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Fix performance regression when rendering collision shapes

Mikael Hermansson 1 mês atrás
pai
commit
8634a8e234

+ 9 - 1
modules/gridmap/grid_map.cpp

@@ -805,12 +805,20 @@ bool GridMap::_octant_update(const OctantKey &p_key) {
 
 #ifndef PHYSICS_3D_DISABLED
 	if (col_debug.size()) {
+		SceneTree *st = SceneTree::get_singleton();
+
+		Vector<Color> colors;
+		colors.resize(col_debug.size());
+		if (st) {
+			colors.fill(st->get_debug_collisions_color());
+		}
+
 		Array arr;
 		arr.resize(RS::ARRAY_MAX);
 		arr[RS::ARRAY_VERTEX] = col_debug;
+		arr[RS::ARRAY_COLOR] = colors;
 
 		RS::get_singleton()->mesh_add_surface_from_arrays(g.collision_debug, RS::PRIMITIVE_LINES, arr);
-		SceneTree *st = SceneTree::get_singleton();
 		if (st) {
 			RS::get_singleton()->mesh_surface_set_material(g.collision_debug, 0, st->get_debug_collision_material()->get_rid());
 		}

+ 10 - 9
scene/main/scene_tree.cpp

@@ -1008,15 +1008,16 @@ Ref<Material> SceneTree::get_debug_collision_material() {
 		return collision_material;
 	}
 
-	Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
-	line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
-	line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
-	line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
-	line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
-	line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
-	line_material->set_albedo(get_debug_collisions_color());
-
-	collision_material = line_material;
+	Ref<StandardMaterial3D> material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
+	material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
+	material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
+	material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MIN + 1);
+	material->set_cull_mode(StandardMaterial3D::CULL_BACK);
+	material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
+	material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+	material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
+
+	collision_material = material;
 
 	return collision_material;
 }

+ 13 - 39
scene/resources/3d/shape_3d.cpp

@@ -107,36 +107,30 @@ Ref<ArrayMesh> Shape3D::get_debug_mesh() {
 	debug_mesh_cache.instantiate();
 
 	if (!lines.is_empty()) {
-		//make mesh
-		Vector<Vector3> array;
-		array.resize(lines.size());
-		Vector3 *v = array.ptrw();
-
-		Vector<Color> arraycol;
-		arraycol.resize(lines.size());
-		Color *c = arraycol.ptrw();
-
-		for (int i = 0; i < lines.size(); i++) {
-			v[i] = lines[i];
-			c[i] = debug_color;
-		}
+		Vector<Color> colors;
+		colors.resize(lines.size());
+		colors.fill(debug_color);
 
 		Array lines_array;
 		lines_array.resize(Mesh::ARRAY_MAX);
-		lines_array[Mesh::ARRAY_VERTEX] = array;
-		lines_array[Mesh::ARRAY_COLOR] = arraycol;
-
-		Ref<StandardMaterial3D> material = get_debug_collision_material();
+		lines_array[Mesh::ARRAY_VERTEX] = lines;
+		lines_array[Mesh::ARRAY_COLOR] = colors;
 
 		debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, lines_array);
-		debug_mesh_cache->surface_set_material(0, material);
+
+		SceneTree *scene_tree = SceneTree::get_singleton();
+		if (scene_tree) {
+			debug_mesh_cache->surface_set_material(0, scene_tree->get_debug_collision_material());
+		}
 
 		if (debug_fill) {
 			Ref<ArrayMesh> array_mesh = get_debug_arraymesh_faces(debug_color * Color(1.0, 1.0, 1.0, 0.0625));
 			if (array_mesh.is_valid() && array_mesh->get_surface_count() > 0) {
 				Array solid_array = array_mesh->surface_get_arrays(0);
 				debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, solid_array);
-				debug_mesh_cache->surface_set_material(1, material);
+				if (scene_tree) {
+					debug_mesh_cache->surface_set_material(1, scene_tree->get_debug_collision_material());
+				}
 			}
 		}
 	}
@@ -144,26 +138,6 @@ Ref<ArrayMesh> Shape3D::get_debug_mesh() {
 	return debug_mesh_cache;
 }
 
-Ref<Material> Shape3D::get_debug_collision_material() {
-	if (collision_material.is_valid()) {
-		return collision_material;
-	}
-
-	Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
-	material->set_albedo(Color(1.0, 1.0, 1.0));
-	material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
-	material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
-	material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MIN + 1);
-	material->set_cull_mode(StandardMaterial3D::CULL_BACK);
-	material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
-	material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
-	material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
-
-	collision_material = material;
-
-	return collision_material;
-}
-
 void Shape3D::_update_shape() {
 	emit_changed();
 	debug_mesh_cache.unref();

+ 0 - 3
scene/resources/3d/shape_3d.h

@@ -44,7 +44,6 @@ class Shape3D : public Resource {
 	real_t margin = 0.04;
 
 	Ref<ArrayMesh> debug_mesh_cache;
-	Ref<Material> collision_material;
 
 	// Not wrapped in `#ifdef DEBUG_ENABLED` as it is used for rendering.
 	Color debug_color = Color(0.0, 0.0, 0.0, 0.0);
@@ -59,8 +58,6 @@ protected:
 	_FORCE_INLINE_ RID get_shape() const { return shape; }
 	Shape3D(RID p_shape);
 
-	Ref<Material> get_debug_collision_material();
-
 	virtual void _update_shape();
 
 public: