babylon.sceneOptimizer.ts 7.4 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 TextureSceneOptimization extends SceneOptimization {
  11. constructor(public maximumSize: number = 1024, public priority: number = 0) {
  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) {
  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 HardwareScalingSceneOptimization extends SceneOptimization {
  32. private _currentScale = 1;
  33. constructor(public maximumScale: number = 2, public priority: number = 0) {
  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 ShadowsSceneOptimization extends SceneOptimization {
  43. public apply = (scene: Scene): boolean => {
  44. scene.shadowsEnabled = false;
  45. return true;
  46. };
  47. }
  48. export class PostProcessesSceneOptimization extends SceneOptimization {
  49. public apply = (scene: Scene): boolean => {
  50. scene.postProcessesEnabled = false;
  51. return true;
  52. };
  53. }
  54. export class LensFlaresSceneOptimization extends SceneOptimization {
  55. public apply = (scene: Scene): boolean => {
  56. scene.lensFlaresEnabled = false;
  57. return true;
  58. };
  59. }
  60. export class ParticlesSceneOptimization extends SceneOptimization {
  61. public apply = (scene: Scene): boolean => {
  62. scene.particlesEnabled = false;
  63. return true;
  64. };
  65. }
  66. // Options
  67. export class SceneOptimizerOptions {
  68. public optimizations = new Array<SceneOptimization>();
  69. constructor(public targetFrameRate: number = 60, public trackerDuration: number = 2000) {
  70. }
  71. public static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {
  72. var result = new SceneOptimizerOptions(targetFrameRate);
  73. var priority = 0;
  74. result.optimizations.push(new ShadowsSceneOptimization(priority));
  75. result.optimizations.push(new LensFlaresSceneOptimization(priority));
  76. // Next priority
  77. priority++;
  78. result.optimizations.push(new PostProcessesSceneOptimization(priority));
  79. result.optimizations.push(new ParticlesSceneOptimization(priority));
  80. // Next priority
  81. priority++;
  82. result.optimizations.push(new TextureSceneOptimization(priority, 1024));
  83. return result;
  84. }
  85. public static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {
  86. var result = new SceneOptimizerOptions(targetFrameRate);
  87. var priority = 0;
  88. result.optimizations.push(new ShadowsSceneOptimization(priority));
  89. result.optimizations.push(new LensFlaresSceneOptimization(priority));
  90. // Next priority
  91. priority++;
  92. result.optimizations.push(new PostProcessesSceneOptimization(priority));
  93. result.optimizations.push(new ParticlesSceneOptimization(priority));
  94. // Next priority
  95. priority++;
  96. result.optimizations.push(new TextureSceneOptimization(priority, 512));
  97. // Next priority
  98. priority++;
  99. result.optimizations.push(new HardwareScalingSceneOptimization(priority, 2));
  100. return result;
  101. }
  102. public static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {
  103. var result = new SceneOptimizerOptions(targetFrameRate);
  104. var priority = 0;
  105. result.optimizations.push(new ShadowsSceneOptimization(priority));
  106. result.optimizations.push(new LensFlaresSceneOptimization(priority));
  107. // Next priority
  108. priority++;
  109. result.optimizations.push(new PostProcessesSceneOptimization(priority));
  110. result.optimizations.push(new ParticlesSceneOptimization(priority));
  111. // Next priority
  112. priority++;
  113. result.optimizations.push(new TextureSceneOptimization(priority, 256));
  114. // Next priority
  115. priority++;
  116. result.optimizations.push(new HardwareScalingSceneOptimization(priority, 4));
  117. return result;
  118. }
  119. }
  120. // Scene optimizer tool
  121. export class SceneOptimizer {
  122. static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void) {
  123. // TODO: add an epsilon
  124. if (Tools.GetFps() >= options.targetFrameRate) {
  125. if (onSuccess) {
  126. onSuccess();
  127. }
  128. return;
  129. }
  130. // Apply current level of optimizations
  131. var allDone = true;
  132. var noOptimizationApplied = true;
  133. for (var index = 0; index < options.optimizations.length; index++) {
  134. var optimization = options.optimizations[index];
  135. if (optimization.priority === currentPriorityLevel) {
  136. noOptimizationApplied = false;
  137. allDone = allDone && optimization.apply(scene);
  138. }
  139. }
  140. // If no optimization was applied, this is a failure :(
  141. if (noOptimizationApplied) {
  142. if (onFailure) {
  143. onFailure();
  144. }
  145. return;
  146. }
  147. // If all optimizations were done, move to next level
  148. if (allDone) {
  149. currentPriorityLevel++;
  150. }
  151. // Let's the system running for a specific amount of time before checking FPS
  152. scene.executeWhenReady(() => {
  153. setTimeout(() => {
  154. SceneOptimizer._CheckCurrentState(scene, options, currentPriorityLevel, onSuccess, onFailure);
  155. }, options.trackerDuration);
  156. });
  157. }
  158. public static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): void {
  159. if (!options) {
  160. options = SceneOptimizerOptions.ModerateDegradationAllowed();
  161. }
  162. // Let's the system running for a specific amount of time before checking FPS
  163. scene.executeWhenReady(() => {
  164. setTimeout(() => {
  165. SceneOptimizer._CheckCurrentState(scene, options, 0, onSuccess, onFailure);
  166. }, options.trackerDuration);
  167. });
  168. }
  169. }
  170. }