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authorMike Erwin <significant.bit@gmail.com>2016-11-14 05:27:50 +0300
committerMike Erwin <significant.bit@gmail.com>2016-11-14 05:27:50 +0300
commit8859aa38281803932fbd15039d313bd50da277fa (patch)
tree5f59b0163e8a7b37b9f2f6f465a57367e382c07d /source/blender/editors
parentffc26fc5a89c3e2e4477d9df92876a6b730b5590 (diff)
OpenGL: use packed normals for fancy wireframes
Consumes much less memory (1/3 for both normals = 32 bytes less per edge). Same visual result. We can pack normals for other draw modes to get similar savings. Part of T49165
Diffstat (limited to 'source/blender/editors')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c31
1 files changed, 26 insertions, 5 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index cba9bebb914..4ae5bdff508 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -379,9 +379,15 @@ static Batch *MBC_get_fancy_edges(DerivedMesh *dm)
static unsigned pos_id, n1_id, n2_id;
if (format.attrib_ct == 0) {
/* initialize vertex format */
- pos_id = add_attrib(&format, "pos", GL_FLOAT, 3, KEEP_FLOAT);
- n1_id = add_attrib(&format, "N1", GL_FLOAT, 3, KEEP_FLOAT); /* TODO: make N1 and N2 10_10_10 format */
- n2_id = add_attrib(&format, "N2", GL_FLOAT, 3, KEEP_FLOAT); /* (takes 1/3 the space) */
+ pos_id = add_attrib(&format, "pos", COMP_F32, 3, KEEP_FLOAT);
+
+#if USE_10_10_10 /* takes 1/3 the space */
+ n1_id = add_attrib(&format, "N1", COMP_I10, 3, NORMALIZE_INT_TO_FLOAT);
+ n2_id = add_attrib(&format, "N2", COMP_I10, 3, NORMALIZE_INT_TO_FLOAT);
+#else
+ n1_id = add_attrib(&format, "N1", COMP_F32, 3, KEEP_FLOAT);
+ n2_id = add_attrib(&format, "N2", COMP_F32, 3, KEEP_FLOAT);
+#endif
}
VertexBuffer *vbo = VertexBuffer_create_with_format(&format);
@@ -418,11 +424,26 @@ static Batch *MBC_get_fancy_edges(DerivedMesh *dm)
VertexBuffer_allocate_data(vbo, vertex_ct);
for (int i = 0; i < edge_ct; ++i) {
const MEdge *edge = edges + i;
- float dummy1[3] = { 0.0f, 0.0f, +1.0f };
- float dummy2[3] = { 0.0f, 0.0f, -1.0f };
const AdjacentFaces *adj = adj_faces + i;
+
+#if USE_10_10_10
+ PackedNormal n1value = { .x = 0, .y = 0, .z = +511 };
+ PackedNormal n2value = { .x = 0, .y = 0, .z = -511 };
+
+ if (adj->count == 2) {
+ n1value = convert_i10_v3(face_normal[adj->face_index[0]]);
+ n2value = convert_i10_v3(face_normal[adj->face_index[1]]);
+ }
+
+ const PackedNormal *n1 = &n1value;
+ const PackedNormal *n2 = &n2value;
+#else
+ const float dummy1[3] = { 0.0f, 0.0f, +1.0f };
+ const float dummy2[3] = { 0.0f, 0.0f, -1.0f };
+
const float *n1 = (adj->count == 2) ? face_normal[adj->face_index[0]] : dummy1;
const float *n2 = (adj->count == 2) ? face_normal[adj->face_index[1]] : dummy2;
+#endif
setAttrib(vbo, pos_id, 2 * i, &verts[edge->v1].co);
setAttrib(vbo, n1_id, 2 * i, n1);