babylon.sceneOptimizer.ts 7.9 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 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 HardwareScalingSceneOptimization 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 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. export class RenderTargetsSceneOptimization extends SceneOptimization {
  67. public apply = (scene: Scene): boolean => {
  68. scene.renderTargetsEnabled = false;
  69. return true;
  70. };
  71. }
  72. // Options
  73. export class SceneOptimizerOptions {
  74. public optimizations = new Array<SceneOptimization>();
  75. constructor(public targetFrameRate: number = 60, public trackerDuration: number = 2000) {
  76. }
  77. public static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {
  78. var result = new SceneOptimizerOptions(targetFrameRate);
  79. var priority = 0;
  80. result.optimizations.push(new ShadowsSceneOptimization(priority));
  81. result.optimizations.push(new LensFlaresSceneOptimization(priority));
  82. // Next priority
  83. priority++;
  84. result.optimizations.push(new PostProcessesSceneOptimization(priority));
  85. result.optimizations.push(new ParticlesSceneOptimization(priority));
  86. // Next priority
  87. priority++;
  88. result.optimizations.push(new TextureSceneOptimization(priority, 1024));
  89. return result;
  90. }
  91. public static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {
  92. var result = new SceneOptimizerOptions(targetFrameRate);
  93. var priority = 0;
  94. result.optimizations.push(new ShadowsSceneOptimization(priority));
  95. result.optimizations.push(new LensFlaresSceneOptimization(priority));
  96. // Next priority
  97. priority++;
  98. result.optimizations.push(new PostProcessesSceneOptimization(priority));
  99. result.optimizations.push(new ParticlesSceneOptimization(priority));
  100. // Next priority
  101. priority++;
  102. result.optimizations.push(new TextureSceneOptimization(priority, 512));
  103. // Next priority
  104. priority++;
  105. result.optimizations.push(new RenderTargetsSceneOptimization(priority));
  106. // Next priority
  107. priority++;
  108. result.optimizations.push(new HardwareScalingSceneOptimization(priority, 2));
  109. return result;
  110. }
  111. public static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions {
  112. var result = new SceneOptimizerOptions(targetFrameRate);
  113. var priority = 0;
  114. result.optimizations.push(new ShadowsSceneOptimization(priority));
  115. result.optimizations.push(new LensFlaresSceneOptimization(priority));
  116. // Next priority
  117. priority++;
  118. result.optimizations.push(new PostProcessesSceneOptimization(priority));
  119. result.optimizations.push(new ParticlesSceneOptimization(priority));
  120. // Next priority
  121. priority++;
  122. result.optimizations.push(new TextureSceneOptimization(priority, 256));
  123. // Next priority
  124. priority++;
  125. result.optimizations.push(new RenderTargetsSceneOptimization(priority));
  126. // Next priority
  127. priority++;
  128. result.optimizations.push(new HardwareScalingSceneOptimization(priority, 4));
  129. return result;
  130. }
  131. }
  132. // Scene optimizer tool
  133. export class SceneOptimizer {
  134. static _CheckCurrentState(scene: Scene, options: SceneOptimizerOptions, currentPriorityLevel: number, onSuccess?: () => void, onFailure?: () => void) {
  135. // TODO: add an epsilon
  136. if (Tools.GetFps() >= options.targetFrameRate) {
  137. if (onSuccess) {
  138. onSuccess();
  139. }
  140. return;
  141. }
  142. // Apply current level of optimizations
  143. var allDone = true;
  144. var noOptimizationApplied = true;
  145. for (var index = 0; index < options.optimizations.length; index++) {
  146. var optimization = options.optimizations[index];
  147. if (optimization.priority === currentPriorityLevel) {
  148. noOptimizationApplied = false;
  149. allDone = allDone && optimization.apply(scene);
  150. }
  151. }
  152. // If no optimization was applied, this is a failure :(
  153. if (noOptimizationApplied) {
  154. if (onFailure) {
  155. onFailure();
  156. }
  157. return;
  158. }
  159. // If all optimizations were done, move to next level
  160. if (allDone) {
  161. currentPriorityLevel++;
  162. }
  163. // Let's the system running for a specific amount of time before checking FPS
  164. scene.executeWhenReady(() => {
  165. setTimeout(() => {
  166. SceneOptimizer._CheckCurrentState(scene, options, currentPriorityLevel, onSuccess, onFailure);
  167. }, options.trackerDuration);
  168. });
  169. }
  170. public static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): void {
  171. if (!options) {
  172. options = SceneOptimizerOptions.ModerateDegradationAllowed();
  173. }
  174. // Let's the system running for a specific amount of time before checking FPS
  175. scene.executeWhenReady(() => {
  176. setTimeout(() => {
  177. SceneOptimizer._CheckCurrentState(scene, options, 0, onSuccess, onFailure);
  178. }, options.trackerDuration);
  179. });
  180. }
  181. }
  182. }