]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - radiant/queuedraw.cpp
uncrustify! now the code is only ugly on the *inside*
[xonotic/netradiant.git] / radiant / queuedraw.cpp
index 5e61169e8b1f8fdf8fea4d586cc313d72e6c5c9c..a4d9f292539ec66b419e08c9af53badad16343dc 100644 (file)
@@ -1,23 +1,23 @@
 /*
-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
@@ -29,130 +29,130 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 
 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 );
 }