Drawing speedup:

We really don't need to iterate all edges of the mesh every frame to
search for loose edges, this calculation can be cached when filling the
edge index buffer.
This commit is contained in:
Antonis Ryakiotakis 2015-06-16 20:55:37 +02:00
parent 5ca3f3d811
commit fbff0e68a4
Notes: blender-bot 2023-02-14 10:09:24 +01:00
Referenced by issue #45117, Dark dupliface objects in viewport
3 changed files with 23 additions and 29 deletions

View File

@ -432,33 +432,8 @@ static void cdDM_drawEdges(DerivedMesh *dm, bool drawLooseEdges, bool drawAllEdg
static void cdDM_drawLooseEdges(DerivedMesh *dm)
{
CDDerivedMesh *cddm = (CDDerivedMesh *) dm;
MEdge *medge = cddm->medge;
int i;
int prevstart = 0;
int prevdraw = 1;
int draw = 1;
GPU_edge_setup(dm);
for (i = 0; i < dm->numEdgeData; i++, medge++) {
if (medge->flag & ME_LOOSEEDGE) {
draw = 1;
}
else {
draw = 0;
}
if (prevdraw != draw) {
if (prevdraw > 0 && (i - prevstart) > 0) {
GPU_buffer_draw_elements(dm->drawObject->edges, GL_LINES, prevstart * 2, (i - prevstart) * 2);
}
prevstart = i;
}
prevdraw = draw;
}
if (prevdraw > 0 && (i - prevstart) > 0) {
GPU_buffer_draw_elements(dm->drawObject->edges, GL_LINES, prevstart * 2, (i - prevstart) * 2);
}
GPU_buffer_draw_elements(dm->drawObject->edges, GL_LINES, dm->drawObject->loose_edge_offset * 2, dm->drawObject->tot_loose_edge * 2);
GPU_buffer_unbind();
}

View File

@ -113,6 +113,9 @@ typedef struct GPUDrawObject {
/* caches of the original DerivedMesh values */
int totvert;
int totedge;
int loose_edge_offset;
int tot_loose_edge;
} GPUDrawObject;
/* used for GLSL materials */

View File

@ -942,15 +942,31 @@ static void GPU_buffer_copy_edge(DerivedMesh *dm, float *varray_, int *UNUSED(in
{
MEdge *medge;
unsigned int *varray = (unsigned int *)varray_;
int i, totedge;
int i, totedge, iloose, inorm;
medge = dm->getEdgeArray(dm);
totedge = dm->getNumEdges(dm);
inorm = 0;
iloose = totedge - 1;
for (i = 0; i < totedge; i++, medge++) {
varray[i * 2] = dm->drawObject->vert_points[medge->v1].point_index;
varray[i * 2 + 1] = dm->drawObject->vert_points[medge->v2].point_index;
if (medge->flag & ME_LOOSEEDGE) {
varray[iloose * 2] = dm->drawObject->vert_points[medge->v1].point_index;
varray[iloose * 2 + 1] = dm->drawObject->vert_points[medge->v2].point_index;
iloose--;
}
else {
varray[inorm * 2] = dm->drawObject->vert_points[medge->v1].point_index;
varray[inorm * 2 + 1] = dm->drawObject->vert_points[medge->v2].point_index;
inorm++;
}
}
iloose++;
dm->drawObject->tot_loose_edge = totedge - iloose;
dm->drawObject->loose_edge_offset = iloose;
}
static void GPU_buffer_copy_uvedge(DerivedMesh *dm, float *varray, int *UNUSED(index), int *UNUSED(mat_orig_to_new), void *UNUSED(user))