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