[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [20173] trunk/blender/source/gameengine: BGE performance: allow to create display list on meshes with modifiers but without armature and shape keys .

Benoit Bolsee benoit.bolsee at online.be
Tue May 12 21:48:18 CEST 2009


Revision: 20173
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20173
Author:   ben2610
Date:     2009-05-12 21:48:18 +0200 (Tue, 12 May 2009)

Log Message:
-----------
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.

Modified Paths:
--------------
    trunk/blender/source/gameengine/Converter/BL_MeshDeformer.h
    trunk/blender/source/gameengine/Converter/BL_ShapeDeformer.cpp
    trunk/blender/source/gameengine/Converter/BL_SkinDeformer.cpp
    trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
    trunk/blender/source/gameengine/Rasterizer/RAS_Deformer.h
    trunk/blender/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp

Modified: trunk/blender/source/gameengine/Converter/BL_MeshDeformer.h
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_MeshDeformer.h	2009-05-12 19:28:49 UTC (rev 20172)
+++ trunk/blender/source/gameengine/Converter/BL_MeshDeformer.h	2009-05-12 19:48:18 UTC (rev 20173)
@@ -66,7 +66,7 @@
 	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){};
 

Modified: trunk/blender/source/gameengine/Converter/BL_ShapeDeformer.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_ShapeDeformer.cpp	2009-05-12 19:28:49 UTC (rev 20172)
+++ trunk/blender/source/gameengine/Converter/BL_ShapeDeformer.cpp	2009-05-12 19:48:18 UTC (rev 20173)
@@ -121,7 +121,7 @@
 
 		ForceUpdate();
 		m_armobj->RestorePose();
-
+		m_bDynamic = true;
 		return true;
 	}
 	return false;
@@ -144,8 +144,10 @@
 
 		/* 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

Modified: trunk/blender/source/gameengine/Converter/BL_SkinDeformer.cpp
===================================================================
--- trunk/blender/source/gameengine/Converter/BL_SkinDeformer.cpp	2009-05-12 19:28:49 UTC (rev 20172)
+++ trunk/blender/source/gameengine/Converter/BL_SkinDeformer.cpp	2009-05-12 19:48:18 UTC (rev 20173)
@@ -201,7 +201,8 @@
 		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;
 	}

Modified: trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp	2009-05-12 19:28:49 UTC (rev 20172)
+++ trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp	2009-05-12 19:48:18 UTC (rev 20173)
@@ -757,6 +757,7 @@
 		virtual bool Update(void)
 		{
 			//printf("update\n");
+			m_bDynamic = true;
 			return true;//??
 		}
 		virtual bool UpdateBuckets(void)
@@ -775,6 +776,7 @@
 		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()
 		{

Modified: trunk/blender/source/gameengine/Rasterizer/RAS_Deformer.h
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_Deformer.h	2009-05-12 19:28:49 UTC (rev 20172)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_Deformer.h	2009-05-12 19:48:18 UTC (rev 20173)
@@ -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 @@
 	{
 		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

Modified: trunk/blender/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp
===================================================================
--- trunk/blender/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp	2009-05-12 19:28:49 UTC (rev 20172)
+++ trunk/blender/source/gameengine/Rasterizer/RAS_MaterialBucket.cpp	2009-05-12 19:48:18 UTC (rev 20173)
@@ -597,7 +597,7 @@
 	// 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;





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