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authorCampbell Barton <ideasman42@gmail.com>2011-09-11 14:23:26 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-09-11 14:23:26 +0400
commit64aa651b1b95362fe7d3c57917bd50199cc4843c (patch)
tree963e4c480725638675ef9721bdbb033742481985 /source
parent933a19c9970331eb7615677b30fdd4de016ea5a0 (diff)
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.
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/intern/DerivedMesh.c150
1 files changed, 109 insertions, 41 deletions
diff --git a/source/blender/blenkernel/intern/DerivedMesh.c b/source/blender/blenkernel/intern/DerivedMesh.c
index ff7f2586767..7d14ec9dec2 100644
--- a/source/blender/blenkernel/intern/DerivedMesh.c
+++ b/source/blender/blenkernel/intern/DerivedMesh.c
@@ -643,13 +643,22 @@ 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 */
/* currently unused -- each original face is handled separately */
(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)
@@ -659,75 +668,134 @@ 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 */
- glEnable(GL_POLYGON_STIPPLE);
- glPolygonStipple(stipple_quarttone);
+
+ 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]);
- } 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]);
+ if (!drawSmooth) {
+ 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(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 (!drawSmooth) {
- glNormal3fv(efa->n);
- glVertex3fv(efa->v1->co);
- glVertex3fv(efa->v2->co);
- glVertex3fv(efa->v3->co);
- if(efa->v4) glVertex3fv(efa->v4->co);
- } else {
- glNormal3fv(efa->v1->no);
+ if(skip_normals) {
+ if(poly_type != poly_prev) {
+ if(poly_prev != GL_ZERO) glEnd();
+ glBegin((poly_prev= poly_type));
+ }
glVertex3fv(efa->v1->co);
- glNormal3fv(efa->v2->no);
glVertex3fv(efa->v2->co);
- glNormal3fv(efa->v3->no);
glVertex3fv(efa->v3->co);
- if(efa->v4) {
- glNormal3fv(efa->v4->no);
- glVertex3fv(efa->v4->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(poly_type == GL_QUADS) glVertex3fv(efa->v4->co);
+ } else {
+ glNormal3fv(efa->v1->no);
+ glVertex3fv(efa->v1->co);
+ glNormal3fv(efa->v2->no);
+ glVertex3fv(efa->v2->co);
+ glNormal3fv(efa->v3->no);
+ glVertex3fv(efa->v3->co);
+ if(poly_type == GL_QUADS) {
+ glNormal3fv(efa->v4->no);
+ glVertex3fv(efa->v4->co);
+ }
}
}
- glEnd();
+
- if (draw==2)
+ if (draw==2) {
+ glEnd();
+ poly_prev= GL_ZERO;
+
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,