[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [14223] trunk/blender/source/gameengine: Commit patch #8724:
Benoit Bolsee
benoit.bolsee at online.be
Mon Mar 24 00:12:41 CET 2008
Revision: 14223
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=14223
Author: ben2610
Date: 2008-03-24 00:12:40 +0100 (Mon, 24 Mar 2008)
Log Message:
-----------
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.
Modified Paths:
--------------
trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
trunk/blender/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
trunk/blender/source/gameengine/Ketsji/KX_Scene.h
trunk/blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp
trunk/blender/source/gameengine/Rasterizer/RAS_BucketManager.h
Modified: trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2008-03-23 18:53:45 UTC (rev 14222)
+++ trunk/blender/source/gameengine/Converter/BL_BlenderDataConversion.cpp 2008-03-23 23:12:40 UTC (rev 14223)
@@ -883,6 +883,7 @@
Material* ma = 0;
bool polyvisible = true;
RAS_IPolyMaterial* polymat = NULL;
+ BL_Material *bl_mat;
if(converter->GetMaterials())
{
@@ -891,7 +892,7 @@
else
ma = give_current_material(blenderobj, 1);
- BL_Material *bl_mat = ConvertMaterial(mesh, ma, tface, mface, mmcol, lightlayer, blenderobj, layers);
+ bl_mat = ConvertMaterial(mesh, ma, tface, mface, mmcol, lightlayer, blenderobj, layers);
// set the index were dealing with
bl_mat->material_index = (int)mface->mat_nr;
@@ -899,7 +900,6 @@
collider = ((bl_mat->ras_mode & COLLIDER)!=0);
polymat = new KX_BlenderMaterial(scene, bl_mat, skinMesh, lightlayer, blenderobj );
- converter->RegisterBlenderMaterial(bl_mat);
unsigned int rgb[4];
bl_mat->GetConversionRGB(rgb);
@@ -921,8 +921,6 @@
if (mface->v4)
tan3 = tangent[mface->v4];
}
- // this is needed to free up memory afterwards
- converter->RegisterPolyMaterial(polymat);
}
else
{
@@ -1029,12 +1027,27 @@
polymat->m_specular = MT_Vector3(0.0f,0.0f,0.0f);
polymat->m_shininess = 35.0;
}
+ }
+
+ // see if a bucket was reused or a new one was created
+ // this way only one KX_BlenderMaterial object has to exist per bucket
+ bool bucketCreated;
+ RAS_MaterialBucket* bucket = scene->FindBucket(polymat, bucketCreated);
+ if (bucketCreated) {
// this is needed to free up memory afterwards
converter->RegisterPolyMaterial(polymat);
-
+ if(converter->GetMaterials()) {
+ converter->RegisterBlenderMaterial(bl_mat);
+ }
+ } else {
+ // delete the material objects since they are no longer needed
+ // from now on, use the polygon material from the material bucket
+ delete polymat;
+ if(converter->GetMaterials()) {
+ delete bl_mat;
+ }
+ polymat = bucket->GetPolyMaterial();
}
-
- RAS_MaterialBucket* bucket = scene->FindBucket(polymat);
int nverts = mface->v4?4:3;
int vtxarray = meshobj->FindVertexArray(nverts,polymat);
Modified: trunk/blender/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp
===================================================================
--- trunk/blender/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp 2008-03-23 18:53:45 UTC (rev 14222)
+++ trunk/blender/source/gameengine/GameLogic/SCA_KeyboardSensor.cpp 2008-03-23 23:12:40 UTC (rev 14223)
@@ -137,17 +137,22 @@
{
bool justactivated = false;
bool justreleased = false;
+ bool active = false;
for (int i=SCA_IInputDevice::KX_BEGINKEY ; i< SCA_IInputDevice::KX_ENDKEY;i++)
{
const SCA_InputEvent & inevent = inputdev->GetEventValue((SCA_IInputDevice::KX_EnumInputs) i);
- if (inevent.m_status == SCA_InputEvent::KX_JUSTACTIVATED)
- {
+ switch (inevent.m_status)
+ {
+ case SCA_InputEvent::KX_JUSTACTIVATED:
justactivated = true;
- }
- if (inevent.m_status == SCA_InputEvent::KX_JUSTRELEASED)
- {
+ break;
+ case SCA_InputEvent::KX_JUSTRELEASED:
justreleased = true;
+ break;
+ case SCA_InputEvent::KX_ACTIVE:
+ active = true;
+ break;
}
}
@@ -159,7 +164,7 @@
{
if (justreleased)
{
- m_val=0;
+ m_val=(active)?1:0;
result = true;
}
}
Modified: trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp 2008-03-23 18:53:45 UTC (rev 14222)
+++ trunk/blender/source/gameengine/Ketsji/KX_Scene.cpp 2008-03-23 23:12:40 UTC (rev 14223)
@@ -1212,9 +1212,9 @@
-RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat)
+RAS_MaterialBucket* KX_Scene::FindBucket(class RAS_IPolyMaterial* polymat, bool &bucketCreated)
{
- return m_bucketmanager->RAS_BucketManagerFindBucket(polymat);
+ return m_bucketmanager->RAS_BucketManagerFindBucket(polymat, bucketCreated);
}
Modified: trunk/blender/source/gameengine/Ketsji/KX_Scene.h
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_Scene.h 2008-03-23 18:53:45 UTC (rev 14222)
+++ trunk/blender/source/gameengine/Ketsji/KX_Scene.h 2008-03-23 23:12:40 UTC (rev 14223)
@@ -286,7 +286,7 @@
~KX_Scene();
RAS_BucketManager* GetBucketManager();
- RAS_MaterialBucket* FindBucket(RAS_IPolyMaterial* polymat);
+ RAS_MaterialBucket* FindBucket(RAS_IPolyMaterial* polymat, bool &bucketCreated);
void RenderBuckets(const MT_Transform& cameratransform,
RAS_IRasterizer* rasty,
RAS_IRenderTools* rendertools);
Modified: trunk/blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp 2008-03-23 18:53:45 UTC (rev 14222)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_BucketManager.cpp 2008-03-23 23:12:40 UTC (rev 14223)
@@ -156,8 +156,9 @@
RAS_MaterialBucket::EndFrame();
}
-RAS_MaterialBucket* RAS_BucketManager::RAS_BucketManagerFindBucket(RAS_IPolyMaterial * material)
+RAS_MaterialBucket* RAS_BucketManager::RAS_BucketManagerFindBucket(RAS_IPolyMaterial * material, bool &bucketCreated)
{
+ bucketCreated = false;
BucketList::iterator it;
for (it = m_MaterialBuckets.begin(); it != m_MaterialBuckets.end(); it++)
{
@@ -172,6 +173,7 @@
}
RAS_MaterialBucket *bucket = new RAS_MaterialBucket(material);
+ bucketCreated = true;
if (bucket->IsTransparant())
m_AlphaBuckets.push_back(bucket);
else
Modified: trunk/blender/source/gameengine/Rasterizer/RAS_BucketManager.h
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_BucketManager.h 2008-03-23 18:53:45 UTC (rev 14222)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_BucketManager.h 2008-03-23 23:12:40 UTC (rev 14223)
@@ -61,7 +61,7 @@
RAS_IRasterizer* rasty,
class RAS_IRenderTools* rendertools);
- RAS_MaterialBucket* RAS_BucketManagerFindBucket(RAS_IPolyMaterial * material);
+ RAS_MaterialBucket* RAS_BucketManagerFindBucket(RAS_IPolyMaterial * material, bool &bucketCreated);
private:
More information about the Bf-blender-cvs
mailing list