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authorCampbell Barton <ideasman42@gmail.com>2010-03-04 18:58:27 +0300
committerCampbell Barton <ideasman42@gmail.com>2010-03-04 18:58:27 +0300
commit4b744ad9cb4bdd36754816127202fe500510ab7f (patch)
tree2f6714f6d7f8cbe9fdb57cfbdd72a3e79be44e53 /source/blender/editors/space_view3d/view3d_draw.c
parentd425ac9059afcfe4e9aea226da98f04add560fcc (diff)
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.
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_draw.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c165
1 files changed, 92 insertions, 73 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 3fb9a12d5a4..a681f78c238 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -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 */
-
- 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 */
-
- /* 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);
+
+ use_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 */
+
+ 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);
+ // printf("draw_dupli_objects_color: using displist for %s\n", dob->ob->id.name+2);
+ bb= *bb_tmp; /* must make a copy */
+
+ /* 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);
- }
-
- tbase.object->dt= dt;
- tbase.object->dtx= dtx;
- tbase.object->transflag= transflag;
+ glEndList();
- /* record the last object drawn since dob->prev isn't reliable due to no_draw option */
- ob_prev= dob->ob;
+ 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;