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performance-integration.js
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216 lines (177 loc) · 7.98 KB
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import { GPUOptimizer } from './gpu-optimizer.js';
import { JSPerformanceManager } from './js-performance-manager.js';
import { MemoryOptimizer } from './memory-optimizer.js';
import { FrameOptimizer } from './frame-optimizer.js';
export class PerformanceIntegration {
constructor(renderer, scene) {
this.renderer = renderer;
this.scene = scene;
// Initialize all optimizers
this.gpuOptimizer = new GPUOptimizer(renderer);
this.jsPerformanceManager = new JSPerformanceManager();
this.memoryOptimizer = new MemoryOptimizer();
this.frameOptimizer = new FrameOptimizer();
// Performance monitoring
this.performanceData = {
frameDrops: 0,
averageFrameTime: 16.67,
gpuMemoryUsage: 0,
jsHeapSize: 0,
lastUpdate: performance.now()
};
this.setupOptimizations();
// Performance Integration System activated
}
setupOptimizations() {
// Configure GPU optimizations
this.gpuOptimizer.configureRenderer();
// Setup memory pools for Three.js objects
this.memoryOptimizer.setupThreeJSPools();
// Setup performance monitoring
this.startPerformanceMonitoring();
}
// Optimized building spawning using all systems
createOptimizedBuildingSpawner(environment) {
const spawner = this.jsPerformanceManager.createOptimizedBuildingSpawner();
const lod = this.frameOptimizer.createAdaptiveLOD();
return {
spawnBuilding: (template, position, cameraPosition) => {
const distance = position.distanceTo(cameraPosition);
// Don't spawn if too far (LOD system)
if (!lod.shouldRender(distance)) {
return null;
}
// Get objects from memory pools
const tempPos = this.memoryOptimizer.getFromPool('Vector3');
const tempRot = this.memoryOptimizer.getFromPool('Euler');
const tempScale = this.memoryOptimizer.getFromPool('Vector3');
if (tempPos && tempRot && tempScale) {
tempPos.copy(position);
tempRot.set(0, Math.random() * 0.3, 0);
const lodLevel = lod.getLODLevel(distance);
const scale = 0.006 * lod.getDetailScale(distance);
tempScale.setScalar(scale);
const building = spawner.spawnBuilding(template, tempPos, tempRot, tempScale);
// Return objects to pools
this.memoryOptimizer.returnToPool('Vector3', tempPos);
this.memoryOptimizer.returnToPool('Euler', tempRot);
this.memoryOptimizer.returnToPool('Vector3', tempScale);
return building;
}
// Fallback if pools are empty
const building = template.clone();
building.position.copy(position);
building.scale.setScalar(0.006);
return building;
},
batchSpawnBuildings: async (spawnData) => {
// Break into micro-tasks to prevent blocking
const chunks = this.jsPerformanceManager.breakIntoMicroTasks(spawnData, 3);
for (const chunk of chunks) {
await this.jsPerformanceManager.executeTasksOverFrames(
chunk.map(data => () => this.spawnBuilding(data.template, data.position, data.cameraPosition))
);
}
}
};
}
// Create optimized game loop
createOptimizedGameLoop(originalGameLoop) {
const animationLoop = this.frameOptimizer.createOptimizedAnimationLoop((deltaTime, frameMonitor) => {
// Execute with frame monitoring
const frameData = {
deltaTime,
qualityLevel: this.frameOptimizer.currentQualityLevel,
frameMonitor
};
// Schedule cleanup tasks at low priority
this.frameOptimizer.frameScheduler.scheduleTask(() => {
this.gpuOptimizer.cleanupGPUMemory();
}, 'low');
this.frameOptimizer.frameScheduler.scheduleTask(() => {
this.updatePerformanceData();
}, 'low');
// Execute main game loop
originalGameLoop(frameData);
});
return animationLoop;
}
// Performance monitoring and reporting
startPerformanceMonitoring() {
setInterval(() => {
this.updatePerformanceData();
this.reportPerformanceStats();
}, 5000); // Report every 5 seconds
}
updatePerformanceData() {
const gpuStats = this.gpuOptimizer.getGPUStats();
const memoryStats = this.memoryOptimizer.getMemoryStats();
const frameStats = this.frameOptimizer.getPerformanceStats();
this.performanceData = {
...this.performanceData,
gpuDrawCalls: gpuStats.drawCalls,
gpuTextures: gpuStats.textures,
gpuGeometries: gpuStats.geometries,
memoryHeapUsed: memoryStats.heapUsed,
averageFrameTime: parseFloat(frameStats.averageFrameTime),
currentQuality: parseFloat(frameStats.currentQuality),
lastUpdate: performance.now()
};
}
reportPerformanceStats() {
const stats = this.getComprehensiveStats();
// Monitor performance metrics silently
// Performance stats are tracked internally for optimization decisions
}
getComprehensiveStats() {
return {
performance: {
averageFrameTime: this.performanceData.averageFrameTime + 'ms',
currentQuality: this.frameOptimizer.currentQualityLevel * 100 + '%',
frameDrops: this.performanceData.frameDrops
},
gpu: {
drawCalls: this.performanceData.gpuDrawCalls || 0,
textures: this.performanceData.gpuTextures || 0,
geometries: this.performanceData.gpuGeometries || 0
},
memory: {
heapUsed: this.performanceData.memoryHeapUsed ?
(this.performanceData.memoryHeapUsed / 1024 / 1024).toFixed(1) + 'MB' : 'N/A',
objectPools: this.memoryOptimizer.getMemoryStats().pools
}
};
}
// Emergency performance mode
enableEmergencyMode() {
// Emergency Performance Mode enabled
// Drastically reduce quality
this.frameOptimizer.currentQualityLevel = 0.3;
// Disable expensive features
this.renderer.shadowMap.enabled = false;
this.renderer.antialias = false;
// More aggressive cleanup
this.gpuOptimizer.cleanupGPUMemory();
this.memoryOptimizer.triggerMemoryCleanup();
// Reduce frame rate target temporarily
this.frameOptimizer.frameTime = 33.33; // 30fps
}
// Restore normal performance mode
restoreNormalMode() {
// Normal Performance Mode restored
this.frameOptimizer.currentQualityLevel = 1.0;
this.frameOptimizer.frameTime = 16.67; // 60fps
this.frameOptimizer.adaptiveQuality = true;
}
}
// Export a factory function for easy integration
export function createPerformanceOptimizedGame(renderer, scene, gameLoop) {
const performance = new PerformanceIntegration(renderer, scene);
const optimizedLoop = performance.createOptimizedGameLoop(gameLoop);
return {
performance,
start: () => optimizedLoop.start(),
stop: () => optimizedLoop.stop(),
getStats: () => performance.getComprehensiveStats()
};
}