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authorBenoit Bolsee <benoit.bolsee@online.be>2009-05-12 23:48:18 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2009-05-12 23:48:18 +0400
commit5a0de728b0a6a4b916f88554322cc56884f17ad8 (patch)
tree1ddaa69c4035f060a71cd0487fd121763bf2a75d /source
parent705764fe050fd15703fe2ab410516ff3ccc3f421 (diff)
BGE performance: allow to create display list on meshes with modifiers but without armature and shape keys. These modified meshes are static and can be put safely in a display list. As the rendering of modifiers is done in direct openGL call, it results is a bit performance boost.
Diffstat (limited to 'source')
-rw-r--r--source/gameengine/Converter/BL_MeshDeformer.h2
-rw-r--r--source/gameengine/Converter/BL_ShapeDeformer.cpp6
-rw-r--r--source/gameengine/Converter/BL_SkinDeformer.cpp3
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp2
-rw-r--r--source/gameengine/Rasterizer/RAS_Deformer.h8
-rw-r--r--source/gameengine/Rasterizer/RAS_MaterialBucket.cpp2
6 files changed, 17 insertions, 6 deletions
diff --git a/source/gameengine/Converter/BL_MeshDeformer.h b/source/gameengine/Converter/BL_MeshDeformer.h
index d1754618df2..11ca3b00a1d 100644
--- a/source/gameengine/Converter/BL_MeshDeformer.h
+++ b/source/gameengine/Converter/BL_MeshDeformer.h
@@ -66,7 +66,7 @@ public:
virtual bool Update(void){ return false; };
virtual bool UpdateBuckets(void){ return false; };
virtual RAS_Deformer* GetReplica(){return NULL;};
- virtual void ProcessReplica() { };
+ virtual void ProcessReplica() {m_bDynamic=false;};
struct Mesh* GetMesh() { return m_bmesh; };
// virtual void InitDeform(double time){};
diff --git a/source/gameengine/Converter/BL_ShapeDeformer.cpp b/source/gameengine/Converter/BL_ShapeDeformer.cpp
index bf5eb5cbcb3..e04d4dad015 100644
--- a/source/gameengine/Converter/BL_ShapeDeformer.cpp
+++ b/source/gameengine/Converter/BL_ShapeDeformer.cpp
@@ -121,7 +121,7 @@ bool BL_ShapeDeformer::ExecuteShapeDrivers(void)
ForceUpdate();
m_armobj->RestorePose();
-
+ m_bDynamic = true;
return true;
}
return false;
@@ -144,8 +144,10 @@ bool BL_ShapeDeformer::Update(void)
/* we will blend the key directly in mvert array: it is used by armature as the start position */
/* m_bmesh->key can be NULL in case of Modifier deformer */
- if (m_bmesh->key)
+ if (m_bmesh->key) {
do_rel_key(0, m_bmesh->totvert, m_bmesh->totvert, (char *)m_bmesh->mvert->co, m_bmesh->key, 0);
+ m_bDynamic = true;
+ }
// Don't release the weight array as in Blender, it will most likely be reusable on next frame
// The weight array are ultimately deleted when the skin mesh is destroyed
diff --git a/source/gameengine/Converter/BL_SkinDeformer.cpp b/source/gameengine/Converter/BL_SkinDeformer.cpp
index d40776a645d..e92c3b29543 100644
--- a/source/gameengine/Converter/BL_SkinDeformer.cpp
+++ b/source/gameengine/Converter/BL_SkinDeformer.cpp
@@ -201,7 +201,8 @@ bool BL_SkinDeformer::Update(void)
m_lastArmaUpdate=m_armobj->GetLastFrame();
m_armobj->RestorePose();
-
+ /* dynamic vertex, cannot use display list */
+ m_bDynamic = true;
/* indicate that the m_transverts and normals are up to date */
return true;
}
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 1943c436258..07fdc8ec41b 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -757,6 +757,7 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
virtual bool Update(void)
{
//printf("update\n");
+ m_bDynamic = true;
return true;//??
}
virtual bool UpdateBuckets(void)
@@ -775,6 +776,7 @@ void KX_ConvertODEEngineObject(KX_GameObject* gameobj,
virtual void ProcessReplica()
{
// we have two pointers to deal with but we cannot do it now, will be done in Relink
+ m_bDynamic = false;
}
virtual bool SkipVertexTransform()
{
diff --git a/source/gameengine/Rasterizer/RAS_Deformer.h b/source/gameengine/Rasterizer/RAS_Deformer.h
index fe081dd4aa5..bb8e3750485 100644
--- a/source/gameengine/Rasterizer/RAS_Deformer.h
+++ b/source/gameengine/Rasterizer/RAS_Deformer.h
@@ -39,7 +39,7 @@
class RAS_Deformer
{
public:
- RAS_Deformer(){};
+ RAS_Deformer() : m_pMesh(0), m_bDynamic(false) {};
virtual ~RAS_Deformer(){};
virtual void Relink(GEN_Map<class GEN_HashedPtr, void*>*map)=0;
virtual bool Apply(class RAS_IPolyMaterial *polymat)=0;
@@ -55,8 +55,14 @@ public:
{
return true;
}
+ // true when deformer produces varying vertex (shape or armature)
+ bool IsDynamic()
+ {
+ return m_bDynamic;
+ }
protected:
class RAS_MeshObject *m_pMesh;
+ bool m_bDynamic;
};
#endif
diff --git a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
index db6394c1ec0..841264465cf 100644
--- a/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
+++ b/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
@@ -597,7 +597,7 @@ void RAS_MaterialBucket::RenderMeshSlot(const MT_Transform& cameratrans, RAS_IRa
// then it won't have texture coordinates for actual drawing. also
// for zsort we can't make a display list, since the polygon order
// changes all the time.
- if(ms.m_pDeformer)
+ if(ms.m_pDeformer && ms.m_pDeformer->IsDynamic())
ms.m_bDisplayList = false;
else if(!ms.m_DisplayList && rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW)
ms.m_bDisplayList = false;