/* -------------------------------------------------------------------------------
-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
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
-#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 ] = ∣
SubdivideFoliageTriangle_r( ds, foliage, tri2 );
-
+
/* recurse to second triangle */
VectorCopy( tri, tri2 );
- tri2[ (max + 1) % 3 ] = ∣
+ tri2[ ( max + 1 ) % 3 ] = ∣
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 ];
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;
fi->color[ k ][ 3 ] = 255;
}
}
-
+
/* increment */
ds->numVerts += ds->numFoliageInstances;
}