gtkradiant/radiant/queuedraw.cpp

159 lines
3.7 KiB
C++
Raw Normal View History

/*
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 );
}