babylon.sceneOptimizer.ts 10 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 TextureOptimization extends SceneOptimization {
  11. constructor(public priority: number = 0, public maximumSize: number = 1024) {
  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 HardwareScalingOptimization extends SceneOptimization {
  32. private _currentScale = 1;
  33. constructor(public priority: number = 0, public maximumScale: number = 2) {
  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 ShadowsOptimization extends SceneOptimization {
  43. public apply = (scene: Scene): boolean => {
  44. scene.shadowsEnabled = false;
  45. return true;
  46. };
  47. }
  48. export class PostProcessesOptimization extends SceneOptimization {
  49. public apply = (scene: Scene): boolean => {
  50. scene.postProcessesEnabled = false;
  51. return true;
  52. };
  53. }
  54. export class LensFlaresOptimization extends SceneOptimization {
  55. public apply = (scene: Scene): boolean => {
  56. scene.lensFlaresEnabled = false;
  57. return true;
  58. };
  59. }
  60. export class ParticlesOptimization extends SceneOptimization {
  61. public apply = (scene: Scene): boolean => {
  62. scene.particlesEnabled = false;
  63. return true;
  64. };
  65. }
  66. export class RenderTargetsOptimization extends SceneOptimization {
  67. public apply = (scene: Scene): boolean => {
  68. scene.renderTargetsEnabled = false;
  69. return true;
  70. };
  71. }
  72. export class MergeMeshesOptimization extends SceneOptimization {
  73. private _canBeMerged = (abstractMesh: AbstractMesh): boolean => {
  74. if (!(abstractMesh instanceof Mesh)) {
  75. return false;
  76. }
  77. var mesh = <Mesh>abstractMesh;
  78. if (!mesh.isVisible || !mesh.isEnabled()) {
  79. return false;
  80. }
  81. if (mesh.instances.length > 0) {
  82. return false;
  83. }
  84. if (mesh.skeleton || mesh.hasLODLevels) {
  85. return false;
  86. }
  87. return true;
  88. }
  89. public apply = (scene: Scene): boolean => {
  90. var globalPool = scene.meshes.slice(0);
  91. var globalLength = globalPool.length;
  92. for (var index = 0; index < globalLength; index++) {
  93. var currentPool = new Array<Mesh>();
  94. var current = globalPool[index];
  95. // Checks
  96. if (!this._canBeMerged(current)) {
  97. continue;
  98. }
  99. currentPool.push(<Mesh>current);
  100. // Find compatible meshes
  101. for (var subIndex = index + 1; subIndex < globalLength; subIndex++) {
  102. var otherMesh = globalPool[subIndex];
  103. if (!this._canBeMerged(otherMesh)) {
  104. continue;
  105. }
  106. if (otherMesh.material !== current.material) {
  107. continue;
  108. }
  109. if (otherMesh.checkCollisions !== current.checkCollisions) {
  110. continue;
  111. }
  112. currentPool.push(<Mesh>otherMesh);
  113. globalLength--;
  114. globalPool.splice(subIndex, 1);
  115. subIndex--;
  116. }
  117. if (currentPool.length < 2) {
  118. continue;
  119. }
  120. // Merge meshes
  121. Mesh.MergeMeshes(currentPool);
  122. }
  123. return true;
  124. };
  125. }
  126. // Options
  127. export class SceneOptimizerOptions {
  128. public optimizations = new Array<SceneOptimization>();
  129. constructor(public targetFrameRate: number = 60, public trackerDuration: number = 2000) {
  130. }
  131. public static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {
  132. var result = new SceneOptimizerOptions(targetFrameRate);
  133. var priority = 0;
  134. result.optimizations.push(new MergeMeshesOptimization(priority));
  135. result.optimizations.push(new ShadowsOptimization(priority));
  136. result.optimizations.push(new LensFlaresOptimization(priority));
  137. // Next priority
  138. priority++;
  139. result.optimizations.push(new PostProcessesOptimization(priority));
  140. result.optimizations.push(new ParticlesOptimization(priority));
  141. // Next priority
  142. priority++;
  143. result.optimizations.push(new TextureOptimization(priority, 1024));
  144. return result;
  145. }
  146. public static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {
  147. var result = new SceneOptimizerOptions(targetFrameRate);
  148. var priority = 0;
  149. result.optimizations.push(new MergeMeshesOptimization(priority));
  150. result.optimizations.push(new ShadowsOptimization(priority));
  151. result.optimizations.push(new LensFlaresOptimization(priority));
  152. // Next priority
  153. priority++;
  154. result.optimizations.push(new PostProcessesOptimization(priority));
  155. result.optimizations.push(new ParticlesOptimization(priority));
  156. // Next priority
  157. priority++;
  158. result.optimizations.push(new TextureOptimization(priority, 512));
  159. // Next priority
  160. priority++;
  161. result.optimizations.push(new RenderTargetsOptimization(priority));
  162. // Next priority
  163. priority++;
  164. result.optimizations.push(new HardwareScalingOptimization(priority, 2));
  165. return result;
  166. }
  167. public static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {
  168. var result = new SceneOptimizerOptions(targetFrameRate);
  169. var priority = 0;
  170. result.optimizations.push(new MergeMeshesOptimization(priority));
  171. result.optimizations.push(new ShadowsOptimization(priority));
  172. result.optimizations.push(new LensFlaresOptimization(priority));
  173. // Next priority
  174. priority++;
  175. result.optimizations.push(new PostProcessesOptimization(priority));
  176. result.optimizations.push(new ParticlesOptimization(priority));
  177. // Next priority
  178. priority++;
  179. result.optimizations.push(new TextureOptimization(priority, 256));
  180. // Next priority
  181. priority++;
  182. result.optimizations.push(new RenderTargetsOptimization(priority));
  183. // Next priority
  184. priority++;
  185. result.optimizations.push(new HardwareScalingOptimization(priority, 4));
  186. return result;
  187. }
  188. }
  189. // Scene optimizer tool
  190. export class SceneOptimizer {
  191. static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void) {
  192. // TODO: add an epsilon
  193. if (scene.getEngine().getFps() >= options.targetFrameRate) {
  194. if (onSuccess) {
  195. onSuccess();
  196. }
  197. return;
  198. }
  199. // Apply current level of optimizations
  200. var allDone = true;
  201. var noOptimizationApplied = true;
  202. for (var index = 0; index < options.optimizations.length; index++) {
  203. var optimization = options.optimizations[index];
  204. if (optimization.priority === currentPriorityLevel) {
  205. noOptimizationApplied = false;
  206. allDone = allDone && optimization.apply(scene);
  207. }
  208. }
  209. // If no optimization was applied, this is a failure :(
  210. if (noOptimizationApplied) {
  211. if (onFailure) {
  212. onFailure();
  213. }
  214. return;
  215. }
  216. // If all optimizations were done, move to next level
  217. if (allDone) {
  218. currentPriorityLevel++;
  219. }
  220. // Let's the system running for a specific amount of time before checking FPS
  221. scene.executeWhenReady(() => {
  222. setTimeout(() => {
  223. SceneOptimizer._CheckCurrentState(scene, options, currentPriorityLevel, onSuccess, onFailure);
  224. }, options.trackerDuration);
  225. });
  226. }
  227. public static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): void {
  228. if (!options) {
  229. options = SceneOptimizerOptions.ModerateDegradationAllowed();
  230. }
  231. // Let's the system running for a specific amount of time before checking FPS
  232. scene.executeWhenReady(() => {
  233. setTimeout(() => {
  234. SceneOptimizer._CheckCurrentState(scene, options, 0, onSuccess, onFailure);
  235. }, options.trackerDuration);
  236. });
  237. }
  238. }
  239. }