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- var __extends = this.__extends || function (d, b) {
- for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
- function __() { this.constructor = d; }
- __.prototype = b.prototype;
- d.prototype = new __();
- };
- var BABYLON;
- (function (BABYLON) {
- // Standard optimizations
- var SceneOptimization = (function () {
- function SceneOptimization(priority) {
- if (priority === void 0) { priority = 0; }
- this.priority = priority;
- this.apply = function (scene) {
- return true; // Return true if everything that can be done was applied
- };
- }
- return SceneOptimization;
- })();
- BABYLON.SceneOptimization = SceneOptimization;
- var TextureOptimization = (function (_super) {
- __extends(TextureOptimization, _super);
- function TextureOptimization(priority, maximumSize) {
- var _this = this;
- if (priority === void 0) { priority = 0; }
- if (maximumSize === void 0) { maximumSize = 1024; }
- _super.call(this, priority);
- this.priority = priority;
- this.maximumSize = maximumSize;
- this.apply = function (scene) {
- var allDone = true;
- for (var index = 0; index < scene.textures.length; index++) {
- var texture = scene.textures[index];
- if (!texture.canRescale) {
- continue;
- }
- var currentSize = texture.getSize();
- var maxDimension = Math.max(currentSize.width, currentSize.height);
- if (maxDimension > _this.maximumSize) {
- texture.scale(0.5);
- allDone = false;
- }
- }
- return allDone;
- };
- }
- return TextureOptimization;
- })(SceneOptimization);
- BABYLON.TextureOptimization = TextureOptimization;
- var HardwareScalingOptimization = (function (_super) {
- __extends(HardwareScalingOptimization, _super);
- function HardwareScalingOptimization(priority, maximumScale) {
- var _this = this;
- if (priority === void 0) { priority = 0; }
- if (maximumScale === void 0) { maximumScale = 2; }
- _super.call(this, priority);
- this.priority = priority;
- this.maximumScale = maximumScale;
- this._currentScale = 1;
- this.apply = function (scene) {
- _this._currentScale++;
- scene.getEngine().setHardwareScalingLevel(_this._currentScale);
- return _this._currentScale >= _this.maximumScale;
- };
- }
- return HardwareScalingOptimization;
- })(SceneOptimization);
- BABYLON.HardwareScalingOptimization = HardwareScalingOptimization;
- var ShadowsOptimization = (function (_super) {
- __extends(ShadowsOptimization, _super);
- function ShadowsOptimization() {
- _super.apply(this, arguments);
- this.apply = function (scene) {
- scene.shadowsEnabled = false;
- return true;
- };
- }
- return ShadowsOptimization;
- })(SceneOptimization);
- BABYLON.ShadowsOptimization = ShadowsOptimization;
- var PostProcessesOptimization = (function (_super) {
- __extends(PostProcessesOptimization, _super);
- function PostProcessesOptimization() {
- _super.apply(this, arguments);
- this.apply = function (scene) {
- scene.postProcessesEnabled = false;
- return true;
- };
- }
- return PostProcessesOptimization;
- })(SceneOptimization);
- BABYLON.PostProcessesOptimization = PostProcessesOptimization;
- var LensFlaresOptimization = (function (_super) {
- __extends(LensFlaresOptimization, _super);
- function LensFlaresOptimization() {
- _super.apply(this, arguments);
- this.apply = function (scene) {
- scene.lensFlaresEnabled = false;
- return true;
- };
- }
- return LensFlaresOptimization;
- })(SceneOptimization);
- BABYLON.LensFlaresOptimization = LensFlaresOptimization;
- var ParticlesOptimization = (function (_super) {
- __extends(ParticlesOptimization, _super);
- function ParticlesOptimization() {
- _super.apply(this, arguments);
- this.apply = function (scene) {
- scene.particlesEnabled = false;
- return true;
- };
- }
- return ParticlesOptimization;
- })(SceneOptimization);
- BABYLON.ParticlesOptimization = ParticlesOptimization;
- var RenderTargetsOptimization = (function (_super) {
- __extends(RenderTargetsOptimization, _super);
- function RenderTargetsOptimization() {
- _super.apply(this, arguments);
- this.apply = function (scene) {
- scene.renderTargetsEnabled = false;
- return true;
- };
- }
- return RenderTargetsOptimization;
- })(SceneOptimization);
- BABYLON.RenderTargetsOptimization = RenderTargetsOptimization;
- var MergeMeshesOptimization = (function (_super) {
- __extends(MergeMeshesOptimization, _super);
- function MergeMeshesOptimization() {
- var _this = this;
- _super.apply(this, arguments);
- this._canBeMerged = function (abstractMesh) {
- if (!(abstractMesh instanceof BABYLON.Mesh)) {
- return false;
- }
- var mesh = abstractMesh;
- if (!mesh.isVisible || !mesh.isEnabled()) {
- return false;
- }
- if (mesh.instances.length > 0) {
- return false;
- }
- if (mesh.skeleton || mesh.hasLODLevels) {
- return false;
- }
- return true;
- };
- this.apply = function (scene) {
- var globalPool = scene.meshes.slice(0);
- var globalLength = globalPool.length;
- for (var index = 0; index < globalLength; index++) {
- var currentPool = new Array();
- var current = globalPool[index];
- // Checks
- if (!_this._canBeMerged(current)) {
- continue;
- }
- currentPool.push(current);
- // Find compatible meshes
- for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
- var otherMesh = globalPool[subIndex];
- if (!_this._canBeMerged(otherMesh)) {
- continue;
- }
- if (otherMesh.material !== current.material) {
- continue;
- }
- if (otherMesh.checkCollisions !== current.checkCollisions) {
- continue;
- }
- currentPool.push(otherMesh);
- globalLength--;
- globalPool.splice(subIndex, 1);
- subIndex--;
- }
- if (currentPool.length < 2) {
- continue;
- }
- // Merge meshes
- BABYLON.Mesh.MergeMeshes(currentPool);
- }
- return true;
- };
- }
- return MergeMeshesOptimization;
- })(SceneOptimization);
- BABYLON.MergeMeshesOptimization = MergeMeshesOptimization;
- // Options
- var SceneOptimizerOptions = (function () {
- function SceneOptimizerOptions(targetFrameRate, trackerDuration) {
- if (targetFrameRate === void 0) { targetFrameRate = 60; }
- if (trackerDuration === void 0) { trackerDuration = 2000; }
- this.targetFrameRate = targetFrameRate;
- this.trackerDuration = trackerDuration;
- this.optimizations = new Array();
- }
- SceneOptimizerOptions.LowDegradationAllowed = function (targetFrameRate) {
- var result = new SceneOptimizerOptions(targetFrameRate);
- var priority = 0;
- result.optimizations.push(new MergeMeshesOptimization(priority));
- result.optimizations.push(new ShadowsOptimization(priority));
- result.optimizations.push(new LensFlaresOptimization(priority));
- // Next priority
- priority++;
- result.optimizations.push(new PostProcessesOptimization(priority));
- result.optimizations.push(new ParticlesOptimization(priority));
- // Next priority
- priority++;
- result.optimizations.push(new TextureOptimization(priority, 1024));
- return result;
- };
- SceneOptimizerOptions.ModerateDegradationAllowed = function (targetFrameRate) {
- var result = new SceneOptimizerOptions(targetFrameRate);
- var priority = 0;
- result.optimizations.push(new MergeMeshesOptimization(priority));
- result.optimizations.push(new ShadowsOptimization(priority));
- result.optimizations.push(new LensFlaresOptimization(priority));
- // Next priority
- priority++;
- result.optimizations.push(new PostProcessesOptimization(priority));
- result.optimizations.push(new ParticlesOptimization(priority));
- // Next priority
- priority++;
- result.optimizations.push(new TextureOptimization(priority, 512));
- // Next priority
- priority++;
- result.optimizations.push(new RenderTargetsOptimization(priority));
- // Next priority
- priority++;
- result.optimizations.push(new HardwareScalingOptimization(priority, 2));
- return result;
- };
- SceneOptimizerOptions.HighDegradationAllowed = function (targetFrameRate) {
- var result = new SceneOptimizerOptions(targetFrameRate);
- var priority = 0;
- result.optimizations.push(new MergeMeshesOptimization(priority));
- result.optimizations.push(new ShadowsOptimization(priority));
- result.optimizations.push(new LensFlaresOptimization(priority));
- // Next priority
- priority++;
- result.optimizations.push(new PostProcessesOptimization(priority));
- result.optimizations.push(new ParticlesOptimization(priority));
- // Next priority
- priority++;
- result.optimizations.push(new TextureOptimization(priority, 256));
- // Next priority
- priority++;
- result.optimizations.push(new RenderTargetsOptimization(priority));
- // Next priority
- priority++;
- result.optimizations.push(new HardwareScalingOptimization(priority, 4));
- return result;
- };
- return SceneOptimizerOptions;
- })();
- BABYLON.SceneOptimizerOptions = SceneOptimizerOptions;
- // Scene optimizer tool
- var SceneOptimizer = (function () {
- function SceneOptimizer() {
- }
- SceneOptimizer._CheckCurrentState = function (scene, options, currentPriorityLevel, onSuccess, onFailure) {
- // TODO: add an epsilon
- if (scene.getEngine().getFps() >= options.targetFrameRate) {
- if (onSuccess) {
- onSuccess();
- }
- return;
- }
- // Apply current level of optimizations
- var allDone = true;
- var noOptimizationApplied = true;
- for (var index = 0; index < options.optimizations.length; index++) {
- var optimization = options.optimizations[index];
- if (optimization.priority === currentPriorityLevel) {
- noOptimizationApplied = false;
- allDone = allDone && optimization.apply(scene);
- }
- }
- // If no optimization was applied, this is a failure :(
- if (noOptimizationApplied) {
- if (onFailure) {
- onFailure();
- }
- return;
- }
- // If all optimizations were done, move to next level
- if (allDone) {
- currentPriorityLevel++;
- }
- // Let's the system running for a specific amount of time before checking FPS
- scene.executeWhenReady(function () {
- setTimeout(function () {
- SceneOptimizer._CheckCurrentState(scene, options, currentPriorityLevel, onSuccess, onFailure);
- }, options.trackerDuration);
- });
- };
- SceneOptimizer.OptimizeAsync = function (scene, options, onSuccess, onFailure) {
- if (!options) {
- options = SceneOptimizerOptions.ModerateDegradationAllowed();
- }
- // Let's the system running for a specific amount of time before checking FPS
- scene.executeWhenReady(function () {
- setTimeout(function () {
- SceneOptimizer._CheckCurrentState(scene, options, 0, onSuccess, onFailure);
- }, options.trackerDuration);
- });
- };
- return SceneOptimizer;
- })();
- BABYLON.SceneOptimizer = SceneOptimizer;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.sceneOptimizer.js.map
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