babylon.sceneOptimizer.ts 11 KB

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  1. module BABYLON {
  2. // Standard optimizations
  3. export class SceneOptimization {
  4. public apply = (scene: Scene): boolean => {
  5. return true; // Return true if everything that can be done was applied
  6. };
  7. constructor(public priority: number = 0) {
  8. }
  9. }
  10. export class TextureOptimization extends SceneOptimization {
  11. constructor(public priority: number = 0, public maximumSize: number = 1024) {
  12. super(priority);
  13. }
  14. public apply = (scene: Scene): boolean => {
  15. var allDone = true;
  16. for (var index = 0; index < scene.textures.length; index++) {
  17. var texture = scene.textures[index];
  18. if (!texture.canRescale || (<any>texture).getContext) {
  19. continue;
  20. }
  21. var currentSize = texture.getSize();
  22. var maxDimension = Math.max(currentSize.width, currentSize.height);
  23. if (maxDimension > this.maximumSize) {
  24. texture.scale(0.5);
  25. allDone = false;
  26. }
  27. }
  28. return allDone;
  29. }
  30. }
  31. export class HardwareScalingOptimization extends SceneOptimization {
  32. private _currentScale = 1;
  33. constructor(public priority: number = 0, public maximumScale: number = 2) {
  34. super(priority);
  35. }
  36. public apply = (scene: Scene): boolean => {
  37. this._currentScale++;
  38. scene.getEngine().setHardwareScalingLevel(this._currentScale);
  39. return this._currentScale >= this.maximumScale;
  40. };
  41. }
  42. export class ShadowsOptimization extends SceneOptimization {
  43. public apply = (scene: Scene): boolean => {
  44. scene.shadowsEnabled = false;
  45. return true;
  46. };
  47. }
  48. export class PostProcessesOptimization extends SceneOptimization {
  49. public apply = (scene: Scene): boolean => {
  50. scene.postProcessesEnabled = false;
  51. return true;
  52. };
  53. }
  54. export class LensFlaresOptimization extends SceneOptimization {
  55. public apply = (scene: Scene): boolean => {
  56. scene.lensFlaresEnabled = false;
  57. return true;
  58. };
  59. }
  60. export class ParticlesOptimization extends SceneOptimization {
  61. public apply = (scene: Scene): boolean => {
  62. scene.particlesEnabled = false;
  63. return true;
  64. };
  65. }
  66. export class RenderTargetsOptimization extends SceneOptimization {
  67. public apply = (scene: Scene): boolean => {
  68. scene.renderTargetsEnabled = false;
  69. return true;
  70. };
  71. }
  72. export class MergeMeshesOptimization extends SceneOptimization {
  73. static _UpdateSelectionTree = false;
  74. public static get UpdateSelectionTree(): boolean {
  75. return MergeMeshesOptimization._UpdateSelectionTree;
  76. }
  77. public static set UpdateSelectionTree(value: boolean) {
  78. MergeMeshesOptimization._UpdateSelectionTree = value;
  79. }
  80. private _canBeMerged = (abstractMesh: AbstractMesh): boolean => {
  81. if (!(abstractMesh instanceof Mesh)) {
  82. return false;
  83. }
  84. var mesh = <Mesh>abstractMesh;
  85. if (!mesh.isVisible || !mesh.isEnabled()) {
  86. return false;
  87. }
  88. if (mesh.instances.length > 0) {
  89. return false;
  90. }
  91. if (mesh.skeleton || mesh.hasLODLevels) {
  92. return false;
  93. }
  94. if (mesh.parent) {
  95. return false;
  96. }
  97. return true;
  98. }
  99. public apply = (scene: Scene, updateSelectionTree?: boolean): boolean => {
  100. var globalPool = scene.meshes.slice(0);
  101. var globalLength = globalPool.length;
  102. for (var index = 0; index < globalLength; index++) {
  103. var currentPool = new Array<Mesh>();
  104. var current = globalPool[index];
  105. // Checks
  106. if (!this._canBeMerged(current)) {
  107. continue;
  108. }
  109. currentPool.push(<Mesh>current);
  110. // Find compatible meshes
  111. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  112. var otherMesh = globalPool[subIndex];
  113. if (!this._canBeMerged(otherMesh)) {
  114. continue;
  115. }
  116. if (otherMesh.material !== current.material) {
  117. continue;
  118. }
  119. if (otherMesh.checkCollisions !== current.checkCollisions) {
  120. continue;
  121. }
  122. currentPool.push(<Mesh>otherMesh);
  123. globalLength--;
  124. globalPool.splice(subIndex, 1);
  125. subIndex--;
  126. }
  127. if (currentPool.length < 2) {
  128. continue;
  129. }
  130. // Merge meshes
  131. Mesh.MergeMeshes(currentPool);
  132. }
  133. if (updateSelectionTree != undefined) {
  134. if (updateSelectionTree) {
  135. scene.createOrUpdateSelectionOctree();
  136. }
  137. }
  138. else if (MergeMeshesOptimization.UpdateSelectionTree) {
  139. scene.createOrUpdateSelectionOctree();
  140. }
  141. return true;
  142. };
  143. }
  144. // Options
  145. export class SceneOptimizerOptions {
  146. public optimizations = new Array<SceneOptimization>();
  147. constructor(public targetFrameRate: number = 60, public trackerDuration: number = 2000) {
  148. }
  149. public static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {
  150. var result = new SceneOptimizerOptions(targetFrameRate);
  151. var priority = 0;
  152. result.optimizations.push(new MergeMeshesOptimization(priority));
  153. result.optimizations.push(new ShadowsOptimization(priority));
  154. result.optimizations.push(new LensFlaresOptimization(priority));
  155. // Next priority
  156. priority++;
  157. result.optimizations.push(new PostProcessesOptimization(priority));
  158. result.optimizations.push(new ParticlesOptimization(priority));
  159. // Next priority
  160. priority++;
  161. result.optimizations.push(new TextureOptimization(priority, 1024));
  162. return result;
  163. }
  164. public static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {
  165. var result = new SceneOptimizerOptions(targetFrameRate);
  166. var priority = 0;
  167. result.optimizations.push(new MergeMeshesOptimization(priority));
  168. result.optimizations.push(new ShadowsOptimization(priority));
  169. result.optimizations.push(new LensFlaresOptimization(priority));
  170. // Next priority
  171. priority++;
  172. result.optimizations.push(new PostProcessesOptimization(priority));
  173. result.optimizations.push(new ParticlesOptimization(priority));
  174. // Next priority
  175. priority++;
  176. result.optimizations.push(new TextureOptimization(priority, 512));
  177. // Next priority
  178. priority++;
  179. result.optimizations.push(new RenderTargetsOptimization(priority));
  180. // Next priority
  181. priority++;
  182. result.optimizations.push(new HardwareScalingOptimization(priority, 2));
  183. return result;
  184. }
  185. public static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {
  186. var result = new SceneOptimizerOptions(targetFrameRate);
  187. var priority = 0;
  188. result.optimizations.push(new MergeMeshesOptimization(priority));
  189. result.optimizations.push(new ShadowsOptimization(priority));
  190. result.optimizations.push(new LensFlaresOptimization(priority));
  191. // Next priority
  192. priority++;
  193. result.optimizations.push(new PostProcessesOptimization(priority));
  194. result.optimizations.push(new ParticlesOptimization(priority));
  195. // Next priority
  196. priority++;
  197. result.optimizations.push(new TextureOptimization(priority, 256));
  198. // Next priority
  199. priority++;
  200. result.optimizations.push(new RenderTargetsOptimization(priority));
  201. // Next priority
  202. priority++;
  203. result.optimizations.push(new HardwareScalingOptimization(priority, 4));
  204. return result;
  205. }
  206. }
  207. // Scene optimizer tool
  208. export class SceneOptimizer {
  209. static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void) {
  210. // TODO: add an epsilon
  211. if (scene.getEngine().getFps() >= options.targetFrameRate) {
  212. if (onSuccess) {
  213. onSuccess();
  214. }
  215. return;
  216. }
  217. // Apply current level of optimizations
  218. var allDone = true;
  219. var noOptimizationApplied = true;
  220. for (var index = 0; index < options.optimizations.length; index++) {
  221. var optimization = options.optimizations[index];
  222. if (optimization.priority === currentPriorityLevel) {
  223. noOptimizationApplied = false;
  224. allDone = allDone && optimization.apply(scene);
  225. }
  226. }
  227. // If no optimization was applied, this is a failure :(
  228. if (noOptimizationApplied) {
  229. if (onFailure) {
  230. onFailure();
  231. }
  232. return;
  233. }
  234. // If all optimizations were done, move to next level
  235. if (allDone) {
  236. currentPriorityLevel++;
  237. }
  238. // Let's the system running for a specific amount of time before checking FPS
  239. scene.executeWhenReady(() => {
  240. setTimeout(() => {
  241. SceneOptimizer._CheckCurrentState(scene, options, currentPriorityLevel, onSuccess, onFailure);
  242. }, options.trackerDuration);
  243. });
  244. }
  245. public static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): void {
  246. if (!options) {
  247. options = SceneOptimizerOptions.ModerateDegradationAllowed();
  248. }
  249. // Let's the system running for a specific amount of time before checking FPS
  250. scene.executeWhenReady(() => {
  251. setTimeout(() => {
  252. SceneOptimizer._CheckCurrentState(scene, <SceneOptimizerOptions>options, 0, onSuccess, onFailure);
  253. }, (<SceneOptimizerOptions>options).trackerDuration);
  254. });
  255. }
  256. }
  257. }