]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
Added animation caching, which speeds up re-renders of all animated meshes
authorechon <echon@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 6 Sep 2009 07:45:28 +0000 (07:45 +0000)
committerechon <echon@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 6 Sep 2009 07:45:28 +0000 (07:45 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9164 d7cf8633-e32d-0410-b094-e92efae38249

client.h
gl_rmain.c

index 695818f309b85cac92408d6273a31f30361d913b..4992adad087c561a367bf64375dcacacf9d19528 100644 (file)
--- a/client.h
+++ b/client.h
@@ -301,6 +301,9 @@ typedef struct entity_render_s
        // subframe numbers (-1 if not used) and their blending scalers (0-1), if interpolation is not desired, use subframeblend[0].subframe
        frameblend_t frameblend[MAX_FRAMEBLENDS];
 
+       // animation cache index
+       int animcacheindex;
+
        // current lighting from map (updated ONLY by client code, not renderer)
        vec3_t modellight_ambient;
        vec3_t modellight_diffuse; // q3bsp
index e9cdf7a62e8083438e4facefd21100117027d34f..4e9c47adc0da83338ca90d9d469c868afa103c57 100644 (file)
@@ -45,6 +45,8 @@ cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap f
 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
 cvar_t r_motionblur_debug = {0, "r_motionblur_debug", "0", "outputs current motionblur alpha value"};
 
+cvar_t r_animcache = {CVAR_SAVE, "r_animcache", "1", "cache animation frames to save CPU usage, primarily optimizes shadows and reflections"};
+
 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
@@ -2405,6 +2407,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_motionblur_vcoeff);
        Cvar_RegisterVariable(&r_motionblur_randomize);
        Cvar_RegisterVariable(&r_damageblur);
+       Cvar_RegisterVariable(&r_animcache);
        Cvar_RegisterVariable(&r_motionblur_debug);
        Cvar_RegisterVariable(&r_depthfirst);
        Cvar_RegisterVariable(&r_useinfinitefarclip);
@@ -2650,6 +2653,132 @@ int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, c
 
 //==================================================================================
 
+/**
+ * Animation cache helps save re-animating a player mesh if it's re-rendered again in a given frame
+ * (reflections, lighting, etc). All animation cache becomes invalid on the next frame and is flushed
+ * (well, over-wrote). The memory for each cache is kept around to save on allocation thrashing.
+ */
+
+typedef struct
+{
+       int numVerts;
+       float *vertexes;
+       float *normals;
+       float *sVectors;
+       float *tVectors;
+} anim_cache_t;
+
+static anim_cache_t r_animCache[MAX_EDICTS];
+static int r_numAnimCache;
+
+void R_EmptyAnimCache()
+{
+       int idx;
+       for (idx=0 ; idx<r_numAnimCache ; idx++)
+       {
+               r_animCache[idx].numVerts = 0;
+               Mem_Free(r_animCache[idx].vertexes);
+               r_animCache[idx].vertexes = NULL;
+               r_animCache[idx].normals = NULL;
+               r_animCache[idx].sVectors = NULL;
+               r_animCache[idx].tVectors = NULL;
+       }
+       r_numAnimCache = 0;
+}
+
+void R_ResizeAnimCache(const int cacheIdx, const int numVerts)
+{
+       int arraySize;
+       float *base;
+       anim_cache_t *cache = &r_animCache[cacheIdx];
+
+       if (cache->numVerts >= numVerts)
+               return;
+
+       // Release existing memory
+       if (cache->vertexes)
+               Mem_Free(cache->vertexes);
+
+       // Pad by 1024 verts
+       cache->numVerts = (numVerts + 1023) & ~1023;
+       arraySize = cache->numVerts * 3;
+
+       // Allocate, even if we don't need this memory in this instance it will get ignored and potentially used later
+       base = (float *)Mem_Alloc(r_main_mempool, arraySize * sizeof(float) * 4);
+       r_animCache[cacheIdx].vertexes = base;
+       r_animCache[cacheIdx].normals = base + arraySize;
+       r_animCache[cacheIdx].sVectors = base + arraySize*2;
+       r_animCache[cacheIdx].tVectors = base + arraySize*3;
+
+//     Con_Printf("allocated cache for %i (%f KB)\n", cacheIdx, (arraySize*sizeof(float)*4)/1024.0f);
+}
+
+void R_RunAnimCache()
+{
+       int entIdx, cacheIdx;
+       entity_render_t *ent;
+       dp_model_t *model;
+
+       // Only proceed if desired
+       if (!r_animcache.integer || !r_drawentities.integer)
+       {
+               // Flush memory
+               if (r_numAnimCache != 0)
+               {
+                       R_EmptyAnimCache();
+
+                       // Clear any existing animcacheindex references
+                       for (entIdx=0 ; entIdx<r_refdef.scene.numentities ; entIdx++)
+                       {
+                               ent = r_refdef.scene.entities[entIdx];
+                               ent->animcacheindex = 0;
+                       }
+               }
+               return;
+       }
+
+       // Generate new cache
+       cacheIdx = 0;
+       for (entIdx=0 ; entIdx<r_refdef.scene.numentities ; entIdx++)
+       {
+               ent = r_refdef.scene.entities[entIdx];
+
+               if (!r_refdef.viewcache.entityvisible[entIdx])
+               {
+                       ent->animcacheindex = 0;
+                       continue;
+               }
+
+               model = ent->model;
+               if (model && model->Draw != NULL
+               && model->surfmesh.isanimated && model->AnimateVertices && (ent->frameblend[0].lerp != 1 || ent->frameblend[0].subframe != 0))
+               {
+                       R_ResizeAnimCache(cacheIdx, model->surfmesh.num_vertices);
+
+                       // FIXME: Some stable way of determining if normals/tangets aren't going to be needed would be good for optimizing this
+                       model->AnimateVertices(
+                               model, ent->frameblend,
+                               r_animCache[cacheIdx].vertexes,
+                               r_animCache[cacheIdx].normals,
+                               r_animCache[cacheIdx].sVectors,
+                               r_animCache[cacheIdx].tVectors
+                       );
+
+                       cacheIdx++;
+                       ent->animcacheindex = cacheIdx;
+               }
+               else
+               {
+                       ent->animcacheindex = 0;
+               }
+       }
+
+       // Increase our limit if necessary
+       r_numAnimCache = max(r_numAnimCache, cacheIdx);
+}
+
+//==================================================================================
+
 static void R_View_UpdateEntityLighting (void)
 {
        int i;
@@ -4164,6 +4293,7 @@ void R_RenderScene(void)
        if (r_refdef.scene.extraupdate)
                S_ExtraUpdate ();
 
+       R_RunAnimCache();
        R_DrawModels();
        if (r_timereport_active)
                R_TimeReport("models");
@@ -5144,7 +5274,14 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q
        }
        if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
        {
-               if (wanttangents)
+               if (ent->animcacheindex != 0)
+               {
+                       rsurface.modelvertex3f = r_animCache[ent->animcacheindex-1].vertexes;
+                       rsurface.modelsvector3f = r_animCache[ent->animcacheindex-1].sVectors;
+                       rsurface.modeltvector3f = r_animCache[ent->animcacheindex-1].tVectors;
+                       rsurface.modelnormal3f = r_animCache[ent->animcacheindex-1].normals;
+               }
+               else if (wanttangents)
                {
                        rsurface.modelvertex3f = rsurface.array_modelvertex3f;
                        rsurface.modelsvector3f = rsurface.array_modelsvector3f;