Fix [#21852] Empty Objects slow down performance

This replaces the screen-aligned bitmap text drawing with wireframe x/y/z as 
part of the empty axis openGL code. It's a lot faster in all situations that draw 
empty axes to screen - including posing armatures with axes on (5fps vs 40fps 
on tracker test file).
This commit is contained in:
2010-04-02 05:05:49 +00:00
parent 7b98f6220b
commit 31c71d0a80
3 changed files with 119 additions and 25 deletions

View File

@@ -1886,16 +1886,16 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* Draw additional axes on the bone tail */
if ( (arm->flag & ARM_DRAWAXES) && (arm->flag & ARM_POSEMODE) ) {
float mat[4][4];
glPushMatrix();
copy_m4_m4(bmat, pchan->pose_mat);
bone_matrix_translate_y(bmat, pchan->bone->length);
glMultMatrixf(bmat);
/* do cached text draw immediate to include transform */
view3d_cached_text_draw_begin();
drawaxes(pchan->bone->length*0.25f, 0, OB_ARROWS);
view3d_cached_text_draw_end(v3d, ar, 1, bmat);
mul_m4_m4m4(mat, bmat, rv3d->viewmatob);
drawaxes(rv3d, mat, pchan->bone->length*0.25f, 0, OB_ARROWS);
glPopMatrix();
}
}
@@ -2082,15 +2082,16 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
}
/* Draw additional axes */
if (arm->flag & ARM_DRAWAXES) {
float mat[4][4];
glPushMatrix();
get_matrix_editbone(eBone, bmat);
bone_matrix_translate_y(bmat, eBone->length);
glMultMatrixf(bmat);
mul_m4_m4m4(mat, bmat, rv3d->viewmatob);
/* do cached text draw immediate to include transform */
view3d_cached_text_draw_begin();
drawaxes(eBone->length*0.25f, 0, OB_ARROWS);
view3d_cached_text_draw_end(v3d, ar, 1, bmat);
drawaxes(rv3d, mat, eBone->length*0.25f, 0, OB_ARROWS);
glPopMatrix();
}

View File

@@ -315,8 +315,109 @@ static float cosval[32] ={
1.00000000
};
static void draw_xyz_wire(RegionView3D *rv3d, float mat[][4], float *c, float size, int axis)
{
float v1[3]= {0.f, 0.f, 0.f}, v2[3] = {0.f, 0.f, 0.f};
float imat[4][4];
float dim;
float dx[3], dy[3];
/* hrms, really only works properly after glLoadMatrixf(rv3d->viewmat); */
float pixscale= rv3d->persmat[0][3]*c[0]+ rv3d->persmat[1][3]*c[1]+ rv3d->persmat[2][3]*c[2] + rv3d->persmat[3][3];
pixscale*= rv3d->pixsize;
/* halfway blend between fixed size in worldspace vs viewspace -
* alleviates some of the weirdness due to not using viewmat for gl matrix */
dim = (0.05*size*0.5) + (size*10.f*pixscale*0.5);
invert_m4_m4(imat, mat);
normalize_v3(imat[0]);
normalize_v3(imat[1]);
copy_v3_v3(dx, imat[0]);
copy_v3_v3(dy, imat[1]);
mul_v3_fl(dx, dim);
mul_v3_fl(dy, dim);
switch(axis) {
case 0: /* x axis */
glBegin(GL_LINES);
/* bottom left to top right */
sub_v3_v3v3(v1, c, dx);
sub_v3_v3(v1, dy);
add_v3_v3v3(v2, c, dx);
add_v3_v3(v2, dy);
glVertex3fv(v1);
glVertex3fv(v2);
/* top left to bottom right */
mul_v3_fl(dy, 2.f);
add_v3_v3(v1, dy);
sub_v3_v3(v2, dy);
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
break;
case 1: /* y axis */
glBegin(GL_LINES);
/* bottom left to top right */
mul_v3_fl(dx, 0.75f);
sub_v3_v3v3(v1, c, dx);
sub_v3_v3(v1, dy);
add_v3_v3v3(v2, c, dx);
add_v3_v3(v2, dy);
glVertex3fv(v1);
glVertex3fv(v2);
/* top left to center */
mul_v3_fl(dy, 2.f);
add_v3_v3(v1, dy);
copy_v3_v3(v2, c);
glVertex3fv(v1);
glVertex3fv(v2);
glEnd();
break;
case 2: /* z axis */
glBegin(GL_LINE_STRIP);
/* start at top left */
sub_v3_v3v3(v1, c, dx);
add_v3_v3v3(v1, c, dy);
glVertex3fv(v1);
mul_v3_fl(dx, 2.f);
add_v3_v3(v1, dx);
glVertex3fv(v1);
mul_v3_fl(dy, 2.f);
sub_v3_v3(v1, dx);
sub_v3_v3(v1, dy);
glVertex3fv(v1);
add_v3_v3(v1, dx);
glVertex3fv(v1);
glEnd();
break;
}
}
/* flag is same as for draw_object */
void drawaxes(float size, int flag, char drawtype)
void drawaxes(RegionView3D *rv3d, float mat[][4], float size, int flag, char drawtype)
{
int axis;
float v1[3]= {0.0, 0.0, 0.0};
@@ -402,12 +503,12 @@ void drawaxes(float size, int flag, char drawtype)
glVertex3fv(v1);
glVertex3fv(v2);
v1[axis]= size*0.8;
v1[arrow_axis]= -size*0.125;
v1[axis]= size*0.85;
v1[arrow_axis]= -size*0.08;
glVertex3fv(v1);
glVertex3fv(v2);
v1[arrow_axis]= size*0.125;
v1[arrow_axis]= size*0.08;
glVertex3fv(v1);
glVertex3fv(v2);
@@ -415,15 +516,7 @@ void drawaxes(float size, int flag, char drawtype)
v2[axis]+= size*0.125;
// patch for 3d cards crashing on glSelect for text drawing (IBM)
if((flag & DRAW_PICKING) == 0) {
if (axis==0)
view3d_cached_text_draw_add(v2[0], v2[1], v2[2], "x", 0, V3D_CACHE_TEXT_ZBUF);
else if (axis==1)
view3d_cached_text_draw_add(v2[0], v2[1], v2[2], "y", 0, V3D_CACHE_TEXT_ZBUF);
else
view3d_cached_text_draw_add(v2[0], v2[1], v2[2], "z", 0, V3D_CACHE_TEXT_ZBUF);
}
draw_xyz_wire(rv3d, mat, v2, size, axis);
}
break;
}
@@ -5748,7 +5841,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
}
case OB_EMPTY:
if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
drawaxes(ob->empty_drawsize, flag, ob->empty_drawtype);
drawaxes(rv3d, rv3d->viewmatob, ob->empty_drawsize, flag, ob->empty_drawtype);
break;
case OB_LAMP:
if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
@@ -5774,7 +5867,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
break;
default:
if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
drawaxes(1.0, flag, OB_ARROWS);
drawaxes(rv3d, rv3d->viewmatob, 1.0, flag, OB_ARROWS);
}
}
@@ -5974,7 +6067,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
if(dtx && (G.f & G_RENDER_OGL)==0) {
if(dtx & OB_AXIS) {
drawaxes(1.0f, flag, OB_ARROWS);
drawaxes(rv3d, rv3d->viewmatob, 1.0f, flag, OB_ARROWS);
}
if(dtx & OB_BOUNDBOX) draw_bounding_volume(scene, ob);
if(dtx & OB_TEXSPACE) drawtexspace(ob);
@@ -6345,7 +6438,7 @@ void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object
draw_object_mesh_instance(scene, v3d, rv3d, ob, dt, outline);
break;
case OB_EMPTY:
drawaxes(ob->empty_drawsize, 0, ob->empty_drawtype);
drawaxes(rv3d, rv3d->viewmatob, ob->empty_drawsize, 0, ob->empty_drawtype);
break;
}
}

View File

@@ -104,7 +104,7 @@ void draw_object(Scene *scene, struct ARegion *ar, View3D *v3d, Base *base, int
int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt);
void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, int dt, int outline);
void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob);
void drawaxes(float size, int flag, char drawtype);
void drawaxes(struct RegionView3D *rv3d, float mat[][4], float size, int flag, char drawtype);
void view3d_cached_text_draw_begin(void);
void view3d_cached_text_draw_add(float x, float y, float z, char *str, short xoffs, short flag);