Use a single index array

There's no point in clearing the index array because it is always the
same sequence of indices regardless of the vertices. Instead it is
just added to when there are more vertices than ever before.
This commit is contained in:
Neil Roberts 2008-12-09 18:03:29 +00:00
parent 2c9a79651a
commit 9537f8e4ae
2 changed files with 66 additions and 36 deletions

View File

@ -1918,9 +1918,41 @@ _cogl_texture_flush_vertices (void)
if (ctx->texture_vertices->len > 0)
{
int needed_indices;
CoglTextureGLVertex *p
= (CoglTextureGLVertex *) ctx->texture_vertices->data;
/* The indices are always the same sequence regardless of the
vertices so we only need to change it if there are more
vertices than ever before */
needed_indices = ctx->texture_vertices->len / 4 * 6;
if (needed_indices > ctx->texture_indices->len)
{
int old_len = ctx->texture_indices->len;
int vert_num = old_len / 6 * 4;
int i;
GLushort *q;
/* Add two triangles for each quad to the list of
indices. That makes six new indices but two of the
vertices in the triangles are shared. */
g_array_set_size (ctx->texture_indices, needed_indices);
q = &g_array_index (ctx->texture_indices, GLushort, old_len);
for (i = old_len;
i < ctx->texture_indices->len;
i += 6, vert_num += 4)
{
*(q++) = vert_num + 0;
*(q++) = vert_num + 1;
*(q++) = vert_num + 3;
*(q++) = vert_num + 1;
*(q++) = vert_num + 2;
*(q++) = vert_num + 3;
}
}
GE( glVertexPointer (2, GL_FLOAT,
sizeof (CoglTextureGLVertex), p->v ) );
GE( glTexCoordPointer (2, GL_FLOAT,
@ -1929,12 +1961,11 @@ _cogl_texture_flush_vertices (void)
GE( glBindTexture (ctx->texture_target, ctx->texture_current) );
GE( ctx->pf_glDrawRangeElements (GL_TRIANGLES,
0, ctx->texture_vertices->len - 1,
ctx->texture_indices->len,
needed_indices,
GL_UNSIGNED_SHORT,
ctx->texture_indices->data) );
g_array_set_size (ctx->texture_vertices, 0);
g_array_set_size (ctx->texture_indices, 0);
}
}
@ -1946,7 +1977,6 @@ _cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
{
CoglTextureGLVertex *p;
GLushort first_vert;
GLushort *q;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -1968,21 +1998,6 @@ _cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
p->v[0] = x2; p->v[1] = y1;
p->t[0] = tx2; p->t[1] = ty1;
p++;
/* Add two triangles to the list of indices. That makes six new
indices but two of the vertices in the triangles are shared. */
g_array_set_size (ctx->texture_indices,
ctx->texture_indices->len + 6);
q = &g_array_index (ctx->texture_indices, GLushort,
ctx->texture_indices->len - 6);
*(q++) = first_vert + 0;
*(q++) = first_vert + 1;
*(q++) = first_vert + 3;
*(q++) = first_vert + 1;
*(q++) = first_vert + 2;
*(q++) = first_vert + 3;
}
static void

View File

@ -2054,9 +2054,41 @@ _cogl_texture_flush_vertices (void)
if (ctx->texture_vertices->len > 0)
{
int needed_indices;
CoglTextureGLVertex *p
= (CoglTextureGLVertex *) ctx->texture_vertices->data;
/* The indices are always the same sequence regardless of the
vertices so we only need to change it if there are more
vertices than ever before */
needed_indices = ctx->texture_vertices->len / 4 * 6;
if (needed_indices > ctx->texture_indices->len)
{
int old_len = ctx->texture_indices->len;
int vert_num = old_len / 6 * 4;
int i;
GLushort *q;
/* Add two triangles for each quad to the list of
indices. That makes six new indices but two of the
vertices in the triangles are shared. */
g_array_set_size (ctx->texture_indices, needed_indices);
q = &g_array_index (ctx->texture_indices, GLushort, old_len);
for (i = old_len;
i < ctx->texture_indices->len;
i += 6, vert_num += 4)
{
*(q++) = vert_num + 0;
*(q++) = vert_num + 1;
*(q++) = vert_num + 3;
*(q++) = vert_num + 1;
*(q++) = vert_num + 2;
*(q++) = vert_num + 3;
}
}
GE( glVertexPointer (2, GL_FLOAT,
sizeof (CoglTextureGLVertex), p->v ) );
GE( glTexCoordPointer (2, GL_FLOAT,
@ -2064,12 +2096,11 @@ _cogl_texture_flush_vertices (void)
GE( glBindTexture (ctx->texture_target, ctx->texture_current) );
GE( glDrawElements (GL_TRIANGLES,
ctx->texture_indices->len,
needed_indices,
GL_UNSIGNED_SHORT,
ctx->texture_indices->data) );
g_array_set_size (ctx->texture_vertices, 0);
g_array_set_size (ctx->texture_indices, 0);
}
}
@ -2081,7 +2112,6 @@ _cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
{
CoglTextureGLVertex *p;
GLushort first_vert;
GLushort *q;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
@ -2103,21 +2133,6 @@ _cogl_texture_add_quad_vertices (GLfloat x1, GLfloat y1,
p->v[0] = x2; p->v[1] = y1;
p->t[0] = tx2; p->t[1] = ty1;
p++;
/* Add two triangles to the list of indices. That makes six new
indices but two of the vertices in the triangles are shared. */
g_array_set_size (ctx->texture_indices,
ctx->texture_indices->len + 6);
q = &g_array_index (ctx->texture_indices, GLushort,
ctx->texture_indices->len - 6);
*(q++) = first_vert + 0;
*(q++) = first_vert + 1;
*(q++) = first_vert + 3;
*(q++) = first_vert + 1;
*(q++) = first_vert + 2;
*(q++) = first_vert + 3;
}
static void