mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-26 22:01:38 +00:00
33efc90892
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@185 8a3a26a2-13c4-0310-b231-cf6edde360e5
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);
|
|
}
|