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.
This commit is contained in:
Campbell Barton 2011-09-17 06:18:35 +00:00
parent 4aefbb77e4
commit 5114320dc5

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