using displist with dupli objects logic was flawed, it would only try and use a displist with a new object if the previous one worked with a displist.

rather then this, if the object changes, re-test if a displist is possible.
also check if the next object matches before making a displist else there is no point since it will be freed right after.
This commit is contained in:
Campbell Barton 2010-03-04 15:58:27 +00:00
parent d425ac9059
commit 4b744ad9cb

@ -1491,12 +1491,27 @@ int dupli_ob_sort(void *arg1, void *arg2)
}
#endif
static int draw_dupli_objects_step(DupliObject **dob_prev, DupliObject **dob, DupliObject **dob_next)
{
(*dob_prev) = (*dob);
(*dob) = (*dob_next);
if((*dob_next)) {
(*dob_next) = (*dob_next)->next;
while((*dob_next) && (*dob_next)->no_draw) {
(*dob_next)= (*dob_next)->next;
}
}
return (*dob) != NULL;
}
static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int color)
{
{
RegionView3D *rv3d= ar->regiondata;
ListBase *lb;
DupliObject *dob;
Object *ob_prev= NULL;
DupliObject *dob_prev= NULL, *dob= NULL, *dob_next= NULL;
Base tbase;
BoundBox bb, *bb_tmp; /* use a copy because draw_object, calls clear_mesh_caches */
GLuint displist=0;
@ -1509,78 +1524,82 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas
lb= object_duplilist(scene, base->object);
// BLI_sortlist(lb, dupli_ob_sort); // might be nice to have if we have a dupli list with mixed objects.
for(dob= lb->first; dob; dob= dob->next) {
if(dob->no_draw);
else {
tbase.object= dob->ob;
/* extra service: draw the duplicator in drawtype of parent */
/* MIN2 for the drawtype to allow bounding box objects in groups for lods */
dt= tbase.object->dt; tbase.object->dt= MIN2(tbase.object->dt, base->object->dt);
dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx;
/* negative scale flag has to propagate */
transflag= tbase.object->transflag;
if(base->object->transflag & OB_NEG_SCALE)
tbase.object->transflag ^= OB_NEG_SCALE;
UI_ThemeColorBlend(color, TH_BACK, 0.5);
/* generate displist, test for new object */
if(use_displist==1 && ob_prev != dob->ob) {
use_displist= -1;
dob_next= lb->first;
while(dob_next && dob_next->no_draw) {
dob_next= dob_next->next;
}
while(draw_dupli_objects_step(&dob_prev, &dob, &dob_next)) {
tbase.object= dob->ob;
/* extra service: draw the duplicator in drawtype of parent */
/* MIN2 for the drawtype to allow bounding box objects in groups for lods */
dt= tbase.object->dt; tbase.object->dt= MIN2(tbase.object->dt, base->object->dt);
dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx;
/* negative scale flag has to propagate */
transflag= tbase.object->transflag;
if(base->object->transflag & OB_NEG_SCALE)
tbase.object->transflag ^= OB_NEG_SCALE;
UI_ThemeColorBlend(color, TH_BACK, 0.5);
/* generate displist, test for new object */
if(dob_prev && dob_prev->ob != dob->ob) {
if(use_displist==1)
glDeleteLists(displist, 1);
}
/* generate displist */
if(use_displist == -1) {
/* note, since this was added, its checked dob->type==OB_DUPLIGROUP
* however this is very slow, it was probably needed for the NLA
* offset feature (used in group-duplicate.blend but no longer works in 2.5)
* so for now it should be ok to - campbell */
use_displist= -1;
}
if( (dob->next==NULL) || /* if this is the last no need to make a displist */
(dob->ob->type == OB_LAMP) || /* lamp drawing messes with matrices, could be handled smarter... but this works */
(dob->type == OB_DUPLIGROUP && dob->animated) ||
!(bb_tmp= object_get_boundbox(dob->ob))
) {
use_displist= 0;
}
else {
bb= *bb_tmp; /* must make a copy */
/* generate displist */
if(use_displist == -1) {
/* disable boundbox check for list creation */
object_boundbox_flag(dob->ob, OB_BB_DISABLED, 1);
/* need this for next part of code */
unit_m4(dob->ob->obmat); /* obmat gets restored */
displist= glGenLists(1);
glNewList(displist, GL_COMPILE);
draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
glEndList();
use_displist= 1;
object_boundbox_flag(dob->ob, OB_BB_DISABLED, 0);
}
}
if(use_displist) {
glMultMatrixf(dob->mat);
if(boundbox_clip(rv3d, dob->mat, &bb))
glCallList(displist);
glLoadMatrixf(rv3d->viewmat);
/* note, since this was added, its checked dob->type==OB_DUPLIGROUP
* however this is very slow, it was probably needed for the NLA
* offset feature (used in group-duplicate.blend but no longer works in 2.5)
* so for now it should be ok to - campbell */
if( (dob_next==NULL || dob_next->ob != dob->ob) || /* if this is the last no need to make a displist */
(dob->ob->type == OB_LAMP) || /* lamp drawing messes with matrices, could be handled smarter... but this works */
(dob->type == OB_DUPLIGROUP && dob->animated) ||
!(bb_tmp= object_get_boundbox(dob->ob))
) {
// printf("draw_dupli_objects_color: skipping displist for %s\n", dob->ob->id.name+2);
use_displist= 0;
}
else {
copy_m4_m4(dob->ob->obmat, dob->mat);
draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
}
tbase.object->dt= dt;
tbase.object->dtx= dtx;
tbase.object->transflag= transflag;
// printf("draw_dupli_objects_color: using displist for %s\n", dob->ob->id.name+2);
bb= *bb_tmp; /* must make a copy */
/* record the last object drawn since dob->prev isn't reliable due to no_draw option */
ob_prev= dob->ob;
/* disable boundbox check for list creation */
object_boundbox_flag(dob->ob, OB_BB_DISABLED, 1);
/* need this for next part of code */
unit_m4(dob->ob->obmat); /* obmat gets restored */
displist= glGenLists(1);
glNewList(displist, GL_COMPILE);
draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
glEndList();
use_displist= 1;
object_boundbox_flag(dob->ob, OB_BB_DISABLED, 0);
}
}
if(use_displist) {
glMultMatrixf(dob->mat);
if(boundbox_clip(rv3d, dob->mat, &bb))
glCallList(displist);
glLoadMatrixf(rv3d->viewmat);
}
else {
copy_m4_m4(dob->ob->obmat, dob->mat);
draw_object(scene, ar, v3d, &tbase, DRAW_CONSTCOLOR);
}
tbase.object->dt= dt;
tbase.object->dtx= dtx;
tbase.object->transflag= transflag;
}
/* Transp afterdraw disabled, afterdraw only stores base pointers, and duplis can be same obj */
@ -1869,7 +1888,7 @@ static CustomDataMask get_viewedit_datamask(bScreen *screen, Scene *scene, Objec
}
if((view->drawtype == OB_TEXTURE) || ((view->drawtype == OB_SOLID) && (view->flag2 & V3D_SOLID_TEX))) {
mask |= CD_MASK_MTFACE | CD_MASK_MCOL;
if(scene->gm.matmode == GAME_MAT_GLSL)
mask |= CD_MASK_ORCO;
}
@ -2089,7 +2108,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
/* from now on all object derived meshes check this */
v3d->customdata_mask= get_viewedit_datamask(CTX_wm_screen(C), scene, obact);
/* shadow buffers, before we setup matrices */
if(draw_glsl_material(scene, NULL, v3d, v3d->drawtype))
gpu_update_lamps_shadows(scene, v3d);
@ -2150,7 +2169,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
if(rv3d->rflag & RV3D_CLIPPING)
view3d_set_clipping(rv3d);
/* draw set first */
if(scene->set) {
for(SETLOOPER(scene->set, base)) {
@ -2171,7 +2190,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
/* extra service in layerbuttons, showing used layers */
v3d->lay_used = 0;
/* then draw not selected and the duplis, but skip editmode object */
for(base= scene->base.first; base; base= base->next) {
v3d->lay_used |= base->lay;