/*
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ 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.
+ 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 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.
+ 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
-*/
+ 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
typedef struct
{
- qtexture_t* texture;
- GPtrArray* faces;
+ qtexture_t* texture;
+ GPtrArray* faces;
} windingsort_t;
static windingsort_t* sort;
static guint32 alloc, len;
static GPtrArray* notex_faces;
-void QueueClear ()
-{
- len = 0;
+void QueueClear(){
+ len = 0;
- if (notex_faces == NULL)
- notex_faces = g_ptr_array_new ();
- g_ptr_array_set_size (notex_faces, 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 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);
+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 );
}