From: echon Date: Sun, 6 Sep 2009 07:45:28 +0000 (+0000) Subject: Added animation caching, which speeds up re-renders of all animated meshes X-Git-Tag: xonotic-v0.1.0preview~1468 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=d214e1d53cd3d22b2661bfa6439789a1b131288c;p=xonotic%2Fdarkplaces.git Added animation caching, which speeds up re-renders of all animated meshes git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9164 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/client.h b/client.h index 695818f3..4992adad 100644 --- 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 diff --git a/gl_rmain.c b/gl_rmain.c index e9cdf7a6..4e9c47ad 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -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 ; idxnumVerts >= 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 ; entIdxanimcacheindex = 0; + } + } + return; + } + + // Generate new cache + cacheIdx = 0; + for (entIdx=0 ; entIdxanimcacheindex = 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;