Add delete vertex buffer to save memory for no graphics

This commit is contained in:
Benau 2018-09-12 15:30:57 +08:00
parent 930c2c004d
commit 37cf5ac459
3 changed files with 34 additions and 28 deletions

View File

@ -66,6 +66,10 @@ namespace scene
indices have changed. Otherwise, changes won't be updated
on the GPU in the next render cycle. */
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) = 0;
/** This is used in server without graphics to free all mesh vertex buffer if
possible, for example: kart, attachment and power model (because they are not used in physics). */
virtual void freeMeshVertexBuffer() {}
};
} // end namespace scene

View File

@ -23,7 +23,7 @@ CSkinnedMesh::CSkinnedMesh()
LastAnimatedFrame(-1), SkinnedLastFrame(false),
InterpolationMode(EIM_LINEAR),
HasAnimation(false), PreparedForSkinning(false),
AnimateNormals(true), HardwareSkinning(false)
AnimateNormals(true), m_deleted_vertex_buffer(false)
{
#ifdef _DEBUG
setDebugName("CSkinnedMesh");
@ -74,12 +74,8 @@ void CSkinnedMesh::setAnimationSpeed(f32 fps)
//! returns the animated mesh based on a detail level. 0 is the lowest, 255 the highest detail. Note, that some Meshes will ignore the detail level.
IMesh* CSkinnedMesh::getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop)
{
const bool is_hw_skinning_before = HardwareSkinning;
if (is_hw_skinning_before)
{
HardwareSkinning = false;
LastAnimatedFrame = -1;
}
if (m_deleted_vertex_buffer)
return this;
//animate(frame,startFrameLoop, endFrameLoop);
if (frame==-1)
return this;
@ -87,9 +83,6 @@ IMesh* CSkinnedMesh::getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32
animateMesh((f32)frame, 1.0f);
skinMesh();
if (is_hw_skinning_before)
HardwareSkinning = true;
return this;
}
@ -103,7 +96,7 @@ IMesh* CSkinnedMesh::getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32
//! blend: {0-old position, 1-New position}
void CSkinnedMesh::animateMesh(f32 frame, f32 blend)
{
if (HardwareSkinning && LastAnimatedFrame==frame)
if (LastAnimatedFrame==frame)
{
SkinnedLastFrame=false;
return;
@ -732,20 +725,6 @@ const core::array<CSkinnedMesh::SJoint*> &CSkinnedMesh::getAllJoints() const
return AllJoints;
}
//! (This feature is not implementated in irrlicht yet)
bool CSkinnedMesh::setHardwareSkinning(bool on)
{
if (HardwareSkinning!=on)
{
if (on)
toStaticPose();
HardwareSkinning=on;
}
return HardwareSkinning;
}
void CSkinnedMesh::toStaticPose()
{
for (u32 i=0; i<AllJoints.size(); ++i)
@ -1154,7 +1133,7 @@ void CSkinnedMesh::finalize()
void CSkinnedMesh::updateBoundingBox(void)
{
if(HardwareSkinning || !SkinningBuffers)
if (!SkinningBuffers)
return;
core::array<SSkinMeshBuffer*> & buffer = *SkinningBuffers;
@ -1397,6 +1376,27 @@ void CSkinnedMesh::addJoints(core::array<IBoneSceneNode*> &jointChildSceneNodes,
SkinnedLastFrame=false;
}
void CSkinnedMesh::freeMeshVertexBuffer()
{
if (m_deleted_vertex_buffer)
return;
for (u32 i=0; i<AllJoints.size(); ++i)
delete AllJoints[i];
for (u32 j=0; j<LocalBuffers.size(); ++j)
{
if (LocalBuffers[j])
{
LocalBuffers[j]->Vertices_Tangents.clear();
LocalBuffers[j]->Vertices_2TCoords.clear();
LocalBuffers[j]->Vertices_Standard.clear();
LocalBuffers[j]->Indices.clear();
}
}
AllJoints.clear();
m_deleted_vertex_buffer = true;
}
} // end namespace scene
} // end namespace irr

View File

@ -117,7 +117,7 @@ namespace scene
virtual bool isStatic();
//! (This feature is not implemented in irrlicht yet)
virtual bool setHardwareSkinning(bool on);
virtual bool setHardwareSkinning(bool on) { return false; }
//Interface for the mesh loaders (finalize should lock these functions, and they should have some prefix like loader_
//these functions will use the needed arrays, set values, etc to help the loaders
@ -176,6 +176,8 @@ namespace scene
core::array<SJoint*> RootJoints;
virtual void freeMeshVertexBuffer();
private:
void toStaticPose();
@ -222,7 +224,7 @@ private:
bool HasAnimation;
bool PreparedForSkinning;
bool AnimateNormals;
bool HardwareSkinning;
bool m_deleted_vertex_buffer;
};
} // end namespace scene