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perf(instancing): instances of scene cells culled by copies of their bounds kept with the buckets, before the instances themselves are fetched; instances past the range of the lod stages of their model left out; identity of the instance buffer restored once per bucket instead of after each batch
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@@ -379,7 +379,9 @@ basic_cell::insert( TAnimModel *Instance ) {
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if( mat != nullptr ) {
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for( int i = 0; i < 5; ++i ) { key.skins[i] = mat->replacable_skins[i]; }
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}
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m_instancebuckets_opaque[ key ].emplace_back( Instance );
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auto &bucket { m_instancebuckets_opaque[ key ] };
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bucket.instances.emplace_back( Instance );
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bucket.bounds.clear();
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}
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}
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// re-calculate cell bounding area, in case model extends outside the cell's boundaries
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@@ -478,10 +480,12 @@ basic_cell::erase( TAnimModel *Instance ) {
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// NOTE: searched by pointer rather than by key: the instance may have lost its instanceable
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// status or changed its skins since it was inserted, which would leave a dangling pointer behind
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for( auto bucket = m_instancebuckets_opaque.begin(); bucket != m_instancebuckets_opaque.end(); ) {
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bucket->second.erase(
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std::remove( std::begin( bucket->second ), std::end( bucket->second ), Instance ),
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std::end( bucket->second ) );
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if( bucket->second.empty() ) {
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auto &instances { bucket->second.instances };
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instances.erase(
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std::remove( std::begin( instances ), std::end( instances ), Instance ),
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std::end( instances ) );
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bucket->second.bounds.clear();
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if( instances.empty() ) {
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bucket = m_instancebuckets_opaque.erase( bucket );
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}
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else {
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@@ -239,6 +239,21 @@ public:
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}
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};
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using instance_bucket_map = std::unordered_map< instance_bucket_key, std::vector<TAnimModel *>, instance_bucket_key_hash >;
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// what it takes to tell that an instance is out of sight, copied from the instance.
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// a cell can hold thousands of instances, each of them large and placed wherever the memory was free, and a render
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// pass rejects most of them. the renderer makes the copies and goes by them, to fetch only the instances it may draw
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struct instance_bounds {
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glm::vec3 center { 0.f }; // location of the instance, in the precision the frustum test takes it
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float radius { 0.f };
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float rangesquaredmax { 0.f }; // past it the instance isn't drawn: by its own range, or the lod stages of its model
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};
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struct instance_bucket {
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std::vector<TAnimModel *> instances;
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// caches owned by the renderer; emptied whenever the content of the bucket changes
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mutable std::vector<instance_bounds> bounds; // copies for the instances, in the same order
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mutable unsigned int boundsversion { 0 };
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};
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using instance_bucketdata_map = std::unordered_map< instance_bucket_key, instance_bucket, instance_bucket_key_hash >;
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using sound_sequence = std::vector<sound_source *>;
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using eventlauncher_sequence = std::vector<TEventLauncher *>;
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using memorycell_sequence = std::vector<TMemCell *>;
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@@ -259,7 +274,7 @@ public:
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// batched instance buckets keyed by shared TModel3d*; populated alongside
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// m_instancesopaque for nodes whose TAnimModel::m_instanceable == true.
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// The renderer uses these to amortise per-model state setup across many instances.
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instance_bucket_map m_instancebuckets_opaque;
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instance_bucketdata_map m_instancebuckets_opaque;
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traction_sequence m_traction;
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sound_sequence m_sounds;
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eventlauncher_sequence m_eventlaunchers;
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