[Bf-blender-cvs] [eeb1d58] temp_display_optimization: Merge branch 'master' into temp_display_optimization
Antony Riakiotakis
noreply at git.blender.org
Wed Jul 15 00:00:20 CEST 2015
Commit: eeb1d5816789772305906fcd541c3652b9dfb2a5
Author: Antony Riakiotakis
Date: Tue Jul 14 23:56:43 2015 +0200
Branches: temp_display_optimization
https://developer.blender.org/rBeeb1d5816789772305906fcd541c3652b9dfb2a5
Merge branch 'master' into temp_display_optimization
Conflicts:
source/blender/blenkernel/intern/cdderivedmesh.c
===================================================================
===================================================================
diff --cc source/blender/blenkernel/intern/cdderivedmesh.c
index 1acf9bf,0df2c40..d6aa1e0
--- a/source/blender/blenkernel/intern/cdderivedmesh.c
+++ b/source/blender/blenkernel/intern/cdderivedmesh.c
@@@ -627,15 -628,14 +630,15 @@@ static void cdDM_drawMappedFaces(Derive
void *userData, DMDrawFlag flag)
{
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
- MVert *mv = cddm->mvert;
MFace *mf = cddm->mface;
MCol *mcol;
- const float *nors = DM_get_tessface_data_layer(dm, CD_NORMAL);
- const short (*lnors)[4][3] = dm->getTessFaceDataArray(dm, CD_TESSLOOPNORMAL);
- int colType, useColors = flag & DM_DRAW_USE_COLORS;
+ int colType, useColors = flag & DM_DRAW_USE_COLORS, useHide = flag & DM_DRAW_SKIP_HIDDEN;
int i, orig;
- int start_element = 0, tot_element;
-
++ int start_element = 0, tot_element, tot_drawn;
+ int totpoly;
+ int tottri;
+ int mat_index;
+ GPUBuffer *findex_buffer = NULL;
/* double lookup */
const int *index_mf_to_mpoly = dm->getTessFaceDataArray(dm, CD_ORIGINDEX);
@@@ -644,146 -644,216 +647,152 @@@
index_mp_to_orig = NULL;
}
- colType = CD_TEXTURE_MCOL;
- mcol = DM_get_tessface_data_layer(dm, colType);
- if (!mcol) {
- colType = CD_PREVIEW_MCOL;
- mcol = DM_get_tessface_data_layer(dm, colType);
- }
- if (!mcol) {
- colType = CD_MCOL;
- mcol = DM_get_tessface_data_layer(dm, colType);
- }
-
cdDM_update_normals_from_pbvh(dm);
- /* back-buffer always uses legacy since VBO's would need the
- * color array temporarily overwritten for drawing, then reset. */
+ /* fist, setup common buffers */
+ GPU_vertex_setup(dm);
+ GPU_triangle_setup(dm);
+
+ /* if we do selection, fill the selection buffer color */
if (G.f & G_BACKBUFSEL) {
- DEBUG_VBO("Using legacy code. cdDM_drawMappedFaces\n");
- for (i = 0; i < dm->numTessFaceData; i++, mf++) {
- int drawSmooth = ((flag & DM_DRAW_ALWAYS_SMOOTH) || lnors) ? 1 : (mf->flag & ME_SMOOTH);
- DMDrawOption draw_option = DM_DRAW_OPTION_NORMAL;
+ Mesh *me = userData;
+ unsigned int *fi_map;
- orig = (index_mf_to_mpoly) ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, i) : i;
-
- if (orig == ORIGINDEX_NONE)
- draw_option = setMaterial(mf->mat_nr + 1, NULL);
- else if (setDrawOptions != NULL)
- draw_option = setDrawOptions(userData, orig);
+ findex_buffer = GPU_buffer_alloc(dm->drawObject->tot_loop_verts * sizeof(int), false);
+ fi_map = GPU_buffer_lock(findex_buffer);
- if (draw_option != DM_DRAW_OPTION_SKIP) {
- unsigned char *cp = NULL;
+ if (fi_map) {
+ for (i = 0; i < dm->numTessFaceData; i++, mf++) {
+ int selcol = 0xFFFFFFFF;
+ orig = (index_mf_to_mpoly) ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, i) : i;
- if (draw_option == DM_DRAW_OPTION_STIPPLE) {
- glEnable(GL_POLYGON_STIPPLE);
- glPolygonStipple(stipple_quarttone);
+ if ((orig != ORIGINDEX_NONE) && (!useHide || !(me->mpoly[orig].flag & ME_HIDE))) {
+ WM_framebuffer_index_get(orig + 1, &selcol);
}
- if (useColors && mcol)
- cp = (unsigned char *)&mcol[i * 4];
-
- /* no need to set shading mode to flat because
- * normals are already used to change shading */
- glShadeModel(GL_SMOOTH);
- glBegin(mf->v4 ? GL_QUADS : GL_TRIANGLES);
-
- if (lnors) {
- if (cp) glColor3ub(cp[3], cp[2], cp[1]);
- glNormal3sv((const GLshort *)lnors[0][0]);
- glVertex3fv(mv[mf->v1].co);
- if (cp) glColor3ub(cp[7], cp[6], cp[5]);
- glNormal3sv((const GLshort *)lnors[0][1]);
- glVertex3fv(mv[mf->v2].co);
- if (cp) glColor3ub(cp[11], cp[10], cp[9]);
- glNormal3sv((const GLshort *)lnors[0][2]);
- glVertex3fv(mv[mf->v3].co);
- if (mf->v4) {
- if (cp) glColor3ub(cp[15], cp[14], cp[13]);
- glNormal3sv((const GLshort *)lnors[0][3]);
- glVertex3fv(mv[mf->v4].co);
- }
- }
- else if (!drawSmooth) {
- if (nors) {
- glNormal3fv(nors);
- }
- else {
- float nor[3];
- if (mf->v4) {
- normal_quad_v3(nor, mv[mf->v1].co, mv[mf->v2].co, mv[mf->v3].co, mv[mf->v4].co);
- }
- else {
- normal_tri_v3(nor, mv[mf->v1].co, mv[mf->v2].co, mv[mf->v3].co);
- }
- glNormal3fv(nor);
- }
+ fi_map[start_element++] = selcol;
+ fi_map[start_element++] = selcol;
+ fi_map[start_element++] = selcol;
- if (cp) glColor3ub(cp[3], cp[2], cp[1]);
- glVertex3fv(mv[mf->v1].co);
- if (cp) glColor3ub(cp[7], cp[6], cp[5]);
- glVertex3fv(mv[mf->v2].co);
- if (cp) glColor3ub(cp[11], cp[10], cp[9]);
- glVertex3fv(mv[mf->v3].co);
- if (mf->v4) {
- if (cp) glColor3ub(cp[15], cp[14], cp[13]);
- glVertex3fv(mv[mf->v4].co);
- }
- }
- else {
- if (cp) glColor3ub(cp[3], cp[2], cp[1]);
- glNormal3sv(mv[mf->v1].no);
- glVertex3fv(mv[mf->v1].co);
- if (cp) glColor3ub(cp[7], cp[6], cp[5]);
- glNormal3sv(mv[mf->v2].no);
- glVertex3fv(mv[mf->v2].co);
- if (cp) glColor3ub(cp[11], cp[10], cp[9]);
- glNormal3sv(mv[mf->v3].no);
- glVertex3fv(mv[mf->v3].co);
- if (mf->v4) {
- if (cp) glColor3ub(cp[15], cp[14], cp[13]);
- glNormal3sv(mv[mf->v4].no);
- glVertex3fv(mv[mf->v4].co);
- }
+ if (mf->v4) {
+ fi_map[start_element++] = selcol;
}
+ }
- glEnd();
+ start_element = 0;
+ mf = cddm->mface;
- if (draw_option == DM_DRAW_OPTION_STIPPLE)
- glDisable(GL_POLYGON_STIPPLE);
- }
-
- if (nors)
- nors += 3;
- if (lnors)
- lnors++;
+ GPU_buffer_unlock(findex_buffer);
+ GPU_buffer_bind_as_color(findex_buffer);
}
}
- else { /* use OpenGL VBOs or Vertex Arrays instead for better, faster rendering */
- int start_element = 0, tot_element, tot_drawn;
- int totpoly;
- int tottri;
- int mat_index;
-
- GPU_vertex_setup(dm);
+ else {
GPU_normal_setup(dm);
- GPU_triangle_setup(dm);
- if (useColors && mcol) {
- GPU_color_setup(dm, colType);
+
+ if (useColors) {
+ colType = CD_TEXTURE_MCOL;
+ mcol = DM_get_tessface_data_layer(dm, colType);
+ if (!mcol) {
+ colType = CD_PREVIEW_MCOL;
+ mcol = DM_get_tessface_data_layer(dm, colType);
+ }
+ if (!mcol) {
+ colType = CD_MCOL;
+ mcol = DM_get_tessface_data_layer(dm, colType);
+ }
+
+ if (useColors && mcol) {
+ GPU_color_setup(dm, colType);
+ }
}
- glShadeModel(GL_SMOOTH);
+ }
- tottri = dm->drawObject->tot_triangle_point;
+ glShadeModel(GL_SMOOTH);
- tottri = dm->drawObject->tot_triangle_point / 3;
- if (tottri == 0) {
- /* avoid buffer problems in following code */
- }
- else if (setDrawOptions == NULL) {
- /* just draw the entire face array */
- GPU_buffer_draw_elements(dm->drawObject->triangles, GL_TRIANGLES, 0, tottri);
- }
- else {
- for (mat_index = 0; mat_index < dm->drawObject->totmaterial; mat_index++) {
- GPUBufferMaterial *bufmat = dm->drawObject->materials + mat_index;
- DMDrawOption draw_option = DM_DRAW_OPTION_NORMAL;
- int next_actualFace = bufmat->polys[0];
- totpoly = bufmat->totpolys;
-
- tot_element = 0;
- tot_drawn = 0;
- start_element = 0;
-
- if (setMaterial)
- draw_option = setMaterial(bufmat->mat_nr + 1, NULL);
-
- if (draw_option != DM_DRAW_OPTION_SKIP) {
- for (i = 0; i < totpoly; i++) {
- //int actualFace = dm->drawObject->triangle_to_mface[i];
- int actualFace = next_actualFace;
- int flush = 0;
- draw_option = DM_DRAW_OPTION_NORMAL;
++ tottri = dm->drawObject->tot_triangle_point;
- if (i != totpoly - 1)
- next_actualFace = bufmat->polys[i + 1];
+ if (tottri == 0) {
+ /* avoid buffer problems in following code */
+ }
+ else if (setDrawOptions == NULL) {
+ /* just draw the entire face array */
- GPU_buffer_draw_elements(dm->drawObject->triangles, GL_TRIANGLES, 0, 3 * tottri);
++ GPU_buffer_draw_elements(dm->drawObject->triangles, GL_TRIANGLES, 0, tottri);
+ }
+ else {
+ for (mat_index = 0; mat_index < dm->drawObject->totmaterial; mat_index++) {
+ GPUBufferMaterial *bufmat = dm->drawObject->materials + mat_index;
+ DMDrawOption draw_option = DM_DRAW_OPTION_NORMAL;
+ int next_actualFace = bufmat->polys[0];
+ totpoly = bufmat->totpolys;
- orig = (index_mf_to_mpoly) ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, actualFace) : actualFace;
+ tot_element = 0;
- start_element = bufmat->start;
++ start_element = 0;
++ tot_drawn = 0;
- if (setDrawOptions != NULL && (orig != ORIGINDEX_NONE))
- draw_option = setDrawOptions(userData, orig);
+ if (setMaterial)
+ draw_option = setMaterial(bufmat->mat_nr + 1, NULL);
- if (draw_option == DM_DRAW_OPTION_STIPPLE) {
- glEnable(GL_POLYGON_STIPPLE);
- glPolygonStipple(stipple_quarttone);
- }
+ if (draw_option != DM_DRAW_OPTION_SKIP) {
+ for (i = 0; i < totpoly; i++) {
+ int actualFace = next_actualFace;
+ int flush = 0;
+ draw_option = DM_DRAW_OPTION_NORMAL;
- /* Goal is to draw as long of a contiguous triangle
- * array as possible, so draw when we hit either an
- * invisible triangle or at the end of the array */
+ if (i != totpoly - 1)
+ next_actualFace = bufmat->polys[i + 1];
- /* flush buffer if current triangle isn't drawable or it's last triangle... */
- flush = (ELEM(draw_option, DM_DRAW_OPTION_SKIP, DM_DRAW_OPTION_STIPPLE)) || (i == totpoly - 1);
+ orig = (index_mf_to_mpoly) ? DM_origindex_mface_mpoly(index_mf_to_mpoly, index_mp_to_orig, actualFace) : actualFace;
- if (!flush && compareDrawOptions) {
- flush |= compareDrawOptions(userData, actualFace, next_actualFace) == 0;
- }
+ if (setDrawOptions != NULL && (orig != ORIGINDEX_NONE))
+ draw_option = setDrawOptions(userData, orig);
- tot_element += mf[actualFace].v4 ? 6 : 3;
+ if (draw_option == DM_DRAW_OPTION_STIPPLE) {
+ glEnable(GL_POLYGON_STIPPLE);
+ glPolygonStipple(stipple_quarttone);
+ }
- if (flush)
@@ Diff output truncated at 10240 characters. @@
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