-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA\r
-\r
-----------------------------------------------------------------------------------\r
-\r
-Foliage code for Wolfenstein: Enemy Territory by ydnar@splashdamage.com\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-\r
-\r
-/* marker */\r
-#define SURFACE_FOLIAGE_C\r
-\r
-\r
-\r
-/* dependencies */\r
-#include "q3map2.h"\r
-\r
-\r
-\r
-#define MAX_FOLIAGE_INSTANCES 8192\r
-\r
-static int numFoliageInstances;\r
-static foliageInstance_t foliageInstances[ MAX_FOLIAGE_INSTANCES ];\r
-\r
-\r
-\r
-/*\r
-SubdivideFoliageTriangle_r()\r
-recursively subdivides a triangle until the triangle is smaller than\r
-the desired density, then pseudo-randomly sets a point\r
-*/\r
-\r
-static void SubdivideFoliageTriangle_r( mapDrawSurface_t *ds, foliage_t *foliage, bspDrawVert_t **tri )\r
-{\r
- bspDrawVert_t mid, *tri2[ 3 ];\r
- int max;\r
- \r
- \r
- /* limit test */\r
- if( numFoliageInstances >= MAX_FOLIAGE_INSTANCES )\r
- return;\r
- \r
- /* plane test */\r
- {\r
- vec4_t plane;\r
- \r
- \r
- /* make a plane */\r
- if( !PlaneFromPoints( plane, tri[ 0 ]->xyz, tri[ 1 ]->xyz, tri[ 2 ]->xyz ) )\r
- return;\r
- \r
- /* if normal is too far off vertical, then don't place an instance */\r
- if( plane[ 2 ] < 0.5f )\r
- return;\r
- }\r
- \r
- /* subdivide calc */\r
- {\r
- int i;\r
- float *a, *b, dx, dy, dz, dist, maxDist;\r
- foliageInstance_t *fi;\r
- \r
- \r
- /* get instance */\r
- fi = &foliageInstances[ numFoliageInstances ];\r
- \r
- /* find the longest edge and split it */\r
- max = -1;\r
- maxDist = 0.0f;\r
- VectorClear( fi->xyz );\r
- VectorClear( fi->normal );\r
- for( i = 0; i < 3; i++ )\r
- {\r
- /* get verts */\r
- a = tri[ i ]->xyz;\r
- b = tri[ (i + 1) % 3 ]->xyz;\r
- \r
- /* get dists */\r
- dx = a[ 0 ] - b[ 0 ];\r
- dy = a[ 1 ] - b[ 1 ];\r
- dz = a[ 2 ] - b[ 2 ];\r
- dist = (dx * dx) + (dy * dy) + (dz * dz);\r
- \r
- /* longer? */\r
- if( dist > maxDist )\r
- {\r
- maxDist = dist;\r
- max = i;\r
- }\r
- \r
- /* add to centroid */\r
- VectorAdd( fi->xyz, tri[ i ]->xyz, fi->xyz );\r
- VectorAdd( fi->normal, tri[ i ]->normal, fi->normal );\r
- }\r
- \r
- /* is the triangle small enough? */\r
- if( maxDist <= (foliage->density * foliage->density) )\r
- {\r
- float alpha, odds, r;\r
- \r
- \r
- /* get average alpha */\r
- if( foliage->inverseAlpha == 2 )\r
- alpha = 1.0f;\r
- else\r
- {\r
- alpha = ((float) tri[ 0 ]->color[ 0 ][ 3 ] + (float) tri[ 1 ]->color[ 0 ][ 3 ] + (float) tri[ 2 ]->color[ 0 ][ 3 ]) / 765.0f;\r
- if( foliage->inverseAlpha == 1 )\r
- alpha = 1.0f - alpha;\r
- if( alpha < 0.75f )\r
- return;\r
- }\r
- \r
- /* roll the dice */\r
- odds = foliage->odds * alpha;\r
- r = Random();\r
- if( r > odds )\r
- return;\r
- \r
- /* scale centroid */\r
- VectorScale( fi->xyz, 0.33333333f, fi->xyz );\r
- if( VectorNormalize( fi->normal, fi->normal ) == 0.0f )\r
- return;\r
- \r
- /* add to count and return */\r
- numFoliageInstances++;\r
- return;\r
- }\r
- }\r
- \r
- /* split the longest edge and map it */\r
- LerpDrawVert( tri[ max ], tri[ (max + 1) % 3 ], &mid );\r
- \r
- /* recurse to first triangle */\r
- VectorCopy( tri, tri2 );\r
- tri2[ max ] = ∣\r
- SubdivideFoliageTriangle_r( ds, foliage, tri2 );\r
- \r
- /* recurse to second triangle */\r
- VectorCopy( tri, tri2 );\r
- tri2[ (max + 1) % 3 ] = ∣\r
- SubdivideFoliageTriangle_r( ds, foliage, tri2 );\r
-}\r
-\r
-\r
-\r
-/*\r
-GenFoliage()\r
-generates a foliage file for a bsp\r
-*/\r
-\r
-void Foliage( mapDrawSurface_t *src )\r
-{\r
- int i, j, k, x, y, pw[ 5 ], r, oldNumMapDrawSurfs;\r
- mapDrawSurface_t *ds;\r
- shaderInfo_t *si;\r
- foliage_t *foliage;\r
- mesh_t srcMesh, *subdivided, *mesh;\r
- bspDrawVert_t *verts, *dv[ 3 ], *fi;\r
- vec3_t scale;\r
- m4x4_t transform;\r
- \r
- \r
- /* get shader */\r
- si = src->shaderInfo;\r
- if( si == NULL || si->foliage == NULL )\r
- return;\r
- \r
- /* do every foliage */\r
- for( foliage = si->foliage; foliage != NULL; foliage = foliage->next )\r
- {\r
- /* zero out */\r
- numFoliageInstances = 0;\r
- \r
- /* map the surface onto the lightmap origin/cluster/normal buffers */\r
- switch( src->type )\r
- {\r
- case SURFACE_META:\r
- case SURFACE_FORCED_META:\r
- case SURFACE_TRIANGLES:\r
- /* get verts */\r
- verts = src->verts;\r
- \r
- /* map the triangles */\r
- for( i = 0; i < src->numIndexes; i += 3 )\r
- {\r
- dv[ 0 ] = &verts[ src->indexes[ i ] ];\r
- dv[ 1 ] = &verts[ src->indexes[ i + 1 ] ];\r
- dv[ 2 ] = &verts[ src->indexes[ i + 2 ] ];\r
- SubdivideFoliageTriangle_r( src, foliage, dv );\r
- }\r
- break;\r
- \r
- case SURFACE_PATCH:\r
- /* make a mesh from the drawsurf */ \r
- srcMesh.width = src->patchWidth;\r
- srcMesh.height = src->patchHeight;\r
- srcMesh.verts = src->verts;\r
- subdivided = SubdivideMesh( srcMesh, 8, 512 );\r
- \r
- /* fit it to the curve and remove colinear verts on rows/columns */\r
- PutMeshOnCurve( *subdivided );\r
- mesh = RemoveLinearMeshColumnsRows( subdivided );\r
- FreeMesh( subdivided );\r
- \r
- /* get verts */\r
- verts = mesh->verts;\r
- \r
- /* map the mesh quads */\r
- for( y = 0; y < (mesh->height - 1); y++ )\r
- {\r
- for( x = 0; x < (mesh->width - 1); x++ )\r
- {\r
- /* set indexes */\r
- pw[ 0 ] = x + (y * mesh->width);\r
- pw[ 1 ] = x + ((y + 1) * mesh->width);\r
- pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);\r
- pw[ 3 ] = x + 1 + (y * mesh->width);\r
- pw[ 4 ] = x + (y * mesh->width); /* same as pw[ 0 ] */\r
- \r
- /* set radix */\r
- r = (x + y) & 1;\r
- \r
- /* get drawverts and map first triangle */\r
- dv[ 0 ] = &verts[ pw[ r + 0 ] ];\r
- dv[ 1 ] = &verts[ pw[ r + 1 ] ];\r
- dv[ 2 ] = &verts[ pw[ r + 2 ] ];\r
- SubdivideFoliageTriangle_r( src, foliage, dv );\r
- \r
- /* get drawverts and map second triangle */\r
- dv[ 0 ] = &verts[ pw[ r + 0 ] ];\r
- dv[ 1 ] = &verts[ pw[ r + 2 ] ];\r
- dv[ 2 ] = &verts[ pw[ r + 3 ] ];\r
- SubdivideFoliageTriangle_r( src, foliage, dv );\r
- }\r
- }\r
- \r
- /* free the mesh */\r
- FreeMesh( mesh );\r
- break;\r
- \r
- default:\r
- break;\r
- }\r
- \r
- /* any origins? */\r
- if( numFoliageInstances < 1 )\r
- continue;\r
- \r
- /* remember surface count */\r
- oldNumMapDrawSurfs = numMapDrawSurfs;\r
- \r
- /* set transform matrix */\r
- VectorSet( scale, foliage->scale, foliage->scale, foliage->scale );\r
- m4x4_scale_for_vec3( transform, scale );\r
- \r
- /* add the model to the bsp */\r
- InsertModel( foliage->model, 0, transform, NULL, NULL, src->entityNum, src->castShadows, src->recvShadows, 0, src->lightmapScale );\r
- \r
- /* walk each new surface */\r
- for( i = oldNumMapDrawSurfs; i < numMapDrawSurfs; i++ )\r
- {\r
- /* get surface */\r
- ds = &mapDrawSurfs[ i ];\r
- \r
- /* set up */\r
- ds->type = SURFACE_FOLIAGE;\r
- ds->numFoliageInstances = numFoliageInstances;\r
- \r
- /* a wee hack */\r
- ds->patchWidth = ds->numFoliageInstances;\r
- ds->patchHeight = ds->numVerts;\r
- \r
- /* set fog to be same as source surface */\r
- ds->fogNum = src->fogNum;\r
- \r
- /* add a drawvert for every instance */\r
- verts = safe_malloc( (ds->numVerts + ds->numFoliageInstances) * sizeof( *verts ) );\r
- memset( verts, 0, (ds->numVerts + ds->numFoliageInstances) * sizeof( *verts ) );\r
- memcpy( verts, ds->verts, ds->numVerts * sizeof( *verts ) );\r
- free( ds->verts );\r
- ds->verts = verts;\r
- \r
- /* copy the verts */\r
- for( j = 0; j < ds->numFoliageInstances; j++ )\r
- {\r
- /* get vert (foliage instance) */\r
- fi = &ds->verts[ ds->numVerts + j ];\r
-\r
- /* copy xyz and normal */\r
- VectorCopy( foliageInstances[ j ].xyz, fi->xyz );\r
- VectorCopy( foliageInstances[ j ].normal, fi->normal );\r
-\r
- /* ydnar: set color */\r
- for( k = 0; k < MAX_LIGHTMAPS; k++ )\r
- {\r
- fi->color[ k ][ 0 ] = 255;\r
- fi->color[ k ][ 1 ] = 255;\r
- fi->color[ k ][ 2 ] = 255;\r
- fi->color[ k ][ 3 ] = 255;\r
- }\r
- }\r
- \r
- /* increment */\r
- ds->numVerts += ds->numFoliageInstances;\r
- }\r
- }\r
-}\r
+/*
+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
+
+----------------------------------------------------------------------------------
+
+Foliage code for Wolfenstein: Enemy Territory by ydnar@splashdamage.com
+
+------------------------------------------------------------------------------- */
+
+
+
+/* marker */
+#define SURFACE_FOLIAGE_C
+
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+
+#define MAX_FOLIAGE_INSTANCES 8192
+
+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;
+
+
+ /* limit test */
+ if( numFoliageInstances >= MAX_FOLIAGE_INSTANCES )
+ return;
+
+ /* plane test */
+ {
+ vec4_t plane;
+
+
+ /* make a plane */
+ 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 )
+ return;
+ }
+
+ /* subdivide calc */
+ {
+ 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++ )
+ {
+ /* get verts */
+ a = tri[ i ]->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);
+
+ /* longer? */
+ 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;
+
+
+ /* get average alpha */
+ 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 = 1.0f - alpha;
+ if( alpha < 0.75f )
+ return;
+ }
+
+ /* roll the dice */
+ odds = foliage->odds * alpha;
+ r = Random();
+ if( r > odds )
+ return;
+
+ /* scale centroid */
+ VectorScale( fi->xyz, 0.33333333f, fi->xyz );
+ 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 );
+
+ /* 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 ] = ∣
+ 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;
+
+
+ /* get shader */
+ si = src->shaderInfo;
+ if( si == NULL || si->foliage == NULL )
+ return;
+
+ /* do every foliage */
+ 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 )
+ {
+ 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++ )
+ {
+ /* 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;
+ }
+
+ /* any origins? */
+ 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, transform, NULL, NULL, src->entityNum, src->castShadows, src->recvShadows, 0, src->lightmapScale );
+
+ /* walk each new surface */
+ 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 ) );
+ memcpy( verts, ds->verts, ds->numVerts * sizeof( *verts ) );
+ free( ds->verts );
+ ds->verts = verts;
+
+ /* copy the verts */
+ for( j = 0; j < ds->numFoliageInstances; j++ )
+ {
+ /* get vert (foliage instance) */
+ fi = &ds->verts[ ds->numVerts + j ];
+
+ /* copy xyz and normal */
+ VectorCopy( foliageInstances[ j ].xyz, fi->xyz );
+ VectorCopy( foliageInstances[ j ].normal, fi->normal );
+
+ /* ydnar: set color */
+ for( k = 0; k < MAX_LIGHTMAPS; k++ )
+ {
+ fi->color[ k ][ 0 ] = 255;
+ fi->color[ k ][ 1 ] = 255;
+ fi->color[ k ][ 2 ] = 255;
+ fi->color[ k ][ 3 ] = 255;
+ }
+ }
+
+ /* increment */
+ ds->numVerts += ds->numFoliageInstances;
+ }
+ }
+}