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mirror of https://github.com/godotengine/godot.git synced 2025-11-17 14:11:06 +00:00

Fix performance regression when rendering collision shapes

This commit is contained in:
Mikael Hermansson
2025-07-11 19:41:17 +02:00
parent c6d130abd9
commit 8634a8e234
4 changed files with 31 additions and 51 deletions

View File

@@ -805,12 +805,20 @@ bool GridMap::_octant_update(const OctantKey &p_key) {
#ifndef PHYSICS_3D_DISABLED #ifndef PHYSICS_3D_DISABLED
if (col_debug.size()) { if (col_debug.size()) {
SceneTree *st = SceneTree::get_singleton();
Vector<Color> colors;
colors.resize(col_debug.size());
if (st) {
colors.fill(st->get_debug_collisions_color());
}
Array arr; Array arr;
arr.resize(RS::ARRAY_MAX); arr.resize(RS::ARRAY_MAX);
arr[RS::ARRAY_VERTEX] = col_debug; arr[RS::ARRAY_VERTEX] = col_debug;
arr[RS::ARRAY_COLOR] = colors;
RS::get_singleton()->mesh_add_surface_from_arrays(g.collision_debug, RS::PRIMITIVE_LINES, arr); RS::get_singleton()->mesh_add_surface_from_arrays(g.collision_debug, RS::PRIMITIVE_LINES, arr);
SceneTree *st = SceneTree::get_singleton();
if (st) { if (st) {
RS::get_singleton()->mesh_surface_set_material(g.collision_debug, 0, st->get_debug_collision_material()->get_rid()); RS::get_singleton()->mesh_surface_set_material(g.collision_debug, 0, st->get_debug_collision_material()->get_rid());
} }

View File

@@ -1008,15 +1008,16 @@ Ref<Material> SceneTree::get_debug_collision_material() {
return collision_material; return collision_material;
} }
Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D)); Ref<StandardMaterial3D> material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA); material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true); material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MIN + 1);
line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true); material->set_cull_mode(StandardMaterial3D::CULL_BACK);
line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true); material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
line_material->set_albedo(get_debug_collisions_color()); material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
collision_material = line_material; collision_material = material;
return collision_material; return collision_material;
} }

View File

@@ -107,36 +107,30 @@ Ref<ArrayMesh> Shape3D::get_debug_mesh() {
debug_mesh_cache.instantiate(); debug_mesh_cache.instantiate();
if (!lines.is_empty()) { if (!lines.is_empty()) {
//make mesh Vector<Color> colors;
Vector<Vector3> array; colors.resize(lines.size());
array.resize(lines.size()); colors.fill(debug_color);
Vector3 *v = array.ptrw();
Vector<Color> arraycol;
arraycol.resize(lines.size());
Color *c = arraycol.ptrw();
for (int i = 0; i < lines.size(); i++) {
v[i] = lines[i];
c[i] = debug_color;
}
Array lines_array; Array lines_array;
lines_array.resize(Mesh::ARRAY_MAX); lines_array.resize(Mesh::ARRAY_MAX);
lines_array[Mesh::ARRAY_VERTEX] = array; lines_array[Mesh::ARRAY_VERTEX] = lines;
lines_array[Mesh::ARRAY_COLOR] = arraycol; lines_array[Mesh::ARRAY_COLOR] = colors;
Ref<StandardMaterial3D> material = get_debug_collision_material();
debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, lines_array); debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, lines_array);
debug_mesh_cache->surface_set_material(0, material);
SceneTree *scene_tree = SceneTree::get_singleton();
if (scene_tree) {
debug_mesh_cache->surface_set_material(0, scene_tree->get_debug_collision_material());
}
if (debug_fill) { if (debug_fill) {
Ref<ArrayMesh> array_mesh = get_debug_arraymesh_faces(debug_color * Color(1.0, 1.0, 1.0, 0.0625)); Ref<ArrayMesh> array_mesh = get_debug_arraymesh_faces(debug_color * Color(1.0, 1.0, 1.0, 0.0625));
if (array_mesh.is_valid() && array_mesh->get_surface_count() > 0) { if (array_mesh.is_valid() && array_mesh->get_surface_count() > 0) {
Array solid_array = array_mesh->surface_get_arrays(0); Array solid_array = array_mesh->surface_get_arrays(0);
debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, solid_array); debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, solid_array);
debug_mesh_cache->surface_set_material(1, material); if (scene_tree) {
debug_mesh_cache->surface_set_material(1, scene_tree->get_debug_collision_material());
}
} }
} }
} }
@@ -144,26 +138,6 @@ Ref<ArrayMesh> Shape3D::get_debug_mesh() {
return debug_mesh_cache; return debug_mesh_cache;
} }
Ref<Material> Shape3D::get_debug_collision_material() {
if (collision_material.is_valid()) {
return collision_material;
}
Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
material->set_albedo(Color(1.0, 1.0, 1.0));
material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MIN + 1);
material->set_cull_mode(StandardMaterial3D::CULL_BACK);
material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
collision_material = material;
return collision_material;
}
void Shape3D::_update_shape() { void Shape3D::_update_shape() {
emit_changed(); emit_changed();
debug_mesh_cache.unref(); debug_mesh_cache.unref();

View File

@@ -44,7 +44,6 @@ class Shape3D : public Resource {
real_t margin = 0.04; real_t margin = 0.04;
Ref<ArrayMesh> debug_mesh_cache; Ref<ArrayMesh> debug_mesh_cache;
Ref<Material> collision_material;
// Not wrapped in `#ifdef DEBUG_ENABLED` as it is used for rendering. // Not wrapped in `#ifdef DEBUG_ENABLED` as it is used for rendering.
Color debug_color = Color(0.0, 0.0, 0.0, 0.0); Color debug_color = Color(0.0, 0.0, 0.0, 0.0);
@@ -59,8 +58,6 @@ protected:
_FORCE_INLINE_ RID get_shape() const { return shape; } _FORCE_INLINE_ RID get_shape() const { return shape; }
Shape3D(RID p_shape); Shape3D(RID p_shape);
Ref<Material> get_debug_collision_material();
virtual void _update_shape(); virtual void _update_shape();
public: public: