Faster editor line drawing - Path2D and draw_line

Changes the Path2D drawing to use POLYLINE instead of thick lines.
Add a path to translate thick lines (that are not using anti-aliasing) to draw as polygons instead. This should be faster because polygons can be batched.
This commit is contained in:
lawnjelly 2021-10-29 12:14:51 +01:00
parent 62f56af694
commit ab76cd6ff2
3 changed files with 52 additions and 6 deletions

View file

@ -448,6 +448,49 @@ void VisualServerCanvas::canvas_item_set_update_when_visible(RID p_item, bool p_
}
void VisualServerCanvas::canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width, bool p_antialiased) {
// Try drawing as a poly, because polys are batched and thus should run faster than thick lines,
// which run extremely slowly.
if (!p_antialiased && (p_width > 1.0)) {
// use poly drawing, as it is faster as it can use batching
static Vector<Point2> points;
static Vector<Color> colors;
static Vector<Point2> uvs;
if (points.size() != 4) {
// this should only be done once at runtime due to use of a static
points.resize(4);
colors.resize(4);
uvs.resize(4);
}
Vector2 side = p_to - p_from;
real_t length = side.length();
if (length == 0.0) {
// Not sure yet whether zero length is a noop operation later on,
// watch for visual errors. If there are visual errors, pass through
// to the line drawing routine below.
return;
}
// normalize
side /= length;
// 90 degrees
side = Vector2(-side.y, side.x);
side *= p_width;
points.set(0, p_from + side);
points.set(1, p_from - side);
points.set(2, p_to - side);
points.set(3, p_to + side);
for (int n = 0; n < 4; n++) {
colors.set(n, p_color);
}
canvas_item_add_polygon(p_item, points, colors, uvs, RID(), RID(), false);
return;
}
Item *canvas_item = canvas_item_owner.getornull(p_item);
ERR_FAIL_COND(!canvas_item);