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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-08-11 18:21:19 +0200
committerGitHub <noreply@github.com>2021-08-11 18:21:19 +0200
commit1d7a358588dd61836480cd5c1f6da549c7853cf9 (patch)
treea19a3b74c183b92e27e449d239820cf5cdd3572d /editor/plugins/node_3d_editor_plugin.cpp
parente30be92ce83a87771ddac26e0e4ce7dcf926b811 (diff)
parent536386eb691844a9502d65685cbb080860c205bf (diff)
Merge pull request #51399 from RevoluPowered/improve_editor_grid_performance_4.0
[4.0] Implement editor grid performance improvements
Diffstat (limited to 'editor/plugins/node_3d_editor_plugin.cpp')
-rw-r--r--editor/plugins/node_3d_editor_plugin.cpp101
1 files changed, 75 insertions, 26 deletions
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp
index 7e143241f3..8f0359bd0f 100644
--- a/editor/plugins/node_3d_editor_plugin.cpp
+++ b/editor/plugins/node_3d_editor_plugin.cpp
@@ -5508,6 +5508,12 @@ void Node3DEditor::_init_indicators() {
Vector<Color> origin_colors;
Vector<Vector3> origin_points;
+ const int count_of_elements = 3 * 6;
+ origin_colors.resize(count_of_elements);
+ origin_points.resize(count_of_elements);
+
+ int x = 0;
+
for (int i = 0; i < 3; i++) {
Vector3 axis;
axis[i] = 1;
@@ -5530,21 +5536,22 @@ void Node3DEditor::_init_indicators() {
grid_enable[i] = false;
grid_visible[i] = false;
- origin_colors.push_back(origin_color);
- origin_colors.push_back(origin_color);
- origin_colors.push_back(origin_color);
- origin_colors.push_back(origin_color);
- origin_colors.push_back(origin_color);
- origin_colors.push_back(origin_color);
+ origin_colors.set(x, origin_color);
+ origin_colors.set(x + 1, origin_color);
+ origin_colors.set(x + 2, origin_color);
+ origin_colors.set(x + 3, origin_color);
+ origin_colors.set(x + 4, origin_color);
+ origin_colors.set(x + 5, origin_color);
// To both allow having a large origin size and avoid jitter
// at small scales, we should segment the line into pieces.
// 3 pieces seems to do the trick, and let's use powers of 2.
- origin_points.push_back(axis * 1048576);
- origin_points.push_back(axis * 1024);
- origin_points.push_back(axis * 1024);
- origin_points.push_back(axis * -1024);
- origin_points.push_back(axis * -1024);
- origin_points.push_back(axis * -1048576);
+ origin_points.set(x, axis * 1048576);
+ origin_points.set(x + 1, axis * 1024);
+ origin_points.set(x + 2, axis * 1024);
+ origin_points.set(x + 3, axis * -1024);
+ origin_points.set(x + 4, axis * -1024);
+ origin_points.set(x + 5, axis * -1048576);
+ x += 6;
}
Ref<Shader> grid_shader = memnew(Shader);
@@ -6121,6 +6128,32 @@ void Node3DEditor::_init_grid() {
grid_mat[c]->set_shader_param("grid_size", grid_fade_size);
grid_mat[c]->set_shader_param("orthogonal", orthogonal);
+ // Cache these so we don't have to re-access memory.
+ Vector<Vector3> &ref_grid = grid_points[c];
+ Vector<Vector3> &ref_grid_normals = grid_normals[c];
+ Vector<Color> &ref_grid_colors = grid_colors[c];
+
+ // Count our elements same as code below it.
+ int expected_size = 0;
+ for (int i = -grid_size; i <= grid_size; i++) {
+ const real_t position_a = center_a + i * small_step_size;
+ const real_t position_b = center_b + i * small_step_size;
+
+ // Don't draw lines over the origin if it's enabled.
+ if (!(origin_enabled && Math::is_zero_approx(position_a))) {
+ expected_size += 2;
+ }
+
+ if (!(origin_enabled && Math::is_zero_approx(position_b))) {
+ expected_size += 2;
+ }
+ }
+
+ int idx = 0;
+ ref_grid.resize(expected_size);
+ ref_grid_normals.resize(expected_size);
+ ref_grid_colors.resize(expected_size);
+
// In each iteration of this loop, draw one line in each direction (so two lines per loop, in each if statement).
for (int i = -grid_size; i <= grid_size; i++) {
Color line_color;
@@ -6143,12 +6176,13 @@ void Node3DEditor::_init_grid() {
line_end[a] = position_a;
line_bgn[b] = bgn_b;
line_end[b] = end_b;
- grid_points[c].push_back(line_bgn);
- grid_points[c].push_back(line_end);
- grid_colors[c].push_back(line_color);
- grid_colors[c].push_back(line_color);
- grid_normals[c].push_back(normal);
- grid_normals[c].push_back(normal);
+ ref_grid.set(idx, line_bgn);
+ ref_grid.set(idx + 1, line_end);
+ ref_grid_colors.set(idx, line_color);
+ ref_grid_colors.set(idx + 1, line_color);
+ ref_grid_normals.set(idx, normal);
+ ref_grid_normals.set(idx + 1, normal);
+ idx += 2;
}
if (!(origin_enabled && Math::is_zero_approx(position_b))) {
@@ -6158,12 +6192,13 @@ void Node3DEditor::_init_grid() {
line_end[b] = position_b;
line_bgn[a] = bgn_a;
line_end[a] = end_a;
- grid_points[c].push_back(line_bgn);
- grid_points[c].push_back(line_end);
- grid_colors[c].push_back(line_color);
- grid_colors[c].push_back(line_color);
- grid_normals[c].push_back(normal);
- grid_normals[c].push_back(normal);
+ ref_grid.set(idx, line_bgn);
+ ref_grid.set(idx + 1, line_end);
+ ref_grid_colors.set(idx, line_color);
+ ref_grid_colors.set(idx + 1, line_color);
+ ref_grid_normals.set(idx, normal);
+ ref_grid_normals.set(idx + 1, normal);
+ idx += 2;
}
}
@@ -6201,8 +6236,22 @@ void Node3DEditor::_finish_grid() {
}
void Node3DEditor::update_grid() {
- _finish_grid();
- _init_grid();
+ const Camera3D::Projection current_projection = viewports[0]->camera->get_projection();
+
+ if (current_projection != grid_camera_last_update_perspective) {
+ grid_init_draw = false; // redraw
+ grid_camera_last_update_perspective = current_projection;
+ }
+
+ // Gets a orthogonal or perspective position correctly (for the grid comparison)
+ const Vector3 camera_position = get_editor_viewport(0)->camera->get_position();
+
+ if (!grid_init_draw || (camera_position - grid_camera_last_update_position).length() >= 10.0f) {
+ _finish_grid();
+ _init_grid();
+ grid_init_draw = true;
+ grid_camera_last_update_position = camera_position;
+ }
}
void Node3DEditor::_selection_changed() {