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surface_fur.c
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/* -------------------------------------------------------------------------------
Copyright (C) 1999-2006 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 "kmap2.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 = dv->lightColor[0][3] / 255.0f;
/* 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 = dv->lightColor[0][3] / 255.0f;
/* 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 = dv->lightColor[k][3] - fade;
if(a > 255.0f)
dv->lightColor[k][3] = 255;
else if(a < 0)
dv->lightColor[k][3] = 0;
else
dv->lightColor[k][3] = a;
}
}
}
}