Harald JOHNSEN:
I did some profiling of the code and found a few interessant things. Some corrections are obvious like the one in the multiplayer code, the fps is no more divided by 2 or 3 when another plane is on screen. Other things like collision detection and computation of agl can not really be optimized. I changed a few things in hitlist.cxx but this only give a very low increase of fps. The groundcache eats a lot of cpu but I think that the real way to do it is to use a real collision system like OPCODE or something like that. And I added an option to disable the recording of replay data. It takes more cpu than we can think. Changes ======= - panel.cxx : moved the computation of the instruments diffuse color outside the texturelayer code since this is constant during a frame, this is a big speedup for 2D panels ; - hitlist.cxx : changed the computation of the intersection between ray and triangle, optimized the sphere culling by using a normalized direction vector. This can give a 35% speedup on the computation of elevation in some situations ; - renderer.cxx, acmodel.cxx : call ssgDrawAndCull with plane scene graph in external or internal view, calling ssgDrawAndCull with the root scene graph was drawing other players plane a second time in multiplayer mode ; - mplayer.cxx : removed the calls to ssgFlatten and ssgStripify because it was degenerating models, causing a massive drop in frame rate ; - replay.cxx : added an option to disable the recording of the flight - fgclouds.cxx : changed the path of cloudlayer properties to match preferences.xml ; set the altitude of clouds from scenarios to a more correct value if metar is not enabled ;
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17ff8ec4a6
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83b414482f
7 changed files with 124 additions and 30 deletions
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@ -108,8 +108,8 @@ void FGClouds::buildLayer(SGCloudField *layer, string name, double alt, double c
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int CloudVarietyCount = 0;
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double totalCount = 0.0;
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SGPropertyNode *cloud_def_root = fgGetNode("/environment/config/cloudlayers/clouds", false);
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SGPropertyNode *layer_def_root = fgGetNode("/environment/config/cloudlayers/layers", false);
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SGPropertyNode *cloud_def_root = fgGetNode("/environment/cloudlayers/clouds", false);
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SGPropertyNode *layer_def_root = fgGetNode("/environment/cloudlayers/layers", false);
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layer->clear();
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// when we don't generate clouds the layer is rendered in 2D
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@ -395,8 +395,12 @@ void FGClouds::buildScenario( string scenario ) {
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string station = fgGetString("/environment/metar/station-id", "XXXX");
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// fetch station elevation if exists
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FGAirport a = globals->get_airports()->search( station );
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station_elevation_ft = a.getElevation();
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if( station == "XXXX" )
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station_elevation_ft = fgGetDouble("/position/ground-elev-m", 0.0);
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else {
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FGAirport a = globals->get_airports()->search( station );
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station_elevation_ft = a.getElevation();
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}
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for(int iLayer = 0 ; iLayer < thesky->get_cloud_layer_count(); iLayer++) {
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thesky->get_cloud_layer(iLayer)->get_layer3D()->clear();
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@ -383,7 +383,7 @@ FGRenderer::update( bool refresh_camera_settings ) {
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*/
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static SGSkyColor scolor;
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FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
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// FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
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scolor.sky_color = l->sky_color();
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scolor.fog_color = l->adj_fog_color();
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@ -711,17 +711,7 @@ FGRenderer::update( bool refresh_camera_settings ) {
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globals->get_aircraft_model()->select( true );
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globals->get_model_mgr()->draw();
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globals->get_aircraft_model()->draw();
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// If the view is internal, the previous line draw the
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// cockpit with modified near/far clip planes and deselect
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// the aircraft in the global scenegraph
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// Otherwise, it just enables the aircraft: The scenegraph
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// must be drawn again to see the plane.
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ssgBranch *branch = globals->get_scenery()->get_aircraft_branch();
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// in external view the shadows are drawn before the transparent parts of the ac
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if( ! is_internal )
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branch->setTravCallback( SSG_CALLBACK_POSTTRAV, SGShadowVolume::ACpostTravCB);
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ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
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branch->setTravCallback( SSG_CALLBACK_POSTTRAV, 0);
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FGTileMgr::set_tile_filter( true );
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sgSetModelFilter( true );
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globals->get_aircraft_model()->select( true );
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@ -17,6 +17,7 @@
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#include <simgear/structure/exception.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/scene/model/placement.hxx>
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#include <simgear/scene/model/shadowvolume.hxx>
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#include <Main/globals.hxx>
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#include <Main/fg_props.hxx>
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@ -133,6 +134,10 @@ FGAircraftModel::draw ()
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_selector->select(0);
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} else {
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_selector->select(1);
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// in external view the shadows are drawn before the transparent parts of the ac
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_scene->setTravCallback( SSG_CALLBACK_POSTTRAV, SGShadowVolume::ACpostTravCB);
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ssgCullAndDraw(_scene);
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_scene->setTravCallback( SSG_CALLBACK_POSTTRAV, 0);
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}
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}
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@ -146,7 +146,7 @@ void MPPlayer::Close(void) {
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// Flush the model loader so that it erases the model from its list of
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// models.
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globals->get_model_lib()->flush1();
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// globals->get_model_lib()->flush1();
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// Assume that plib/ssg deletes the model and transform as their
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// refcounts should be zero.
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@ -263,10 +263,6 @@ void MPPlayer::LoadModel(void) {
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// Add model to transform
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m_ModelTrans->addKid( m_Model );
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// Optimise model and transform
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ssgFlatten( m_Model );
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ssgStripify( m_ModelTrans );
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// Place on scene under aircraft branch
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globals->get_scenery()->get_aircraft_branch()->addKid( m_ModelTrans );
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globals->get_scenery()->register_placement_transform( m_ModelTrans);
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@ -84,7 +84,7 @@ void FGReplay::init() {
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*/
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void FGReplay::bind() {
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// nothing to bind
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disable_replay = fgGetNode( "/sim/replay/disable", true );
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}
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@ -105,6 +105,9 @@ void FGReplay::update( double dt ) {
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static SGPropertyNode *replay_master
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= fgGetNode( "/sim/freeze/replay", true );
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if( disable_replay->getBoolValue() )
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return;
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if ( replay_master->getBoolValue() ) {
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// don't record the replay session
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return;
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@ -259,7 +262,7 @@ static FGReplayData interpolate( double time, FGReplayData f1, FGReplayData f2 )
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result.fdm.A_Y_pilot = weight( fdm1.A_Y_pilot, fdm2.A_Y_pilot, ratio );
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result.fdm.A_Z_pilot = weight( fdm1.A_Z_pilot, fdm2.A_Z_pilot, ratio );
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int i;
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unsigned int i;
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// Engine status
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for ( i = 0; i < fdm1.num_engines; ++i ) {
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@ -94,6 +94,7 @@ private:
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replay_list_type short_term;
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replay_list_type medium_term;
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replay_list_type long_term;
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SGPropertyNode_ptr disable_replay;
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};
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@ -240,6 +240,85 @@ FGHitList::FGHitList() :
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FGHitList::~FGHitList() {}
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// http://www.cs.lth.se/home/Tomas_Akenine_Moller/raytri/raytri.c
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// http://little3d.free.fr/ressources/jgt%20Fast,%20Minumum%20Storage%20Ray-Triangle%20Intersection.htm
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// http://www.acm.org/jgt/papers/MollerTrumbore97/
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/* Ray-Triangle Intersection Test Routines */
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/* Different optimizations of my and Ben Trumbore's */
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/* code from journals of graphics tools (JGT) */
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/* http://www.acm.org/jgt/ */
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/* by Tomas Moller, May 2000 */
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/* code rewritten to do tests on the sign of the determinant */
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/* the division is at the end in the code */
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// cosmetics change by H.J :
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// make u & v locals since we don't use them, use sg functions
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static bool intersect_triangle(const double orig[3], const double dir[3],
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const double vert0[3], const double vert1[3], const double vert2[3],
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double *t)
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{
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double u, v;
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double edge1[3], edge2[3], tvec[3], pvec[3], qvec[3];
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const SGDfloat eps = 1e-4;
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/* find vectors for two edges sharing vert0 */
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sgdSubVec3(edge1, vert1, vert0);
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sgdSubVec3(edge2, vert2, vert0);
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/* begin calculating determinant - also used to calculate U parameter */
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sgdVectorProductVec3(pvec, dir, edge2);
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/* if determinant is near zero, ray lies in plane of triangle */
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double det = sgdScalarProductVec3(edge1, pvec);
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if (det > eps)
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{
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/* calculate distance from vert0 to ray origin */
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sgdSubVec3(tvec, orig, vert0);
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/* calculate U parameter and test bounds */
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u = sgdScalarProductVec3(tvec, pvec);
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if (u < 0.0 || u > det)
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return false;
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/* prepare to test V parameter */
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sgdVectorProductVec3(qvec, tvec, edge1);
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/* calculate V parameter and test bounds */
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v = sgdScalarProductVec3(dir, qvec);
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if (v < 0.0 || u + v > det)
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return false;
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}
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else if(det < -eps)
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{
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/* calculate distance from vert0 to ray origin */
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sgdSubVec3(tvec, orig, vert0);
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/* calculate U parameter and test bounds */
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u = sgdScalarProductVec3(tvec, pvec);
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if (u > 0.0 || u < det)
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return false;
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/* prepare to test V parameter */
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sgdVectorProductVec3(qvec, tvec, edge1);
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/* calculate V parameter and test bounds */
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v = sgdScalarProductVec3(dir, qvec) ;
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if (v > 0.0 || u + v < det)
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return false;
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}
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else return false; /* ray is parallell to the plane of the triangle */
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/* calculate t, ray intersects triangle */
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*t = sgdScalarProductVec3(edge2, qvec) / det;
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return true;
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}
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/*
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Find the intersection of an infinite line with a leaf the line being
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defined by a point and direction.
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@ -280,7 +359,21 @@ int FGHitList::IntersectLeaf( ssgLeaf *leaf, sgdMat4 m,
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sgdSetVec3( tri[0], leaf->getVertex( i1 ) );
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sgdSetVec3( tri[1], leaf->getVertex( i2 ) );
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sgdSetVec3( tri[2], leaf->getVertex( i3 ) );
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#if 1
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sgdFloat t;
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if( intersect_triangle( orig, dir, tri[0], tri[1], tri[2], &t) ) {
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sgdVec4 plane;
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sgdMakePlane( plane, tri[0], tri[1], tri[2] );
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// t is the distance to the triangle plane
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// so P = Orig + t*dir
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sgdVec3 point;
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sgdAddScaledVec3( point, orig, dir, t );
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sgdXformPnt3( point, point, m );
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sgdXformPnt4(plane,plane,m);
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add(leaf,i,point,plane);
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num_hits++;
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}
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#else
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if( isZeroAreaTri( tri ) )
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continue;
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if( fgdPointInTriangle( point, tri ) ) {
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// transform point into passed into desired coordinate frame
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sgdXformPnt3( point, point, m );
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sgdXformPnt4(plane,plane,m);
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sgdXformPnt4(plane,plane,m);
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add(leaf,i,point,plane);
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num_hits++;
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}
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}
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#endif
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}
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return num_hits;
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}
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@ -443,18 +537,18 @@ void FGHitList::IntersectBranch( ssgBranch *branch, sgdMat4 m,
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&& !kid->getBSphere()->isEmpty() )
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{
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sgdVec3 center;
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const sgFloat *BSCenter = kid->getBSphere()->getCenter();
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sgdSetVec3( center,
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kid->getBSphere()->getCenter()[0],
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kid->getBSphere()->getCenter()[1],
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kid->getBSphere()->getCenter()[2] );
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BSCenter[0],
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BSCenter[1],
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BSCenter[2] );
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sgdXformPnt3( center, m ) ;
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// sgdClosestPointToLineDistSquared( center, orig, dir )
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// inlined here because because of profiling results
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sgdVec3 u, u1, v;
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sgdSubVec3(u, center, orig);
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sgdScaleVec3( u1, dir, sgdScalarProductVec3(u,dir)
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/ sgdScalarProductVec3(dir,dir) );
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sgdScaleVec3( u1, dir, sgdScalarProductVec3(u,dir) );
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sgdSubVec3(v, u, u1);
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// double because of possible overflow
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sgdCopyVec3(orig, view_pos );
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sgdCopyVec3(dir, abs_view_pos );
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sgdNormaliseVec3( dir );
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hit_list->Intersect( globals->get_scenery()->get_terrain_branch(),
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orig, dir );
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