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authorTon Roosendaal <ton@blender.org>2006-11-21 00:25:02 +0300
committerTon Roosendaal <ton@blender.org>2006-11-21 00:25:02 +0300
commitc57d5bca73ce274f41febace72388e9e198d4d35 (patch)
treec1372d1a1e49beebbd98af27332824dadc3544bf /source/blender
parent208e69abab9d4a2581e3295f46728ff184fe77b2 (diff)
Step one in migrating to use glArray calls in Blender
- Curve/Nurbs/Font/MBall now all draw arrays. - had to flip abgr to rgba in shaded drawing - Mesh drawing can't be easily done; the indices for faces are not in in one chunk. Also need a way to gether trias/quads, per material. Speedup results are mixed. Something between 2-4 times. Especially for text it seems to help.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenkernel/BKE_displist.h18
-rw-r--r--source/blender/blenkernel/intern/cdderivedmesh.c16
-rw-r--r--source/blender/blenkernel/intern/displist.c62
-rw-r--r--source/blender/blenkernel/intern/mball.c22
-rw-r--r--source/blender/render/intern/source/convertblender.c2
-rw-r--r--source/blender/src/drawobject.c411
-rw-r--r--source/blender/src/drawview.c4
-rw-r--r--source/blender/src/vpaint.c2
8 files changed, 196 insertions, 341 deletions
diff --git a/source/blender/blenkernel/BKE_displist.h b/source/blender/blenkernel/BKE_displist.h
index 4bcd5d8955c..04f3aadbe3c 100644
--- a/source/blender/blenkernel/BKE_displist.h
+++ b/source/blender/blenkernel/BKE_displist.h
@@ -85,28 +85,18 @@ struct Material;
struct Bone;
struct Mesh;
-/*
- * All the different DispList.type's use the
- * data in the displist structure in fairly
- * different ways which can be rather confusing,
- * the best thing to do would be to make a structure
- * for each displaylist type that has the fields
- * needed w/ proper names, and then make the actual
- * DispList structure a typed union.
- * - zr
- */
-
-/* needs splitting! */
+
+/* used for curves, nurbs, mball, importing */
typedef struct DispList {
struct DispList *next, *prev;
short type, flag;
int parts, nr;
- short col, rt; /* rt wordt gebruikt door initrenderNurbs */
+ short col, rt; /* rt used by initrenderNurbs */
float *verts, *nors;
int *index;
unsigned int *col1, *col2;
int charidx;
- int pad;
+ int totindex; /* indexed array drawing surfaces */
unsigned int *bevelSplitFlag;
} DispList;
diff --git a/source/blender/blenkernel/intern/cdderivedmesh.c b/source/blender/blenkernel/intern/cdderivedmesh.c
index 78ee6bb40e2..19898ebb03c 100644
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@ -343,26 +343,26 @@ static void cdDM_drawFacesColored(DerivedMesh *dm, int useTwoSided, unsigned cha
glBegin(glmode = new_glmode);
}
- glColor3ub(cp1[3], cp1[2], cp1[1]);
+ glColor3ub(cp1[0], cp1[1], cp1[2]);
glVertex3fv(mvert[mface->v1].co);
- glColor3ub(cp1[7], cp1[6], cp1[5]);
+ glColor3ub(cp1[4], cp1[5], cp1[6]);
glVertex3fv(mvert[mface->v2].co);
- glColor3ub(cp1[11], cp1[10], cp1[9]);
+ glColor3ub(cp1[8], cp1[9], cp1[10]);
glVertex3fv(mvert[mface->v3].co);
if(mface->v4) {
- glColor3ub(cp1[15], cp1[14], cp1[13]);
+ glColor3ub(cp1[12], cp1[13], cp1[14]);
glVertex3fv(mvert[mface->v4].co);
}
if(useTwoSided) {
- glColor3ub(cp2[11], cp2[10], cp2[9]);
+ glColor3ub(cp2[8], cp2[9], cp2[10]);
glVertex3fv(mvert[mface->v3].co );
- glColor3ub(cp2[7], cp2[6], cp2[5]);
+ glColor3ub(cp2[4], cp2[5], cp2[6]);
glVertex3fv(mvert[mface->v2].co );
- glColor3ub(cp2[3], cp2[2], cp2[1]);
+ glColor3ub(cp2[0], cp2[1], cp2[2]);
glVertex3fv(mvert[mface->v1].co );
if(mface->v4) {
- glColor3ub(cp2[15], cp2[14], cp2[13]);
+ glColor3ub(cp2[12], cp2[13], cp2[14]);
glVertex3fv(mvert[mface->v4].co );
}
}
diff --git a/source/blender/blenkernel/intern/displist.c b/source/blender/blenkernel/intern/displist.c
index e8ac82fc596..763a4cdc0a0 100644
--- a/source/blender/blenkernel/intern/displist.c
+++ b/source/blender/blenkernel/intern/displist.c
@@ -196,14 +196,14 @@ void addnormalsDispList(Object *ob, ListBase *lb)
while(dl) {
if(dl->type==DL_INDEX3) {
- if(dl->nors==0) {
+ if(dl->nors==NULL) {
dl->nors= MEM_callocN(sizeof(float)*3, "dlnors");
if(dl->verts[2]<0.0) dl->nors[2]= -1.0;
else dl->nors[2]= 1.0;
}
}
else if(dl->type==DL_SURF) {
- if(dl->nors==0) {
+ if(dl->nors==NULL) {
dl->nors= MEM_callocN(sizeof(float)*3*dl->nr*dl->parts, "dlnors");
vdata= dl->verts;
@@ -276,7 +276,7 @@ void count_displist(ListBase *lb, int *totvert, int *totface)
}
-/* ***************************** shade displist ******************** */
+/* ***************************** shade displist. note colors now are in rgb(a) order ******************** */
/* create default shade input... save cpu cycles with ugly global */
static ShadeInput shi;
@@ -369,11 +369,11 @@ static void fastshade(float *co, float *nor, float *orco, float *uv, Material *m
VECADD(shr.combined, shr.diff, shr.spec);
a= 256.0f*(shr.combined[0]);
- col1[3]= CLAMPIS(a, 0, 255);
+ col1[0]= CLAMPIS(a, 0, 255);
a= 256.0f*(shr.combined[1]);
- col1[2]= CLAMPIS(a, 0, 255);
- a= 256.0f*(shr.combined[2]);
col1[1]= CLAMPIS(a, 0, 255);
+ a= 256.0f*(shr.combined[2]);
+ col1[2]= CLAMPIS(a, 0, 255);
if(col2) {
shi.vn[0]= -shi.vn[0];
@@ -386,11 +386,11 @@ static void fastshade(float *co, float *nor, float *orco, float *uv, Material *m
VECADD(shr.combined, shr.diff, shr.spec);
a= 256.0f*(shr.combined[0]);
- col2[3]= CLAMPIS(a, 0, 255);
+ col2[0]= CLAMPIS(a, 0, 255);
a= 256.0f*(shr.combined[1]);
- col2[2]= CLAMPIS(a, 0, 255);
- a= 256.0f*(shr.combined[2]);
col2[1]= CLAMPIS(a, 0, 255);
+ a= 256.0f*(shr.combined[2]);
+ col2[2]= CLAMPIS(a, 0, 255);
}
}
@@ -558,8 +558,17 @@ static void mesh_create_shadedColors(Render *re, Object *ob, int onlyForMesh, un
void shadeMeshMCol(Object *ob, Mesh *me)
{
+ int a;
+ char *cp;
+
Render *re= fastshade_get_render();
mesh_create_shadedColors(re, ob, 1, (unsigned int **)&me->mcol, NULL);
+
+ /* swap bytes */
+ for(cp= (char *)me->mcol, a= 4*me->totface; a>0; a--, cp+=4) {
+ SWAP(char, cp[0], cp[3]);
+ SWAP(char, cp[1], cp[2]);
+ }
}
/* has base pointer, to check for layer */
@@ -1226,6 +1235,35 @@ void curve_calc_modifiers_post(Object *ob, ListBase *nurb, ListBase *dispbase, i
}
}
+static void displist_surf_indices(DispList *dl)
+{
+ int a, b, p1, p2, p3, p4;
+ int *index;
+
+ dl->totindex= 0;
+
+ index=dl->index= MEM_mallocN( 4*sizeof(int)*(dl->parts+1)*(dl->nr+1), "index array nurbs");
+
+ for(a=0; a<dl->parts; a++) {
+
+ DL_SURFINDEX(dl->flag & DL_CYCL_U, dl->flag & DL_CYCL_V, dl->nr, dl->parts);
+
+ for(; b<dl->nr; b++, index+=4) {
+ index[0]= p1;
+ index[1]= p2;
+ index[2]= p4;
+ index[3]= p3;
+
+ dl->totindex++;
+
+ p2= p1; p1++;
+ p4= p3; p3++;
+
+ }
+ }
+
+}
+
void makeDispListSurf(Object *ob, ListBase *dispbase, int forRender)
{
ListBase *nubase;
@@ -1288,6 +1326,9 @@ void makeDispListSurf(Object *ob, ListBase *dispbase, int forRender)
if(nu->flagu & CU_CYCLIC) dl->flag|= DL_CYCL_V;
makeNurbfaces(nu, data, 0);
+
+ /* gl array drawing: using indices */
+ displist_surf_indices(dl);
}
}
}
@@ -1440,6 +1481,9 @@ void makeDispListCurveTypes(Object *ob, int forOrco)
}
}
}
+
+ /* gl array drawing: using indices */
+ displist_surf_indices(dl);
}
}
diff --git a/source/blender/blenkernel/intern/mball.c b/source/blender/blenkernel/intern/mball.c
index 65a7a3f4f20..3c4b1526c8b 100644
--- a/source/blender/blenkernel/intern/mball.c
+++ b/source/blender/blenkernel/intern/mball.c
@@ -571,7 +571,7 @@ float metaball(float x, float y, float z)
/* ******************************************** */
-int *indices=0;
+int *indices=NULL;
int totindex, curindex;
@@ -593,25 +593,15 @@ void accum_mballfaces(int i1, int i2, int i3, int i4)
cur= indices+4*curindex;
- /* prevent zero codes for faces indices */
- if(i3==0) {
- if(i4) {
- i3= i4;
- i4= i1;
- i1= i2;
- i2= 0;
- }
- else {
- i3= i2;
- i2= i1;
- i1= 0;
- }
- }
+ /* diplists now support array drawing, we treat trias as fake quad */
cur[0]= i1;
cur[1]= i2;
cur[2]= i3;
- cur[3]= i4;
+ if(i4==0)
+ cur[3]= i3;
+ else
+ cur[3]= i4;
curindex++;
diff --git a/source/blender/render/intern/source/convertblender.c b/source/blender/render/intern/source/convertblender.c
index 07232618fc5..89d4698f93b 100644
--- a/source/blender/render/intern/source/convertblender.c
+++ b/source/blender/render/intern/source/convertblender.c
@@ -1599,7 +1599,7 @@ static void init_render_mball(Render *re, Object *ob)
vlr->lay= ob->lay;
/* mball -too bad- always has triangles, because quads can be non-planar */
- if(index[3]) {
+ if(index[3] && index[3]!=index[2]) {
vlr1= RE_findOrAddVlak(re, re->totvlak++);
*vlr1= *vlr;
vlr1->v2= vlr1->v3;
diff --git a/source/blender/src/drawobject.c b/source/blender/src/drawobject.c
index a00e2cea3d5..3fe86f34e58 100644
--- a/source/blender/src/drawobject.c
+++ b/source/blender/src/drawobject.c
@@ -90,6 +90,7 @@
#include "BKE_mesh.h"
#include "BKE_material.h"
#include "BKE_mball.h"
+#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_anim.h" //for the where_on_path function
#ifdef WITH_VERSE
@@ -2122,12 +2123,7 @@ static void draw_mesh_fancy(Base *base, DerivedMesh *baseDM, DerivedMesh *dm, in
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
}
- /* I need advise on this from Daniel... without this code it does it nicer */
-// if (G.f & (G_VERTEXPAINT|G_WEIGHTPAINT|G_TEXTUREPAINT)) {
-// baseDM->drawEdges(baseDM, dt==OB_WIRE);
-// } else {
- dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
-// }
+ dm->drawEdges(dm, (dt==OB_WIRE || totface==0));
if (dt!=OB_WIRE) {
glDepthMask(1);
@@ -2198,10 +2194,13 @@ static int index3_nors_incr= 1;
static int drawDispListwire(ListBase *dlbase)
{
DispList *dl;
- int parts, nr, ofs, *index;
+ int parts, nr;
float *data;
if(dlbase==NULL) return 1;
+
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
for(dl= dlbase->first; dl; dl= dl->next) {
if(dl->parts==0 || dl->nr==0)
@@ -2211,47 +2210,38 @@ static int drawDispListwire(ListBase *dlbase)
switch(dl->type) {
case DL_SEGM:
- parts= dl->parts;
- while(parts--) {
- nr= dl->nr;
- glBegin(GL_LINE_STRIP);
- while(nr--) {
- glVertex3fv(data);
- data+=3;
- }
- glEnd();
- }
+
+ glVertexPointer(3, GL_FLOAT, 0, data);
+
+ for(parts=0; parts<dl->parts; parts++)
+ glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
+
break;
case DL_POLY:
- parts= dl->parts;
- while(parts--) {
- nr= dl->nr;
- glBegin(GL_LINE_LOOP);
- while(nr--) {
- glVertex3fv(data);
- data+=3;
- }
- glEnd();
- }
+
+ glVertexPointer(3, GL_FLOAT, 0, data);
+
+ for(parts=0; parts<dl->parts; parts++)
+ glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
+
break;
case DL_SURF:
- parts= dl->parts;
- while(parts--) {
- nr= dl->nr;
- if(dl->flag & DL_CYCL_U) glBegin(GL_LINE_LOOP);
- else glBegin(GL_LINE_STRIP);
-
- while(nr--) {
- glVertex3fv(data);
- data+=3;
- }
- glEnd();
+
+ glVertexPointer(3, GL_FLOAT, 0, data);
+
+ for(parts=0; parts<dl->parts; parts++) {
+ if(dl->flag & DL_CYCL_U)
+ glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
+ else
+ glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
}
- ofs= 3*dl->nr;
- nr= dl->nr;
- while(nr--) {
+
+ for(nr=0; nr<dl->nr; nr++) {
+ int ofs= 3*dl->nr;
+
data= ( dl->verts )+3*nr;
parts= dl->parts;
+
if(dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
@@ -2260,54 +2250,43 @@ static int drawDispListwire(ListBase *dlbase)
data+=ofs;
}
glEnd();
+
+ /* (ton) this code crashes for me when resolv is 86 or higher... no clue */
+// glVertexPointer(3, GL_FLOAT, sizeof(float)*3*dl->nr, data + 3*nr);
+// if(dl->flag & DL_CYCL_V)
+// glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
+// else
+// glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
}
break;
case DL_INDEX3:
if(draw_index_wire) {
- parts= dl->parts;
- data= dl->verts;
- index= dl->index;
- while(parts--) {
-
- glBegin(GL_LINE_LOOP);
- glVertex3fv(data+3*index[0]);
- glVertex3fv(data+3*index[1]);
- glVertex3fv(data+3*index[2]);
- glEnd();
- index+= 3;
- }
+ glVertexPointer(3, GL_FLOAT, 0, dl->verts);
+ glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
}
break;
case DL_INDEX4:
if(draw_index_wire) {
- parts= dl->parts;
- data= dl->verts;
- index= dl->index;
- while(parts--) {
-
- glBegin(GL_LINE_LOOP);
- glVertex3fv(data+3*index[0]);
- glVertex3fv(data+3*index[1]);
- glVertex3fv(data+3*index[2]);
- if(index[3]) glVertex3fv(data+3*index[3]);
- glEnd();
- index+= 4;
- }
+ glVertexPointer(3, GL_FLOAT, 0, dl->verts);
+ glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
}
break;
}
}
+
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+
return 0;
}
static void drawDispListsolid(ListBase *lb, Object *ob)
{
DispList *dl;
- int nr, parts, ofs, p1, p2, p3, p4, a, b, *index;
- float *data, *v1, *v2, *v3, *v4, curcol[4];
- float *ndata, *n1, *n2, *n3, *n4;
+ float *data, curcol[4];
+ float *ndata;
if(lb==NULL) return;
@@ -2333,16 +2312,10 @@ static void drawDispListsolid(ListBase *lb, Object *ob)
if(ob->type==OB_SURF) {
glDisable(GL_LIGHTING);
glColor3fv(curcol);
- parts= dl->parts;
- while(parts--) {
- nr= dl->nr;
- glBegin(GL_LINE_STRIP);
- while(nr--) {
- glVertex3fv(data);
- data+=3;
- }
- glEnd();
- }
+
+ glVertexPointer(3, GL_FLOAT, 0, dl->verts);
+ glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
+
glEnable(GL_LIGHTING);
}
break;
@@ -2350,123 +2323,56 @@ static void drawDispListsolid(ListBase *lb, Object *ob)
if(ob->type==OB_SURF) {
BIF_ThemeColor(TH_WIRE);
glDisable(GL_LIGHTING);
- parts= dl->parts;
- while(parts--) {
- nr= dl->nr;
- glBegin(GL_LINE_LOOP);
- while(nr--) {
- glVertex3fv(data);
- data+=3;
- }
- glEnd();
- }
+
+ glVertexPointer(3, GL_FLOAT, 0, dl->verts);
+ glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
+
glEnable(GL_LIGHTING);
break;
}
case DL_SURF:
-
- set_gl_material(dl->col+1);
- if(dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
- else glShadeModel(GL_FLAT);
-
- for(a=0; a<dl->parts; a++) {
-
- DL_SURFINDEX(dl->flag & DL_CYCL_U, dl->flag & DL_CYCL_V, dl->nr, dl->parts);
-
- v1= data+ 3*p1;
- v2= data+ 3*p2;
- v3= data+ 3*p3;
- v4= data+ 3*p4;
- n1= ndata+ 3*p1;
- n2= ndata+ 3*p2;
- n3= ndata+ 3*p3;
- n4= ndata+ 3*p4;
-
- glBegin(GL_QUAD_STRIP);
-
- glNormal3fv(n2); glVertex3fv(v2);
- glNormal3fv(n4); glVertex3fv(v4);
-
- for(; b<dl->nr; b++) {
-
- glNormal3fv(n1); glVertex3fv(v1);
- glNormal3fv(n3); glVertex3fv(v3);
-
- v2= v1; v1+= 3;
- v4= v3; v3+= 3;
- n2= n1; n1+= 3;
- n4= n3; n3+= 3;
- }
+ if(dl->index) {
+ set_gl_material(dl->col+1);
+ if(dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
+ else glShadeModel(GL_FLAT);
- glEnd();
- }
+ glVertexPointer(3, GL_FLOAT, 0, dl->verts);
+ glNormalPointer(GL_FLOAT, 0, dl->nors);
+ glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
+ }
break;
case DL_INDEX3:
- parts= dl->parts;
- data= dl->verts;
- ndata= dl->nors;
- index= dl->index;
-
set_gl_material(dl->col+1);
-
+
+ glVertexPointer(3, GL_FLOAT, 0, dl->verts);
+
/* voor polys only one normal needed */
if(index3_nors_incr==0) {
- while(parts--) {
-
- glBegin(GL_TRIANGLES);
- glNormal3fv(ndata);
- glVertex3fv(data+3*index[0]);
- glVertex3fv(data+3*index[1]);
- glVertex3fv(data+3*index[2]);
- glEnd();
- index+= 3;
- }
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glNormal3fv(ndata);
}
- else {
- while(parts--) {
+ else
+ glNormalPointer(GL_FLOAT, 0, dl->nors);
+
+ glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
+
+ if(index3_nors_incr==0)
+ glEnableClientState(GL_NORMAL_ARRAY);
- glBegin(GL_TRIANGLES);
- ofs= 3*index[0];
- glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
- ofs= 3*index[1];
- glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
- ofs= 3*index[2];
- glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
- glEnd();
- index+= 3;
- }
- }
break;
case DL_INDEX4:
- parts= dl->parts;
- data= dl->verts;
- ndata= dl->nors;
- index= dl->index;
-
set_gl_material(dl->col+1);
-
- while(parts--) {
-
- glBegin(index[3]?GL_QUADS:GL_TRIANGLES);
- ofs= 3*index[0];
- glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
- ofs= 3*index[1];
- glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
- ofs= 3*index[2];
- glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
- if(index[3]) {
- ofs= 3*index[3];
- glNormal3fv(ndata+ofs); glVertex3fv(data+ofs);
- }
- glEnd();
- index+= 4;
- }
+
+ glVertexPointer(3, GL_FLOAT, 0, dl->verts);
+ glNormalPointer(GL_FLOAT, 0, dl->nors);
+ glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
+
break;
}
dl= dl->next;
@@ -2480,124 +2386,52 @@ static void drawDispListsolid(ListBase *lb, Object *ob)
static void drawDispListshaded(ListBase *lb, Object *ob)
{
DispList *dl, *dlob;
- int parts, p1, p2, p3, p4, a, b, *index;
- float *data, *v1, *v2, *v3, *v4;
- unsigned int *cdata, *c1, *c2, *c3, *c4;
- char *cp;
+ unsigned int *cdata;
- if(lb==0) return;
+ if(lb==NULL) return;
glShadeModel(GL_SMOOTH);
-
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glEnableClientState(GL_COLOR_ARRAY);
+
dl= lb->first;
dlob= ob->disp.first;
while(dl && dlob) {
cdata= dlob->col1;
- data= dl->verts;
- if(cdata==0) break;
+ if(cdata==NULL) break;
switch(dl->type) {
case DL_SURF:
-
- for(a=0; a<dl->parts; a++) {
-
- DL_SURFINDEX(dl->flag & DL_CYCL_U, dl->flag & DL_CYCL_V, dl->nr, dl->parts);
-
- v1= data+ 3*p1;
- v2= data+ 3*p2;
- v3= data+ 3*p3;
- v4= data+ 3*p4;
- c1= cdata+ p1;
- c2= cdata+ p2;
- c3= cdata+ p3;
- c4= cdata+ p4;
-
- for(; b<dl->nr; b++) {
-
- glBegin(GL_QUADS);
- cp= (char *)c1;
- glColor3ub(cp[3], cp[2], cp[1]);
- glVertex3fv(v1);
- cp= (char *)c2;
- glColor3ub(cp[3], cp[2], cp[1]);
- glVertex3fv(v2);
- cp= (char *)c4;
- glColor3ub(cp[3], cp[2], cp[1]);
- glVertex3fv(v4);
- cp= (char *)c3;
- glColor3ub(cp[3], cp[2], cp[1]);
- glVertex3fv(v3);
- glEnd();
-
- v2= v1; v1+= 3;
- v4= v3; v3+= 3;
- c2= c1; c1++;
- c4= c3; c3++;
- }
- }
+ if(dl->index) {
+ glVertexPointer(3, GL_FLOAT, 0, dl->verts);
+ glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
+ glDrawElements(GL_QUADS, 4*dl->totindex, GL_UNSIGNED_INT, dl->index);
+ }
break;
case DL_INDEX3:
- parts= dl->parts;
- index= dl->index;
-
- while(parts--) {
-
- glBegin(GL_TRIANGLES);
- cp= (char *)(cdata+index[0]);
- glColor3ub(cp[3], cp[2], cp[1]);
- glVertex3fv(data+3*index[0]);
-
- cp= (char *)(cdata+index[1]);
- glColor3ub(cp[3], cp[2], cp[1]);
- glVertex3fv(data+3*index[1]);
-
- cp= (char *)(cdata+index[2]);
- glColor3ub(cp[3], cp[2], cp[1]);
- glVertex3fv(data+3*index[2]);
- glEnd();
- index+= 3;
- }
+ glVertexPointer(3, GL_FLOAT, 0, dl->verts);
+ glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
+ glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
break;
case DL_INDEX4:
-
- parts= dl->parts;
- index= dl->index;
- while(parts--) {
-
- glBegin(index[3]?GL_QUADS:GL_TRIANGLES);
- cp= (char *)(cdata+index[0]);
- glColor3ub(cp[3], cp[2], cp[1]);
- glVertex3fv(data+3*index[0]);
-
- cp= (char *)(cdata+index[1]);
- glColor3ub(cp[3], cp[2], cp[1]);
- glVertex3fv(data+3*index[1]);
-
- cp= (char *)(cdata+index[2]);
- glColor3ub(cp[3], cp[2], cp[1]);
- glVertex3fv(data+3*index[2]);
-
- if(index[3]) {
-
- cp= (char *)(cdata+index[3]);
- glColor3ub(cp[3], cp[2], cp[1]);
- glVertex3fv(data+3*index[3]);
- }
- glEnd();
- index+= 4;
- }
- break;
+ glVertexPointer(3, GL_FLOAT, 0, dl->verts);
+ glColorPointer(4, GL_UNSIGNED_BYTE, 0, cdata);
+ glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
+ break;
}
+
dl= dl->next;
dlob= dlob->next;
}
glShadeModel(GL_FLAT);
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
}
/* returns 1 when nothing was drawn */
@@ -2744,7 +2578,9 @@ static void draw_particle_system(Base *base, PartEff *paf)
ctime= bsystem_time(ob, 0, (float)(G.scene->r.cfra), ptime);
glPointSize(1.0);
- if(paf->stype!=PAF_VECT) glBegin(GL_POINTS);
+
+ if(paf->stype==PAF_VECT) glBegin(GL_LINES);
+ else glBegin(GL_POINTS);
totpart= (paf->disp*paf->totpart)/100;
for(a=0; a<totpart; a++, pa+=paf->totkey) {
@@ -2756,23 +2592,18 @@ static void draw_particle_system(Base *base, PartEff *paf)
where_is_particle(paf, pa, ctime, vec);
where_is_particle(paf, pa, ctime+1.0, vec1);
-
- glBegin(GL_LINE_STRIP);
- glVertex3fv(vec);
- glVertex3fv(vec1);
- glEnd();
-
+ glVertex3fv(vec);
+ glVertex3fv(vec1);
}
else {
where_is_particle(paf, pa, ctime, vec);
glVertex3fv(vec);
-
}
}
}
}
- if(paf->stype!=PAF_VECT) glEnd();
+ glEnd();
myloadmatrix(G.vd->viewmat);
mymultmatrix(ob->obmat); // bring back local matrix for dtx
@@ -2863,6 +2694,9 @@ static void tekenhandlesN(Nurb *nu, short sel)
int a;
if(nu->hide) return;
+
+ glBegin(GL_LINES);
+
if( (nu->type & 7)==1) {
if(sel) col= nurbcol+4;
else col= nurbcol;
@@ -2873,41 +2707,34 @@ static void tekenhandlesN(Nurb *nu, short sel)
if(bezt->hide==0) {
if( (bezt->f2 & 1)==sel) {
fp= bezt->vec[0];
+
cpack(col[bezt->h1]);
-
- glBegin(GL_LINE_STRIP);
glVertex3fv(fp);
glVertex3fv(fp+3);
- glEnd();
- cpack(col[bezt->h2]);
- glBegin(GL_LINE_STRIP);
+ cpack(col[bezt->h2]);
glVertex3fv(fp+3);
glVertex3fv(fp+6);
- glEnd();
}
else if( (bezt->f1 & 1)==sel) {
fp= bezt->vec[0];
+
cpack(col[bezt->h1]);
-
- glBegin(GL_LINE_STRIP);
glVertex3fv(fp);
glVertex3fv(fp+3);
- glEnd();
}
else if( (bezt->f3 & 1)==sel) {
fp= bezt->vec[1];
+
cpack(col[bezt->h2]);
-
- glBegin(GL_LINE_STRIP);
glVertex3fv(fp);
glVertex3fv(fp+3);
- glEnd();
}
}
bezt++;
}
}
+ glEnd();
}
static void tekenvertsN(Nurb *nu, short sel)
@@ -2970,15 +2797,13 @@ static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
bp= nu->bp;
for(b=0; b<nu->pntsv; b++) {
if(nu->flagu & 1) glBegin(GL_LINE_LOOP);
-
else glBegin(GL_LINE_STRIP);
for(a=0; a<nu->pntsu; a++, bp++) {
glVertex3fv(bp->vec);
}
- if(nu->flagu & 1) glEnd();
- else glEnd();
+ glEnd();
}
break;
case CU_NURBS:
@@ -3715,7 +3540,9 @@ static void drawSolidSelect(Base *base)
if(ELEM3(ob->type, OB_FONT,OB_CURVE, OB_SURF)) {
Curve *cu = ob->data;
if (displist_has_faces(&cu->disp) && boundbox_clip(ob->obmat, cu->bb)) {
+ draw_index_wire= 0;
drawDispListwire(&cu->disp);
+ draw_index_wire= 1;
}
} else if (ob->type==OB_MBALL) {
if((base->flag & OB_FROMDUPLI)==0)
diff --git a/source/blender/src/drawview.c b/source/blender/src/drawview.c
index 45392c6cc71..84b48904d26 100644
--- a/source/blender/src/drawview.c
+++ b/source/blender/src/drawview.c
@@ -277,6 +277,10 @@ void init_gl_stuff(void)
glDisable(GL_TEXTURE_1D);
glDisable(GL_TEXTURE_2D);
+ /* default on, disable/enable should be local per function */
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_NORMAL_ARRAY);
+
glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
glPixelTransferi(GL_RED_SCALE, 1);
glPixelTransferi(GL_RED_BIAS, 0);
diff --git a/source/blender/src/vpaint.c b/source/blender/src/vpaint.c
index 0d6b6a0e376..cd3553abfd1 100644
--- a/source/blender/src/vpaint.c
+++ b/source/blender/src/vpaint.c
@@ -245,7 +245,7 @@ void make_vertexcol(int shade) /* single ob */
if(shade)
shadeMeshMCol(ob, me);
else
- memset(me->mcol, 255, sizeof(MCol)*me->totface);
+ memset(me->mcol, 0, 4*sizeof(MCol)*me->totface);
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);