multimaterial optimization

This commit is contained in:
RandomityGuy 2024-06-28 13:45:27 +05:30
parent fa92b6d1af
commit ca314d734a
4 changed files with 161 additions and 97 deletions

View file

@ -1,5 +1,6 @@
package src;
import h3d.scene.MultiMaterial;
import shaders.NormalMaterial;
import shaders.NoiseTileMaterial;
import shaders.DirLight;
@ -672,6 +673,10 @@ class DifBuilder {
onFinish();
});
var prim = new Polygon();
var materials = [];
for (grp => tris in mats) {
var points = [];
var normals = [];
@ -696,9 +701,12 @@ class DifBuilder {
uvs.push(uv2);
uvs.push(uv1);
}
var prim = new Polygon(points);
prim.setUVs(uvs);
prim.setNormals(normals);
prim.addPoints(points);
prim.addUVs(uvs);
prim.addNormals(normals);
prim.nextMaterial();
var material:Material;
var texture:Texture;
if (canFindTex(grp)) {
@ -740,9 +748,12 @@ class DifBuilder {
// material.mainPass.addShader(new h3d.shader.pbr.PropsValues(1, 0, 0, 1));
if (Debug.wireFrame)
material.mainPass.wireframe = true;
var mesh = new Mesh(prim, material, itr);
materials.push(material);
}
prim.endPrimitive();
var mesh = new MultiMaterial(prim, materials, itr);
shaderWorker.run();
});
for (f in loadtexs) {

View file

@ -1,5 +1,6 @@
package src;
import h3d.scene.MultiMaterial;
import shaders.EnvMap;
import h3d.shader.CubeMap;
import dts.TSDrawPrimitive;
@ -196,28 +197,33 @@ class DtsObject extends GameObject {
var vertexNormals = mesh.normals.map(v -> new Vector(-v.x, v.y, v.z));
var geometry = this.generateMaterialGeometry(mesh, vertices, vertexNormals);
var poly = new Polygon();
var usedMats = [];
for (k in 0...geometry.length) {
if (geometry[k].vertices.length == 0)
continue;
var poly = new Polygon(geometry[k].vertices.map(x -> x.toPoint()));
poly.setNormals(geometry[k].normals.map(x -> x.toPoint()));
poly.setUVs(geometry[k].uvs);
poly.addPoints(geometry[k].vertices.map(x -> x.toPoint()));
poly.addNormals(geometry[k].normals.map(x -> x.toPoint()));
poly.addUVs(geometry[k].uvs);
poly.nextMaterial();
var obj = new Mesh(poly, materials[k], this.graphNodes[i]);
usedMats.push(materials[k]);
}
poly.endPrimitive();
var obj = new MultiMaterial(poly, usedMats, this.graphNodes[i]);
} else {
var usedMats = [];
// var usedMats = [];
for (prim in mesh.primitives) {
if (!usedMats.contains(prim.matIndex)) {
usedMats.push(prim.matIndex);
}
}
// for (prim in mesh.primitives) {
// if (!usedMats.contains(prim.matIndex)) {
// usedMats.push(prim.matIndex);
// }
// }
for (k in usedMats) {
var obj = new Object(this.graphNodes[i]);
}
// for (k in usedMats) {
var obj = new Object(this.graphNodes[i]);
// }
}
}
}
@ -274,7 +280,7 @@ class DtsObject extends GameObject {
poly.normals = geometry[k].normals.map(x -> x.toPoint());
poly.uvs = geometry[k].uvs;
var obj = new Mesh(poly, materials[k], skinObj);
var obj = new MultiMaterial(poly, [materials[k]], skinObj);
}
skinMeshData = {
meshIndex: i,

View file

@ -1,5 +1,7 @@
package src;
import h3d.mat.Material;
import h3d.scene.MultiMaterial;
import shaders.EnvMap;
import h3d.shader.CubeMap;
import shaders.NormalMaterial;
@ -160,8 +162,8 @@ class InstanceManager {
}
var transform = instance.emptyObj.getAbsPos();
// minfo.meshbatch.shadersChanged = true;
minfo.meshbatch.material.mainPass.setPassName(minfo.mesh.material.mainPass.name);
minfo.meshbatch.material.mainPass.enableLights = minfo.mesh.material.mainPass.enableLights;
// minfo.meshbatch.material.mainPass.setPassName(minfo.mesh.material.mainPass.name);
// minfo.meshbatch.material.mainPass.enableLights = minfo.mesh.material.mainPass.enableLights;
minfo.meshbatch.worldPosition = transform;
minfo.meshbatch.emitInstance();
}
@ -177,7 +179,7 @@ class InstanceManager {
// minfo.transparencymeshbatch.material.color.a = instance.gameObject.currentOpacity;
// minfo.transparencymeshbatch.material.mainPass.setPassName(minfo.mesh.material.mainPass.name);
// minfo.transparencymeshbatch.shadersChanged = true;
minfo.transparencymeshbatch.material.mainPass.enableLights = minfo.mesh.material.mainPass.enableLights;
// minfo.transparencymeshbatch.material.mainPass.enableLights = minfo.mesh.material.mainPass.enableLights;
// minfo.transparencymeshbatch.material.mainPass.depthWrite = false;
// if (dtsShader != null) {
// dtsShader.currentOpacity = instance.gameObject.currentOpacity;
@ -214,79 +216,99 @@ class InstanceManager {
var objs = getAllChildren(object);
var minfos = [];
for (obj in objs) {
var isMesh = obj is Mesh;
var isMesh = obj is MultiMaterial;
var minfo:MeshBatchInfo = new MeshBatchInfo();
minfo.instances = [new MeshInstance(obj, object)];
minfo.meshbatch = isMesh ? new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene) : null;
minfo.meshbatch = isMesh ? new MeshBatch(cast(cast(obj, MultiMaterial).primitive), null, scene) : null;
minfo.mesh = isMesh ? cast obj : null;
minfo.baseBounds = isMesh ? @:privateAccess cast(minfo.meshbatch.primitive, Instanced).baseBounds : null;
if (isMesh) {
var mat = cast(obj, Mesh).material;
var dtsshader = mat.mainPass.getShader(DtsTexture);
if (dtsshader != null) {
minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.meshbatch.material.mainPass.addShader(dtsshader);
minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
minfo.meshbatch.material.mainPass.depthWrite = mat.mainPass.depthWrite;
minfo.meshbatch.material.mainPass.blendSrc = mat.mainPass.blendSrc;
minfo.meshbatch.material.mainPass.blendDst = mat.mainPass.blendDst;
minfo.meshbatch.material.mainPass.blendOp = mat.mainPass.blendOp;
minfo.meshbatch.material.mainPass.blendAlphaSrc = mat.mainPass.blendAlphaSrc;
minfo.meshbatch.material.mainPass.blendAlphaDst = mat.mainPass.blendAlphaDst;
minfo.meshbatch.material.mainPass.blendAlphaOp = mat.mainPass.blendAlphaOp;
minfo.dtsShader = dtsshader;
}
var phongshader = mat.mainPass.getShader(PhongMaterial);
if (phongshader != null) {
minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.meshbatch.material.mainPass.addShader(phongshader);
// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
}
var noiseshder = mat.mainPass.getShader(NoiseTileMaterial);
if (noiseshder != null) {
minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.meshbatch.material.mainPass.addShader(noiseshder);
// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
}
var nmapshdr = mat.mainPass.getShader(NormalMaterial);
if (nmapshdr != null) {
minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.meshbatch.material.mainPass.addShader(nmapshdr);
// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
}
var cubemapshdr = mat.mainPass.getShader(EnvMap);
if (cubemapshdr != null) {
minfo.meshbatch.material.mainPass.addShader(cubemapshdr);
}
minfo.transparencymeshbatch = new MeshBatch(cast(cast(obj, Mesh).primitive), cast(cast(obj, Mesh)).material.clone(), scene);
minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.meshbatch.material.textureShader);
minfo.transparencymeshbatch.material.mainPass.addShader(dtsshader);
minfo.meshbatch.materials = [];
for (mat in cast(obj, MultiMaterial).materials) {
var matclone:Material = cast mat.clone();
var dtsshader = mat.mainPass.getShader(DtsTexture);
if (dtsshader != null) {
matclone.mainPass.removeShader(matclone.textureShader);
matclone.mainPass.addShader(dtsshader);
matclone.mainPass.culling = mat.mainPass.culling;
matclone.mainPass.depthWrite = mat.mainPass.depthWrite;
matclone.mainPass.blendSrc = mat.mainPass.blendSrc;
matclone.mainPass.blendDst = mat.mainPass.blendDst;
matclone.mainPass.blendOp = mat.mainPass.blendOp;
matclone.mainPass.blendAlphaSrc = mat.mainPass.blendAlphaSrc;
matclone.mainPass.blendAlphaDst = mat.mainPass.blendAlphaDst;
matclone.mainPass.blendAlphaOp = mat.mainPass.blendAlphaOp;
minfo.dtsShader = dtsshader;
}
var phongshader = mat.mainPass.getShader(PhongMaterial);
if (phongshader != null) {
matclone.mainPass.removeShader(matclone.textureShader);
matclone.mainPass.addShader(phongshader);
// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
}
var noiseshder = mat.mainPass.getShader(NoiseTileMaterial);
if (noiseshder != null) {
matclone.mainPass.removeShader(matclone.textureShader);
matclone.mainPass.addShader(noiseshder);
// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
}
var nmapshdr = mat.mainPass.getShader(NormalMaterial);
if (nmapshdr != null) {
matclone.mainPass.removeShader(matclone.textureShader);
matclone.mainPass.addShader(nmapshdr);
// minfo.meshbatch.material.mainPass.culling = mat.mainPass.culling;
}
var cubemapshdr = mat.mainPass.getShader(EnvMap);
if (cubemapshdr != null) {
matclone.mainPass.addShader(cubemapshdr);
}
matclone.mainPass.enableLights = mat.mainPass.enableLights;
matclone.mainPass.setPassName(mat.mainPass.name);
minfo.transparencymeshbatch.material.blendMode = Alpha;
for (p in matclone.getPasses())
@:privateAccess p.batchMode = true;
minfo.meshbatch.materials.push(matclone);
minfo.transparencymeshbatch.material.mainPass.culling = mat.mainPass.culling;
minfo.transparencymeshbatch.material.mainPass.depthWrite = mat.mainPass.depthWrite;
if (mat.blendMode == Alpha) {
minfo.transparencymeshbatch.material.mainPass.blendSrc = mat.mainPass.blendSrc;
minfo.transparencymeshbatch.material.mainPass.blendDst = mat.mainPass.blendDst;
minfo.transparencymeshbatch.material.mainPass.blendOp = mat.mainPass.blendOp;
minfo.transparencymeshbatch.material.mainPass.blendAlphaSrc = mat.mainPass.blendAlphaSrc;
minfo.transparencymeshbatch.material.mainPass.blendAlphaDst = mat.mainPass.blendAlphaDst;
minfo.transparencymeshbatch.material.mainPass.blendAlphaOp = mat.mainPass.blendAlphaOp;
minfo.transparencymeshbatch.material.mainPass.enableLights = mat.mainPass.enableLights;
minfo.transparencymeshbatch.material.receiveShadows = mat.receiveShadows;
var matclonetransp:Material = cast mat.clone();
minfo.transparencymeshbatch = new MeshBatch(cast(cast(obj, MultiMaterial).primitive), null, scene);
minfo.transparencymeshbatch.materials = [];
matclonetransp.mainPass.removeShader(minfo.meshbatch.material.textureShader);
matclonetransp.mainPass.addShader(dtsshader);
matclonetransp.blendMode = Alpha;
matclonetransp.mainPass.culling = mat.mainPass.culling;
matclonetransp.mainPass.depthWrite = mat.mainPass.depthWrite;
if (mat.blendMode == Alpha) {
matclonetransp.mainPass.blendSrc = mat.mainPass.blendSrc;
matclonetransp.mainPass.blendDst = mat.mainPass.blendDst;
matclonetransp.mainPass.blendOp = mat.mainPass.blendOp;
matclonetransp.mainPass.blendAlphaSrc = mat.mainPass.blendAlphaSrc;
matclonetransp.mainPass.blendAlphaDst = mat.mainPass.blendAlphaDst;
matclonetransp.mainPass.blendAlphaOp = mat.mainPass.blendAlphaOp;
matclonetransp.mainPass.enableLights = mat.mainPass.enableLights;
matclonetransp.receiveShadows = mat.receiveShadows;
}
matclonetransp.mainPass.enableLights = mat.mainPass.enableLights;
for (p in matclonetransp.getPasses())
@:privateAccess p.batchMode = true;
minfo.transparencymeshbatch.materials.push(matclonetransp);
// minfo.transparencymeshbatch.material.mainPass.culling = mat.mainPass.culling;
// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.mainPass.getShader(PropsValues));
// minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.transparencymeshbatch.material.mainPass.getShader(PropsValues));
// var pbrshader = mat.mainPass.getShader(PropsValues);
// if (pbrshader != null) {
// minfo.meshbatch.material.mainPass.addShader(pbrshader);
// minfo.transparencymeshbatch.material.mainPass.addShader(pbrshader);
// }
}
// minfo.transparencymeshbatch.material.mainPass.culling = mat.mainPass.culling;
// minfo.meshbatch.material.mainPass.removeShader(minfo.meshbatch.material.mainPass.getShader(PropsValues));
// minfo.transparencymeshbatch.material.mainPass.removeShader(minfo.transparencymeshbatch.material.mainPass.getShader(PropsValues));
// var pbrshader = mat.mainPass.getShader(PropsValues);
// if (pbrshader != null) {
// minfo.meshbatch.material.mainPass.addShader(pbrshader);
// minfo.transparencymeshbatch.material.mainPass.addShader(pbrshader);
// }
}
minfos.push(minfo);
}

View file

@ -10,34 +10,40 @@ class Polygon extends MeshPrimitive {
public var tangents:Array<Float>;
public var uvs:Array<Float>;
public var idx:hxd.IndexBuffer;
public var indexStarts:Array<Int>;
public var indexCounts:Array<Int>;
var currentMaterial:Int = 0;
var curTris = 0;
var bounds:h3d.col.Bounds;
var scaled = 1.;
var translatedX = 0.;
var translatedY = 0.;
var translatedZ = 0.;
public function new(points:Array<h3d.col.Point>, ?idx) {
public function new(?idx) {
this.indexStarts = [0];
this.indexCounts = [];
this.idx = idx;
this.points = [];
this.uvs = [];
this.normals = [];
}
public function addPoints(points:Array<h3d.col.Point>) {
for (p in points) {
this.points.push(p.x);
this.points.push(p.y);
this.points.push(p.z);
}
this.idx = idx;
curTris += Math.floor(points.length / 3);
}
public function setUVs(uvs:Array<h3d.prim.UV>) {
this.uvs = [];
public function addUVs(uvs:Array<h3d.prim.UV>) {
for (uv in uvs) {
this.uvs.push(uv.u);
this.uvs.push(uv.v);
}
}
public function setNormals(normals:Array<h3d.col.Point>) {
this.normals = [];
public function addNormals(normals:Array<h3d.col.Point>) {
for (n in normals) {
this.normals.push(n.x);
this.normals.push(n.y);
@ -45,6 +51,17 @@ class Polygon extends MeshPrimitive {
}
}
public function nextMaterial() {
indexStarts.push(Math.floor(this.points.length / 9));
indexCounts.push(curTris);
curTris = 0;
}
public function endPrimitive() {
indexCounts.push(curTris);
curTris = 0;
}
override function getBounds() {
if (bounds == null) {
var b = new h3d.col.Bounds();
@ -182,6 +199,14 @@ class Polygon extends MeshPrimitive {
return Std.int(points.length / 3);
}
override function selectMaterial(material:Int) {
currentMaterial = material;
}
override function getMaterialIndexes(material:Int):{count:Int, start:Int} {
return {start: indexStarts[material] * 3, count: indexCounts[material] * 3};
}
override function render(engine:h3d.Engine) {
if (buffer == null || buffer.isDisposed())
alloc(engine);
@ -191,6 +216,6 @@ class Polygon extends MeshPrimitive {
else if (buffer.flags.has(Quads))
engine.renderMultiBuffers(bufs, engine.mem.quadIndexes, 0, triCount());
else
engine.renderMultiBuffers(bufs, engine.mem.triIndexes, 0, triCount());
engine.renderMultiBuffers(bufs, engine.mem.triIndexes, indexStarts[currentMaterial], indexCounts[currentMaterial]);
}
}