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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.
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3 changed files with 52 additions and 6 deletions
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@ -448,6 +448,49 @@ void VisualServerCanvas::canvas_item_set_update_when_visible(RID p_item, bool p_
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}
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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) {
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// Try drawing as a poly, because polys are batched and thus should run faster than thick lines,
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// which run extremely slowly.
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if (!p_antialiased && (p_width > 1.0)) {
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// use poly drawing, as it is faster as it can use batching
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static Vector<Point2> points;
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static Vector<Color> colors;
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static Vector<Point2> uvs;
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if (points.size() != 4) {
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// this should only be done once at runtime due to use of a static
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points.resize(4);
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colors.resize(4);
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uvs.resize(4);
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}
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Vector2 side = p_to - p_from;
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real_t length = side.length();
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if (length == 0.0) {
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// Not sure yet whether zero length is a noop operation later on,
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// watch for visual errors. If there are visual errors, pass through
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// to the line drawing routine below.
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return;
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}
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// normalize
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side /= length;
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// 90 degrees
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side = Vector2(-side.y, side.x);
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side *= p_width;
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points.set(0, p_from + side);
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points.set(1, p_from - side);
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points.set(2, p_to - side);
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points.set(3, p_to + side);
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for (int n = 0; n < 4; n++) {
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colors.set(n, p_color);
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}
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canvas_item_add_polygon(p_item, points, colors, uvs, RID(), RID(), false);
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return;
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}
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Item *canvas_item = canvas_item_owner.getornull(p_item);
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ERR_FAIL_COND(!canvas_item);
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