2 Copyright (C) 1999-2007 id Software, Inc. and contributors.
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3 For a list of contributors, see the accompanying CONTRIBUTORS file.
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5 This file is part of GtkRadiant.
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7 GtkRadiant is free software; you can redistribute it and/or modify
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8 it under the terms of the GNU General Public License as published by
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9 the Free Software Foundation; either version 2 of the License, or
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10 (at your option) any later version.
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12 GtkRadiant is distributed in the hope that it will be useful,
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13 but WITHOUT ANY WARRANTY; without even the implied warranty of
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14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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15 GNU General Public License for more details.
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17 You should have received a copy of the GNU General Public License
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18 along with GtkRadiant; if not, write to the Free Software
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19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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23 // Try to sort the faces by texture and make rendering faster
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25 // Leonardo Zide (leo@lokigames.com)
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32 qtexture_t* texture;
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36 static windingsort_t* sort;
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37 static guint32 alloc, len;
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38 static GPtrArray* notex_faces;
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44 if (notex_faces == NULL)
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45 notex_faces = g_ptr_array_new ();
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46 g_ptr_array_set_size (notex_faces, 0);
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49 void QueueFace (face_t *face)
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53 if (face->d_texture->name[0] == '(')
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55 g_ptr_array_add (notex_faces, face);
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59 for (i = 0; i < len; i++)
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60 if (sort[i].texture == face->d_texture)
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62 g_ptr_array_add (sort[i].faces, face);
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69 sort = (windingsort_t*)realloc (sort, alloc*sizeof(windingsort_t));
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71 for (i = len; i < alloc; i++)
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72 sort[i].faces = g_ptr_array_new ();
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74 g_ptr_array_set_size (sort[len].faces, 0);
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75 g_ptr_array_add (sort[len].faces, face);
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76 sort[len].texture = face->d_texture;
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85 int j, nDrawMode = g_pParentWnd->GetCamera().draw_mode;
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87 if (notex_faces->len)
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89 qglDisable (GL_TEXTURE_2D);
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91 for (i = 0; i < notex_faces->len; i++)
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93 face = (face_t*)notex_faces->pdata[i];
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94 w = face->face_winding;
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96 qglBegin (GL_POLYGON);
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100 //++timo FIXME: find a use case for this??
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101 qglColor4f (face->d_color[0], face->d_color[1], face->d_color[2], 0.13);
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104 qglColor4f (face->d_color[0], face->d_color[1], face->d_color[2], face->pShader->getTrans ());
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106 if (g_PrefsDlg.m_bGLLighting)
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107 qglNormal3fv (face->plane.normal);
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109 for (j = 0; j < w->numpoints; j++)
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111 if (nDrawMode == cd_texture || nDrawMode == cd_light)
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112 qglTexCoord2fv( &w->points[j][3] );
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113 qglVertex3fv(w->points[j]);
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123 if (nDrawMode == cd_texture || nDrawMode == cd_light)
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124 qglEnable (GL_TEXTURE_2D);
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126 for (k = 0; k < len; k++)
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128 qglBindTexture (GL_TEXTURE_2D, sort[k].texture->texture_number);
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130 for (i = 0; i < sort[k].faces->len; i++)
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132 face = (face_t*)sort[k].faces->pdata[i];
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133 w = face->face_winding;
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135 qglBegin (GL_POLYGON);
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138 //++timo FIXME: find a use case for this??
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139 qglColor4f (face->d_color[0], face->d_color[1], face->d_color[2], 0.13);
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142 qglColor4f (face->d_color[0], face->d_color[1], face->d_color[2], face->pShader->getTrans ());
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144 if (g_PrefsDlg.m_bGLLighting)
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145 qglNormal3fv (face->plane.normal);
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147 for (j = 0; j < w->numpoints; j++)
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149 if (nDrawMode == cd_texture || nDrawMode == cd_light)
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150 qglTexCoord2fv( &w->points[j][3] );
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151 qglVertex3fv(w->points[j]);
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157 qglBindTexture (GL_TEXTURE_2D, 0);
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