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269 lines
7.2 KiB
C++
269 lines
7.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program 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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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/load_balancing_trav.h"
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#include "nel/3d/hrc_trav.h"
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#include "nel/3d/clip_trav.h"
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#include "nel/misc/common.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/3d/transform.h"
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using namespace std;
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using namespace NLMISC;
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// ***************************************************************************
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#define NL3D_DEFAULT_LOADBALANCING_VALUE_SMOOTHER 50
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#define NL3D_LOADBALANCING_SMOOTHER_MAX_RATIO 1.1f
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namespace NL3D
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{
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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CLoadBalancingGroup::CLoadBalancingGroup()
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{
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_PrecPolygonBalancingMode= CLoadBalancingGroup::PolygonBalancingOff;
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_NbFaceWanted= 20000;
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_ValueSmoother.init(NL3D_DEFAULT_LOADBALANCING_VALUE_SMOOTHER);
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_DefaultGroup= false;
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_NbFacePass0= 0;
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_FaceRatio= 1;
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}
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// ***************************************************************************
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void CLoadBalancingGroup::computeRatioAndSmooth(TPolygonBalancingMode polMode)
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{
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// If Default group, disable load balancing
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if(_DefaultGroup)
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polMode= PolygonBalancingOff;
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// Compute ratio
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switch(polMode)
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{
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case PolygonBalancingOff:
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_FaceRatio= 1;
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break;
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case PolygonBalancingOn :
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if(_NbFacePass0!=0)
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_FaceRatio= (float)_NbFaceWanted / _NbFacePass0;
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else
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_FaceRatio= 1;
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break;
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case PolygonBalancingClamp:
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if(_NbFacePass0!=0)
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_FaceRatio= (float)_NbFaceWanted / _NbFacePass0;
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else
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_FaceRatio= 1;
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clamp(_FaceRatio, 0, 1);
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break;
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default: break;
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};
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// smooth the value.
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// if change of PolygonBalancingMode, reset the _ValueSmoother.
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if(polMode!=_PrecPolygonBalancingMode)
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{
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_ValueSmoother.init(NL3D_DEFAULT_LOADBALANCING_VALUE_SMOOTHER);
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_PrecPolygonBalancingMode= polMode;
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}
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// if not PolygonBalancingOff, smooth the ratio.
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if(polMode!=PolygonBalancingOff)
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{
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// FIX: If the _FaceRatio is not a float (NaN or +-oo), don't add it!!
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if(isValidDouble(_FaceRatio))
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_ValueSmoother.addValue(_FaceRatio);
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float fSmooth= _ValueSmoother.getSmoothValue();
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// If after smoothing, the number of faces is still too big, reduce smooth effect! (frustrum clip effect)
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if(fSmooth*_NbFacePass0 > _NbFaceWanted*NL3D_LOADBALANCING_SMOOTHER_MAX_RATIO)
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{
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// reset the smoother
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_ValueSmoother.reset();
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// reduce smooth effect
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fSmooth= _FaceRatio*NL3D_LOADBALANCING_SMOOTHER_MAX_RATIO;
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_ValueSmoother.addValue(fSmooth);
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}
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// take the smoothed value.
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_FaceRatio= fSmooth;
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}
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}
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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CLoadBalancingTrav::CLoadBalancingTrav()
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{
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PolygonBalancingMode= CLoadBalancingGroup::PolygonBalancingOff;
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// Add the default group and make it default
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_GroupMap["Default"].Name= "Default";
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_GroupMap["Default"]._DefaultGroup= true;
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// set the DefaultGroup ptr.
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_DefaultGroup= &_GroupMap["Default"];
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// prepare some space
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_VisibleList.resize(1024);
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_CurrentNumVisibleModels= 0;
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}
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// ***************************************************************************
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void CLoadBalancingTrav::clearVisibleList()
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{
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_CurrentNumVisibleModels= 0;
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}
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// ***************************************************************************
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void CLoadBalancingTrav::traverse()
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{
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H_AUTO( NL3D_TravLoadBalancing );
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CTravCameraScene::update();
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// Reset each group.
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//================
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ItGroupMap it= _GroupMap.begin();
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for(;it!=_GroupMap.end();it++)
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{
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// reset _NbFacePass0.
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it->second._NbFacePass0= 0;
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}
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// Traverse the graph 2 times.
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// 1st pass, count NBFaces drawed.
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//================
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_LoadPass= 0;
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// count _NbFacePass0.
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traverseVisibilityList();
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// Reset _SumNbFacePass0
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_SumNbFacePass0= 0;
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// For each group
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it= _GroupMap.begin();
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for(;it!=_GroupMap.end();it++)
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{
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// compute ratio and smooth
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it->second.computeRatioAndSmooth(PolygonBalancingMode);
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// update _SumNbFacePass0
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_SumNbFacePass0+= it->second.getNbFaceAsked();
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}
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// 2nd pass, compute Faces that will be drawed.
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//================
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_LoadPass= 1;
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traverseVisibilityList();
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}
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// ***************************************************************************
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void CLoadBalancingTrav::traverseVisibilityList()
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{
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// Traverse all nodes of the visibility list.
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for(uint i=0; i<_CurrentNumVisibleModels; i++)
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{
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CTransform *model= _VisibleList[i];
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model->traverseLoadBalancing();
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}
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}
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// ***************************************************************************
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float CLoadBalancingTrav::getNbFaceAsked () const
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{
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return _SumNbFacePass0;
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}
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// ***************************************************************************
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CLoadBalancingGroup *CLoadBalancingTrav::getOrCreateGroup(const std::string &group)
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{
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// find
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ItGroupMap it;
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it= _GroupMap.find(group);
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// if not exist, create.
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if(it==_GroupMap.end())
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{
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// create and set name.
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it= _GroupMap.insert(make_pair(group, CLoadBalancingGroup())).first;
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it->second.Name= group;
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}
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return &(it->second);
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}
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// ***************************************************************************
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void CLoadBalancingTrav::setGroupNbFaceWanted(const std::string &group, uint nFaces)
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{
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// get/create if needed, and assign.
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getOrCreateGroup(group)->setNbFaceWanted(nFaces);
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}
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// ***************************************************************************
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uint CLoadBalancingTrav::getGroupNbFaceWanted(const std::string &group)
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{
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// get/create if needed, and get.
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return getOrCreateGroup(group)->getNbFaceWanted();
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}
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// ***************************************************************************
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float CLoadBalancingTrav::getGroupNbFaceAsked (const std::string &group) const
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{
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TGroupMap::const_iterator it;
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it= _GroupMap.find(group);
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if(it==_GroupMap.end())
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return 0;
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else
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return it->second.getNbFaceAsked();
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}
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// ***************************************************************************
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void CLoadBalancingTrav::reserveVisibleList(uint numModels)
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{
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// enlarge only.
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if(numModels>_VisibleList.size())
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_VisibleList.resize(numModels);
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}
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} // NL3D
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