]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/surface_foliage.c
my own uncrustify run
[xonotic/netradiant.git] / tools / quake3 / q3map2 / surface_foliage.c
index cc5452aec5fed549352595233dcb56010a3ccbf4..042c547a613eb4e22900b08810312e64b54e99d7 100644 (file)
@@ -1,29 +1,29 @@
 /* -------------------------------------------------------------------------------
 
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+   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.
+   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 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.
+   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
+   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
 
-----------------------------------------------------------------------------------
+   ----------------------------------------------------------------------------------
 
-Foliage code for Wolfenstein: Enemy Territory by ydnar@splashdamage.com
+   Foliage code for Wolfenstein: Enemy Territory by ydnar@splashdamage.com
 
-------------------------------------------------------------------------------- */
+   ------------------------------------------------------------------------------- */
 
 
 
@@ -37,272 +37,278 @@ Foliage code for Wolfenstein: Enemy Territory by ydnar@splashdamage.com
 
 
 
-#define MAX_FOLIAGE_INSTANCES  8192
+#define MAX_FOLIAGE_INSTANCES   8192
 
-static int                                             numFoliageInstances;
-static foliageInstance_t               foliageInstances[ MAX_FOLIAGE_INSTANCES ];
+static int numFoliageInstances;
+static foliageInstance_t foliageInstances[ MAX_FOLIAGE_INSTANCES ];
 
 
 
 /*
-SubdivideFoliageTriangle_r()
-recursively subdivides a triangle until the triangle is smaller than
-the desired density, then pseudo-randomly sets a point
-*/
-
-static void SubdivideFoliageTriangle_r( mapDrawSurface_t *ds, foliage_t *foliage, bspDrawVert_t **tri )
-{
-       bspDrawVert_t   mid, *tri2[ 3 ];
-       int                             max;
-       
-       
+   SubdivideFoliageTriangle_r()
+   recursively subdivides a triangle until the triangle is smaller than
+   the desired density, then pseudo-randomly sets a point
+ */
+
+static void SubdivideFoliageTriangle_r( mapDrawSurface_t *ds, foliage_t *foliage, bspDrawVert_t **tri ){
+       bspDrawVert_t mid, *tri2[ 3 ];
+       int max;
+
+
        /* limit test */
-       if( numFoliageInstances >= MAX_FOLIAGE_INSTANCES )
+       if ( numFoliageInstances >= MAX_FOLIAGE_INSTANCES ) {
                return;
-       
+       }
+
        /* plane test */
        {
-               vec4_t          plane;
-               
-               
+               vec4_t plane;
+
+
                /* make a plane */
-               if( !PlaneFromPoints( plane, tri[ 0 ]->xyz, tri[ 1 ]->xyz, tri[ 2 ]->xyz ) )
+               if ( !PlaneFromPoints( plane, tri[ 0 ]->xyz, tri[ 1 ]->xyz, tri[ 2 ]->xyz ) ) {
                        return;
-               
+               }
+
                /* if normal is too far off vertical, then don't place an instance */
-               if( plane[ 2 ] < 0.5f )
+               if ( plane[ 2 ] < 0.5f ) {
                        return;
+               }
        }
-       
+
        /* subdivide calc */
        {
-               int                                     i;
-               float                           *a, *b, dx, dy, dz, dist, maxDist;
-               foliageInstance_t       *fi;
-               
-               
+               int i;
+               float               *a, *b, dx, dy, dz, dist, maxDist;
+               foliageInstance_t   *fi;
+
+
                /* get instance */
                fi = &foliageInstances[ numFoliageInstances ];
-               
+
                /* find the longest edge and split it */
                max = -1;
                maxDist = 0.0f;
                VectorClear( fi->xyz );
                VectorClear( fi->normal );
-               for( i = 0; i < 3; i++ )
+               for ( i = 0; i < 3; i++ )
                {
                        /* get verts */
                        a = tri[ i ]->xyz;
-                       b = tri[ (i + 1) % 3 ]->xyz;
-                       
+                       b = tri[ ( i + 1 ) % 3 ]->xyz;
+
                        /* get dists */
                        dx = a[ 0 ] - b[ 0 ];
                        dy = a[ 1 ] - b[ 1 ];
                        dz = a[ 2 ] - b[ 2 ];
-                       dist = (dx * dx) + (dy * dy) + (dz * dz);
-                       
+                       dist = ( dx * dx ) + ( dy * dy ) + ( dz * dz );
+
                        /* longer? */
-                       if( dist > maxDist )
-                       {
+                       if ( dist > maxDist ) {
                                maxDist = dist;
                                max = i;
                        }
-                       
+
                        /* add to centroid */
                        VectorAdd( fi->xyz, tri[ i ]->xyz, fi->xyz );
                        VectorAdd( fi->normal, tri[ i ]->normal, fi->normal );
                }
-               
+
                /* is the triangle small enough? */
-               if( maxDist <= (foliage->density * foliage->density) )
-               {
-                       float   alpha, odds, r;
-                       
-                       
+               if ( maxDist <= ( foliage->density * foliage->density ) ) {
+                       float alpha, odds, r;
+
+
                        /* get average alpha */
-                       if( foliage->inverseAlpha == 2 )
+                       if ( foliage->inverseAlpha == 2 ) {
                                alpha = 1.0f;
+                       }
                        else
                        {
-                               alpha = ((float) tri[ 0 ]->color[ 0 ][ 3 ] + (float) tri[ 1 ]->color[ 0 ][ 3 ] + (float) tri[ 2 ]->color[ 0 ][ 3 ]) / 765.0f;
-                               if( foliage->inverseAlpha == 1 )
+                               alpha = ( (float) tri[ 0 ]->color[ 0 ][ 3 ] + (float) tri[ 1 ]->color[ 0 ][ 3 ] + (float) tri[ 2 ]->color[ 0 ][ 3 ] ) / 765.0f;
+                               if ( foliage->inverseAlpha == 1 ) {
                                        alpha = 1.0f - alpha;
-                               if( alpha < 0.75f )
+                               }
+                               if ( alpha < 0.75f ) {
                                        return;
+                               }
                        }
-                       
+
                        /* roll the dice */
                        odds = foliage->odds * alpha;
                        r = Random();
-                       if( r > odds )
+                       if ( r > odds ) {
                                return;
-                       
+                       }
+
                        /* scale centroid */
                        VectorScale( fi->xyz, 0.33333333f, fi->xyz );
-                       if( VectorNormalize( fi->normal, fi->normal ) == 0.0f )
+                       if ( VectorNormalize( fi->normal, fi->normal ) == 0.0f ) {
                                return;
-                       
+                       }
+
                        /* add to count and return */
                        numFoliageInstances++;
                        return;
                }
        }
-       
+
        /* split the longest edge and map it */
-       LerpDrawVert( tri[ max ], tri[ (max + 1) % 3 ], &mid );
-       
+       LerpDrawVert( tri[ max ], tri[ ( max + 1 ) % 3 ], &mid );
+
        /* recurse to first triangle */
        VectorCopy( tri, tri2 );
        tri2[ max ] = &mid;
        SubdivideFoliageTriangle_r( ds, foliage, tri2 );
-       
+
        /* recurse to second triangle */
        VectorCopy( tri, tri2 );
-       tri2[ (max + 1) % 3 ] = &mid;
+       tri2[ ( max + 1 ) % 3 ] = &mid;
        SubdivideFoliageTriangle_r( ds, foliage, tri2 );
 }
 
 
 
 /*
-GenFoliage()
-generates a foliage file for a bsp
-*/
-
-void Foliage( mapDrawSurface_t *src )
-{
-       int                                     i, j, k, x, y, pw[ 5 ], r, oldNumMapDrawSurfs;
-       mapDrawSurface_t        *ds;
-       shaderInfo_t            *si;
-       foliage_t                       *foliage;
-       mesh_t                          srcMesh, *subdivided, *mesh;
-       bspDrawVert_t           *verts, *dv[ 3 ], *fi;
-       vec3_t                          scale;
-       m4x4_t                          transform;
-       
-       
+   GenFoliage()
+   generates a foliage file for a bsp
+ */
+
+void Foliage( mapDrawSurface_t *src ){
+       int i, j, k, x, y, pw[ 5 ], r, oldNumMapDrawSurfs;
+       mapDrawSurface_t    *ds;
+       shaderInfo_t        *si;
+       foliage_t           *foliage;
+       mesh_t srcMesh, *subdivided, *mesh;
+       bspDrawVert_t       *verts, *dv[ 3 ], *fi;
+       vec3_t scale;
+       m4x4_t transform;
+
+
        /* get shader */
        si = src->shaderInfo;
-       if( si == NULL || si->foliage == NULL )
+       if ( si == NULL || si->foliage == NULL ) {
                return;
-       
+       }
+
        /* do every foliage */
-       for( foliage = si->foliage; foliage != NULL; foliage = foliage->next )
+       for ( foliage = si->foliage; foliage != NULL; foliage = foliage->next )
        {
                /* zero out */
                numFoliageInstances = 0;
-               
+
                /* map the surface onto the lightmap origin/cluster/normal buffers */
-               switch( src->type )
+               switch ( src->type )
                {
-                       case SURFACE_META:
-                       case SURFACE_FORCED_META:
-                       case SURFACE_TRIANGLES:
-                               /* get verts */
-                               verts = src->verts;
-                               
-                               /* map the triangles */
-                               for( i = 0; i < src->numIndexes; i += 3 )
+               case SURFACE_META:
+               case SURFACE_FORCED_META:
+               case SURFACE_TRIANGLES:
+                       /* get verts */
+                       verts = src->verts;
+
+                       /* map the triangles */
+                       for ( i = 0; i < src->numIndexes; i += 3 )
+                       {
+                               dv[ 0 ] = &verts[ src->indexes[ i ] ];
+                               dv[ 1 ] = &verts[ src->indexes[ i + 1 ] ];
+                               dv[ 2 ] = &verts[ src->indexes[ i + 2 ] ];
+                               SubdivideFoliageTriangle_r( src, foliage, dv );
+                       }
+                       break;
+
+               case SURFACE_PATCH:
+                       /* make a mesh from the drawsurf */
+                       srcMesh.width = src->patchWidth;
+                       srcMesh.height = src->patchHeight;
+                       srcMesh.verts = src->verts;
+                       subdivided = SubdivideMesh( srcMesh, 8, 512 );
+
+                       /* fit it to the curve and remove colinear verts on rows/columns */
+                       PutMeshOnCurve( *subdivided );
+                       mesh = RemoveLinearMeshColumnsRows( subdivided );
+                       FreeMesh( subdivided );
+
+                       /* get verts */
+                       verts = mesh->verts;
+
+                       /* map the mesh quads */
+                       for ( y = 0; y < ( mesh->height - 1 ); y++ )
+                       {
+                               for ( x = 0; x < ( mesh->width - 1 ); x++ )
                                {
-                                       dv[ 0 ] = &verts[ src->indexes[ i ] ];
-                                       dv[ 1 ] = &verts[ src->indexes[ i + 1 ] ];
-                                       dv[ 2 ] = &verts[ src->indexes[ i + 2 ] ];
+                                       /* set indexes */
+                                       pw[ 0 ] = x + ( y * mesh->width );
+                                       pw[ 1 ] = x + ( ( y + 1 ) * mesh->width );
+                                       pw[ 2 ] = x + 1 + ( ( y + 1 ) * mesh->width );
+                                       pw[ 3 ] = x + 1 + ( y * mesh->width );
+                                       pw[ 4 ] = x + ( y * mesh->width );      /* same as pw[ 0 ] */
+
+                                       /* set radix */
+                                       r = ( x + y ) & 1;
+
+                                       /* get drawverts and map first triangle */
+                                       dv[ 0 ] = &verts[ pw[ r + 0 ] ];
+                                       dv[ 1 ] = &verts[ pw[ r + 1 ] ];
+                                       dv[ 2 ] = &verts[ pw[ r + 2 ] ];
+                                       SubdivideFoliageTriangle_r( src, foliage, dv );
+
+                                       /* get drawverts and map second triangle */
+                                       dv[ 0 ] = &verts[ pw[ r + 0 ] ];
+                                       dv[ 1 ] = &verts[ pw[ r + 2 ] ];
+                                       dv[ 2 ] = &verts[ pw[ r + 3 ] ];
                                        SubdivideFoliageTriangle_r( src, foliage, dv );
                                }
-                               break;
-                       
-                       case SURFACE_PATCH:
-                               /* make a mesh from the drawsurf */ 
-                               srcMesh.width = src->patchWidth;
-                               srcMesh.height = src->patchHeight;
-                               srcMesh.verts = src->verts;
-                               subdivided = SubdivideMesh( srcMesh, 8, 512 );
-                               
-                               /* fit it to the curve and remove colinear verts on rows/columns */
-                               PutMeshOnCurve( *subdivided );
-                               mesh = RemoveLinearMeshColumnsRows( subdivided );
-                               FreeMesh( subdivided );
-                               
-                               /* get verts */
-                               verts = mesh->verts;
-                               
-                               /* map the mesh quads */
-                               for( y = 0; y < (mesh->height - 1); y++ )
-                               {
-                                       for( x = 0; x < (mesh->width - 1); x++ )
-                                       {
-                                               /* set indexes */
-                                               pw[ 0 ] = x + (y * mesh->width);
-                                               pw[ 1 ] = x + ((y + 1) * mesh->width);
-                                               pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
-                                               pw[ 3 ] = x + 1 + (y * mesh->width);
-                                               pw[ 4 ] = x + (y * mesh->width);        /* same as pw[ 0 ] */
-                                               
-                                               /* set radix */
-                                               r = (x + y) & 1;
-                                               
-                                               /* get drawverts and map first triangle */
-                                               dv[ 0 ] = &verts[ pw[ r + 0 ] ];
-                                               dv[ 1 ] = &verts[ pw[ r + 1 ] ];
-                                               dv[ 2 ] = &verts[ pw[ r + 2 ] ];
-                                               SubdivideFoliageTriangle_r( src, foliage, dv );
-                                               
-                                               /* get drawverts and map second triangle */
-                                               dv[ 0 ] = &verts[ pw[ r + 0 ] ];
-                                               dv[ 1 ] = &verts[ pw[ r + 2 ] ];
-                                               dv[ 2 ] = &verts[ pw[ r + 3 ] ];
-                                               SubdivideFoliageTriangle_r( src, foliage, dv );
-                                       }
-                               }
-                               
-                               /* free the mesh */
-                               FreeMesh( mesh );
-                               break;
-                       
-                       default:
-                               break;
+                       }
+
+                       /* free the mesh */
+                       FreeMesh( mesh );
+                       break;
+
+               default:
+                       break;
                }
-               
+
                /* any origins? */
-               if( numFoliageInstances < 1 )
+               if ( numFoliageInstances < 1 ) {
                        continue;
-               
+               }
+
                /* remember surface count */
                oldNumMapDrawSurfs = numMapDrawSurfs;
-               
+
                /* set transform matrix */
                VectorSet( scale, foliage->scale, foliage->scale, foliage->scale );
                m4x4_scale_for_vec3( transform, scale );
-               
+
                /* add the model to the bsp */
                InsertModel( foliage->model, 0, 0, transform, NULL, NULL, src->entityNum, src->castShadows, src->recvShadows, 0, src->lightmapScale, 0, 0 );
-               
+
                /* walk each new surface */
-               for( i = oldNumMapDrawSurfs; i < numMapDrawSurfs; i++ )
+               for ( i = oldNumMapDrawSurfs; i < numMapDrawSurfs; i++ )
                {
                        /* get surface */
                        ds = &mapDrawSurfs[ i ];
-                       
+
                        /* set up */
                        ds->type = SURFACE_FOLIAGE;
                        ds->numFoliageInstances = numFoliageInstances;
-                       
+
                        /* a wee hack */
                        ds->patchWidth = ds->numFoliageInstances;
                        ds->patchHeight = ds->numVerts;
-                       
+
                        /* set fog to be same as source surface */
                        ds->fogNum = src->fogNum;
-                       
+
                        /* add a drawvert for every instance */
-                       verts = safe_malloc( (ds->numVerts + ds->numFoliageInstances) * sizeof( *verts ) );
-                       memset( verts, 0, (ds->numVerts + ds->numFoliageInstances) * sizeof( *verts ) );
+                       verts = safe_malloc( ( ds->numVerts + ds->numFoliageInstances ) * sizeof( *verts ) );
+                       memset( verts, 0, ( ds->numVerts + ds->numFoliageInstances ) * sizeof( *verts ) );
                        memcpy( verts, ds->verts, ds->numVerts * sizeof( *verts ) );
                        free( ds->verts );
                        ds->verts = verts;
-                       
+
                        /* copy the verts */
-                       for( j = 0; j < ds->numFoliageInstances; j++ )
+                       for ( j = 0; j < ds->numFoliageInstances; j++ )
                        {
                                /* get vert (foliage instance) */
                                fi = &ds->verts[ ds->numVerts + j ];
@@ -312,7 +318,7 @@ void Foliage( mapDrawSurface_t *src )
                                VectorCopy( foliageInstances[ j ].normal, fi->normal );
 
                                /* ydnar: set color */
-                               for( k = 0; k < MAX_LIGHTMAPS; k++ )
+                               for ( k = 0; k < MAX_LIGHTMAPS; k++ )
                                {
                                        fi->color[ k ][ 0 ] = 255;
                                        fi->color[ k ][ 1 ] = 255;
@@ -320,7 +326,7 @@ void Foliage( mapDrawSurface_t *src )
                                        fi->color[ k ][ 3 ] = 255;
                                }
                        }
-                       
+
                        /* increment */
                        ds->numVerts += ds->numFoliageInstances;
                }