forked from bartvdbraak/blender
speedup for editmesh drawing.
- avoid needless context switching quad/tri, flat/smooth. - dont call glNormal3vf() lighting is disabled. gives ~2x speedup with a subdivided cube, but thats probably the best case, quad/tri smooth/flat mix will slow down a bit.
This commit is contained in:
parent
933a19c997
commit
64aa651b1b
@ -643,6 +643,11 @@ static void emDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *us
|
||||
EditMeshDerivedMesh *emdm= (EditMeshDerivedMesh*) dm;
|
||||
EditFace *efa;
|
||||
int i, draw;
|
||||
const int skip_normals= !glIsEnabled(GL_LIGHTING); /* could be passed as an arg */
|
||||
|
||||
/* GL_ZERO is used to detect if drawing has started or not */
|
||||
GLenum poly_prev= GL_ZERO;
|
||||
GLenum shade_prev= GL_ZERO;
|
||||
|
||||
(void)setMaterial; /* unused */
|
||||
|
||||
@ -650,6 +655,10 @@ static void emDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *us
|
||||
(void)compareDrawOptions;
|
||||
|
||||
if (emdm->vertexCos) {
|
||||
/* add direct access */
|
||||
float (*vertexCos)[3]= emdm->vertexCos;
|
||||
float (*vertexNos)[3]= emdm->vertexNos;
|
||||
float (*faceNos)[3]= emdm->faceNos;
|
||||
EditVert *eve;
|
||||
|
||||
for (i=0,eve=emdm->em->verts.first; eve; eve= eve->next)
|
||||
@ -659,56 +668,107 @@ static void emDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *us
|
||||
int drawSmooth = (efa->flag & ME_SMOOTH);
|
||||
draw = setDrawOptions==NULL ? 1 : setDrawOptions(userData, i, &drawSmooth);
|
||||
if(draw) {
|
||||
const GLenum poly_type= efa->v4 ? GL_QUADS:GL_TRIANGLES;
|
||||
if (draw==2) { /* enabled with stipple */
|
||||
|
||||
if(poly_prev != GL_ZERO) glEnd();
|
||||
poly_prev= GL_ZERO; /* force glBegin */
|
||||
|
||||
glEnable(GL_POLYGON_STIPPLE);
|
||||
glPolygonStipple(stipple_quarttone);
|
||||
}
|
||||
|
||||
glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
|
||||
if(skip_normals) {
|
||||
if(poly_type != poly_prev) {
|
||||
if(poly_prev != GL_ZERO) glEnd();
|
||||
glBegin((poly_prev= poly_type));
|
||||
}
|
||||
glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
|
||||
glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
|
||||
glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
|
||||
if(poly_type == GL_QUADS) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
|
||||
}
|
||||
else {
|
||||
const GLenum shade_type= drawSmooth ? GL_SMOOTH : GL_FLAT;
|
||||
if (shade_type != shade_prev) {
|
||||
glShadeModel((shade_prev= shade_type));
|
||||
}
|
||||
if(poly_type != poly_prev) {
|
||||
if(poly_prev != GL_ZERO) glEnd();
|
||||
glBegin((poly_prev= poly_type));
|
||||
}
|
||||
|
||||
glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
|
||||
if (!drawSmooth) {
|
||||
glNormal3fv(emdm->faceNos[i]);
|
||||
glVertex3fv(emdm->vertexCos[(int) efa->v1->tmp.l]);
|
||||
glVertex3fv(emdm->vertexCos[(int) efa->v2->tmp.l]);
|
||||
glVertex3fv(emdm->vertexCos[(int) efa->v3->tmp.l]);
|
||||
if(efa->v4) glVertex3fv(emdm->vertexCos[(int) efa->v4->tmp.l]);
|
||||
glNormal3fv(faceNos[i]);
|
||||
glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
|
||||
glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
|
||||
glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
|
||||
if(poly_type == GL_QUADS) glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
|
||||
} else {
|
||||
glNormal3fv(emdm->vertexNos[(int) efa->v1->tmp.l]);
|
||||
glVertex3fv(emdm->vertexCos[(int) efa->v1->tmp.l]);
|
||||
glNormal3fv(emdm->vertexNos[(int) efa->v2->tmp.l]);
|
||||
glVertex3fv(emdm->vertexCos[(int) efa->v2->tmp.l]);
|
||||
glNormal3fv(emdm->vertexNos[(int) efa->v3->tmp.l]);
|
||||
glVertex3fv(emdm->vertexCos[(int) efa->v3->tmp.l]);
|
||||
if(efa->v4) {
|
||||
glNormal3fv(emdm->vertexNos[(int) efa->v4->tmp.l]);
|
||||
glVertex3fv(emdm->vertexCos[(int) efa->v4->tmp.l]);
|
||||
glNormal3fv(vertexNos[(int) efa->v1->tmp.l]);
|
||||
glVertex3fv(vertexCos[(int) efa->v1->tmp.l]);
|
||||
glNormal3fv(vertexNos[(int) efa->v2->tmp.l]);
|
||||
glVertex3fv(vertexCos[(int) efa->v2->tmp.l]);
|
||||
glNormal3fv(vertexNos[(int) efa->v3->tmp.l]);
|
||||
glVertex3fv(vertexCos[(int) efa->v3->tmp.l]);
|
||||
if(poly_type == GL_QUADS) {
|
||||
glNormal3fv(vertexNos[(int) efa->v4->tmp.l]);
|
||||
glVertex3fv(vertexCos[(int) efa->v4->tmp.l]);
|
||||
}
|
||||
}
|
||||
}
|
||||
glEnd();
|
||||
|
||||
if (draw==2)
|
||||
|
||||
if (draw==2) {
|
||||
glEnd();
|
||||
poly_prev= GL_ZERO; /* force glBegin */
|
||||
|
||||
glDisable(GL_POLYGON_STIPPLE);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
}
|
||||
}
|
||||
else {
|
||||
for (i=0,efa= emdm->em->faces.first; efa; i++,efa= efa->next) {
|
||||
int drawSmooth = (efa->flag & ME_SMOOTH);
|
||||
draw = setDrawOptions==NULL ? 1 : setDrawOptions(userData, i, &drawSmooth);
|
||||
if(draw) {
|
||||
const GLenum poly_type= efa->v4 ? GL_QUADS:GL_TRIANGLES;
|
||||
if (draw==2) { /* enabled with stipple */
|
||||
|
||||
if(poly_prev != GL_ZERO) glEnd();
|
||||
poly_prev= GL_ZERO; /* force glBegin */
|
||||
|
||||
glEnable(GL_POLYGON_STIPPLE);
|
||||
glPolygonStipple(stipple_quarttone);
|
||||
}
|
||||
glShadeModel(drawSmooth?GL_SMOOTH:GL_FLAT);
|
||||
|
||||
glBegin(efa->v4?GL_QUADS:GL_TRIANGLES);
|
||||
if(skip_normals) {
|
||||
if(poly_type != poly_prev) {
|
||||
if(poly_prev != GL_ZERO) glEnd();
|
||||
glBegin((poly_prev= poly_type));
|
||||
}
|
||||
glVertex3fv(efa->v1->co);
|
||||
glVertex3fv(efa->v2->co);
|
||||
glVertex3fv(efa->v3->co);
|
||||
if(poly_type == GL_QUADS) glVertex3fv(efa->v4->co);
|
||||
}
|
||||
else {
|
||||
const GLenum shade_type= drawSmooth ? GL_SMOOTH : GL_FLAT;
|
||||
if (shade_type != shade_prev) {
|
||||
glShadeModel((shade_prev= shade_type));
|
||||
}
|
||||
if(poly_type != poly_prev) {
|
||||
if(poly_prev != GL_ZERO) glEnd();
|
||||
glBegin((poly_prev= poly_type));
|
||||
}
|
||||
|
||||
if (!drawSmooth) {
|
||||
glNormal3fv(efa->n);
|
||||
glVertex3fv(efa->v1->co);
|
||||
glVertex3fv(efa->v2->co);
|
||||
glVertex3fv(efa->v3->co);
|
||||
if(efa->v4) glVertex3fv(efa->v4->co);
|
||||
if(poly_type == GL_QUADS) glVertex3fv(efa->v4->co);
|
||||
} else {
|
||||
glNormal3fv(efa->v1->no);
|
||||
glVertex3fv(efa->v1->co);
|
||||
@ -716,20 +776,28 @@ static void emDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *us
|
||||
glVertex3fv(efa->v2->co);
|
||||
glNormal3fv(efa->v3->no);
|
||||
glVertex3fv(efa->v3->co);
|
||||
if(efa->v4) {
|
||||
if(poly_type == GL_QUADS) {
|
||||
glNormal3fv(efa->v4->no);
|
||||
glVertex3fv(efa->v4->co);
|
||||
}
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
|
||||
|
||||
if (draw==2) {
|
||||
glEnd();
|
||||
poly_prev= GL_ZERO;
|
||||
|
||||
if (draw==2)
|
||||
glDisable(GL_POLYGON_STIPPLE);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* if non zero we know a face was rendered */
|
||||
if(poly_prev != GL_ZERO) glEnd();
|
||||
}
|
||||
|
||||
static void emDM_drawFacesTex_common(DerivedMesh *dm,
|
||||
int (*drawParams)(MTFace *tface, MCol *mcol, int matnr),
|
||||
int (*drawParamsMapped)(void *userData, int index),
|
||||
|
Loading…
Reference in New Issue
Block a user