netradiant-custom/tools/quake3/q3map2/surface_fur.cpp
2021-10-26 17:26:35 +03:00

105 lines
2.9 KiB
C++

/* -------------------------------------------------------------------------------
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."
------------------------------------------------------------------------------- */
/* dependencies */
#include "q3map2.h"
/* -------------------------------------------------------------------------------
ydnar: fur module
------------------------------------------------------------------------------- */
/*
Fur()
runs the fur processing algorithm on a map drawsurface
*/
void Fur( mapDrawSurface_t *ds ){
/* dummy check */
if ( ds == NULL || ds->fur || ds->shaderInfo->furNumLayers < 1 ) {
return;
}
/* get basic info */
const int numLayers = ds->shaderInfo->furNumLayers;
const float offset = ds->shaderInfo->furOffset;
const float 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 ( bspDrawVert_t& dv : Span( ds->verts, ds->numVerts ) )
{
/* offset is scaled by original vertex alpha */
const float a = dv.color[ 0 ].alpha() / 255.0;
/* offset it */
dv.xyz += dv.normal * ( offset * a );
}
/* wash, rinse, repeat */
for ( int i = 1; i < numLayers; ++i )
{
/* clone the surface */
mapDrawSurface_t *fur = CloneSurface( ds, ds->shaderInfo );
if ( fur == NULL ) {
return;
}
/* set it to fur */
fur->fur = true;
/* walk the verts */
for ( int j = 0; j < fur->numVerts; ++j )
{
/* offset is scaled by original vertex alpha */
const float a = ds->verts[ j ].color[ 0 ].alpha() / 255.0;
/* get fur vert */
bspDrawVert_t& dv = fur->verts[ j ];
/* offset it */
dv.xyz += dv.normal * ( offset * a * i );
/* fade alpha */
for ( auto& color : dv.color )
{
color.alpha() = color_to_byte( color.alpha() - fade );
}
}
}
}