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Merge pull request #51399 from RevoluPowered/improve_editor_grid_performance_4.0

[4.0] Implement editor grid performance improvements
Rémi Verschelde 4 năm trước cách đây
mục cha
commit
1d7a358588

+ 75 - 26
editor/plugins/node_3d_editor_plugin.cpp

@@ -5508,6 +5508,12 @@ void Node3DEditor::_init_indicators() {
 		Vector<Color> origin_colors;
 		Vector<Vector3> origin_points;
 
+		const int count_of_elements = 3 * 6;
+		origin_colors.resize(count_of_elements);
+		origin_points.resize(count_of_elements);
+
+		int x = 0;
+
 		for (int i = 0; i < 3; i++) {
 			Vector3 axis;
 			axis[i] = 1;
@@ -5530,21 +5536,22 @@ void Node3DEditor::_init_indicators() {
 			grid_enable[i] = false;
 			grid_visible[i] = false;
 
-			origin_colors.push_back(origin_color);
-			origin_colors.push_back(origin_color);
-			origin_colors.push_back(origin_color);
-			origin_colors.push_back(origin_color);
-			origin_colors.push_back(origin_color);
-			origin_colors.push_back(origin_color);
+			origin_colors.set(x, origin_color);
+			origin_colors.set(x + 1, origin_color);
+			origin_colors.set(x + 2, origin_color);
+			origin_colors.set(x + 3, origin_color);
+			origin_colors.set(x + 4, origin_color);
+			origin_colors.set(x + 5, origin_color);
 			// To both allow having a large origin size and avoid jitter
 			// at small scales, we should segment the line into pieces.
 			// 3 pieces seems to do the trick, and let's use powers of 2.
-			origin_points.push_back(axis * 1048576);
-			origin_points.push_back(axis * 1024);
-			origin_points.push_back(axis * 1024);
-			origin_points.push_back(axis * -1024);
-			origin_points.push_back(axis * -1024);
-			origin_points.push_back(axis * -1048576);
+			origin_points.set(x, axis * 1048576);
+			origin_points.set(x + 1, axis * 1024);
+			origin_points.set(x + 2, axis * 1024);
+			origin_points.set(x + 3, axis * -1024);
+			origin_points.set(x + 4, axis * -1024);
+			origin_points.set(x + 5, axis * -1048576);
+			x += 6;
 		}
 
 		Ref<Shader> grid_shader = memnew(Shader);
@@ -6121,6 +6128,32 @@ void Node3DEditor::_init_grid() {
 		grid_mat[c]->set_shader_param("grid_size", grid_fade_size);
 		grid_mat[c]->set_shader_param("orthogonal", orthogonal);
 
+		// Cache these so we don't have to re-access memory.
+		Vector<Vector3> &ref_grid = grid_points[c];
+		Vector<Vector3> &ref_grid_normals = grid_normals[c];
+		Vector<Color> &ref_grid_colors = grid_colors[c];
+
+		// Count our elements same as code below it.
+		int expected_size = 0;
+		for (int i = -grid_size; i <= grid_size; i++) {
+			const real_t position_a = center_a + i * small_step_size;
+			const real_t position_b = center_b + i * small_step_size;
+
+			// Don't draw lines over the origin if it's enabled.
+			if (!(origin_enabled && Math::is_zero_approx(position_a))) {
+				expected_size += 2;
+			}
+
+			if (!(origin_enabled && Math::is_zero_approx(position_b))) {
+				expected_size += 2;
+			}
+		}
+
+		int idx = 0;
+		ref_grid.resize(expected_size);
+		ref_grid_normals.resize(expected_size);
+		ref_grid_colors.resize(expected_size);
+
 		// In each iteration of this loop, draw one line in each direction (so two lines per loop, in each if statement).
 		for (int i = -grid_size; i <= grid_size; i++) {
 			Color line_color;
@@ -6143,12 +6176,13 @@ void Node3DEditor::_init_grid() {
 				line_end[a] = position_a;
 				line_bgn[b] = bgn_b;
 				line_end[b] = end_b;
-				grid_points[c].push_back(line_bgn);
-				grid_points[c].push_back(line_end);
-				grid_colors[c].push_back(line_color);
-				grid_colors[c].push_back(line_color);
-				grid_normals[c].push_back(normal);
-				grid_normals[c].push_back(normal);
+				ref_grid.set(idx, line_bgn);
+				ref_grid.set(idx + 1, line_end);
+				ref_grid_colors.set(idx, line_color);
+				ref_grid_colors.set(idx + 1, line_color);
+				ref_grid_normals.set(idx, normal);
+				ref_grid_normals.set(idx + 1, normal);
+				idx += 2;
 			}
 
 			if (!(origin_enabled && Math::is_zero_approx(position_b))) {
@@ -6158,12 +6192,13 @@ void Node3DEditor::_init_grid() {
 				line_end[b] = position_b;
 				line_bgn[a] = bgn_a;
 				line_end[a] = end_a;
-				grid_points[c].push_back(line_bgn);
-				grid_points[c].push_back(line_end);
-				grid_colors[c].push_back(line_color);
-				grid_colors[c].push_back(line_color);
-				grid_normals[c].push_back(normal);
-				grid_normals[c].push_back(normal);
+				ref_grid.set(idx, line_bgn);
+				ref_grid.set(idx + 1, line_end);
+				ref_grid_colors.set(idx, line_color);
+				ref_grid_colors.set(idx + 1, line_color);
+				ref_grid_normals.set(idx, normal);
+				ref_grid_normals.set(idx + 1, normal);
+				idx += 2;
 			}
 		}
 
@@ -6201,8 +6236,22 @@ void Node3DEditor::_finish_grid() {
 }
 
 void Node3DEditor::update_grid() {
-	_finish_grid();
-	_init_grid();
+	const Camera3D::Projection current_projection = viewports[0]->camera->get_projection();
+
+	if (current_projection != grid_camera_last_update_perspective) {
+		grid_init_draw = false; // redraw
+		grid_camera_last_update_perspective = current_projection;
+	}
+
+	// Gets a orthogonal or perspective position correctly (for the grid comparison)
+	const Vector3 camera_position = get_editor_viewport(0)->camera->get_position();
+
+	if (!grid_init_draw || (camera_position - grid_camera_last_update_position).length() >= 10.0f) {
+		_finish_grid();
+		_init_grid();
+		grid_init_draw = true;
+		grid_camera_last_update_position = camera_position;
+	}
 }
 
 void Node3DEditor::_selection_changed() {

+ 4 - 2
editor/plugins/node_3d_editor_plugin.h

@@ -35,6 +35,7 @@
 #include "editor/editor_plugin.h"
 #include "editor/editor_scale.h"
 #include "editor/plugins/node_3d_editor_gizmos.h"
+#include "scene/3d/camera_3d.h"
 #include "scene/3d/light_3d.h"
 #include "scene/3d/visual_instance_3d.h"
 #include "scene/3d/world_environment.h"
@@ -42,7 +43,6 @@
 #include "scene/resources/environment.h"
 #include "scene/resources/sky_material.h"
 
-class Camera3D;
 class Node3DEditor;
 class Node3DEditorViewport;
 class SubViewportContainer;
@@ -521,6 +521,9 @@ private:
 	bool grid_visible[3]; //currently visible
 	bool grid_enable[3]; //should be always visible if true
 	bool grid_enabled;
+	bool grid_init_draw = false;
+	Camera3D::Projection grid_camera_last_update_perspective;
+	Vector3 grid_camera_last_update_position = Vector3();
 
 	Ref<ArrayMesh> move_gizmo[3], move_plane_gizmo[3], rotate_gizmo[4], scale_gizmo[3], scale_plane_gizmo[3];
 	Ref<StandardMaterial3D> gizmo_color[3];
@@ -622,7 +625,6 @@ private:
 	void _menu_gizmo_toggled(int p_option);
 	void _update_camera_override_button(bool p_game_running);
 	void _update_camera_override_viewport(Object *p_viewport);
-
 	HBoxContainer *hbc_menu;
 	// Used for secondary menu items which are displayed depending on the currently selected node
 	// (such as MeshInstance's "Mesh" menu).