BLF/OpenGL: more text drawing optimization
Make color values compact. Set color once per primitive. Use new immSkipAttrib to avoid useless color copies. All of this should make text drawing less CPU hungry.
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@ -517,13 +517,15 @@ static void blf_draw_gl__start(FontBLF *font)
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if (font->flags & BLF_ROTATION) /* radians -> degrees */
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gpuRotateAxis(font->angle * (float)(180.0 / M_PI), 'Z');
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glGetFloatv(GL_CURRENT_COLOR, font->orig_col); /* TODO(merwin): new BLF_color function? */
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float temp_color[4];
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glGetFloatv(GL_CURRENT_COLOR, temp_color); /* TODO(merwin): new BLF_color function? */
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rgba_float_to_uchar(font->color, temp_color);
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#ifndef BLF_STANDALONE
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VertexFormat *format = immVertexFormat();
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unsigned pos = add_attrib(format, "pos", GL_FLOAT, 2, KEEP_FLOAT);
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unsigned texCoord = add_attrib(format, "texCoord", GL_FLOAT, 2, KEEP_FLOAT);
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unsigned color = add_attrib(format, "color", GL_FLOAT, 4, KEEP_FLOAT);
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unsigned color = add_attrib(format, "color", GL_UNSIGNED_BYTE, 4, NORMALIZE_INT_TO_FLOAT);
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BLI_assert(pos == BLF_POS_ID);
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BLI_assert(texCoord == BLF_COORD_ID);
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@ -862,7 +864,7 @@ void BLF_shadow(int fontid, int level, const float rgba[4])
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if (font) {
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font->shadow = level;
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copy_v4_v4(font->shadow_col, rgba);
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rgba_float_to_uchar(font->shadow_color, rgba);
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}
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}
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@ -315,22 +315,26 @@ void blf_glyph_free(GlyphBLF *g)
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MEM_freeN(g);
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}
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static void blf_texture_draw(float uv[2][2], float dx, float y1, float dx1, float y2)
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static void blf_texture_draw(const unsigned char color[4], float uv[2][2], float dx, float y1, float dx1, float y2)
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{
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immAttrib2f(BLF_COORD_ID, uv[0][0], uv[0][1]);
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immSkipAttrib(BLF_COLOR_ID); /* skip color of most vertices */
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immVertex2f(BLF_POS_ID, dx, y1);
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immAttrib2f(BLF_COORD_ID, uv[0][0], uv[1][1]);
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immSkipAttrib(BLF_COLOR_ID);
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immVertex2f(BLF_POS_ID, dx, y2);
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immAttrib2f(BLF_COORD_ID, uv[1][0], uv[1][1]);
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immSkipAttrib(BLF_COLOR_ID);
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immVertex2f(BLF_POS_ID, dx1, y2);
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immAttrib2f(BLF_COORD_ID, uv[1][0], uv[0][1]);
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immAttrib4ubv(BLF_COLOR_ID, color); /* set color of provoking vertex */
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immVertex2f(BLF_POS_ID, dx1, y1);
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}
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static void blf_texture5_draw(const float shadow_col[4], float uv[2][2], float x1, float y1, float x2, float y2)
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static void blf_texture5_draw(const unsigned char color_in[4], float uv[2][2], float x1, float y1, float x2, float y2)
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{
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const float soft[25] = {1 / 60.0f, 1 / 60.0f, 2 / 60.0f, 1 / 60.0f, 1 / 60.0f,
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1 / 60.0f, 3 / 60.0f, 5 / 60.0f, 3 / 60.0f, 1 / 60.0f,
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@ -339,41 +343,43 @@ static void blf_texture5_draw(const float shadow_col[4], float uv[2][2], float x
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1 / 60.0f, 1 / 60.0f, 2 / 60.0f, 1 / 60.0f, 1 / 60.0f};
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const float *fp = soft;
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float color[4];
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unsigned char color[4];
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float dx, dy;
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color[0] = shadow_col[0];
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color[1] = shadow_col[1];
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color[2] = shadow_col[2];
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color[0] = color_in[0];
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color[1] = color_in[1];
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color[2] = color_in[2];
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const float alpha_in = (1 / 255.0f) * color_in[3];
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for (dx = -2; dx < 3; dx++) {
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for (dy = -2; dy < 3; dy++, fp++) {
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color[3] = *(fp) * shadow_col[3];
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immAttrib4fv(BLF_COLOR_ID, color);
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blf_texture_draw(uv, x1 + dx, y1 + dy, x2 + dx, y2 + dy);
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color[3] = FTOCHAR(*fp * alpha_in);
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blf_texture_draw(color, uv, x1 + dx, y1 + dy, x2 + dx, y2 + dy);
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}
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}
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}
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static void blf_texture3_draw(const float shadow_col[4], float uv[2][2], float x1, float y1, float x2, float y2)
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static void blf_texture3_draw(const unsigned char color_in[4], float uv[2][2], float x1, float y1, float x2, float y2)
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{
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const float soft[9] = {1 / 16.0f, 2 / 16.0f, 1 / 16.0f,
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2 / 16.0f, 4 / 16.0f, 2 / 16.0f,
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1 / 16.0f, 2 / 16.0f, 1 / 16.0f};
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const float *fp = soft;
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float color[4];
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unsigned char color[4];
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float dx, dy;
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color[0] = shadow_col[0];
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color[1] = shadow_col[1];
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color[2] = shadow_col[2];
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color[0] = color_in[0];
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color[1] = color_in[1];
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color[2] = color_in[2];
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const float alpha_in = (1 / 255.0f) * color_in[3];
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for (dx = -1; dx < 2; dx++) {
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for (dy = -1; dy < 2; dy++, fp++) {
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color[3] = *(fp) * shadow_col[3];
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immAttrib4fv(BLF_COLOR_ID, color);
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blf_texture_draw(uv, x1 + dx, y1 + dy, x2 + dx, y2 + dy);
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color[3] = FTOCHAR(*fp * alpha_in);
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blf_texture_draw(color, uv, x1 + dx, y1 + dy, x2 + dx, y2 + dy);
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}
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}
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}
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@ -478,31 +484,28 @@ void blf_glyph_render(FontBLF *font, GlyphBLF *g, float x, float y)
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y + (float)font->shadow_y);
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if (font->shadow == 0) {
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immAttrib4fv(BLF_COLOR_ID, font->shadow_col);
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blf_texture_draw(g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
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blf_texture_draw(font->shadow_color, g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
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}
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else if (font->shadow <= 4) {
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blf_texture3_draw(font->shadow_col, g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
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blf_texture3_draw(font->shadow_color, g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
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}
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else {
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blf_texture5_draw(font->shadow_col, g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
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blf_texture5_draw(font->shadow_color, g->uv, rect_ofs.xmin, rect_ofs.ymin, rect_ofs.xmax, rect_ofs.ymax);
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}
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}
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#if BLF_BLUR_ENABLE
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switch (font->blur) {
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case 3:
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blf_texture3_draw(font->orig_col, g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
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blf_texture3_draw(font->color, g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
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break;
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case 5:
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blf_texture5_draw(font->orig_col, g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
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blf_texture5_draw(font->color, g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
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break;
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default:
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immAttrib4fv(BLF_COLOR_ID, font->orig_col);
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blf_texture_draw(g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
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blf_texture_draw(font->color, g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
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}
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#else
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immAttrib4fv(BLF_COLOR_ID, font->orig_col);
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blf_texture_draw(g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
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blf_texture_draw(font->color, g->uv, rect.xmin, rect.ymin, rect.xmax, rect.ymax);
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#endif
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}
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@ -188,10 +188,10 @@ typedef struct FontBLF {
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int shadow_y;
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/* shadow color. */
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float shadow_col[4];
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unsigned char shadow_color[4];
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/* store color here when drawing shadow or blur. */
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float orig_col[4];
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/* main text color. */
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unsigned char color[4];
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/* Multiplied this matrix with the current one before
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* draw the text! see blf_draw__start.
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