From Time Moore, "This submission implements 3 optimizations for meshes. INDEX_MESH turns DrawArrays style geometry into DrawElements, uniquifying the vertices in the process. This is useful for certain loaders, like ac3d, which just spit out DrawArrays. VERTEX_POSTTRANSFORM and VERTEX_PRETRANSFORM optimize mesh triangle and vertex order for the caches on a modern GPU, using Tom Forsyth's algorithm. I describe this and the big difference it makes (38% improvement on a very large mesh) in my blog,
http://shiny-dynamics.blogspot.com/2010/03/vertex-cache-optimization-for-osg.html."
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include/osgUtil/MeshOptimizers
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101
include/osgUtil/MeshOptimizers
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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*
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* This library is open source and may be redistributed and/or modified under
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* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
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* (at your option) any later version. The full license is in LICENSE file
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* included with this distribution, and on the openscenegraph.org website.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* OpenSceneGraph Public License for more details.
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*/
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#ifndef OSGUTIL_MESHOPTIMIZERS
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#define OSGUTIL_MESHOPTIMIZERS 1
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#include <set>
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#include <vector>
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#include <osg/Geode>
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#include <osg/Geometry>
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#include <osg/NodeVisitor>
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#include <osgUtil/Optimizer>
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namespace osgUtil
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{
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// Helper that collects all the unique Geometry objects in a subgraph.
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class OSGUTIL_EXPORT GeometryCollector : public BaseOptimizerVisitor
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{
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public:
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GeometryCollector(Optimizer* optimizer,
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Optimizer::OptimizationOptions options)
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: BaseOptimizerVisitor(optimizer, options) {}
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void reset();
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void apply(osg::Geode& geode);
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typedef std::set<osg::Geometry*> GeometryList;
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GeometryList& getGeometryList() { return _geometryList; };
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protected:
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GeometryList _geometryList;
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};
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// Convert geometry that uses DrawArrays to DrawElements i.e.,
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// construct a real mesh. This removes duplicate vertices.
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class OSGUTIL_EXPORT IndexMeshVisitor : public GeometryCollector
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{
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public:
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IndexMeshVisitor(Optimizer* optimizer = 0)
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: GeometryCollector(optimizer, Optimizer::INDEX_MESH)
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{
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}
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void makeMesh(osg::Geometry& geom);
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void makeMesh();
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};
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// Optimize the triangle order in a mesh for best use of the GPU's
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// post-transform cache. This uses Tom Forsyth's algorithm described
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// at http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html
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class OSGUTIL_EXPORT VertexCacheVisitor : public GeometryCollector
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{
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public:
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VertexCacheVisitor(Optimizer* optimizer = 0)
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: GeometryCollector(optimizer, Optimizer::VERTEX_POSTTRANSFORM)
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{
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}
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void optimizeVertices(osg::Geometry& geom);
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void optimizeVertices();
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private:
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void doVertexOptimization(osg::Geometry& geom,
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std::vector<unsigned>& vertDrawList);
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};
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// Gather statistics on post-transform cache misses for geometry
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class OSGUTIL_EXPORT VertexCacheMissVisitor : public osg::NodeVisitor
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{
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public:
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VertexCacheMissVisitor(unsigned cacheSize = 16);
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void reset();
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virtual void apply(osg::Geode& geode);
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void doGeometry(osg::Geometry& geom);
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unsigned misses;
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unsigned triangles;
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protected:
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const unsigned _cacheSize;
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};
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// Optimize the use of the GPU pre-transform cache by arranging vertex
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// attributes in the order they are used.
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class OSGUTIL_EXPORT VertexAccessOrderVisitor : public GeometryCollector
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{
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public:
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VertexAccessOrderVisitor(Optimizer* optimizer = 0)
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: GeometryCollector(optimizer, Optimizer::VERTEX_PRETRANSFORM)
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{
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}
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void optimizeOrder();
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void optimizeOrder(osg::Geometry& geom);
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};
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}
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#endif
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@@ -85,6 +85,9 @@ class OSGUTIL_EXPORT Optimizer
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TEXTURE_ATLAS_BUILDER = (1 << 15),
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STATIC_OBJECT_DETECTION = (1 << 16),
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FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS = (1 << 17),
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INDEX_MESH = (1 << 18),
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VERTEX_POSTTRANSFORM = (1 << 19),
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VERTEX_PRETRANSFORM = (1 << 20),
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DEFAULT_OPTIMIZATIONS = FLATTEN_STATIC_TRANSFORMS |
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REMOVE_REDUNDANT_NODES |
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REMOVE_LOADED_PROXY_NODES |
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