mirror of
https://github.com/UberGames/GtkRadiant.git
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ab3a99dbbe
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant.ab@184 8a3a26a2-13c4-0310-b231-cf6edde360e5
128 lines
3.1 KiB
C
128 lines
3.1 KiB
C
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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----------------------------------------------------------------------------------
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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* marker */
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#define SURFACE_FUR_C
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/* dependencies */
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#include "q3map2.h"
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/* -------------------------------------------------------------------------------
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ydnar: fur module
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------------------------------------------------------------------------------- */
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/*
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Fur()
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runs the fur processing algorithm on a map drawsurface
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*/
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void Fur( mapDrawSurface_t *ds )
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{
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int i, j, k, numLayers;
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float offset, fade, a;
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mapDrawSurface_t *fur;
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bspDrawVert_t *dv;
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/* dummy check */
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if( ds == NULL || ds->fur || ds->shaderInfo->furNumLayers < 1 )
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return;
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/* get basic info */
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numLayers = ds->shaderInfo->furNumLayers;
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offset = ds->shaderInfo->furOffset;
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fade = ds->shaderInfo->furFade * 255.0f;
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/* debug code */
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//% Sys_FPrintf( SYS_VRB, "Fur(): layers: %d offset: %f fade: %f %s\n",
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//% numLayers, offset, fade, ds->shaderInfo->shader );
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/* initial offset */
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for( j = 0; j < ds->numVerts; j++ )
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{
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/* get surface vert */
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dv = &ds->verts[ j ];
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/* offset is scaled by original vertex alpha */
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a = (float) dv->color[ 0 ][ 3 ] / 255.0;
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/* offset it */
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VectorMA( dv->xyz, (offset * a), dv->normal, dv->xyz );
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}
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/* wash, rinse, repeat */
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for( i = 1; i < numLayers; i++ )
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{
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/* clone the surface */
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fur = CloneSurface( ds, ds->shaderInfo );
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if( fur == NULL )
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return;
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/* set it to fur */
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fur->fur = qtrue;
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/* walk the verts */
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for( j = 0; j < fur->numVerts; j++ )
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{
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/* get surface vert */
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dv = &ds->verts[ j ];
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/* offset is scaled by original vertex alpha */
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a = (float) dv->color[ 0 ][ 3 ] / 255.0;
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/* get fur vert */
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dv = &fur->verts[ j ];
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/* offset it */
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VectorMA( dv->xyz, (offset * a * i), dv->normal, dv->xyz );
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/* fade alpha */
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for( k = 0; k < MAX_LIGHTMAPS; k++ )
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{
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a = (float) dv->color[ k ][ 3 ] - fade;
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if( a > 255.0f )
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dv->color[ k ][ 3 ] = 255;
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else if( a < 0 )
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dv->color[ k ][ 3 ] = 0;
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else
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dv->color[ k ][ 3 ] = a;
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}
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}
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}
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}
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