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audited R_Mesh_Matrix calls and RSurf_ActiveEntity calls and moved them to more appro...
[divverent/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps skins (so they become blurrier in the distance), disabled by default because it tends to blur with strange border colors from the skin"};
30
31 model_t *loadmodel;
32
33 #if 0
34 // LordHavoc: was 512
35 static int mod_numknown = 0;
36 static int mod_maxknown = 0;
37 static model_t *mod_known = NULL;
38 #else
39 // LordHavoc: was 512
40 #define MAX_MOD_KNOWN (MAX_MODELS + 256)
41 static int mod_numknown = 0;
42 static int mod_maxknown = MAX_MOD_KNOWN;
43 static model_t mod_known[MAX_MOD_KNOWN];
44 #endif
45
46 static void mod_start(void)
47 {
48         int i;
49         model_t *mod;
50
51         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
52                 if (mod->name[0] && mod->name[0] != '*')
53                         if (mod->used)
54                                 Mod_LoadModel(mod, true, false, mod->isworldmodel);
55 }
56
57 static void mod_shutdown(void)
58 {
59         int i;
60         model_t *mod;
61
62         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
63                 if (mod->loaded || mod->mempool)
64                         Mod_UnloadModel(mod);
65 }
66
67 static void mod_newmap(void)
68 {
69         msurface_t *surface;
70         int i, surfacenum, ssize, tsize;
71
72         if (!cl_stainmaps_clearonload.integer)
73                 return;
74
75         for (i = 0;i < mod_numknown;i++)
76         {
77                 if (mod_known[i].mempool && mod_known[i].data_surfaces)
78                 {
79                         for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
80                         {
81                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
82                                 {
83                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
84                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
85                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
86                                         surface->cached_dlight = true;
87                                 }
88                         }
89                 }
90         }
91 }
92
93 /*
94 ===============
95 Mod_Init
96 ===============
97 */
98 static void Mod_Print(void);
99 static void Mod_Precache (void);
100 void Mod_Init (void)
101 {
102         Mod_BrushInit();
103         Mod_AliasInit();
104         Mod_SpriteInit();
105
106         Cvar_RegisterVariable(&r_mipskins);
107         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
108         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
109 }
110
111 void Mod_RenderInit(void)
112 {
113         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
114 }
115
116 void Mod_UnloadModel (model_t *mod)
117 {
118         char name[MAX_QPATH];
119         qboolean isworldmodel;
120         qboolean used;
121         strlcpy(name, mod->name, sizeof(name));
122         isworldmodel = mod->isworldmodel;
123         used = mod->used;
124         // free textures/memory attached to the model
125         R_FreeTexturePool(&mod->texturepool);
126         Mem_FreePool(&mod->mempool);
127         // clear the struct to make it available
128         memset(mod, 0, sizeof(model_t));
129         // restore the fields we want to preserve
130         strlcpy(mod->name, name, sizeof(mod->name));
131         mod->isworldmodel = isworldmodel;
132         mod->used = used;
133         mod->loaded = false;
134 }
135
136 /*
137 ==================
138 Mod_LoadModel
139
140 Loads a model
141 ==================
142 */
143 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
144 {
145         int num;
146         unsigned int crc;
147         void *buf;
148         fs_offset_t filesize;
149
150         mod->used = true;
151
152         if (mod->name[0] == '*') // submodel
153                 return mod;
154
155         crc = 0;
156         buf = NULL;
157
158         // even if the model is loaded it still may need reloading...
159
160         // if the model is a worldmodel and is being referred to as a
161         // non-worldmodel here, then it needs reloading to get rid of the
162         // submodels
163         if (mod->isworldmodel != isworldmodel)
164                 mod->loaded = false;
165
166         // if it is not loaded or checkdisk is true we need to calculate the crc
167         if (!mod->loaded || checkdisk)
168         {
169                 if (checkdisk && mod->loaded)
170                         Con_DPrintf("checking model %s\n", mod->name);
171                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
172                 if (buf)
173                 {
174                         crc = CRC_Block((unsigned char *)buf, filesize);
175                         // we need to reload the model if the crc does not match
176                         if (mod->crc != crc)
177                                 mod->loaded = false;
178                 }
179         }
180
181         // if the model is already loaded and checks passed, just return
182         if (mod->loaded)
183         {
184                 if (buf)
185                         Mem_Free(buf);
186                 return mod;
187         }
188
189         Con_DPrintf("loading model %s\n", mod->name);
190         // LordHavoc: unload the existing model in this slot (if there is one)
191         if (mod->loaded || mod->mempool)
192                 Mod_UnloadModel(mod);
193
194         // load the model
195         mod->isworldmodel = isworldmodel;
196         mod->used = true;
197         mod->crc = crc;
198         // errors can prevent the corresponding mod->loaded = true;
199         mod->loaded = false;
200
201         // default model radius and bounding box (mainly for missing models)
202         mod->radius = 16;
203         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
204         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
205         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
206         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
207         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
208         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
209
210         if (buf)
211         {
212                 char *bufend = (char *)buf + filesize;
213
214                 // all models use memory, so allocate a memory pool
215                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
216                 // all models load textures, so allocate a texture pool
217                 if (cls.state != ca_dedicated)
218                         mod->texturepool = R_AllocTexturePool();
219
220                 num = LittleLong(*((int *)buf));
221                 // call the apropriate loader
222                 loadmodel = mod;
223                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
224                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
225                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
226                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
227                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
228                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
229                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
230                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
231                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
232                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
233                 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
234                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
235                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
236                 Mem_Free(buf);
237                 // no fatal errors occurred, so this model is ready to use.
238                 mod->loaded = true;
239         }
240         else if (crash)
241         {
242                 // LordHavoc: Sys_Error was *ANNOYING*
243                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
244         }
245         return mod;
246 }
247
248 void Mod_ClearUsed(void)
249 {
250 #if 0
251         int i;
252         model_t *mod;
253
254         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
255                 if (mod->name[0])
256                         mod->used = false;
257 #endif
258 }
259
260 void Mod_PurgeUnused(void)
261 {
262         int i;
263         model_t *mod;
264
265         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
266                 if (mod->name[0])
267                         if (!mod->used)
268                                 Mod_UnloadModel(mod);
269 }
270
271 // only used during loading!
272 void Mod_RemoveStaleWorldModels(model_t *skip)
273 {
274         int i;
275         model_t *mod;
276
277         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
278         {
279                 if (mod->isworldmodel && mod->loaded && skip != mod)
280                 {
281                         Mod_UnloadModel(mod);
282                         mod->isworldmodel = false;
283                         mod->used = false;
284                 }
285         }
286 }
287
288 /*
289 ==================
290 Mod_FindName
291
292 ==================
293 */
294 model_t *Mod_FindName(const char *name)
295 {
296         int i;
297         model_t *mod;
298
299         if (!name[0])
300                 Host_Error ("Mod_ForName: NULL name");
301
302 // search the currently loaded models
303         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
304         {
305                 if (mod->name[0] && !strcmp(mod->name, name))
306                 {
307                         mod->used = true;
308                         return mod;
309                 }
310         }
311
312         // no match found, find room for a new one
313         for (i = 0;i < mod_numknown;i++)
314                 if (!mod_known[i].name[0])
315                         break;
316
317         if (mod_maxknown == i)
318         {
319 #if 0
320                 model_t *old;
321                 mod_maxknown += 256;
322                 old = mod_known;
323                 mod_known = Mem_Alloc(mod_mempool, mod_maxknown * sizeof(model_t));
324                 if (old)
325                 {
326                         memcpy(mod_known, old, mod_numknown * sizeof(model_t));
327                         Mem_Free(old);
328                 }
329 #else
330                 Host_Error ("Mod_FindName: ran out of models");
331 #endif
332         }
333         if (mod_numknown == i)
334                 mod_numknown++;
335         mod = mod_known + i;
336         strlcpy (mod->name, name, sizeof(mod->name));
337         mod->loaded = false;
338         mod->used = true;
339         return mod;
340 }
341
342 /*
343 ==================
344 Mod_ForName
345
346 Loads in a model for the given name
347 ==================
348 */
349 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
350 {
351         model_t *model;
352         model = Mod_FindName(name);
353         if (model->name[0] != '*' && (!model->loaded || checkdisk))
354                 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
355         return model;
356 }
357
358 /*
359 ==================
360 Mod_Reload
361
362 Reloads all models if they have changed
363 ==================
364 */
365 void Mod_Reload()
366 {
367         int i;
368         model_t *mod;
369
370         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
371                 if (mod->name[0] && mod->name[0] != '*')
372                         if (mod->used)
373                                 Mod_LoadModel(mod, true, true, mod->isworldmodel);
374 }
375
376 unsigned char *mod_base;
377
378
379 //=============================================================================
380
381 /*
382 ================
383 Mod_Print
384 ================
385 */
386 static void Mod_Print(void)
387 {
388         int             i;
389         model_t *mod;
390
391         Con_Print("Loaded models:\n");
392         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
393                 if (mod->name[0])
394                         Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
395 }
396
397 /*
398 ================
399 Mod_Precache
400 ================
401 */
402 static void Mod_Precache(void)
403 {
404         if (Cmd_Argc() == 2)
405                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
406         else
407                 Con_Print("usage: modelprecache <filename>\n");
408 }
409
410 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
411 {
412         int i, count;
413         unsigned char *used;
414         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
415         memset(used, 0, numvertices);
416         for (i = 0;i < numelements;i++)
417                 used[elements[i]] = 1;
418         for (i = 0, count = 0;i < numvertices;i++)
419                 remapvertices[i] = used[i] ? count++ : -1;
420         Mem_Free(used);
421         return count;
422 }
423
424 #if 1
425 // fast way, using an edge hash
426 #define TRIANGLEEDGEHASH 8192
427 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
428 {
429         int i, j, p, e1, e2, *n, hashindex, count, match;
430         const int *e;
431         typedef struct edgehashentry_s
432         {
433                 struct edgehashentry_s *next;
434                 int triangle;
435                 int element[2];
436         }
437         edgehashentry_t;
438         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
439         memset(edgehash, 0, sizeof(edgehash));
440         edgehashentries = edgehashentriesbuffer;
441         // if there are too many triangles for the stack array, allocate larger buffer
442         if (numtriangles > TRIANGLEEDGEHASH)
443                 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
444         // find neighboring triangles
445         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
446         {
447                 for (j = 0, p = 2;j < 3;p = j, j++)
448                 {
449                         e1 = e[p];
450                         e2 = e[j];
451                         // this hash index works for both forward and backward edges
452                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
453                         hash = edgehashentries + i * 3 + j;
454                         hash->next = edgehash[hashindex];
455                         edgehash[hashindex] = hash;
456                         hash->triangle = i;
457                         hash->element[0] = e1;
458                         hash->element[1] = e2;
459                 }
460         }
461         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
462         {
463                 for (j = 0, p = 2;j < 3;p = j, j++)
464                 {
465                         e1 = e[p];
466                         e2 = e[j];
467                         // this hash index works for both forward and backward edges
468                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
469                         count = 0;
470                         match = -1;
471                         for (hash = edgehash[hashindex];hash;hash = hash->next)
472                         {
473                                 if (hash->element[0] == e2 && hash->element[1] == e1)
474                                 {
475                                         if (hash->triangle != i)
476                                                 match = hash->triangle;
477                                         count++;
478                                 }
479                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
480                                         count++;
481                         }
482                         // detect edges shared by three triangles and make them seams
483                         if (count > 2)
484                                 match = -1;
485                         n[p] = match;
486                 }
487         }
488         // free the allocated buffer
489         if (edgehashentries != edgehashentriesbuffer)
490                 Mem_Free(edgehashentries);
491 }
492 #else
493 // very slow but simple way
494 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
495 {
496         int i, match, count;
497         count = 0;
498         match = -1;
499         for (i = 0;i < numtriangles;i++, elements += 3)
500         {
501                      if ((elements[0] == start && elements[1] == end)
502                       || (elements[1] == start && elements[2] == end)
503                       || (elements[2] == start && elements[0] == end))
504                 {
505                         if (i != ignore)
506                                 match = i;
507                         count++;
508                 }
509                 else if ((elements[1] == start && elements[0] == end)
510                       || (elements[2] == start && elements[1] == end)
511                       || (elements[0] == start && elements[2] == end))
512                         count++;
513         }
514         // detect edges shared by three triangles and make them seams
515         if (count > 2)
516                 match = -1;
517         return match;
518 }
519
520 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
521 {
522         int i, *n;
523         const int *e;
524         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
525         {
526                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
527                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
528                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
529         }
530 }
531 #endif
532
533 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
534 {
535         int i, warned = false, endvertex = firstvertex + numverts;
536         for (i = 0;i < numtriangles * 3;i++)
537         {
538                 if (elements[i] < firstvertex || elements[i] >= endvertex)
539                 {
540                         if (!warned)
541                         {
542                                 warned = true;
543                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
544                         }
545                         elements[i] = firstvertex;
546                 }
547         }
548 }
549
550 // warning: this is an expensive function!
551 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
552 {
553         int i, j;
554         const int *element;
555         float *vectorNormal;
556         float areaNormal[3];
557         // clear the vectors
558         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
559         // process each vertex of each triangle and accumulate the results
560         // use area-averaging, to make triangles with a big area have a bigger
561         // weighting on the vertex normal than triangles with a small area
562         // to do so, just add the 'normals' together (the bigger the area
563         // the greater the length of the normal is
564         element = elements;
565         for (i = 0; i < numtriangles; i++, element += 3)
566         {
567                 TriangleNormal(
568                         vertex3f + element[0] * 3,
569                         vertex3f + element[1] * 3,
570                         vertex3f + element[2] * 3,
571                         areaNormal
572                         );
573
574                 if (!areaweighting)
575                         VectorNormalize(areaNormal);
576
577                 for (j = 0;j < 3;j++)
578                 {
579                         vectorNormal = normal3f + element[j] * 3;
580                         vectorNormal[0] += areaNormal[0];
581                         vectorNormal[1] += areaNormal[1];
582                         vectorNormal[2] += areaNormal[2];
583                 }
584         }
585         // and just normalize the accumulated vertex normal in the end
586         vectorNormal = normal3f + 3 * firstvertex;
587         for (i = 0; i < numvertices; i++, vectorNormal += 3)
588                 VectorNormalize(vectorNormal);
589 }
590
591 void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
592 {
593         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
594         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
595         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
596
597         // 6 multiply, 9 subtract
598         VectorSubtract(v1, v0, v10);
599         VectorSubtract(v2, v0, v20);
600         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
601         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
602         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
603         // 12 multiply, 10 subtract
604         tc10[1] = tc1[1] - tc0[1];
605         tc20[1] = tc2[1] - tc0[1];
606         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
607         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
608         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
609         tc10[0] = tc1[0] - tc0[0];
610         tc20[0] = tc2[0] - tc0[0];
611         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
612         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
613         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
614         // 12 multiply, 4 add, 6 subtract
615         f = DotProduct(svector3f, normal3f);
616         svector3f[0] -= f * normal3f[0];
617         svector3f[1] -= f * normal3f[1];
618         svector3f[2] -= f * normal3f[2];
619         f = DotProduct(tvector3f, normal3f);
620         tvector3f[0] -= f * normal3f[0];
621         tvector3f[1] -= f * normal3f[1];
622         tvector3f[2] -= f * normal3f[2];
623         // if texture is mapped the wrong way (counterclockwise), the tangents
624         // have to be flipped, this is detected by calculating a normal from the
625         // two tangents, and seeing if it is opposite the surface normal
626         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
627         CrossProduct(tvector3f, svector3f, tangentcross);
628         if (DotProduct(tangentcross, normal3f) < 0)
629         {
630                 VectorNegate(svector3f, svector3f);
631                 VectorNegate(tvector3f, tvector3f);
632         }
633 }
634
635 // warning: this is a very expensive function!
636 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
637 {
638         int i, tnum;
639         float sdir[3], tdir[3], normal[3], *sv, *tv;
640         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
641         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
642         const int *e;
643         // clear the vectors
644         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
645         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
646         // process each vertex of each triangle and accumulate the results
647         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
648         {
649                 v0 = vertex3f + e[0] * 3;
650                 v1 = vertex3f + e[1] * 3;
651                 v2 = vertex3f + e[2] * 3;
652                 tc0 = texcoord2f + e[0] * 2;
653                 tc1 = texcoord2f + e[1] * 2;
654                 tc2 = texcoord2f + e[2] * 2;
655
656                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
657                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
658
659                 // calculate the edge directions and surface normal
660                 // 6 multiply, 9 subtract
661                 VectorSubtract(v1, v0, v10);
662                 VectorSubtract(v2, v0, v20);
663                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
664                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
665                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
666
667                 // calculate the tangents
668                 // 12 multiply, 10 subtract
669                 tc10[1] = tc1[1] - tc0[1];
670                 tc20[1] = tc2[1] - tc0[1];
671                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
672                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
673                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
674                 tc10[0] = tc1[0] - tc0[0];
675                 tc20[0] = tc2[0] - tc0[0];
676                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
677                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
678                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
679
680                 // if texture is mapped the wrong way (counterclockwise), the tangents
681                 // have to be flipped, this is detected by calculating a normal from the
682                 // two tangents, and seeing if it is opposite the surface normal
683                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
684                 CrossProduct(tdir, sdir, tangentcross);
685                 if (DotProduct(tangentcross, normal) < 0)
686                 {
687                         VectorNegate(sdir, sdir);
688                         VectorNegate(tdir, tdir);
689                 }
690
691                 if (!areaweighting)
692                 {
693                         VectorNormalize(sdir);
694                         VectorNormalize(tdir);
695                 }
696                 for (i = 0;i < 3;i++)
697                 {
698                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
699                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
700                 }
701         }
702         // make the tangents completely perpendicular to the surface normal, and
703         // then normalize them
704         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
705         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
706         {
707                 f = -DotProduct(sv, n);
708                 VectorMA(sv, f, n, sv);
709                 VectorNormalize(sv);
710                 f = -DotProduct(tv, n);
711                 VectorMA(tv, f, n, tv);
712                 VectorNormalize(tv);
713         }
714 }
715
716 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
717 {
718         unsigned char *data;
719         data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int));
720         loadmodel->surfmesh.num_vertices = numvertices;
721         loadmodel->surfmesh.num_triangles = numtriangles;
722         if (loadmodel->surfmesh.num_vertices)
723         {
724                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
725                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
726                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
727                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
728                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
729                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
730                 if (vertexcolors)
731                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
732                 if (lightmapoffsets)
733                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
734         }
735         if (loadmodel->surfmesh.num_triangles)
736         {
737                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
738                 if (neighbors)
739                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
740         }
741 }
742
743 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
744 {
745         shadowmesh_t *newmesh;
746         unsigned char *data;
747         int size;
748         size = sizeof(shadowmesh_t);
749         size += maxverts * sizeof(float[3]);
750         if (light)
751                 size += maxverts * sizeof(float[11]);
752         size += maxtriangles * sizeof(int[3]);
753         if (neighbors)
754                 size += maxtriangles * sizeof(int[3]);
755         if (expandable)
756                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
757         data = (unsigned char *)Mem_Alloc(mempool, size);
758         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
759         newmesh->map_diffuse = map_diffuse;
760         newmesh->map_specular = map_specular;
761         newmesh->map_normal = map_normal;
762         newmesh->maxverts = maxverts;
763         newmesh->maxtriangles = maxtriangles;
764         newmesh->numverts = 0;
765         newmesh->numtriangles = 0;
766
767         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
768         if (light)
769         {
770                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
771                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
772                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
773                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
774         }
775         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
776         if (neighbors)
777         {
778                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
779         }
780         if (expandable)
781         {
782                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
783                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
784         }
785         return newmesh;
786 }
787
788 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
789 {
790         shadowmesh_t *newmesh;
791         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
792         newmesh->numverts = oldmesh->numverts;
793         newmesh->numtriangles = oldmesh->numtriangles;
794
795         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
796         if (newmesh->svector3f && oldmesh->svector3f)
797         {
798                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
799                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
800                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
801                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
802         }
803         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
804         if (newmesh->neighbor3i && oldmesh->neighbor3i)
805                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
806         return newmesh;
807 }
808
809 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
810 {
811         int hashindex, vnum;
812         shadowmeshvertexhash_t *hash;
813         // this uses prime numbers intentionally
814         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
815         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
816         {
817                 vnum = (hash - mesh->vertexhashentries);
818                 if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2]))
819                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
820                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
821                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
822                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
823                         return hash - mesh->vertexhashentries;
824         }
825         vnum = mesh->numverts++;
826         hash = mesh->vertexhashentries + vnum;
827         hash->next = mesh->vertexhashtable[hashindex];
828         mesh->vertexhashtable[hashindex] = hash;
829         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
830         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
831         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
832         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
833         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
834         return vnum;
835 }
836
837 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
838 {
839         if (mesh->numtriangles == 0)
840         {
841                 // set the properties on this empty mesh to be more favorable...
842                 // (note: this case only occurs for the first triangle added to a new mesh chain)
843                 mesh->map_diffuse = map_diffuse;
844                 mesh->map_specular = map_specular;
845                 mesh->map_normal = map_normal;
846         }
847         while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
848         {
849                 if (mesh->next == NULL)
850                         mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true);
851                 mesh = mesh->next;
852         }
853         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
854         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
855         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
856         mesh->numtriangles++;
857 }
858
859 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
860 {
861         int i, j, e;
862         float vbuf[3*14], *v;
863         memset(vbuf, 0, sizeof(vbuf));
864         for (i = 0;i < numtris;i++)
865         {
866                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
867                 {
868                         e = *element3i++;
869                         if (vertex3f)
870                         {
871                                 v[0] = vertex3f[e * 3 + 0];
872                                 v[1] = vertex3f[e * 3 + 1];
873                                 v[2] = vertex3f[e * 3 + 2];
874                         }
875                         if (svector3f)
876                         {
877                                 v[3] = svector3f[e * 3 + 0];
878                                 v[4] = svector3f[e * 3 + 1];
879                                 v[5] = svector3f[e * 3 + 2];
880                         }
881                         if (tvector3f)
882                         {
883                                 v[6] = tvector3f[e * 3 + 0];
884                                 v[7] = tvector3f[e * 3 + 1];
885                                 v[8] = tvector3f[e * 3 + 2];
886                         }
887                         if (normal3f)
888                         {
889                                 v[9] = normal3f[e * 3 + 0];
890                                 v[10] = normal3f[e * 3 + 1];
891                                 v[11] = normal3f[e * 3 + 2];
892                         }
893                         if (texcoord2f)
894                         {
895                                 v[12] = texcoord2f[e * 2 + 0];
896                                 v[13] = texcoord2f[e * 2 + 1];
897                         }
898                 }
899                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
900         }
901 }
902
903 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
904 {
905         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
906 }
907
908 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
909 {
910         shadowmesh_t *mesh, *newmesh, *nextmesh;
911         // reallocate meshs to conserve space
912         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
913         {
914                 nextmesh = mesh->next;
915                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
916                 {
917                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
918                         newmesh->next = firstmesh;
919                         firstmesh = newmesh;
920                 }
921                 Mem_Free(mesh);
922         }
923         return firstmesh;
924 }
925
926 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
927 {
928         int i;
929         shadowmesh_t *mesh;
930         vec3_t nmins, nmaxs, ncenter, temp;
931         float nradius2, dist2, *v;
932         VectorClear(nmins);
933         VectorClear(nmaxs);
934         // calculate bbox
935         for (mesh = firstmesh;mesh;mesh = mesh->next)
936         {
937                 if (mesh == firstmesh)
938                 {
939                         VectorCopy(mesh->vertex3f, nmins);
940                         VectorCopy(mesh->vertex3f, nmaxs);
941                 }
942                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
943                 {
944                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
945                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
946                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
947                 }
948         }
949         // calculate center and radius
950         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
951         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
952         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
953         nradius2 = 0;
954         for (mesh = firstmesh;mesh;mesh = mesh->next)
955         {
956                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
957                 {
958                         VectorSubtract(v, ncenter, temp);
959                         dist2 = DotProduct(temp, temp);
960                         if (nradius2 < dist2)
961                                 nradius2 = dist2;
962                 }
963         }
964         // return data
965         if (mins)
966                 VectorCopy(nmins, mins);
967         if (maxs)
968                 VectorCopy(nmaxs, maxs);
969         if (center)
970                 VectorCopy(ncenter, center);
971         if (radius)
972                 *radius = sqrt(nradius2);
973 }
974
975 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
976 {
977         shadowmesh_t *nextmesh;
978         for (;mesh;mesh = nextmesh)
979         {
980                 nextmesh = mesh->next;
981                 Mem_Free(mesh);
982         }
983 }
984
985 static rtexture_t *GL_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
986 {
987         int i;
988         if (!force)
989         {
990                 for (i = 0;i < width*height;i++)
991                         if (((unsigned char *)&palette[in[i]])[3] > 0)
992                                 break;
993                 if (i == width*height)
994                         return NULL;
995         }
996         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
997 }
998
999 int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
1000 {
1001         imageskin_t s;
1002         memset(skinframe, 0, sizeof(*skinframe));
1003         skinframe->base = r_texture_notexture;
1004         if (cls.state == ca_dedicated)
1005                 return false;
1006         if (!image_loadskin(&s, basename))
1007                 return false;
1008         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
1009         if (s.nmappixels != NULL)
1010                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
1011         if (s.glosspixels != NULL)
1012                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
1013         if (s.glowpixels != NULL && loadglowtexture)
1014                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
1015         if (s.maskpixels != NULL)
1016                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
1017         if (loadpantsandshirt)
1018         {
1019                 if (s.pantspixels != NULL)
1020                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1021                 if (s.shirtpixels != NULL)
1022                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1023         }
1024         if (!skinframe->base)
1025                 skinframe->base = r_texture_notexture;
1026         if (!skinframe->nmap)
1027                 skinframe->nmap = r_texture_blanknormalmap;
1028         image_freeskin(&s);
1029         return true;
1030 }
1031
1032 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1033 {
1034         int i;
1035         unsigned char *temp1, *temp2;
1036         memset(skinframe, 0, sizeof(*skinframe));
1037         if (cls.state == ca_dedicated)
1038                 return false;
1039         if (!skindata)
1040                 return false;
1041         if (bitsperpixel == 32)
1042         {
1043                 if (r_shadow_bumpscale_basetexture.value > 0)
1044                 {
1045                         temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1046                         temp2 = temp1 + width * height * 4;
1047                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1048                         skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1049                         Mem_Free(temp1);
1050                 }
1051                 skinframe->base = skinframe->merged = R_LoadTexture2D(loadmodel->texturepool, basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1052                 if (textureflags & TEXF_ALPHA)
1053                 {
1054                         for (i = 3;i < width * height * 4;i += 4)
1055                                 if (skindata[i] < 255)
1056                                         break;
1057                         if (i < width * height * 4)
1058                         {
1059                                 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 4);
1060                                 memcpy(fogpixels, skindata, width * height * 4);
1061                                 for (i = 0;i < width * height * 4;i += 4)
1062                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1063                                 skinframe->fog = R_LoadTexture2D(loadmodel->texturepool, va("%s_fog", basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1064                                 Mem_Free(fogpixels);
1065                         }
1066                 }
1067         }
1068         else if (bitsperpixel == 8)
1069         {
1070                 if (r_shadow_bumpscale_basetexture.value > 0)
1071                 {
1072                         temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1073                         temp2 = temp1 + width * height * 4;
1074                         if (bitsperpixel == 32)
1075                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1076                         else
1077                         {
1078                                 // use either a custom palette or the quake palette
1079                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1080                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1081                         }
1082                         skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1083                         Mem_Free(temp1);
1084                 }
1085                 // use either a custom palette, or the quake palette
1086                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags, true); // all
1087                 if (!palette && loadglowtexture)
1088                         skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags, false); // glow
1089                 if (!palette && loadpantsandshirt)
1090                 {
1091                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags, false); // pants
1092                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags, false); // shirt
1093                 }
1094                 if (skinframe->pants || skinframe->shirt)
1095                         skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1096                 if (textureflags & TEXF_ALPHA)
1097                 {
1098                         // if not using a custom alphapalette, use the quake one
1099                         if (!alphapalette)
1100                                 alphapalette = palette_alpha;
1101                         for (i = 0;i < width * height;i++)
1102                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1103                                         break;
1104                         if (i < width * height)
1105                                 skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags, true); // fog mask
1106                 }
1107         }
1108         else
1109                 return false;
1110         if (!skinframe->nmap)
1111                 skinframe->nmap = r_texture_blanknormalmap;
1112         return true;
1113 }
1114
1115 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1116 {
1117         float v[3], tc[3];
1118         v[0] = ix;
1119         v[1] = iy;
1120         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1121                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1122         else
1123                 v[2] = 0;
1124         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1125         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1126         texcoord2f[0] = tc[0];
1127         texcoord2f[1] = tc[1];
1128 }
1129
1130 void Mod_GetTerrainVertexFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1131 {
1132         float vup[3], vdown[3], vleft[3], vright[3];
1133         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1134         float sv[3], tv[3], nl[3];
1135         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1136         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1137         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1138         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1139         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1140         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1141         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1142         VectorAdd(svector3f, sv, svector3f);
1143         VectorAdd(tvector3f, tv, tvector3f);
1144         VectorAdd(normal3f, nl, normal3f);
1145         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1146         VectorAdd(svector3f, sv, svector3f);
1147         VectorAdd(tvector3f, tv, tvector3f);
1148         VectorAdd(normal3f, nl, normal3f);
1149         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1150         VectorAdd(svector3f, sv, svector3f);
1151         VectorAdd(tvector3f, tv, tvector3f);
1152         VectorAdd(normal3f, nl, normal3f);
1153 }
1154
1155 void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1156 {
1157         int x, y, ix, iy, *e;
1158         e = element3i;
1159         for (y = 0;y < height;y++)
1160         {
1161                 for (x = 0;x < width;x++)
1162                 {
1163                         e[0] = (y + 1) * (width + 1) + (x + 0);
1164                         e[1] = (y + 0) * (width + 1) + (x + 0);
1165                         e[2] = (y + 1) * (width + 1) + (x + 1);
1166                         e[3] = (y + 0) * (width + 1) + (x + 0);
1167                         e[4] = (y + 0) * (width + 1) + (x + 1);
1168                         e[5] = (y + 1) * (width + 1) + (x + 1);
1169                         e += 6;
1170                 }
1171         }
1172         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1173         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1174                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1175                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1176 }
1177
1178 skinfile_t *Mod_LoadSkinFiles(void)
1179 {
1180         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1181         char *text;
1182         const char *data;
1183         skinfile_t *skinfile = NULL, *first = NULL;
1184         skinfileitem_t *skinfileitem;
1185         char word[10][MAX_QPATH];
1186         overridetagnameset_t tagsets[MAX_SKINS];
1187         overridetagname_t tags[256];
1188
1189 /*
1190 sample file:
1191 U_bodyBox,models/players/Legoman/BikerA2.tga
1192 U_RArm,models/players/Legoman/BikerA1.tga
1193 U_LArm,models/players/Legoman/BikerA1.tga
1194 U_armor,common/nodraw
1195 U_sword,common/nodraw
1196 U_shield,common/nodraw
1197 U_homb,common/nodraw
1198 U_backpack,common/nodraw
1199 U_colcha,common/nodraw
1200 tag_head,
1201 tag_weapon,
1202 tag_torso,
1203 */
1204         memset(tagsets, 0, sizeof(tagsets));
1205         memset(word, 0, sizeof(word));
1206         for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1207         {
1208                 numtags = 0;
1209
1210                 // If it's the first file we parse
1211                 if (skinfile == NULL)
1212                 {
1213                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1214                         first = skinfile;
1215                 }
1216                 else
1217                 {
1218                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1219                         skinfile = skinfile->next;
1220                 }
1221                 skinfile->next = NULL;
1222
1223                 for(line = 0;;line++)
1224                 {
1225                         // parse line
1226                         if (!COM_ParseToken(&data, true))
1227                                 break;
1228                         if (!strcmp(com_token, "\n"))
1229                                 continue;
1230                         words = 0;
1231                         wordsoverflow = false;
1232                         do
1233                         {
1234                                 if (words < 10)
1235                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1236                                 else
1237                                         wordsoverflow = true;
1238                         }
1239                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1240                         if (wordsoverflow)
1241                         {
1242                                 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: line with too many statements, skipping\n", loadmodel->name, i, line);
1243                                 continue;
1244                         }
1245                         // words is always >= 1
1246                         if (!strcmp(word[0], "replace"))
1247                         {
1248                                 if (words == 3)
1249                                 {
1250                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1251                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1252                                         skinfileitem->next = skinfile->items;
1253                                         skinfile->items = skinfileitem;
1254                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1255                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1256                                 }
1257                                 else
1258                                         Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
1259                         }
1260                         else if (words == 2 && !strcmp(word[1], ","))
1261                         {
1262                                 // tag name, like "tag_weapon,"
1263                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1264                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1265                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1266                                 numtags++;
1267                         }
1268                         else if (words == 3 && !strcmp(word[1], ","))
1269                         {
1270                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1271                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1272                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1273                                 skinfileitem->next = skinfile->items;
1274                                 skinfile->items = skinfileitem;
1275                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1276                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1277                         }
1278                         else
1279                                 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line);
1280                 }
1281                 Mem_Free(text);
1282
1283                 if (numtags)
1284                 {
1285                         overridetagnameset_t *t;
1286                         t = tagsets + i;
1287                         t->num_overridetagnames = numtags;
1288                         t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1289                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1290                         tagsetsused = true;
1291                 }
1292         }
1293         if (tagsetsused)
1294         {
1295                 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1296                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1297         }
1298         if (i)
1299                 loadmodel->numskins = i;
1300         return first;
1301 }
1302
1303 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1304 {
1305         skinfile_t *next;
1306         skinfileitem_t *skinfileitem, *nextitem;
1307         for (;skinfile;skinfile = next)
1308         {
1309                 next = skinfile->next;
1310                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1311                 {
1312                         nextitem = skinfileitem->next;
1313                         Mem_Free(skinfileitem);
1314                 }
1315                 Mem_Free(skinfile);
1316         }
1317 }
1318
1319 int Mod_CountSkinFiles(skinfile_t *skinfile)
1320 {
1321         int i;
1322         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1323         return i;
1324 }
1325
1326 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1327 {
1328         int i;
1329         double isnap = 1.0 / snap;
1330         for (i = 0;i < numvertices*numcomponents;i++)
1331                 vertices[i] = floor(vertices[i]*isnap)*snap;
1332 }
1333
1334 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1335 {
1336         int i, outtriangles;
1337         float d, edgedir[3], temp[3];
1338         // a degenerate triangle is one with no width (thickness, surface area)
1339         // these are characterized by having all 3 points colinear (along a line)
1340         // or having two points identical
1341         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1342         {
1343                 // calculate first edge
1344                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1345                 if (VectorLength2(edgedir) < 0.0001f)
1346                         continue; // degenerate first edge (no length)
1347                 VectorNormalize(edgedir);
1348                 // check if third point is on the edge (colinear)
1349                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1350                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1351                 if (VectorLength2(temp) < 0.0001f)
1352                         continue; // third point colinear with first edge
1353                 // valid triangle (no colinear points, no duplicate points)
1354                 VectorCopy(inelement3i, outelement3i);
1355                 outelement3i += 3;
1356                 outtriangles++;
1357         }
1358         return outtriangles;
1359 }
1360