gtkradiant/radiant/queuedraw.cpp

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/*
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
//
// Try to sort the faces by texture and make rendering faster
//
// Leonardo Zide (leo@lokigames.com)
//
#include "stdafx.h"
typedef struct
{
qtexture_t* texture;
GPtrArray* faces;
} windingsort_t;
static windingsort_t* sort;
static guint32 alloc, len;
static GPtrArray* notex_faces;
void QueueClear ()
{
len = 0;
if (notex_faces == NULL)
notex_faces = g_ptr_array_new ();
g_ptr_array_set_size (notex_faces, 0);
}
void QueueFace (face_t *face)
{
guint32 i;
if (face->d_texture->name[0] == '(')
{
g_ptr_array_add (notex_faces, face);
return;
}
for (i = 0; i < len; i++)
if (sort[i].texture == face->d_texture)
{
g_ptr_array_add (sort[i].faces, face);
return;
}
if (len == alloc)
{
alloc += 8;
sort = (windingsort_t*)realloc (sort, alloc*sizeof(windingsort_t));
for (i = len; i < alloc; i++)
sort[i].faces = g_ptr_array_new ();
}
g_ptr_array_set_size (sort[len].faces, 0);
g_ptr_array_add (sort[len].faces, face);
sort[len].texture = face->d_texture;
len++;
}
void QueueDraw ()
{
guint32 i, k;
face_t *face;
winding_t *w;
int j, nDrawMode = g_pParentWnd->GetCamera().draw_mode;
if (notex_faces->len)
{
qglDisable (GL_TEXTURE_2D);
for (i = 0; i < notex_faces->len; i++)
{
face = (face_t*)notex_faces->pdata[i];
w = face->face_winding;
qglBegin (GL_POLYGON);
/*
if (b->patchBrush)
//++timo FIXME: find a use case for this??
qglColor4f (face->d_color[0], face->d_color[1], face->d_color[2], 0.13);
else
*/
qglColor4f (face->d_color[0], face->d_color[1], face->d_color[2], face->pShader->getTrans ());
if (g_PrefsDlg.m_bGLLighting)
qglNormal3fv (face->plane.normal);
for (j = 0; j < w->numpoints; j++)
{
if (nDrawMode == cd_texture || nDrawMode == cd_light)
qglTexCoord2fv( &w->points[j][3] );
qglVertex3fv(w->points[j]);
}
qglEnd ();
}
}
if (!len)
return;
if (nDrawMode == cd_texture || nDrawMode == cd_light)
qglEnable (GL_TEXTURE_2D);
for (k = 0; k < len; k++)
{
qglBindTexture (GL_TEXTURE_2D, sort[k].texture->texture_number);
for (i = 0; i < sort[k].faces->len; i++)
{
face = (face_t*)sort[k].faces->pdata[i];
w = face->face_winding;
qglBegin (GL_POLYGON);
/*
if (b->patchBrush)
//++timo FIXME: find a use case for this??
qglColor4f (face->d_color[0], face->d_color[1], face->d_color[2], 0.13);
else
*/
qglColor4f (face->d_color[0], face->d_color[1], face->d_color[2], face->pShader->getTrans ());
if (g_PrefsDlg.m_bGLLighting)
qglNormal3fv (face->plane.normal);
for (j = 0; j < w->numpoints; j++)
{
if (nDrawMode == cd_texture || nDrawMode == cd_light)
qglTexCoord2fv( &w->points[j][3] );
qglVertex3fv(w->points[j]);
}
qglEnd ();
}
}
qglBindTexture (GL_TEXTURE_2D, 0);
}