/* ------------------------------------------------------------------------------- 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; } } } } }