- BatchNode now use a temp float array and bulk put data into the floatbuffer instad of iterative puts. (it's faster)
- Spatials have now a BatchHint (Inherit, Never,Always) to know if they should be batched or not (use is the same as cullHint) git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@8550 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -76,7 +76,10 @@ public class BatchNode extends Node implements Savable {
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* the map of geometry holding the batched meshes
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*/
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protected Map<Material, Batch> batches = new HashMap<Material, Batch>();
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/**
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* used to store transformed vectors before proceeding to a bulk put into the FloatBuffer
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*/
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private float[] tmpFloat;
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/**
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* Construct a batchNode
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*/
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@ -129,8 +132,8 @@ public class BatchNode extends Node implements Savable {
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assert refreshFlags == 0;
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}
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protected Transform getTransforms(Geometry geom){
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protected Transform getTransforms(Geometry geom) {
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return geom.getWorldTransform();
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}
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@ -140,18 +143,18 @@ public class BatchNode extends Node implements Savable {
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Mesh mesh = batch.geometry.getMesh();
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FloatBuffer buf = (FloatBuffer) mesh.getBuffer(VertexBuffer.Type.Position).getData();
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doTransformVerts(buf, 0, bg.startIndex, bg.startIndex + bg.getVertexCount(), buf, bg.cachedOffsetMat);
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doTransformVerts(buf, bg.startIndex, bg.startIndex + bg.getVertexCount(), buf, bg.cachedOffsetMat);
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mesh.getBuffer(VertexBuffer.Type.Position).updateData(buf);
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buf = (FloatBuffer) mesh.getBuffer(VertexBuffer.Type.Normal).getData();
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doTransformNorm(buf, 0, bg.startIndex, bg.startIndex + bg.getVertexCount(), buf, bg.cachedOffsetMat);
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mesh.getBuffer(VertexBuffer.Type.Normal).updateData(buf);
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// buf = (FloatBuffer) mesh.getBuffer(VertexBuffer.Type.Normal).getData();
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// doTransformNorm(buf, 0, bg.startIndex, bg.startIndex + bg.getVertexCount(), buf, bg.cachedOffsetMat);
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// mesh.getBuffer(VertexBuffer.Type.Normal).updateData(buf);
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if (mesh.getBuffer(VertexBuffer.Type.Tangent) != null) {
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buf = (FloatBuffer) mesh.getBuffer(VertexBuffer.Type.Tangent).getData();
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doTransformNorm(buf, 0, bg.startIndex, bg.startIndex + bg.getVertexCount(), buf, bg.cachedOffsetMat);
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doTransformNorm(buf, bg.startIndex, bg.startIndex + bg.getVertexCount(), buf, bg.cachedOffsetMat);
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mesh.getBuffer(VertexBuffer.Type.Tangent).updateData(buf);
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}
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@ -183,6 +186,7 @@ public class BatchNode extends Node implements Savable {
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List<Geometry> list = matMap.get(material);
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nbGeoms += list.size();
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mergeGeometries(m, list);
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m.setDynamic();
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Batch batch = new Batch();
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batch.geometry = new Geometry(name + "-batch" + batches.size());
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@ -201,7 +205,8 @@ public class BatchNode extends Node implements Savable {
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private void gatherGeomerties(Map<Material, List<Geometry>> map, Spatial n) {
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if (n.getClass() == Geometry.class) {
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if (!isBatch(n)) {
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if (!isBatch(n) && n.getBatchHint() != BatchHint.Never) {
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Geometry g = (Geometry) n;
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if (g.getMaterial() == null) {
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throw new IllegalStateException("No material is set for Geometry: " + g.getName() + " please set a material before batching");
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@ -264,7 +269,7 @@ public class BatchNode extends Node implements Savable {
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}
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return null;//material;
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}
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// /**
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// * Sets the material to the a specific batch of this BatchNode
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// *
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@ -294,7 +299,6 @@ public class BatchNode extends Node implements Savable {
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// }
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// return null;//material;
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// }
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@Override
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public void write(JmeExporter ex) throws IOException {
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super.write(ex);
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@ -413,18 +417,22 @@ public class BatchNode extends Node implements Savable {
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}
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VertexBuffer vb = new VertexBuffer(VertexBuffer.Type.values()[i]);
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vb.setupData(VertexBuffer.Usage.Static, compsForBuf[i], formatForBuf[i], data);
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vb.setupData(VertexBuffer.Usage.Dynamic, compsForBuf[i], formatForBuf[i], data);
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outMesh.setBuffer(vb);
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}
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int globalVertIndex = 0;
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int globalTriIndex = 0;
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int maxVertCount = 0;
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for (Geometry geom : geometries) {
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Mesh inMesh = geom.getMesh();
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geom.batch(this, globalVertIndex);
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int geomVertCount = inMesh.getVertexCount();
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if (maxVertCount < geomVertCount) {
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maxVertCount = geomVertCount;
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}
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int geomTriCount = inMesh.getTriangleCount();
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for (int bufType = 0; bufType < compsForBuf.length; bufType++) {
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@ -466,15 +474,19 @@ public class BatchNode extends Node implements Savable {
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globalVertIndex += geomVertCount;
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globalTriIndex += geomTriCount;
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}
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tmpFloat = new float[maxVertCount*3];
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}
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private void doTransformVerts(FloatBuffer inBuf, int offset, int start, int end, FloatBuffer outBuf, Matrix4f transform) {
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private void doTransformVerts(FloatBuffer inBuf, int start, int end, FloatBuffer outBuf, Matrix4f transform) {
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TempVars vars = TempVars.get();
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Vector3f pos = vars.vect1;
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int length = (end - start) * 3;
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// offset is given in element units
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// convert to be in component units
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offset *= 3;
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int offset = start * 3;
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for (int i = start; i < end; i++) {
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int index = i * 3;
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@ -483,21 +495,27 @@ public class BatchNode extends Node implements Savable {
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pos.z = inBuf.get(index + 2);
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transform.mult(pos, pos);
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index += offset;
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outBuf.put(index, pos.x);
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outBuf.put(index + 1, pos.y);
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outBuf.put(index + 2, pos.z);
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index -= offset;
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tmpFloat[index] = pos.x;
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tmpFloat[index + 1] = pos.y;
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tmpFloat[index + 2] = pos.z;
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}
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vars.release();
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outBuf.position(offset);
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//using bulk put as it's faster
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outBuf.put(tmpFloat, 0, length);
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}
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private void doTransformNorm(FloatBuffer inBuf, int offset, int start, int end, FloatBuffer outBuf, Matrix4f transform) {
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private void doTransformNorm(FloatBuffer inBuf, int start, int end, FloatBuffer outBuf, Matrix4f transform) {
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TempVars vars = TempVars.get();
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Vector3f pos = vars.vect1;
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int length = (end - start) * 3;
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// offset is given in element units
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// convert to be in component units
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offset *= 3;
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int offset = start * 3;
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for (int i = start; i < end; i++) {
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int index = i * 3;
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@ -506,12 +524,16 @@ public class BatchNode extends Node implements Savable {
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pos.z = inBuf.get(index + 2);
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transform.multNormal(pos, pos);
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index += offset;
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outBuf.put(index, pos.x);
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outBuf.put(index + 1, pos.y);
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outBuf.put(index + 2, pos.z);
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index -= offset;
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tmpFloat[index] = pos.x;
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tmpFloat[index + 1] = pos.y;
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tmpFloat[index + 2] = pos.z;
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}
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vars.release();
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outBuf.position(offset);
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//using bulk put as it's faster
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outBuf.put(tmpFloat, 0, length);
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}
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private void doCopyBuffer(FloatBuffer inBuf, int offset, FloatBuffer outBuf) {
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@ -107,31 +107,46 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Asset {
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*/
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Never;
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}
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/**
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* Specifies is this spatial should be batched
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*/
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public enum BatchHint {
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/**
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* Do whatever our parent does. If no parent, default to {@link #Always}.
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*/
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Inherit,
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/**
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* this spatial will always be batched when attached to a BatchNode
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*/
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Always,
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/**
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* this spatial will naver be batched when attached to a BatchNode
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*/
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Never;
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}
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/**
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* Refresh flag types
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*/
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protected static final int RF_TRANSFORM = 0x01, // need light resort + combine transforms
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RF_BOUND = 0x02,
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RF_LIGHTLIST = 0x04; // changes in light lists
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protected CullHint cullHint = CullHint.Inherit;
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protected BatchHint batchHint = BatchHint.Inherit;
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/**
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* Spatial's bounding volume relative to the world.
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*/
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protected BoundingVolume worldBound;
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/**
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* LightList
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*/
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protected LightList localLights;
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protected transient LightList worldLights;
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/**
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* This spatial's name.
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*/
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protected String name;
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// scale values
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protected transient Camera.FrustumIntersect frustrumIntersects = Camera.FrustumIntersect.Intersects;
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protected RenderQueue.Bucket queueBucket = RenderQueue.Bucket.Inherit;
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@ -141,14 +156,12 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Asset {
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protected Transform worldTransform;
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protected SafeArrayList<Control> controls = new SafeArrayList<Control>(Control.class);
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protected HashMap<String, Savable> userData = null;
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/**
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* Used for smart asset caching
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*
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* @see AssetKey#useSmartCache()
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*/
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protected AssetKey key;
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protected AssetKey key;
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/**
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* Spatial's parent, or null if it has none.
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*/
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@ -185,14 +198,14 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Asset {
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this.name = name;
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}
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public void setKey(AssetKey key){
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public void setKey(AssetKey key) {
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this.key = key;
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}
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public AssetKey getKey(){
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public AssetKey getKey() {
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return key;
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}
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/**
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* Indicate that the transform of this spatial has changed and that
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* a refresh is required.
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@ -556,7 +569,7 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Asset {
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return;
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}
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for (Control c : controls.getArray() ) {
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for (Control c : controls.getArray()) {
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c.render(rm, vp);
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}
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}
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@ -616,7 +629,7 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Asset {
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public <T extends Control> T getControl(Class<T> controlType) {
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for (Control c : controls.getArray()) {
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if (controlType.isAssignableFrom(c.getClass())) {
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return (T)c;
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return (T) c;
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}
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}
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return null;
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@ -1027,6 +1040,16 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Asset {
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}
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}
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public BatchHint getBatchHint() {
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if (batchHint != BatchHint.Inherit) {
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return batchHint;
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} else if (parent != null) {
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return parent.getBatchHint();
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} else {
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return BatchHint.Always;
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}
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}
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/**
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* Returns this spatial's renderqueue bucket. If the mode is set to inherit,
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* then the spatial gets its renderqueue bucket from its parent.
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@ -1249,13 +1272,14 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Asset {
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capsule.write(name, "name", null);
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capsule.write(worldBound, "world_bound", null);
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capsule.write(cullHint, "cull_mode", CullHint.Inherit);
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capsule.write(batchHint, "batch_hint", BatchHint.Inherit);
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capsule.write(queueBucket, "queue", RenderQueue.Bucket.Inherit);
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capsule.write(shadowMode, "shadow_mode", ShadowMode.Inherit);
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capsule.write(localTransform, "transform", Transform.IDENTITY);
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capsule.write(localLights, "lights", null);
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// Shallow clone the controls array to convert its type.
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capsule.writeSavableArrayList( new ArrayList(controls), "controlsList", null);
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capsule.writeSavableArrayList(new ArrayList(controls), "controlsList", null);
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capsule.writeStringSavableMap(userData, "user_data", null);
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}
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@ -1265,6 +1289,7 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Asset {
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name = ic.readString("name", null);
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worldBound = (BoundingVolume) ic.readSavable("world_bound", null);
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cullHint = ic.readEnum("cull_mode", CullHint.class, CullHint.Inherit);
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batchHint = ic.readEnum("batch_hint", BatchHint.class, BatchHint.Inherit);
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queueBucket = ic.readEnum("queue", RenderQueue.Bucket.class,
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RenderQueue.Bucket.Inherit);
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shadowMode = ic.readEnum("shadow_mode", ShadowMode.class,
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@ -1309,6 +1334,18 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Asset {
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cullHint = hint;
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}
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/**
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* <code>setBatchHint</code> sets how batching should work on this
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* spatial. NOTE: You must set this AFTER attaching to a
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* parent or it will be reset with the parent's cullMode value.
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*
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* @param hint
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* one of BatchHint.Never, BatchHint.Always, BatchHint.Inherit
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*/
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public void setBatchHint(BatchHint hint) {
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batchHint = hint;
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}
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/**
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* @return the cullmode set on this Spatial
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*/
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@ -1316,6 +1353,13 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Asset {
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return cullHint;
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}
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/**
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* @return the batchHint set on this Spatial
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*/
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public BatchHint getLocalBatchHint() {
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return batchHint;
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}
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/**
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* <code>setQueueBucket</code> determines at what phase of the
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* rendering process this Spatial will rendered. See the
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