mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-22 03:41:39 +00:00
158 lines
3.7 KiB
C++
158 lines
3.7 KiB
C++
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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//
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// Try to sort the faces by texture and make rendering faster
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//
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// Leonardo Zide (leo@lokigames.com)
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//
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#include "stdafx.h"
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typedef struct
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{
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qtexture_t* texture;
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GPtrArray* faces;
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} windingsort_t;
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static windingsort_t* sort;
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static guint32 alloc, len;
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static GPtrArray* notex_faces;
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void QueueClear(){
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len = 0;
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if ( notex_faces == NULL ) {
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notex_faces = g_ptr_array_new();
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}
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g_ptr_array_set_size( notex_faces, 0 );
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}
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void QueueFace( face_t *face ){
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guint32 i;
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if ( face->d_texture->name[0] == '(' ) {
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g_ptr_array_add( notex_faces, face );
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return;
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}
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for ( i = 0; i < len; i++ )
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if ( sort[i].texture == face->d_texture ) {
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g_ptr_array_add( sort[i].faces, face );
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return;
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}
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if ( len == alloc ) {
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alloc += 8;
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sort = (windingsort_t*)realloc( sort, alloc * sizeof( windingsort_t ) );
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for ( i = len; i < alloc; i++ )
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sort[i].faces = g_ptr_array_new();
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}
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g_ptr_array_set_size( sort[len].faces, 0 );
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g_ptr_array_add( sort[len].faces, face );
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sort[len].texture = face->d_texture;
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len++;
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}
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void QueueDraw(){
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guint32 i, k;
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face_t *face;
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winding_t *w;
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int j, nDrawMode = g_pParentWnd->GetCamera().draw_mode;
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if ( notex_faces->len ) {
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qglDisable( GL_TEXTURE_2D );
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for ( i = 0; i < notex_faces->len; i++ )
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{
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face = (face_t*)notex_faces->pdata[i];
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w = face->face_winding;
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qglBegin( GL_POLYGON );
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/*
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if (b->patchBrush)
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//++timo FIXME: find a use case for this??
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qglColor4f (face->d_color[0], face->d_color[1], face->d_color[2], 0.13);
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else
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*/
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qglColor4f( face->d_color[0], face->d_color[1], face->d_color[2], face->pShader->getTrans() );
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if ( g_PrefsDlg.m_bGLLighting ) {
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qglNormal3fv( face->plane.normal );
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}
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for ( j = 0; j < w->numpoints; j++ )
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{
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if ( nDrawMode == cd_texture || nDrawMode == cd_light ) {
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qglTexCoord2fv( &w->points[j][3] );
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}
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qglVertex3fv( w->points[j] );
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}
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qglEnd();
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}
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}
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if ( !len ) {
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return;
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}
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if ( nDrawMode == cd_texture || nDrawMode == cd_light ) {
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qglEnable( GL_TEXTURE_2D );
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}
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for ( k = 0; k < len; k++ )
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{
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qglBindTexture( GL_TEXTURE_2D, sort[k].texture->texture_number );
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for ( i = 0; i < sort[k].faces->len; i++ )
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{
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face = (face_t*)sort[k].faces->pdata[i];
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w = face->face_winding;
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qglBegin( GL_POLYGON );
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/*
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if (b->patchBrush)
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//++timo FIXME: find a use case for this??
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qglColor4f (face->d_color[0], face->d_color[1], face->d_color[2], 0.13);
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else
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*/
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qglColor4f( face->d_color[0], face->d_color[1], face->d_color[2], face->pShader->getTrans() );
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if ( g_PrefsDlg.m_bGLLighting ) {
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qglNormal3fv( face->plane.normal );
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}
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for ( j = 0; j < w->numpoints; j++ )
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{
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if ( nDrawMode == cd_texture || nDrawMode == cd_light ) {
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qglTexCoord2fv( &w->points[j][3] );
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}
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qglVertex3fv( w->points[j] );
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}
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qglEnd();
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}
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}
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qglBindTexture( GL_TEXTURE_2D, 0 );
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}
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