Improve rendering time by using numpy to generate normals, and vertex arrays. This also seems to have increased performance.

master
daid 2012-07-30 11:02:49 +02:00
parent c92cc07afd
commit 05d3c36c61
2 changed files with 26 additions and 20 deletions

View File

@ -1,4 +1,4 @@
import math
import math, time
from util import util3d
from util import profile
@ -205,20 +205,20 @@ def DrawBox(vMin, vMax):
def DrawSTL(mesh):
glEnable(GL_CULL_FACE)
for i in xrange(0, mesh.vertexCount, 3):
glBegin(GL_TRIANGLES)
v1 = mesh.vertexes[i]
v2 = mesh.vertexes[i+1]
v3 = mesh.vertexes[i+2]
glNormal3f(mesh.normal[i/3][0], mesh.normal[i/3][1], mesh.normal[i/3][2])
glVertex3f(v1[0], v1[1], v1[2])
glVertex3f(v2[0], v2[1], v2[2])
glVertex3f(v3[0], v3[1], v3[2])
glNormal3f(-mesh.normal[i/3][0], -mesh.normal[i/3][1], -mesh.normal[i/3][2])
glVertex3f(v1[0], v1[1], v1[2])
glVertex3f(v3[0], v3[1], v3[2])
glVertex3f(v2[0], v2[1], v2[2])
glEnd()
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, mesh.vertexes)
glNormalPointer(GL_FLOAT, 0, mesh.normal)
glCullFace(GL_BACK)
glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount)
glCullFace(GL_FRONT)
glNormalPointer(GL_FLOAT, 0, mesh.invNormal)
glDrawArrays(GL_TRIANGLES, 0, mesh.vertexCount)
glDisableClientState(GL_VERTEX_ARRAY)
glDisableClientState(GL_NORMAL_ARRAY);
def DrawGCodeLayer(layer):
filamentRadius = profile.getProfileSettingFloat('filament_diameter') / 2

View File

@ -20,7 +20,7 @@ class mesh(object):
def _prepareVertexCount(self, vertexNumber):
#Set the amount of faces before loading data in them. This way we can create the numpy arrays before we fill them.
self.origonalVertexes = numpy.zeros((vertexNumber, 3), float)
self.normal = numpy.zeros((vertexNumber / 3, 3))
self.normal = numpy.zeros((vertexNumber, 3), float)
self.vertexCount = 0
def _postProcessAfterLoad(self):
@ -56,11 +56,11 @@ class mesh(object):
mat10 = math.sin(rotate) * scaleX
mat11 = math.cos(rotate) * scaleY
mat = numpy.array([[mat00,mat10,0],[mat01,mat11,0],[0,0,scaleZ]])
mat = numpy.array([[mat00,mat10,0],[mat01,mat11,0],[0,0,scaleZ]], float)
if swapXZ:
mat = numpy.array([mat[2],mat[1],mat[0]])
mat = numpy.array([mat[2],mat[1],mat[0]], float)
if swapYZ:
mat = numpy.array([mat[0],mat[2],mat[1]])
mat = numpy.array([mat[0],mat[2],mat[1]], float)
self.vertexes = (numpy.matrix(self.origonalVertexes, copy = False) * numpy.matrix(mat)).getA()
tris = self.vertexes.reshape(self.vertexCount / 3, 3, 3)
@ -69,7 +69,13 @@ class mesh(object):
normals[:,0] /= lens
normals[:,1] /= lens
normals[:,2] /= lens
self.normal = normals
n = numpy.zeros((self.vertexCount / 3, 9), float)
n[:,0:3] = normals
n[:,3:6] = normals
n[:,6:9] = normals
self.normal = n.reshape(self.vertexCount, 3)
self.invNormal = -self.normal
self.getMinimumZ()