Use display list for OpenGL polygons implementation. This improve speed on

my computer in expedite test bench from 400 to 650.


SVN revision: 34795
This commit is contained in:
Cedric BAIL 2008-06-10 12:18:54 +00:00
parent e2aa481463
commit 0de14ee3ef
2 changed files with 56 additions and 38 deletions

View File

@ -133,6 +133,8 @@ struct _Evas_GL_Image
struct _Evas_GL_Polygon
{
Evas_List *points;
GLuint dl;
Evas_Bool changed : 1;
};
struct _Evas_GL_Polygon_Point

View File

@ -14,6 +14,7 @@ evas_gl_common_poly_point_add(Evas_GL_Polygon *poly, int x, int y)
pt->x = x;
pt->y = y;
poly->points = evas_list_append(poly->points, pt);
poly->changed = 1;
return poly;
}
@ -29,6 +30,7 @@ evas_gl_common_poly_points_clear(Evas_GL_Polygon *poly)
poly->points = evas_list_remove(poly->points, pt);
free(pt);
}
if (poly->dl > 0) glDeleteLists(poly->dl, 1);
free(poly);
return NULL;
}
@ -106,48 +108,62 @@ evas_gl_common_poly_draw(Evas_GL_Context *gc, Evas_GL_Polygon *poly)
evas_gl_common_context_read_buf_set(gc, GL_BACK);
evas_gl_common_context_write_buf_set(gc, GL_BACK);
if (poly->changed || poly->dl <= 0)
{
if (poly->dl > 0) glDeleteLists(poly->dl, 1);
poly->dl = glGenLists(1);
glNewList(poly->dl, GL_COMPILE_AND_EXECUTE);
#ifdef GLU_TESS
if (!tess)
{
tess = gluNewTess();
if (!tess)
{
tess = gluNewTess();
gluTessCallback(tess, GLU_TESS_BEGIN, _evas_gl_tess_begin_cb);
gluTessCallback(tess, GLU_TESS_END, _evas_gl_tess_end_cb);
gluTessCallback(tess, GLU_TESS_ERROR, _evas_gl_tess_error_cb);
gluTessCallback(tess, GLU_TESS_VERTEX, _evas_gl_tess_vertex_cb);
gluTessCallback(tess, GLU_TESS_COMBINE, _evas_gl_tess_combine_cb);
}
num = 0;
num = evas_list_count(poly->points);
i = 0;
glp = malloc(num * 6 * sizeof(GLdouble));
gluTessNormal(tess, 0, 0, 1);
gluTessProperty(tess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD);
gluTessBeginPolygon(tess, NULL);
gluTessBeginContour(tess);
for (l = poly->points; l; l = l->next)
{
Evas_GL_Polygon_Point *p;
gluTessCallback(tess, GLU_TESS_BEGIN, _evas_gl_tess_begin_cb);
gluTessCallback(tess, GLU_TESS_END, _evas_gl_tess_end_cb);
gluTessCallback(tess, GLU_TESS_ERROR, _evas_gl_tess_error_cb);
gluTessCallback(tess, GLU_TESS_VERTEX, _evas_gl_tess_vertex_cb);
gluTessCallback(tess, GLU_TESS_COMBINE, _evas_gl_tess_combine_cb);
}
num = 0;
num = evas_list_count(poly->points);
i = 0;
glp = malloc(num * 6 * sizeof(GLdouble));
gluTessNormal(tess, 0, 0, 1);
gluTessProperty(tess, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD);
gluTessBeginPolygon(tess, NULL);
gluTessBeginContour(tess);
for (l = poly->points; l; l = l->next)
{
Evas_GL_Polygon_Point *p;
p = l->data;
glp[i++] = p->x;
glp[i++] = p->y;
glp[i++] = 0;
gluTessVertex(tess, &(glp[i - 3]), &(glp[i - 3]));
i += 3;
}
gluTessEndContour(tess);
gluTessEndPolygon(tess);
free(glp);
p = l->data;
glp[i++] = p->x;
glp[i++] = p->y;
glp[i++] = 0;
gluTessVertex(tess, &(glp[i - 3]), &(glp[i - 3]));
i += 3;
}
gluTessEndContour(tess);
gluTessEndPolygon(tess);
free(glp);
#else
glBegin(GL_POLYGON);
for (l = poly->points; l; l = l->next)
{
Evas_GL_Polygon_Point *p;
glBegin(GL_POLYGON);
for (l = poly->points; l; l = l->next)
{
Evas_GL_Polygon_Point *p;
p = l->data;
glVertex2i(p->x, p->y);
}
glEnd();
p = l->data;
glVertex2i(p->x, p->y);
}
glEnd();
#endif
glEndList();
poly->changed = 0;
return ;
}
glCallList(poly->dl);
}