1 /* -------------------------------------------------------------------------------
2
3 Copyright (C) 1999-2006 Id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
5
6 This file is part of GtkRadiant.
7
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
21
22 ----------------------------------------------------------------------------------
23
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
26
27 ------------------------------------------------------------------------------- */
28
29
30
31 /* marker */
32 #define SURFACE_FUR_C
33
34
35
36 /* dependencies */
37 #include "q3map2.h"
38
39
40
41
42 /* -------------------------------------------------------------------------------
43
44 ydnar: fur module
45
46 ------------------------------------------------------------------------------- */
47
48 /*
49 Fur()
50 runs the fur processing algorithm on a map drawsurface
51 */
52
Fur(mapDrawSurface_t * ds)53 void Fur( mapDrawSurface_t *ds )
54 {
55 int i, j, k, numLayers;
56 float offset, fade, a;
57 mapDrawSurface_t *fur;
58 bspDrawVert_t *dv;
59
60
61 /* dummy check */
62 if( ds == NULL || ds->fur || ds->shaderInfo->furNumLayers < 1 )
63 return;
64
65 /* get basic info */
66 numLayers = ds->shaderInfo->furNumLayers;
67 offset = ds->shaderInfo->furOffset;
68 fade = ds->shaderInfo->furFade * 255.0f;
69
70 /* debug code */
71 //% Sys_FPrintf( SYS_VRB, "Fur(): layers: %d offset: %f fade: %f %s\n",
72 //% numLayers, offset, fade, ds->shaderInfo->shader );
73
74 /* initial offset */
75 for( j = 0; j < ds->numVerts; j++ )
76 {
77 /* get surface vert */
78 dv = &ds->verts[ j ];
79
80 /* offset is scaled by original vertex alpha */
81 a = (float) dv->color[ 0 ][ 3 ] / 255.0;
82
83 /* offset it */
84 VectorMA( dv->xyz, (offset * a), dv->normal, dv->xyz );
85 }
86
87 /* wash, rinse, repeat */
88 for( i = 1; i < numLayers; i++ )
89 {
90 /* clone the surface */
91 fur = CloneSurface( ds, ds->shaderInfo );
92 if( fur == NULL )
93 return;
94
95 /* set it to fur */
96 fur->fur = qtrue;
97
98 /* walk the verts */
99 for( j = 0; j < fur->numVerts; j++ )
100 {
101 /* get surface vert */
102 dv = &ds->verts[ j ];
103
104 /* offset is scaled by original vertex alpha */
105 a = (float) dv->color[ 0 ][ 3 ] / 255.0;
106
107 /* get fur vert */
108 dv = &fur->verts[ j ];
109
110 /* offset it */
111 VectorMA( dv->xyz, (offset * a * i), dv->normal, dv->xyz );
112
113 /* fade alpha */
114 for( k = 0; k < MAX_LIGHTMAPS; k++ )
115 {
116 a = (float) dv->color[ k ][ 3 ] - fade;
117 if( a > 255.0f )
118 dv->color[ k ][ 3 ] = 255;
119 else if( a < 0 )
120 dv->color[ k ][ 3 ] = 0;
121 else
122 dv->color[ k ][ 3 ] = a;
123 }
124 }
125 }
126 }
127
128
129
130