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Copy pathsurface_fur.cpp
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130 lines (94 loc) · 3.25 KB
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/* -------------------------------------------------------------------------------
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
----------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* marker */
#define SURFACE_FUR_C
/* dependencies */
#include "q3map2.h"
/* -------------------------------------------------------------------------------
ydnar: fur module
------------------------------------------------------------------------------- */
/*
Fur()
runs the fur processing algorithm on a map drawsurface
*/
void Fur( mapDrawSurface_t *ds ){
int i, j, k, numLayers;
float offset, fade, a;
mapDrawSurface_t *fur;
bspDrawVert_t *dv;
/* dummy check */
if ( ds == NULL || ds->fur || ds->shaderInfo->furNumLayers < 1 ) {
return;
}
/* get basic info */
numLayers = ds->shaderInfo->furNumLayers;
offset = ds->shaderInfo->furOffset;
fade = ds->shaderInfo->furFade * 255.0f;
/* debug code */
//% Sys_FPrintf( SYS_VRB, "Fur(): layers: %d offset: %f fade: %f %s\n",
//% numLayers, offset, fade, ds->shaderInfo->shader );
/* initial offset */
for ( j = 0; j < ds->numVerts; j++ )
{
/* get surface vert */
dv = &ds->verts[ j ];
/* offset is scaled by original vertex alpha */
a = (float) dv->color[ 0 ][ 3 ] / 255.0;
/* offset it */
VectorMA( dv->xyz, ( offset * a ), dv->normal, dv->xyz );
}
/* wash, rinse, repeat */
for ( i = 1; i < numLayers; i++ )
{
/* clone the surface */
fur = CloneSurface( ds, ds->shaderInfo );
if ( fur == NULL ) {
return;
}
/* set it to fur */
fur->fur = qtrue;
/* walk the verts */
for ( j = 0; j < fur->numVerts; j++ )
{
/* get surface vert */
dv = &ds->verts[ j ];
/* offset is scaled by original vertex alpha */
a = (float) dv->color[ 0 ][ 3 ] / 255.0;
/* get fur vert */
dv = &fur->verts[ j ];
/* offset it */
VectorMA( dv->xyz, ( offset * a * i ), dv->normal, dv->xyz );
/* fade alpha */
for ( k = 0; k < MAX_LIGHTMAPS; k++ )
{
a = (float) dv->color[ k ][ 3 ] - fade;
if ( a > 255.0f ) {
dv->color[ k ][ 3 ] = 255;
}
else if ( a < 0 ) {
dv->color[ k ][ 3 ] = 0;
}
else{
dv->color[ k ][ 3 ] = a;
}
}
}
}
}