mirror of
https://github.com/TTimo/GtkRadiant.git
synced 2024-11-14 00:41:08 +00:00
158 lines
3.7 KiB
C++
158 lines
3.7 KiB
C++
/*
|
|
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 );
|
|
}
|