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Merge pull request #51399 from RevoluPowered/improve_editor_grid_performance_4.0

[4.0] Implement editor grid performance improvements
This commit is contained in:
Rémi Verschelde
2021-08-11 18:21:19 +02:00
committed by GitHub
2 changed files with 79 additions and 28 deletions

View File

@@ -5508,6 +5508,12 @@ void Node3DEditor::_init_indicators() {
Vector<Color> origin_colors; Vector<Color> origin_colors;
Vector<Vector3> origin_points; Vector<Vector3> origin_points;
const int count_of_elements = 3 * 6;
origin_colors.resize(count_of_elements);
origin_points.resize(count_of_elements);
int x = 0;
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {
Vector3 axis; Vector3 axis;
axis[i] = 1; axis[i] = 1;
@@ -5530,21 +5536,22 @@ void Node3DEditor::_init_indicators() {
grid_enable[i] = false; grid_enable[i] = false;
grid_visible[i] = false; grid_visible[i] = false;
origin_colors.push_back(origin_color); origin_colors.set(x, origin_color);
origin_colors.push_back(origin_color); origin_colors.set(x + 1, origin_color);
origin_colors.push_back(origin_color); origin_colors.set(x + 2, origin_color);
origin_colors.push_back(origin_color); origin_colors.set(x + 3, origin_color);
origin_colors.push_back(origin_color); origin_colors.set(x + 4, origin_color);
origin_colors.push_back(origin_color); origin_colors.set(x + 5, origin_color);
// To both allow having a large origin size and avoid jitter // To both allow having a large origin size and avoid jitter
// at small scales, we should segment the line into pieces. // at small scales, we should segment the line into pieces.
// 3 pieces seems to do the trick, and let's use powers of 2. // 3 pieces seems to do the trick, and let's use powers of 2.
origin_points.push_back(axis * 1048576); origin_points.set(x, axis * 1048576);
origin_points.push_back(axis * 1024); origin_points.set(x + 1, axis * 1024);
origin_points.push_back(axis * 1024); origin_points.set(x + 2, axis * 1024);
origin_points.push_back(axis * -1024); origin_points.set(x + 3, axis * -1024);
origin_points.push_back(axis * -1024); origin_points.set(x + 4, axis * -1024);
origin_points.push_back(axis * -1048576); origin_points.set(x + 5, axis * -1048576);
x += 6;
} }
Ref<Shader> grid_shader = memnew(Shader); Ref<Shader> grid_shader = memnew(Shader);
@@ -6121,6 +6128,32 @@ void Node3DEditor::_init_grid() {
grid_mat[c]->set_shader_param("grid_size", grid_fade_size); grid_mat[c]->set_shader_param("grid_size", grid_fade_size);
grid_mat[c]->set_shader_param("orthogonal", orthogonal); grid_mat[c]->set_shader_param("orthogonal", orthogonal);
// Cache these so we don't have to re-access memory.
Vector<Vector3> &ref_grid = grid_points[c];
Vector<Vector3> &ref_grid_normals = grid_normals[c];
Vector<Color> &ref_grid_colors = grid_colors[c];
// Count our elements same as code below it.
int expected_size = 0;
for (int i = -grid_size; i <= grid_size; i++) {
const real_t position_a = center_a + i * small_step_size;
const real_t position_b = center_b + i * small_step_size;
// Don't draw lines over the origin if it's enabled.
if (!(origin_enabled && Math::is_zero_approx(position_a))) {
expected_size += 2;
}
if (!(origin_enabled && Math::is_zero_approx(position_b))) {
expected_size += 2;
}
}
int idx = 0;
ref_grid.resize(expected_size);
ref_grid_normals.resize(expected_size);
ref_grid_colors.resize(expected_size);
// In each iteration of this loop, draw one line in each direction (so two lines per loop, in each if statement). // In each iteration of this loop, draw one line in each direction (so two lines per loop, in each if statement).
for (int i = -grid_size; i <= grid_size; i++) { for (int i = -grid_size; i <= grid_size; i++) {
Color line_color; Color line_color;
@@ -6143,12 +6176,13 @@ void Node3DEditor::_init_grid() {
line_end[a] = position_a; line_end[a] = position_a;
line_bgn[b] = bgn_b; line_bgn[b] = bgn_b;
line_end[b] = end_b; line_end[b] = end_b;
grid_points[c].push_back(line_bgn); ref_grid.set(idx, line_bgn);
grid_points[c].push_back(line_end); ref_grid.set(idx + 1, line_end);
grid_colors[c].push_back(line_color); ref_grid_colors.set(idx, line_color);
grid_colors[c].push_back(line_color); ref_grid_colors.set(idx + 1, line_color);
grid_normals[c].push_back(normal); ref_grid_normals.set(idx, normal);
grid_normals[c].push_back(normal); ref_grid_normals.set(idx + 1, normal);
idx += 2;
} }
if (!(origin_enabled && Math::is_zero_approx(position_b))) { if (!(origin_enabled && Math::is_zero_approx(position_b))) {
@@ -6158,12 +6192,13 @@ void Node3DEditor::_init_grid() {
line_end[b] = position_b; line_end[b] = position_b;
line_bgn[a] = bgn_a; line_bgn[a] = bgn_a;
line_end[a] = end_a; line_end[a] = end_a;
grid_points[c].push_back(line_bgn); ref_grid.set(idx, line_bgn);
grid_points[c].push_back(line_end); ref_grid.set(idx + 1, line_end);
grid_colors[c].push_back(line_color); ref_grid_colors.set(idx, line_color);
grid_colors[c].push_back(line_color); ref_grid_colors.set(idx + 1, line_color);
grid_normals[c].push_back(normal); ref_grid_normals.set(idx, normal);
grid_normals[c].push_back(normal); ref_grid_normals.set(idx + 1, normal);
idx += 2;
} }
} }
@@ -6201,8 +6236,22 @@ void Node3DEditor::_finish_grid() {
} }
void Node3DEditor::update_grid() { void Node3DEditor::update_grid() {
_finish_grid(); const Camera3D::Projection current_projection = viewports[0]->camera->get_projection();
_init_grid();
if (current_projection != grid_camera_last_update_perspective) {
grid_init_draw = false; // redraw
grid_camera_last_update_perspective = current_projection;
}
// Gets a orthogonal or perspective position correctly (for the grid comparison)
const Vector3 camera_position = get_editor_viewport(0)->camera->get_position();
if (!grid_init_draw || (camera_position - grid_camera_last_update_position).length() >= 10.0f) {
_finish_grid();
_init_grid();
grid_init_draw = true;
grid_camera_last_update_position = camera_position;
}
} }
void Node3DEditor::_selection_changed() { void Node3DEditor::_selection_changed() {

View File

@@ -35,6 +35,7 @@
#include "editor/editor_plugin.h" #include "editor/editor_plugin.h"
#include "editor/editor_scale.h" #include "editor/editor_scale.h"
#include "editor/plugins/node_3d_editor_gizmos.h" #include "editor/plugins/node_3d_editor_gizmos.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/light_3d.h" #include "scene/3d/light_3d.h"
#include "scene/3d/visual_instance_3d.h" #include "scene/3d/visual_instance_3d.h"
#include "scene/3d/world_environment.h" #include "scene/3d/world_environment.h"
@@ -42,7 +43,6 @@
#include "scene/resources/environment.h" #include "scene/resources/environment.h"
#include "scene/resources/sky_material.h" #include "scene/resources/sky_material.h"
class Camera3D;
class Node3DEditor; class Node3DEditor;
class Node3DEditorViewport; class Node3DEditorViewport;
class SubViewportContainer; class SubViewportContainer;
@@ -521,6 +521,9 @@ private:
bool grid_visible[3]; //currently visible bool grid_visible[3]; //currently visible
bool grid_enable[3]; //should be always visible if true bool grid_enable[3]; //should be always visible if true
bool grid_enabled; bool grid_enabled;
bool grid_init_draw = false;
Camera3D::Projection grid_camera_last_update_perspective;
Vector3 grid_camera_last_update_position = Vector3();
Ref<ArrayMesh> move_gizmo[3], move_plane_gizmo[3], rotate_gizmo[4], scale_gizmo[3], scale_plane_gizmo[3]; Ref<ArrayMesh> move_gizmo[3], move_plane_gizmo[3], rotate_gizmo[4], scale_gizmo[3], scale_plane_gizmo[3];
Ref<StandardMaterial3D> gizmo_color[3]; Ref<StandardMaterial3D> gizmo_color[3];
@@ -622,7 +625,6 @@ private:
void _menu_gizmo_toggled(int p_option); void _menu_gizmo_toggled(int p_option);
void _update_camera_override_button(bool p_game_running); void _update_camera_override_button(bool p_game_running);
void _update_camera_override_viewport(Object *p_viewport); void _update_camera_override_viewport(Object *p_viewport);
HBoxContainer *hbc_menu; HBoxContainer *hbc_menu;
// Used for secondary menu items which are displayed depending on the currently selected node // Used for secondary menu items which are displayed depending on the currently selected node
// (such as MeshInstance's "Mesh" menu). // (such as MeshInstance's "Mesh" menu).