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