micro optimization for circle drawing.
- use vertex array for drawcircball() - add circball_array_fill() and call from drawcircball(). - for object center's rather than drawing 2 circles, create the array and reuse it.
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4aefbb77e4
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@ -259,7 +259,7 @@ static float cube[8][3] = {
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/* 32 values of sin function (still same result!) */
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#define CIRCLE_RESOL 32
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static float sinval[CIRCLE_RESOL] = {
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static const float sinval[CIRCLE_RESOL] = {
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0.00000000,
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0.20129852,
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0.39435585,
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@ -295,7 +295,7 @@ static float sinval[CIRCLE_RESOL] = {
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};
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/* 32 values of cos function (still same result!) */
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static float cosval[CIRCLE_RESOL] = {
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static const float cosval[CIRCLE_RESOL] = {
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1.00000000,
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0.97952994,
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0.91895781,
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@ -613,28 +613,39 @@ static void draw_empty_image(Object *ob)
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glPopMatrix();
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}
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void drawcircball(int mode, const float cent[3], float rad, float tmat[][4])
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static void circball_array_fill(float verts[CIRCLE_RESOL][3], const float cent[3], float rad, float tmat[][4])
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{
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float vec[3], vx[3], vy[3];
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int a;
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float vx[3], vy[3];
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float *viter= (float *)verts;
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unsigned int a;
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mul_v3_v3fl(vx, tmat[0], rad);
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mul_v3_v3fl(vy, tmat[1], rad);
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glBegin(mode);
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for(a=0; a < CIRCLE_RESOL; a++) {
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vec[0]= cent[0] + sinval[a] * vx[0] + cosval[a] * vy[0];
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vec[1]= cent[1] + sinval[a] * vx[1] + cosval[a] * vy[1];
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vec[2]= cent[2] + sinval[a] * vx[2] + cosval[a] * vy[2];
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glVertex3fv(vec);
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for (a=0; a < CIRCLE_RESOL; a++, viter += 3) {
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viter[0]= cent[0] + sinval[a] * vx[0] + cosval[a] * vy[0];
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viter[1]= cent[1] + sinval[a] * vx[1] + cosval[a] * vy[1];
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viter[2]= cent[2] + sinval[a] * vx[2] + cosval[a] * vy[2];
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}
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glEnd();
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}
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void drawcircball(int mode, const float cent[3], float rad, float tmat[][4])
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{
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float verts[CIRCLE_RESOL][3];
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circball_array_fill(verts, cent, rad, tmat);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, verts);
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glDrawArrays(mode, 0, CIRCLE_RESOL);
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glDisableClientState(GL_VERTEX_ARRAY);
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}
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/* circle for object centers, special_color is for library or ob users */
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static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, const float co[3], int selstate, int special_color)
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{
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const float size= ED_view3d_pixel_size(rv3d, co) * (float)U.obcenter_dia * 0.5f;
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float verts[CIRCLE_RESOL][3];
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/* using gldepthfunc guarantees that it does write z values, but not checks for it, so centers remain visible independt order of drawing */
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if(v3d->zbuf) glDepthFunc(GL_ALWAYS);
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@ -650,12 +661,25 @@ static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, const float co[3],
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else if (selstate == SELECT) UI_ThemeColorShadeAlpha(TH_SELECT, 0, -80);
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else if (selstate == DESELECT) UI_ThemeColorShadeAlpha(TH_TRANSFORM, 0, -80);
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}
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drawcircball(GL_POLYGON, co, size, rv3d->viewinv);
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circball_array_fill(verts, co, size, rv3d->viewinv);
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/* enable vertex array */
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, 0, verts);
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/* 1. draw filled, blended polygon */
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glDrawArrays(GL_POLYGON, 0, CIRCLE_RESOL);
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/* 2. draw outline */
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UI_ThemeColorShadeAlpha(TH_WIRE, 0, -30);
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drawcircball(GL_LINE_LOOP, co, size, rv3d->viewinv);
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glDrawArrays(GL_LINE_LOOP, 0, CIRCLE_RESOL);
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/* finishe up */
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisable(GL_BLEND);
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if(v3d->zbuf) glDepthFunc(GL_LEQUAL);
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}
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