blshader) { /* to avoid unneeded state switches */ return (blshader && mGPUMat == blshader->mGPUMat && mLightLayer == blshader->mLightLayer); diff --git a/source/gameengine/Ketsji/BL_BlenderShader.h b/source/gameengine/Ketsji/BL_BlenderShader.h index 112c2a7c327..fd52af24407 100644 --- a/source/gameengine/Ketsji/BL_BlenderShader.h +++ b/source/gameengine/Ketsji/BL_BlenderShader.h @@ -39,7 +39,7 @@ public: void SetAttribs(class RAS_IRasterizer* ras, const BL_Material *mat); void Update(const class KX_MeshSlot & ms, class RAS_IRasterizer* rasty); - bool Identical(BL_BlenderShader *blshader); + bool Equals(BL_BlenderShader *blshader); }; #endif//__BL_GPUSHADER_H__ diff --git a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp index 824cdce7e65..0f445a9f32e 100644 --- a/source/gameengine/Ketsji/KX_BlenderMaterial.cpp +++ b/source/gameengine/Ketsji/KX_BlenderMaterial.cpp @@ -238,7 +238,7 @@ void KX_BlenderMaterial::setBlenderShaderData( bool enable, RAS_IRasterizer *ras return; } - if(!mBlenderShader->Identical(mLastBlenderShader)) { + if(!mBlenderShader->Equals(mLastBlenderShader)) { BL_Texture::DisableAllTextures(); if(mLastBlenderShader) diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.cpp b/source/gameengine/Rasterizer/RAS_MeshObject.cpp index d7ab88a6b06..4420f16c56d 100644 --- a/source/gameengine/Rasterizer/RAS_MeshObject.cpp +++ b/source/gameengine/Rasterizer/RAS_MeshObject.cpp @@ -68,8 +68,8 @@ RAS_MeshObject::RAS_MeshObject(Mesh* mesh, int lightlayer) m_lightlayer(lightlayer), m_zsort(false), m_MeshMod(true), - m_class(0), - m_mesh(mesh) + m_mesh(mesh), + m_class(0) { } @@ -259,18 +259,18 @@ int RAS_MeshObject::FindOrAddVertex(int vtxarray, const MT_Vector3& normal, bool flat, RAS_IPolyMaterial* mat, - int orgindex) + int origindex) { - KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); + KX_ArrayOptimizer* ao = GetArrayOptimizer(mat); int numverts = ao->m_VertexArrayCache1[vtxarray]->size();//m_VertexArrayCount[vtxarray]; - RAS_TexVert newvert(xyz,uv,uv2,tangent,rgbacolor,normal, flat? TV_CALCFACENORMAL: 0); + RAS_TexVert newvert(xyz,uv,uv2,tangent,rgbacolor,normal, flat? TV_CALCFACENORMAL: 0,origindex); #define KX_FIND_SHARED_VERTICES #ifdef KX_FIND_SHARED_VERTICES if(!flat) { - for (std::vector<RAS_MatArrayIndex>::iterator it = m_xyz_index_to_vertex_index_mapping[orgindex].begin(); - it != m_xyz_index_to_vertex_index_mapping[orgindex].end(); + for (std::vector<RAS_MatArrayIndex>::iterator it = m_xyz_index_to_vertex_index_mapping[origindex].begin(); + it != m_xyz_index_to_vertex_index_mapping[origindex].end(); it++) { if ((*it).m_arrayindex1 == ao->m_index1 && @@ -293,22 +293,18 @@ int RAS_MeshObject::FindOrAddVertex(int vtxarray, idx.m_array = vtxarray; idx.m_index = numverts; idx.m_matid = mat; - m_xyz_index_to_vertex_index_mapping[orgindex].push_back(idx); + m_xyz_index_to_vertex_index_mapping[origindex].push_back(idx); return numverts; } - - -const vecVertexArray& RAS_MeshObject::GetVertexCache (RAS_IPolyMaterial* mat) +vecVertexArray& RAS_MeshObject::GetVertexCache (RAS_IPolyMaterial* mat) { - KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); + KX_ArrayOptimizer* ao = GetArrayOptimizer(mat); return ao->m_VertexArrayCache1; } - - int RAS_MeshObject::GetVertexArrayLength(RAS_IPolyMaterial* mat) { int len = 0; @@ -362,7 +358,7 @@ RAS_TexVert* RAS_MeshObject::GetVertex(unsigned int matid, const vecIndexArrays& RAS_MeshObject::GetIndexCache (RAS_IPolyMaterial* mat) { - KX_ArrayOptimizer* ao = GetArrayOptimizer(mat);//*(m_matVertexArrays[*mat]); + KX_ArrayOptimizer* ao = GetArrayOptimizer(mat); return ao->m_IndexArrayCache1; } @@ -371,16 +367,27 @@ const vecIndexArrays& RAS_MeshObject::GetIndexCache (RAS_IPolyMaterial* mat) KX_ArrayOptimizer* RAS_MeshObject::GetArrayOptimizer(RAS_IPolyMaterial* polymat) { - KX_ArrayOptimizer** aop = (m_matVertexArrayS[*polymat]); + KX_ArrayOptimizer** aop = m_matVertexArrayS[polymat]; - if (aop) + if(aop) return *aop; + // didn't find array, but an array might already exist + // for a material equal to this one + for(int i=0;i<m_matVertexArrayS.size();i++) { + RAS_IPolyMaterial *mat = (RAS_IPolyMaterial*)(m_matVertexArrayS.getKey(i)->getValue()); + if(*mat == *polymat) { + m_matVertexArrayS.insert(polymat, *m_matVertexArrayS.at(i)); + return *m_matVertexArrayS.at(i); + } + } + + // create new array int numelements = m_matVertexArrayS.size(); m_sortedMaterials.push_back(polymat); - + KX_ArrayOptimizer* ao = new KX_ArrayOptimizer(numelements); - m_matVertexArrayS.insert(*polymat,ao); + m_matVertexArrayS.insert(polymat, ao); return ao; } @@ -463,7 +470,7 @@ RAS_TexVert* RAS_MeshObject::GetVertex(short array, unsigned int index, RAS_IPolyMaterial* polymat) { - KX_ArrayOptimizer* ao = GetArrayOptimizer(polymat);//*(m_matVertexArrays[*polymat]); + KX_ArrayOptimizer* ao = GetArrayOptimizer(polymat); return &((*(ao->m_VertexArrayCache1)[array])[index]); } @@ -471,13 +478,19 @@ RAS_TexVert* RAS_MeshObject::GetVertex(short array, void RAS_MeshObject::ClearArrayData() { - for (int i=0;i<m_matVertexArrayS.size();i++) - { + for (int i=0;i<m_matVertexArrayS.size();i++) { KX_ArrayOptimizer** ao = m_matVertexArrayS.at(i); + + // we have duplicate entries, only free once + for(int j=i+1;j<m_matVertexArrayS.size();j++) { + if(ao == m_matVertexArrayS.at(j)) { + ao = NULL; + break; + } + } + if (ao) - { delete *ao; - } } } diff --git a/source/gameengine/Rasterizer/RAS_MeshObject.h b/source/gameengine/Rasterizer/RAS_MeshObject.h index d9aa133efb2..0d06748f91f 100644 --- a/source/gameengine/Rasterizer/RAS_MeshObject.h +++ b/source/gameengine/Rasterizer/RAS_MeshObject.h @@ -142,7 +142,7 @@ protected: enum { BUCKET_MAX_INDICES = 65535 };//2048};//8192}; enum { BUCKET_MAX_TRIANGLES = 65535 }; - GEN_Map<class RAS_IPolyMaterial,KX_ArrayOptimizer*> m_matVertexArrayS; + GEN_Map<GEN_HashedPtr,KX_ArrayOptimizer*> m_matVertexArrayS; RAS_MaterialBucket::Set m_materials; Mesh* m_mesh; @@ -242,10 +242,10 @@ public: const MT_Vector3& normal, bool flat, RAS_IPolyMaterial* mat, - int orgindex + int origindex ); - const vecVertexArray& GetVertexCache (RAS_IPolyMaterial* mat); + vecVertexArray& GetVertexCache (RAS_IPolyMaterial* mat); int GetVertexArrayLength(RAS_IPolyMaterial* mat); diff --git a/source/gameengine/Rasterizer/RAS_TexVert.cpp b/source/gameengine/Rasterizer/RAS_TexVert.cpp index 61ac456b2bc..935633dc636 100644 --- a/source/gameengine/Rasterizer/RAS_TexVert.cpp +++ b/source/gameengine/Rasterizer/RAS_TexVert.cpp @@ -40,7 +40,8 @@ RAS_TexVert::RAS_TexVert(const MT_Point3& xyz, const MT_Vector4& tangent, const unsigned int rgba, const MT_Vector3& normal, - const short flag) + const short flag, + const unsigned int origindex) { xyz.getValue(m_localxyz); uv.getValue(m_uv1); @@ -49,6 +50,7 @@ RAS_TexVert::RAS_TexVert(const MT_Point3& xyz, SetNormal(normal); tangent.getValue(m_tangent); m_flag = flag; + m_origindex = origindex; m_unit = 2; } @@ -107,44 +109,6 @@ void RAS_TexVert::SetNormal(const MT_Vector3& normal) normal.getValue(m_normal); } -#ifndef RAS_TexVert_INLINE - -// leave multiline for debugging -const float* RAS_TexVert::getUV1 () const -{ - return m_uv1; -} - -const float* RAS_TexVert::getUV2 () const -{ - return m_uv2; -} - - - -const float* RAS_TexVert::getNormal() const -{ - return m_normal; -} - -const float* RAS_TexVert::getTangent() const -{ - return m_tangent; -} - - -const float* RAS_TexVert::getLocalXYZ() const -{ - return m_localxyz; -} - -const unsigned char* RAS_TexVert::getRGBA() const -{ - return (unsigned char*) &m_rgba; -} - -#endif - // compare two vertices, and return TRUE if both are almost identical (they can be shared) bool RAS_TexVert::closeTo(const RAS_TexVert* other) { diff --git a/source/gameengine/Rasterizer/RAS_TexVert.h b/source/gameengine/Rasterizer/RAS_TexVert.h index 84135db918f..bf092b4b230 100644 --- a/source/gameengine/Rasterizer/RAS_TexVert.h +++ b/source/gameengine/Rasterizer/RAS_TexVert.h @@ -42,8 +42,6 @@ static MT_Point2 g_pt2; #define TV_MAX 3//match Def in BL_Material.h -#define RAS_TexVert_INLINE 1 - class RAS_TexVert { @@ -55,9 +53,10 @@ class RAS_TexVert float m_normal[3]; // 3*2 = 6 short m_flag; // 2 unsigned int m_unit; // 4 + unsigned int m_origindex; // 4 //--------- - // 52 - //32 bytes total size, fits nice = 52 = not fit nice. + // 56 + // 32 bytes total size, fits nice = 56 = not fit nice. // We'll go for 64 bytes total size - 24 bytes left. public: short getFlag() const; @@ -71,11 +70,10 @@ public: const MT_Vector4& tangent, const unsigned int rgba, const MT_Vector3& normal, - const short flag); + const short flag, + const unsigned int origindex); ~RAS_TexVert() {}; - // leave multiline for debugging -#ifdef RAS_TexVert_INLINE const float* getUV1 () const { return m_uv1; }; @@ -99,13 +97,11 @@ public: const unsigned char* getRGBA() const { return (unsigned char *) &m_rgba; } -#else - const float* getUV1 () const; - const float* getUV2 () const; - const float* getNormal() const; - const float* getLocalXYZ() const; - const unsigned char* getRGBA() const; -#endif + + const unsigned int getOrigIndex() const { + return m_origindex; + } + void SetXYZ(const MT_Point3& xyz); void SetUV(const MT_Point2& uv); void SetUV2(const MT_Point2& uv); |