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BeitragVerfasst: Fr 17.12.04 22:30 
Besteht in folgendem Code an irgend einer Stelle großes Optimierungspotential?

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unit GlObjekt;

interface

uses OpenGL12, Math, Classes, SysUtils;

type
  PVertex=^TVertex;
  TVertex=record
             ints:Array of GLint;
             floats:Array of GLfloat;
          end;

  {OpenGL-Objekt Klasse zum Speichern und Anzeigen}
  TOpenGLObjekt=class
  private
     ints:Array of GLInt;
     floats:Array of GLfloat;
  public
     constructor Create;
     destructor Destroy; override;
     procedure Draw;
  end;
  {OpenGL-Objekt Klasse mit Dateifunktionen}
  TOpenGLObjektF=class(TOpenGLObjekt)
  private
  public
     procedure LoadFromFile(filename:String);
     procedure SaveToFile(filename:String);
  end;
  {OpenGL-Objekt Klasse mit erwiterten Funktionen}
  TOpenGLObjektE=class(TOpenGLObjektF)
  private
  public
     procedure Add(aints:Array of GLint;afloats:Array of GLfloat);
     procedure Clear;
     procedure Show(dest:TStrings);
     function GetVertices:TList;
  end;
{
Dateiformat:
intsize:   1 Byte;
floatsize: 1 Byte;
numints:   4 Bytes;
numfloats: 4 Bytes;
ints:      numints Bytes;
floats:    numfloats Bytes;
}


implementation

{TOpenGLObjekt}

constructor TOpenGLObjekt.Create;
begin
   inherited Create;
   SetLength(ints,0);
   SetLength(floats,0);
end;

destructor TOpenGLObjekt.Destroy;
begin
   SetLength(ints,0);
   SetLength(floats,0);
   inherited Destroy;
end;

procedure TOpenGLObjekt.Draw;
var i,f:Integer;
    bufint1,bufint2,bufint3,bufint4:GLint;
    buffloat1,buffloat2,buffloat3,buffloat4:GLfloat;
begin
   i:=0;
   f:=0;
   while i<Length(ints) do
   begin
      case ints[i] of
          0:begin
               i:=i+1;
               case ints[i] of
                  0:glBegin(GL_POINTS);
                  1:glBegin(GL_LINES);
                  2:glBegin(GL_LINE_STRIP);
                  3:glBegin(GL_LINE_LOOP);
                  4:glBegin(GL_POLYGON);
                  5:glBegin(GL_TRIANGLES);
                  6:glBegin(GL_TRIANGLE_FAN);
                  7:glBegin(GL_TRIANGLE_STRIP);
                  8:glBegin(GL_QUADS);
                  9:glBegin(GL_QUAD_STRIP);
               end;
            end;
          1:begin
               glEnd;
            end;
         {2:glColor3b}
         {3:glColor3ub}
         {4:glColor3s}
         {5:glColor3us}
          6:begin
               i:=i+1;
               bufint1:=ints[i];
               i:=i+1;
               bufint2:=ints[i];
               i:=i+1;
               bufint3:=ints[i];
               glColor3i(bufint1,bufint2,bufint3);
            end;
         {7:glColor3ui}
          8:begin
               buffloat1:=floats[f];
               f:=f+1;
               buffloat2:=floats[f];
               f:=f+1;
               buffloat3:=floats[f];
               f:=f+1;
               glColor3f(buffloat1,buffloat2,buffloat3);
            end;
         {9:glColor3d}
        {10:glColor4b}
        {11:glColor4ub}
        {12:glColor4s}
        {13:glColor4us}
        {14:glColor4i}
        {15:glColor4ui}
        {16:glColor4f}
        {17:glColor4d}
        {18:glTexCoord2s}
         19:begin
               i:=i+1;
               bufint1:=ints[i];
               i:=i+1;
               bufint2:=ints[i];
               glTexCoord2i(bufint1,bufint2);
            end;
         20:begin
               buffloat1:=floats[f];
               f:=f+1;
               buffloat2:=floats[f];
               f:=f+1;
               glTexCoord2f(buffloat1,buffloat2);
            end;
        {21:glTexCoord2d}
        {22:glNormal3b}
        {23:glNormal3s}
         24:begin
               i:=i+1;
               bufint1:=ints[i];
               i:=i+1;
               bufint2:=ints[i];
               i:=i+1;
               bufint3:=ints[i];
               glNormal3i(bufint1,bufint2,bufint3);
            end;
         25:begin
               buffloat1:=floats[f];
               f:=f+1;
               buffloat2:=floats[f];
               f:=f+1;
               buffloat3:=floats[f];
               f:=f+1;
               glNormal3f(buffloat1,buffloat2,buffloat3);
            end;
        {26:glNormal3d}
        {27:glVertex3s}
         28:begin
               i:=i+1;
               bufint1:=ints[i];
               i:=i+1;
               bufint2:=ints[i];
               i:=i+1;
               bufint3:=ints[i];
               glVertex3i(bufint1,bufint2,bufint3);
            end;
         29:begin
               buffloat1:=floats[f];
               f:=f+1;
               buffloat2:=floats[f];
               f:=f+1;
               buffloat3:=floats[f];
               f:=f+1;
               glVertex3f(buffloat1,buffloat2,buffloat3);
            end;
        {30:glVertex3d}
      end;
      i:=i+1;
   end;
end;

{TOpenGLObjektF}

procedure TOpenGLObjektF.LoadFromFile(filename:String);
var data:File;
    floatsize:Byte;
    intsize:Byte;
    bufint:GLint;
    buffloat:GLfloat;
    numintsi,numfloatsi:Integer;
    i:Integer;
begin
   AssignFile(data,filename);
   Reset(data,1);
   BlockRead(data,intsize,1);
   BlockRead(data,floatsize,1);
   BlockRead(data,numintsi,SizeOf(numintsi));
   SetLength(ints,numintsi);
   BlockRead(data,numfloatsi,SizeOf(numfloatsi));
   SetLength(floats,numfloatsi);
   for i:=0 to numintsi-1 do
   begin
      BlockRead(data,bufint,intsize);
      ints[i]:=bufint;
   end;
   for i:=0 to numfloatsi-1 do
   begin
      BlockRead(data,buffloat,floatsize);
      floats[i]:=buffloat;
   end;
   CloseFile(data);
end;

procedure TOpenGLObjektF.SaveToFile(filename:String);
var data:File;
    floatsize:Byte;
    intsize:Byte;
    numintsi,numfloatsi:Integer;
    i:Integer;
begin
   floatsize:=SizeOf(GLfloat);
   intsize:=SizeOf(GLint);
   numintsi:=Length(ints);
   numfloatsi:=Length(floats);
   AssignFile(data,filename);
   Rewrite(data,1);
   BlockWrite(data,intsize,1);
   BlockWrite(data,floatsize,1);
   BlockWrite(data,numintsi,SizeOf(numintsi));
   BlockWrite(data,numfloatsi,SizeOf(numfloatsi));
   for i:=0 to numintsi-1 do
   begin
      BlockWrite(data,ints[i],intsize);
   end;
   for i:=0 to numfloatsi-1 do
   begin
      BlockWrite(data,floats[i],floatsize);
   end;
   CloseFile(data);
end;

{TOpenGLObjektE}

procedure TOpenGLObjektE.Add(aints:Array of GLint;afloats:Array of GLfloat);
var oldleni,oldlenf,i:Integer;
begin
   oldleni:=Length(ints);
   oldlenf:=Length(floats);
   SetLength(ints,oldleni+Length(aints));
   SetLength(floats,oldlenf+Length(afloats));
   for i:=oldleni to Length(ints)-1 do
   begin
      ints[i]:=aints[i-oldleni];
   end;
   for i:=oldlenf to Length(floats)-1 do
   begin
      floats[i]:=afloats[i-oldlenf];
   end;
end;

procedure TOpenGLObjektE.Clear;
begin
   SetLength(ints,0);
   SetLength(floats,0);
end;

procedure TOpenGLObjektE.Show(dest:TStrings);
var i,f:Integer;
    bufint1,bufint2,bufint3,bufint4:GLint;
    buffloat1,buffloat2,buffloat3,buffloat4:GLfloat;
begin
   i:=0;
   f:=0;
   dest.Clear;
   while i<Length(ints) do
   begin
      case ints[i] of
          0:begin
               i:=i+1;
               case ints[i] of
                  0:dest.Add('glBegin(GL_POINTS)');
                  1:dest.Add('glBegin(GL_LINES)');
                  2:dest.Add('glBegin(GL_LINE_STRIP)');
                  3:dest.Add('glBegin(GL_LINE_LOOP)');
                  4:dest.Add('glBegin(GL_POLYGON)');
                  5:dest.Add('glBegin(GL_TRIANGLES)');
                  6:dest.Add('glBegin(GL_TRIANGLE_FAN)');
                  7:dest.Add('glBegin(GL_TRIANGLE_STRIP)');
                  8:dest.Add('glBegin(GL_QUADS)');
                  9:dest.Add('glBegin(GL_QUAD_STRIP)');
               end;
            end;
          1:dest.Add('glEnd');
         {2:glColor3b}
         {3:glColor3ub}
         {4:glColor3s}
         {5:glColor3us}
          6:begin
               i:=i+1;
               bufint1:=ints[i];
               i:=i+1;
               bufint2:=ints[i];
               i:=i+1;
               bufint3:=ints[i];
               dest.Add('glColor3i('+IntToStr(bufint1)+','+IntToStr(bufint2)+','+IntToStr(bufint3)+')');
            end;
         {7:glColor3ui}
          8:begin
               buffloat1:=floats[f];
               f:=f+1;
               buffloat2:=floats[f];
               f:=f+1;
               buffloat3:=floats[f];
               f:=f+1;
               dest.Add('glColor3f('+FloatToStr(buffloat1)+','+FloatToStr(buffloat2)+','+FloatToStr(buffloat3)+')');
            end;
         {9:glColor3d}
        {10:glColor4b}
        {11:glColor4ub}
        {12:glColor4s}
        {13:glColor4us}
        {14:glColor4i}
        {15:glColor4ui}
        {16:glColor4f}
        {17:glColor4d}
        {18:glTexCoord2s}
         19:begin
               i:=i+1;
               bufint1:=ints[i];
               i:=i+1;
               bufint2:=ints[i];
               dest.Add('glTexCoord2i('+IntToStr(bufint1)+','+IntToStr(bufint2)+')');
            end;
         20:begin
               buffloat1:=floats[f];
               f:=f+1;
               buffloat2:=floats[f];
               f:=f+1;
               dest.Add('glTexCoord2f('+FloatToStr(buffloat1)+','+FloatToStr(buffloat2)+')');
            end;
        {21:glTexCoord2d}
        {22:glNormal3b}
        {23:glNormal3s}
         24:begin
               i:=i+1;
               bufint1:=ints[i];
               i:=i+1;
               bufint2:=ints[i];
               i:=i+1;
               bufint3:=ints[i];
               dest.Add('glNormal3i('+IntToStr(bufint1)+','+IntToStr(bufint2)+','+IntToStr(bufint3)+')');
            end;
         25:begin
               buffloat1:=floats[f];
               f:=f+1;
               buffloat2:=floats[f];
               f:=f+1;
               buffloat3:=floats[f];
               f:=f+1;
               dest.Add('glNormal3f('+FloatToStr(buffloat1)+','+FloatToStr(buffloat2)+','+FloatToStr(buffloat3)+')');
            end;
        {26:glNormal3d}
        {27:glVertex3s}
         28:begin
               i:=i+1;
               bufint1:=ints[i];
               i:=i+1;
               bufint2:=ints[i];
               i:=i+1;
               bufint3:=ints[i];
               dest.Add('glVertex3i('+IntToStr(bufint1)+','+IntToStr(bufint2)+','+IntToStr(bufint3)+')');
            end;
         29:begin
               buffloat1:=floats[f];
               f:=f+1;
               buffloat2:=floats[f];
               f:=f+1;
               buffloat3:=floats[f];
               f:=f+1;
               dest.Add('glVertex3f('+FloatToStr(buffloat1)+','+FloatToStr(buffloat2)+','+FloatToStr(buffloat3)+')');
            end;
        {30:glVertex3d}
      end;
      i:=i+1;
   end;
end;

function TOpenGLObjektE.GetVertices:TList;
var buf:TList;
    i,f:Integer;
    newitem:PVertex;
begin
   i:=0;
   f:=0;
   buf:=TList.Create;
   while i<Length(ints) do
   begin
      case ints[i] of
         0,1,6,8,19,20,24,25,28,29:
         begin
            New(newitem);
         end;
      end;
      case ints[i] of
          0:begin
               SetLength(newitem^.ints,2);
               SetLength(newitem^.floats,0);
               newitem^.ints[0]:=ints[i];
               i:=i+1;
               newitem^.ints[1]:=ints[i];
            end;
          1:begin
               SetLength(newitem^.ints,1);
               SetLength(newitem^.floats,0);
               newitem^.ints[0]:=ints[i];
            end;
          6,24,28:begin
                     SetLength(newitem^.ints,4);
                     SetLength(newitem^.floats,0);
                     newitem^.ints[0]:=ints[i];
                     i:=i+1;
                     newitem^.ints[1]:=ints[i];
                     i:=i+1;
                     newitem^.ints[2]:=ints[i];
                     i:=i+1;
                     newitem^.ints[3]:=ints[i];
                  end;
          8,25,29:begin
                     SetLength(newitem^.ints,1);
                     SetLength(newitem^.floats,3);
                     newitem^.ints[0]:=ints[i];
                     newitem^.floats[0]:=floats[f];
                     f:=f+1;
                     newitem^.floats[1]:=floats[f];
                     f:=f+1;
                     newitem^.floats[2]:=floats[f];
                     f:=f+1;
                  end;
         19:begin
               SetLength(newitem.ints,3);
               SetLength(newitem.floats,0);
               newitem.ints[0]:=ints[i];
               i:=i+1;
               newitem.ints[1]:=ints[i];
               i:=i+1;
               newitem.ints[2]:=ints[i];
            end;
         20:begin
               SetLength(newitem.ints,1);
               SetLength(newitem.floats,2);
               newitem.ints[0]:=ints[i];
               newitem.floats[0]:=floats[f];
               f:=f+1;
               newitem.floats[1]:=floats[f];
               f:=f+1;
            end;
      end;
      i:=i+1;
      buf.Add(newitem);
   end;
   result:=buf;
end;

end.

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