UI: Perf: Modify UI_draw_roundbox to use GWN_batch API.
This commit also rename and move a few thing to clean things up. Major improvment is using one drawcall instead of 8 for UI_draw_roundbox_aa.
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@@ -64,6 +64,7 @@
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/* own include */
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#include "interface_intern.h"
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static int roundboxtype = UI_CNR_ALL;
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void UI_draw_roundbox_corner_set(int type)
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@@ -101,12 +102,58 @@ void UI_draw_roundbox_3fvAlpha(bool filled, float minx, float miny, float maxx,
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UI_draw_roundbox_4fv(filled, minx, miny, maxx, maxy, rad, colv);
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}
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void UI_draw_roundbox_aa(bool filled, float minx, float miny, float maxx, float maxy, float rad, const float color[4])
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{
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uiWidgetBaseParameters widget_params = {
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.recti.xmin = minx, .recti.ymin = miny,
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.recti.xmax = maxx, .recti.ymax = maxy,
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.radi = rad,
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.round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f,
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.round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f,
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.round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f,
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.round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f,
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.color_inner1[0] = color[0], .color_inner2[0] = color[0],
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.color_inner1[1] = color[1], .color_inner2[1] = color[1],
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.color_inner1[2] = color[2], .color_inner2[2] = color[2],
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.color_inner1[3] = color[3], .color_inner2[3] = color[3],
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};
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glEnable(GL_BLEND);
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if (filled) {
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/* plain antialiased filled box */
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widget_params.color_inner1[3] *= 0.125f;
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widget_params.color_inner2[3] *= 0.125f;
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/* WATCH: This is assuming the ModelViewProjectionMatrix is area pixel space.
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* If it has been scaled, then it's no longer valid. */
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Gwn_Batch *batch = ui_batch_roundbox_get(filled, true);
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GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
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GWN_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
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GWN_batch_draw(batch);
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}
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else {
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/* plain antialiased unfilled box */
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glEnable(GL_LINE_SMOOTH);
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Gwn_Batch *batch = ui_batch_roundbox_get(filled, false);
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GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
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GWN_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
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GWN_batch_draw(batch);
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glDisable(GL_LINE_SMOOTH);
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}
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glDisable(GL_BLEND);
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}
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void UI_draw_roundbox_4fv(bool filled, float minx, float miny, float maxx, float maxy, float rad, const float col[4])
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{
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#if 0
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float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
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{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
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int a;
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Gwn_VertFormat *format = immVertexFormat();
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unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
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@@ -175,8 +222,29 @@ void UI_draw_roundbox_4fv(bool filled, float minx, float miny, float maxx, float
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immEnd();
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immUnbindProgram();
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#endif
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uiWidgetBaseParameters widget_params = {
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.recti.xmin = minx, .recti.ymin = miny,
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.recti.xmax = maxx, .recti.ymax = maxy,
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.radi = rad,
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.round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f,
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.round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f,
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.round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f,
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.round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f,
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.color_inner1[0] = col[0], .color_inner2[0] = col[0],
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.color_inner1[1] = col[1], .color_inner2[1] = col[1],
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.color_inner1[2] = col[2], .color_inner2[2] = col[2],
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.color_inner1[3] = col[3], .color_inner2[3] = col[3],
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};
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Gwn_Batch *batch = ui_batch_roundbox_get(filled, false);
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GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
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GWN_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
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GWN_batch_draw(batch);
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}
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#if 0
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static void round_box_shade_col(unsigned attrib, const float col1[3], float const col2[3], const float fac)
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{
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float col[4] = {
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@@ -187,6 +255,7 @@ static void round_box_shade_col(unsigned attrib, const float col1[3], float cons
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};
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immAttrib4fv(attrib, col);
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}
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#endif
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/* linear horizontal shade within button or in outline */
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/* view2d scrollers use it */
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@@ -194,6 +263,7 @@ void UI_draw_roundbox_shade_x(
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bool filled, float minx, float miny, float maxx, float maxy,
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float rad, float shadetop, float shadedown, const float col[4])
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{
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#if 0
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float vec[7][2] = {{0.195, 0.02}, {0.383, 0.067}, {0.55, 0.169}, {0.707, 0.293},
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{0.831, 0.45}, {0.924, 0.617}, {0.98, 0.805}};
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const float div = maxy - miny;
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@@ -305,6 +375,30 @@ void UI_draw_roundbox_shade_x(
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immEnd();
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immUnbindProgram();
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#endif
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uiWidgetBaseParameters widget_params = {
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.recti.xmin = minx, .recti.ymin = miny,
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.recti.xmax = maxx, .recti.ymax = maxy,
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.radi = rad,
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.round_corners[0] = (roundboxtype & UI_CNR_BOTTOM_LEFT) ? 1.0f : 0.0f,
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.round_corners[1] = (roundboxtype & UI_CNR_BOTTOM_RIGHT) ? 1.0f : 0.0f,
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.round_corners[2] = (roundboxtype & UI_CNR_TOP_RIGHT) ? 1.0f : 0.0f,
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.round_corners[3] = (roundboxtype & UI_CNR_TOP_LEFT) ? 1.0f : 0.0f,
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.color_inner1[0] = min_ff(1.0f, col[0] + shadetop),
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.color_inner2[0] = max_ff(0.0f, col[0] + shadedown),
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.color_inner1[1] = min_ff(1.0f, col[1] + shadetop),
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.color_inner2[1] = max_ff(0.0f, col[1] + shadedown),
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.color_inner1[2] = min_ff(1.0f, col[2] + shadetop),
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.color_inner2[2] = max_ff(0.0f, col[2] + shadedown),
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.color_inner1[3] = 1.0f,
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.color_inner2[3] = 1.0f,
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};
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Gwn_Batch *batch = ui_batch_roundbox_get(filled, false);
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GWN_batch_program_set_builtin(batch, GPU_SHADER_2D_WIDGET_BASE);
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GWN_batch_uniform_4fv_array(batch, "parameters", 11, (float *)&widget_params);
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GWN_batch_draw(batch);
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}
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#if 0 /* unused */
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