forked from bartvdbraak/blender
OpenGL: optimize ED_screen_draw
One draw call for all screen area outlines instead of one per line. (Two for retina displays) One draw call for area split line instead of two. En/Disable GL_BLEND once for area join arrow instead of twice.
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f91fe78af5
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30086eafe5
@ -993,65 +993,56 @@ static void draw_join_shape(ScrArea *sa, char dir)
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static void scrarea_draw_shape_dark(ScrArea *sa, char dir)
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{
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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glColor4ub(0, 0, 0, 50);
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draw_join_shape(sa, dir);
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glDisable(GL_BLEND);
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}
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/* draw screen area ligher with arrow shape ("eraser" of previous dark shape) */
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static void scrarea_draw_shape_light(ScrArea *sa, char UNUSED(dir))
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{
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glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);
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glEnable(GL_BLEND);
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/* value 181 was hardly computed: 181~105 */
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glColor4ub(255, 255, 255, 50);
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/* draw_join_shape(sa, dir); */
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glRecti(sa->v1->vec.x, sa->v1->vec.y, sa->v3->vec.x, sa->v3->vec.y);
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glDisable(GL_BLEND);
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}
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static void drawscredge_area_draw(int sizex, int sizey, int x1, int y1, int x2, int y2, int a)
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static void drawscredge_area_draw(int sizex, int sizey, short x1, short y1, short x2, short y2)
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{
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/* right border area */
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if (x2 < sizex - 1)
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sdrawline(x2 + a, y1, x2 + a, y2);
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if (x2 < sizex - 1) {
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glVertex2s(x2, y1);
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glVertex2s(x2, y2);
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}
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/* left border area */
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if (x1 > 0) /* otherwise it draws the emboss of window over */
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sdrawline(x1 + a, y1, x1 + a, y2);
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if (x1 > 0) { /* otherwise it draws the emboss of window over */
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glVertex2s(x1, y1);
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glVertex2s(x1, y2);
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}
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/* top border area */
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if (y2 < sizey - 1)
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sdrawline(x1, y2 + a, x2, y2 + a);
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if (y2 < sizey - 1) {
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glVertex2s(x1, y2);
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glVertex2s(x2, y2);
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}
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/* bottom border area */
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if (y1 > 0)
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sdrawline(x1, y1 + a, x2, y1 + a);
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if (y1 > 0) {
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glVertex2s(x1, y1);
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glVertex2s(x2, y1);
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}
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}
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/** screen edges drawing **/
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static void drawscredge_area(ScrArea *sa, int sizex, int sizey, int center)
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static void drawscredge_area(ScrArea *sa, int sizex, int sizey)
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{
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short x1 = sa->v1->vec.x;
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short y1 = sa->v1->vec.y;
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short x2 = sa->v3->vec.x;
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short y2 = sa->v3->vec.y;
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if (center == 0) {
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if (U.pixelsize > 1.0f) {
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glColor3ub(0x50, 0x50, 0x50);
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glLineWidth((2.0f * U.pixelsize) - 1);
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drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, 0);
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}
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}
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else {
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glColor3ub(0, 0, 0);
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glLineWidth(1);
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drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2, 0);
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}
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drawscredge_area_draw(sizex, sizey, x1, y1, x2, y2);
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}
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/* ****************** EXPORTED API TO OTHER MODULES *************************** */
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@ -1125,23 +1116,37 @@ void ED_screen_draw(wmWindow *win)
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ScrArea *sa1 = NULL;
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ScrArea *sa2 = NULL;
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ScrArea *sa3 = NULL;
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int dir = -1;
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int dira = -1;
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wmSubWindowSet(win, win->screen->mainwin);
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/* Note: first loop only draws if U.pixelsize > 1, skip otherwise */
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if (U.pixelsize > 1.0f) {
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/* FIXME: doesn't our glLineWidth already scale by U.pixelsize? */
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glLineWidth((2.0f * U.pixelsize) - 1);
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glColor3ub(0x50, 0x50, 0x50);
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glBegin(GL_LINES);
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for (sa = win->screen->areabase.first; sa; sa = sa->next)
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drawscredge_area(sa, winsize_x, winsize_y);
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glEnd();
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}
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glLineWidth(1);
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glColor3ub(0, 0, 0);
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glBegin(GL_LINES);
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for (sa = win->screen->areabase.first; sa; sa = sa->next) {
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drawscredge_area(sa, winsize_x, winsize_y);
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/* gather area split/join info */
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if (sa->flag & AREA_FLAG_DRAWJOINFROM) sa1 = sa;
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if (sa->flag & AREA_FLAG_DRAWJOINTO) sa2 = sa;
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if (sa->flag & (AREA_FLAG_DRAWSPLIT_H | AREA_FLAG_DRAWSPLIT_V)) sa3 = sa;
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drawscredge_area(sa, winsize_x, winsize_y, 0);
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}
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for (sa = win->screen->areabase.first; sa; sa = sa->next)
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drawscredge_area(sa, winsize_x, winsize_y, 1);
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glEnd();
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/* blended join arrow */
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if (sa1 && sa2) {
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dir = area_getorientation(sa1, sa2);
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int dir = area_getorientation(sa1, sa2);
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int dira;
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if (dir != -1) {
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switch (dir) {
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case 0: /* W */
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@ -1162,26 +1167,33 @@ void ED_screen_draw(wmWindow *win)
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break;
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}
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}
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glEnable(GL_BLEND);
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scrarea_draw_shape_dark(sa2, dir);
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scrarea_draw_shape_light(sa1, dira);
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glDisable(GL_BLEND);
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}
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/* splitpoint */
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if (sa3) {
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glEnable(GL_BLEND);
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glBegin(GL_LINES);
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glColor4ub(255, 255, 255, 100);
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if (sa3->flag & AREA_FLAG_DRAWSPLIT_H) {
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sdrawline(sa3->totrct.xmin, win->eventstate->y, sa3->totrct.xmax, win->eventstate->y);
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glVertex2s(sa3->totrct.xmin, win->eventstate->y);
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glVertex2s(sa3->totrct.xmax, win->eventstate->y);
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glColor4ub(0, 0, 0, 100);
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sdrawline(sa3->totrct.xmin, win->eventstate->y + 1, sa3->totrct.xmax, win->eventstate->y + 1);
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glVertex2s(sa3->totrct.xmin, win->eventstate->y + 1);
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glVertex2s(sa3->totrct.xmax, win->eventstate->y + 1);
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}
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else {
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sdrawline(win->eventstate->x, sa3->totrct.ymin, win->eventstate->x, sa3->totrct.ymax);
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glVertex2s(win->eventstate->x, sa3->totrct.ymin);
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glVertex2s(win->eventstate->x, sa3->totrct.ymax);
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glColor4ub(0, 0, 0, 100);
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sdrawline(win->eventstate->x + 1, sa3->totrct.ymin, win->eventstate->x + 1, sa3->totrct.ymax);
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glVertex2s(win->eventstate->x + 1, sa3->totrct.ymin);
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glVertex2s(win->eventstate->x + 1, sa3->totrct.ymax);
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}
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glEnd();
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glDisable(GL_BLEND);
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}
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