Commit 117366a1 authored by ericu@google.com's avatar ericu@google.com

Review URL: http://codereview.chromium.org/147258

git-svn-id: svn://svn.chromium.org/chrome/trunk/src@19795 0039d316-1c4b-4281-b951-d872f2087c98
parent 7a37de37
......@@ -64,7 +64,7 @@ typedef ObjectBase[] ObjectArray;
\endcode
The only difference is that after all the objects are removed the pack
itself will be released from the client. See documenation on
itself will be released from the client. See documentation on
pack.removeObject for why this is important.
It's important to note that many objects are only referenced by the pack.
......
......@@ -49,9 +49,8 @@ o3djs.require('o3djs.canvas');
o3djs.require('o3djs.fps');
o3djs.require('o3djs.debug');
o3djs.require('o3djs.particles');
o3djs.require('o3djs.performance');
var RENDER_TARGET_WIDTH = 256;
var RENDER_TARGET_HEIGHT = 256;
var PROXY_HEIGHT = 5150;
// client.root
......@@ -128,6 +127,9 @@ var g_skyDomeTransform;
var g_waterTransform;
var g_reflectionTexture;
var g_refractionTexture;
var g_reflectionImage;
var g_refrectionImage;
var g_depthSurface;
var g_globalParams;
var g_globalClockParam;
var g_clipHeightParam;
......@@ -180,6 +182,9 @@ var g_downloadPercent = -1;
var g_showError = false;
var g_sceneEffects = [];
var g_sceneTexturesByURI;
var g_renderTargetWidth = 256;
var g_renderTargetHeight = 256;
var g_perfMon;
var g_camera = {
farPlane: 80000,
......@@ -1541,6 +1546,8 @@ function loadMainScene() {
}
}
}
g_perfMon = o3djs.performance.createPerformanceMonitor(
25, 35, increaseRenderTargetResolution, decreaseRenderTargetResolution);
}
try {
......@@ -1815,6 +1822,10 @@ function onRender(renderEvent) {
// Render the FPS display.
g_client.renderTree(g_fpsManager.viewInfo.root);
if (g_perfMon) {
g_perfMon.onRender(renderEvent.elapsedTime);
}
}
function onAllLoadingFinished() {
......@@ -1843,6 +1854,82 @@ function init() {
o3djs.util.makeClients(initStep2);
}
function setupRenderTargets() {
var oldReflectionTexture;
var oldRefractionTexture;
var oldDepthSurface;
if (g_reflectionTexture) {
g_mainPack.removeObject(g_reflectionSurfaceSet.renderSurface);
g_mainPack.removeObject(g_refractionSurfaceSet.renderSurface);
g_mainPack.removeObject(g_reflectionTexture);
g_mainPack.removeObject(g_refractionTexture);
g_mainPack.removeObject(g_depthSurface);
} else {
// First time only.
g_reflectionSurfaceSet = g_mainPack.createObject('RenderSurfaceSet');
g_refractionSurfaceSet = g_mainPack.createObject('RenderSurfaceSet');
}
// Create Render Targets for the reflection and refraction.
g_reflectionTexture = g_mainPack.createTexture2D(g_renderTargetWidth,
g_renderTargetHeight,
g_o3d.Texture.ARGB8, 1,
true);
var reflectionSurface = g_reflectionTexture.getRenderSurface(0, g_mainPack);
g_refractionTexture = g_mainPack.createTexture2D(g_renderTargetWidth,
g_renderTargetHeight,
g_o3d.Texture.XRGB8, 1,
true);
var refractionSurface = g_refractionTexture.getRenderSurface(0, g_mainPack);
g_depthSurface = g_mainPack.createDepthStencilSurface(g_renderTargetWidth,
g_renderTargetHeight);
// Set up the render graph to generate them.
g_reflectionSurfaceSet.renderSurface = reflectionSurface;
g_reflectionSurfaceSet.renderDepthStencilSurface = g_depthSurface;
g_refractionSurfaceSet.renderSurface = refractionSurface;
g_refractionSurfaceSet.renderDepthStencilSurface = g_depthSurface;
g_updateRenderTargets = true;
if (g_waterMaterial) { // Every time after the first.
var sampler = g_waterMaterial.getParam('reflectionSampler').value;
sampler.texture = g_reflectionTexture;
sampler = g_waterMaterial.getParam('refractionSampler').value;
sampler.texture = g_refractionTexture;
g_reflectionImage.sampler.texture = g_reflectionTexture;
g_refractionImage.sampler.texture = g_refractionTexture;
}
}
function increaseRenderTargetResolution() {
var changed;
if (g_renderTargetWidth < 2048) {
g_renderTargetWidth <<= 1;
changed = true;
}
if (g_renderTargetHeight < 2048) {
g_renderTargetHeight <<= 1;
changed = true;
}
setupRenderTargets();
}
function decreaseRenderTargetResolution() {
var changed;
if (g_renderTargetWidth > 256) {
g_renderTargetWidth >>= 1;
changed = true;
}
if (g_renderTargetHeight > 256) {
g_renderTargetHeight >>= 1;
changed = true;
}
setupRenderTargets();
}
/**
* Initializes O3D and loads the scene into the transform graph.
* @param {Array} clientElements Array of o3d object elements.
......@@ -1865,20 +1952,6 @@ function initStep2(clientElements) {
g_mainPack = g_client.createPack();
g_scenePack = g_client.createPack();
// Create Render Targets for the reflection and refraction.
g_reflectionTexture = g_mainPack.createTexture2D(RENDER_TARGET_WIDTH,
RENDER_TARGET_HEIGHT,
g_o3d.Texture.ARGB8, 1,
true);
var reflectionSurface = g_reflectionTexture.getRenderSurface(0, g_mainPack);
g_refractionTexture = g_mainPack.createTexture2D(RENDER_TARGET_WIDTH,
RENDER_TARGET_HEIGHT,
g_o3d.Texture.XRGB8, 1,
true);
var refractionSurface = g_refractionTexture.getRenderSurface(0, g_mainPack);
var depthSurface = g_mainPack.createDepthStencilSurface(RENDER_TARGET_WIDTH,
RENDER_TARGET_HEIGHT);
g_mainRoot = g_mainPack.createObject('Transform');
g_baseRoot = g_scenePack.createObject('Transform');
g_baseRoot.parent = g_mainRoot;
......@@ -1887,14 +1960,7 @@ function initStep2(clientElements) {
g_mainRoot.parent = g_client.root;
g_sceneRoot.translate(0, 0, -g_waterLevel);
// Setup the render graph to generate them.
g_reflectionSurfaceSet = g_mainPack.createObject('RenderSurfaceSet');
g_reflectionSurfaceSet.renderSurface = reflectionSurface;
g_reflectionSurfaceSet.renderDepthStencilSurface = depthSurface;
g_refractionSurfaceSet = g_mainPack.createObject('RenderSurfaceSet');
g_refractionSurfaceSet.renderSurface = refractionSurface;
g_refractionSurfaceSet.renderDepthStencilSurface = depthSurface;
setupRenderTargets();
// Create states to set clipping.
g_reflectionClipState = g_mainPack.createObject('State');
......@@ -2540,22 +2606,28 @@ function setupHud() {
// Make images to show the render targets.
for (var ii = 0; ii < 2; ++ii) {
var textureDisplaySquareSize = 256;
var renderTargetTexture = (ii == 0) ? g_reflectionTexture :
g_refractionTexture;
var scale = 1;
var x = 10;
var y = 10 + ii * (g_reflectionTexture.height * scale + 10);
var y = 10 + ii * (textureDisplaySquareSize + 10);
var borderSize = 2;
var image;
// make a back image to create a border around render target.
image = new Image(g_renderTargetDisplayRoot, backTexture, true);
image.transform.translate(x - borderSize, y - borderSize, -3);
image.transform.scale(renderTargetTexture.width * scale + borderSize * 2,
renderTargetTexture.height * scale + borderSize * 2,
image.transform.scale(textureDisplaySquareSize + borderSize * 2,
textureDisplaySquareSize + borderSize * 2,
1);
image = new Image(g_renderTargetDisplayRoot, renderTargetTexture, true);
image.transform.translate(x, y, -2);
image.transform.scale(scale, scale, 1);
image.transform.scale(textureDisplaySquareSize / g_renderTargetWidth,
textureDisplaySquareSize / g_renderTargetHeight, 1);
if (ii == 0) {
g_reflectionImage = image;
} else {
g_refractionImage = image;
}
}
// Make a fader plane.
......
......@@ -45,6 +45,7 @@ O3D_JS_SOURCES = [
'math.js',
'pack.js',
'particles.js',
'performance.js',
'picking.js',
'primitives.js',
'quaternions.js',
......
/*
* Copyright 2009, Google Inc.
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* @fileoverview This file contains a utility that helps adjust rendering
* quality [or any other setting, really] based on rendering performance.
*
*/
o3djs.provide('o3djs.performance');
/**
* Creates a utility that monitors performance [in terms of FPS] and helps to
* adjust the rendered scene accordingly.
* @param {number} targetFPSMin the minimum acceptable frame rate; if we're
* under this, try to decrease quality to improve performance.
* @param {number} targetFPSMax if we're over this, try to increase quality.
* @param {!function(): void} increaseQuality a function to increase
* quality because we're rendering at high-enough FPS to afford it.
* @param {!function(): void} decreaseQuality a function to decrease
* quality to try to raise our rendering speed.
* @param {!o3djs.performance.PerformanceMonitor.Options} opt_options Options.
* @return {!o3djs.performance.PerformanceMonitor} The created
* PerformanceMonitor.
*/
o3djs.performance.createPerformanceMonitor = function(
targetFPSMin, targetFPSMax, increaseQuality, decreaseQuality, opt_options) {
return new o3djs.performance.PerformanceMonitor(targetFPSMin, targetFPSMax,
increaseQuality, decreaseQuality, opt_options);
}
/**
* A class that monitors performance [in terms of FPS] and helps to adjust the
* rendered scene accordingly.
* @constructor
* @param {number} targetFPSMin the minimum acceptable frame rate; if we're
* under this, try to decrease quality to improve performance.
* @param {number} targetFPSMax if we're over this, try to increase quality.
* @param {function(): void} increaseQuality a function to increase
* quality/lower FPS.
* @param {function(): void} decreaseQuality a function to decrease
* quality/raise FPS.
* @param {!o3djs.performance.PerformanceMonitor.Options} opt_options Options.
*/
o3djs.performance.PerformanceMonitor = function(
targetFPSMin, targetFPSMax, increaseQuality, decreaseQuality, opt_options) {
opt_options = opt_options || {};
/**
* A function to increase quality/lower FPS.
* @type {function(): void}
*/
this.increaseQuality = increaseQuality;
/**
* A function to decrease quality/raise FPS.
* @type {function(): void}
*/
this.decreaseQuality = decreaseQuality;
/**
* The mean time taken per frame so far, in seconds. This is only valid once
* we've collected at least minSamples samples.
* @type {number}
*/
this.meanFrameTime = 0;
/**
* The number of samples we've collected so far, when that number is less than
* or equal to this.damping. After that point, we no longer update
* this.sampleCount, so it will clip at this.damping.
*
* @type {number}
*/
this.sampleCount = 0;
/**
* The minimum number of samples to collect before trying to adjust quality.
*
* @type {number}
*/
this.minSamples = opt_options.opt_minSamples || 60;
/**
* A number that controls the rate at which the effects of any given sample
* fade away. Higher is slower, but also means that each individual sample
* counts for less at its most-influential. Damping defaults to 120; anywhere
* between 60 and 600 are probably reasonable values, depending on your needs,
* but the number must be no less than minSamples.
*
* @type {number}
*/
this.damping = opt_options.opt_damping || 120;
/**
* The minimum number of samples to take in between adjustments, to cut down
* on overshoot. It defaults to 2 * minSamples.
*
* @type {number}
*/
this.delayCycles = opt_options.opt_delayCycles || 2 * this.minSamples;
this.targetFrameTimeMax_ = 1 / targetFPSMin;
this.targetFrameTimeMin_ = 1 / targetFPSMax;
this.scaleInput_ = 1 / this.minSamples;
this.scaleMean_ = 1;
this.delayCyclesLeft_ = 0;
if (this.damping < this.minSamples) {
throw Error('Damping must be at least minSamples.');
}
}
/**
* Options for the PerformanceMonitor.
*
* opt_minSamples is the minimum number of samples to take before making any
* performance adjustments.
* opt_damping is a number that controls the rate at which the effects of any
* given sample fade away. Higher is slower, but also means that each
* individual sample counts for less at its most-influential. Damping
* defaults to 120; anywhere between 60 and 600 are probably reasonable values,
* depending on your needs, but the number must be no less than minSamples.
* opt_delayCycles is the minimum number of samples to take in between
* adjustments, to cut down on overshoot. It defaults to 2 * opt_minSamples.
*
* @type {{
* opt_minSamples: number,
* opt_damping: number,
* opt_delayCycles, number
* }}
*/
o3djs.performance.PerformanceMonitor.Options = goog.typedef;
/**
* Call this once per frame with the elapsed time since the last call, and it
* will attempt to adjust your rendering quality as needed.
*
* @param {number} seconds the elapsed time since the last frame was rendered,
* in seconds.
*/
o3djs.performance.PerformanceMonitor.prototype.onRender = function(seconds) {
var test = true;
if (this.sampleCount < this.damping) {
if (this.sampleCount >= this.minSamples) {
this.scaleInput_ = 1 / (this.sampleCount + 1);
this.scaleMean_ = this.sampleCount * this.scaleInput_;
} else {
test = false;
}
this.sampleCount += 1;
}
this.meanFrameTime = this.meanFrameTime * this.scaleMean_ +
seconds * this.scaleInput_;
if (this.delayCyclesLeft_ > 0) {
this.delayCyclesLeft_ -= 1;
} else if (test) {
if (this.meanFrameTime < this.targetFrameTimeMin_) {
this.increaseQuality();
this.delayCyclesLeft_ = this.delayCycles;
} else if (this.meanFrameTime > this.targetFrameTimeMax_) {
this.decreaseQuality();
this.delayCyclesLeft_ = this.delayCycles;
}
}
}
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