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fixed oriented sprite problems (no longer uses entity angles for them) by rewriting...
[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"};
30
31 model_t *loadmodel;
32
33 // LordHavoc: increased from 512 to 2048
34 #define MAX_MOD_KNOWN   2048
35 static model_t mod_known[MAX_MOD_KNOWN];
36
37 rtexturepool_t *mod_shared_texturepool;
38 rtexture_t *r_notexture;
39 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
40 rtexture_t *mod_shared_distorttexture[64];
41
42 void Mod_BuildDetailTextures (void)
43 {
44         int i, x, y, light;
45         float vc[3], vx[3], vy[3], vn[3], lightdir[3];
46 #define DETAILRESOLUTION 256
47         qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
48         lightdir[0] = 0.5;
49         lightdir[1] = 1;
50         lightdir[2] = -0.25;
51         VectorNormalize(lightdir);
52         for (i = 0;i < NUM_DETAILTEXTURES;i++)
53         {
54                 fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
55                 for (y = 0;y < DETAILRESOLUTION;y++)
56                 {
57                         for (x = 0;x < DETAILRESOLUTION;x++)
58                         {
59                                 vc[0] = x;
60                                 vc[1] = y;
61                                 vc[2] = noise[y][x] * (1.0f / 32.0f);
62                                 vx[0] = x + 1;
63                                 vx[1] = y;
64                                 vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
65                                 vy[0] = x;
66                                 vy[1] = y + 1;
67                                 vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
68                                 VectorSubtract(vx, vc, vx);
69                                 VectorSubtract(vy, vc, vy);
70                                 CrossProduct(vx, vy, vn);
71                                 VectorNormalize(vn);
72                                 light = 128 - DotProduct(vn, lightdir) * 128;
73                                 light = bound(0, light, 255);
74                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
75                                 data[y][x][3] = 255;
76                         }
77                 }
78                 mod_shared_detailtextures[i] = R_LoadTexture2D(mod_shared_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
79         }
80 }
81
82 qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
83 {
84         int     value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
85                                 ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
86                                 ((y2 - y0) * morph) +
87                                 (y1));
88
89         if (value > 255)
90                 value = 255;
91         if (value < 0)
92                 value = 0;
93
94         return (qbyte)value;
95 }
96
97 void Mod_BuildDistortTexture (void)
98 {
99         int x, y, i, j;
100 #define DISTORTRESOLUTION 32
101         qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
102
103         for (i=0; i<4; i++)
104         {
105                 for (y=0; y<DISTORTRESOLUTION; y++)
106                 {
107                         for (x=0; x<DISTORTRESOLUTION; x++)
108                         {
109                                 data[i][y][x][0] = rand () & 255;
110                                 data[i][y][x][1] = rand () & 255;
111                         }
112                 }
113         }
114
115         for (i=0; i<4; i++)
116         {
117                 for (j=0; j<16; j++)
118                 {
119                         for (y=0; y<DISTORTRESOLUTION; y++)
120                         {
121                                 for (x=0; x<DISTORTRESOLUTION; x++)
122                                 {
123                                         data[4][y][x][0] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
124                                         data[4][y][x][1] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
125                                 }
126                         }
127                         mod_shared_distorttexture[i*16+j] = R_LoadTexture2D(mod_shared_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
128                 }
129         }
130
131         return;
132 }
133
134 texture_t r_surf_notexture;
135
136 void Mod_SetupNoTexture(void)
137 {
138         int x, y;
139         qbyte pix[16][16][4];
140
141         // this makes a light grey/dark grey checkerboard texture
142         for (y = 0;y < 16;y++)
143         {
144                 for (x = 0;x < 16;x++)
145                 {
146                         if ((y < 8) ^ (x < 8))
147                         {
148                                 pix[y][x][0] = 128;
149                                 pix[y][x][1] = 128;
150                                 pix[y][x][2] = 128;
151                                 pix[y][x][3] = 255;
152                         }
153                         else
154                         {
155                                 pix[y][x][0] = 64;
156                                 pix[y][x][1] = 64;
157                                 pix[y][x][2] = 64;
158                                 pix[y][x][3] = 255;
159                         }
160                 }
161         }
162
163         r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
164 }
165
166 static void mod_start(void)
167 {
168         int i;
169         for (i = 0;i < MAX_MOD_KNOWN;i++)
170                 if (mod_known[i].name[0])
171                         Mod_UnloadModel(&mod_known[i]);
172         Mod_LoadModels();
173
174         mod_shared_texturepool = R_AllocTexturePool();
175         Mod_SetupNoTexture();
176         Mod_BuildDetailTextures();
177         Mod_BuildDistortTexture();
178 }
179
180 static void mod_shutdown(void)
181 {
182         int i;
183         for (i = 0;i < MAX_MOD_KNOWN;i++)
184                 if (mod_known[i].name[0])
185                         Mod_UnloadModel(&mod_known[i]);
186
187         R_FreeTexturePool(&mod_shared_texturepool);
188 }
189
190 static void mod_newmap(void)
191 {
192 }
193
194 /*
195 ===============
196 Mod_Init
197 ===============
198 */
199 static void Mod_Print (void);
200 static void Mod_Precache (void);
201 void Mod_Init (void)
202 {
203         Mod_BrushInit();
204         Mod_AliasInit();
205         Mod_SpriteInit();
206
207         Cvar_RegisterVariable(&r_mipskins);
208         Cmd_AddCommand ("modellist", Mod_Print);
209         Cmd_AddCommand ("modelprecache", Mod_Precache);
210 }
211
212 void Mod_RenderInit(void)
213 {
214         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
215 }
216
217 void Mod_FreeModel (model_t *mod)
218 {
219         R_FreeTexturePool(&mod->texturepool);
220         Mem_FreePool(&mod->mempool);
221
222         // clear the struct to make it available
223         memset(mod, 0, sizeof(model_t));
224 }
225
226 void Mod_UnloadModel (model_t *mod)
227 {
228         char name[MAX_QPATH];
229         qboolean isworldmodel;
230         strcpy(name, mod->name);
231         isworldmodel = mod->isworldmodel;
232         Mod_FreeModel(mod);
233         strcpy(mod->name, name);
234         mod->isworldmodel = isworldmodel;
235         mod->needload = true;
236 }
237
238 /*
239 ==================
240 Mod_LoadModel
241
242 Loads a model
243 ==================
244 */
245 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
246 {
247         int num;
248         unsigned int crc;
249         void *buf;
250
251         mod->used = true;
252
253         if (mod->name[0] == '*') // submodel
254                 return mod;
255
256         crc = 0;
257         buf = NULL;
258         if (!mod->needload)
259         {
260                 if (checkdisk)
261                 {
262                         buf = FS_LoadFile (mod->name, false);
263                         if (!buf)
264                         {
265                                 if (crash)
266                                         Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
267                                 return NULL;
268                         }
269
270                         crc = CRC_Block(buf, fs_filesize);
271                 }
272                 else
273                         crc = mod->crc;
274
275                 if (mod->crc == crc && mod->isworldmodel == isworldmodel)
276                 {
277                         if (buf)
278                                 Mem_Free(buf);
279                         return mod; // already loaded
280                 }
281         }
282
283         Con_DPrintf("loading model %s\n", mod->name);
284
285         if (!buf)
286         {
287                 buf = FS_LoadFile (mod->name, false);
288                 if (!buf)
289                 {
290                         if (crash)
291                                 Host_Error ("Mod_LoadModel: %s not found", mod->name);
292                         return NULL;
293                 }
294                 crc = CRC_Block(buf, fs_filesize);
295         }
296
297         // allocate a new model
298         loadmodel = mod;
299
300         // LordHavoc: unload the existing model in this slot (if there is one)
301         Mod_UnloadModel(mod);
302         mod->isworldmodel = isworldmodel;
303         mod->used = true;
304         mod->crc = crc;
305         // errors can prevent the corresponding mod->needload = false;
306         mod->needload = true;
307
308         // all models use memory, so allocate a memory pool
309         mod->mempool = Mem_AllocPool(mod->name);
310         // all models load textures, so allocate a texture pool
311         if (cls.state != ca_dedicated)
312                 mod->texturepool = R_AllocTexturePool();
313
314         // call the apropriate loader
315         num = LittleLong(*((int *)buf));
316              if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
317         else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
318         else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
319         else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
320         else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
321         else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
322         else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
323         else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
324         else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
325
326         Mem_Free(buf);
327
328         // no errors occurred
329         mod->needload = false;
330         return mod;
331 }
332
333 void Mod_CheckLoaded(model_t *mod)
334 {
335         if (mod)
336         {
337                 if (mod->needload)
338                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
339                 else
340                 {
341                         if (mod->type == mod_invalid)
342                                 Host_Error("Mod_CheckLoaded: invalid model\n");
343                         mod->used = true;
344                         return;
345                 }
346         }
347 }
348
349 /*
350 ===================
351 Mod_ClearAll
352 ===================
353 */
354 void Mod_ClearAll(void)
355 {
356 }
357
358 void Mod_ClearUsed(void)
359 {
360         int i;
361         model_t *mod;
362
363         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
364                 if (mod->name[0])
365                         mod->used = false;
366 }
367
368 void Mod_PurgeUnused(void)
369 {
370         int i;
371         model_t *mod;
372
373         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
374                 if (mod->name[0])
375                         if (!mod->used)
376                                 Mod_FreeModel(mod);
377 }
378
379 void Mod_LoadModels(void)
380 {
381         int i;
382         model_t *mod;
383
384         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
385                 if (mod->name[0])
386                         if (mod->used)
387                                 Mod_CheckLoaded(mod);
388 }
389
390 /*
391 ==================
392 Mod_FindName
393
394 ==================
395 */
396 model_t *Mod_FindName(const char *name)
397 {
398         int i;
399         model_t *mod, *freemod;
400
401         if (!name[0])
402                 Host_Error ("Mod_ForName: NULL name");
403
404 // search the currently loaded models
405         freemod = NULL;
406         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
407         {
408                 if (mod->name[0])
409                 {
410                         if (!strcmp (mod->name, name))
411                         {
412                                 mod->used = true;
413                                 return mod;
414                         }
415                 }
416                 else if (freemod == NULL)
417                         freemod = mod;
418         }
419
420         if (freemod)
421         {
422                 mod = freemod;
423                 strcpy (mod->name, name);
424                 mod->needload = true;
425                 mod->used = true;
426                 return mod;
427         }
428
429         Host_Error ("Mod_FindName: ran out of models\n");
430         return NULL;
431 }
432
433 /*
434 ==================
435 Mod_TouchModel
436
437 ==================
438 */
439 void Mod_TouchModel(const char *name)
440 {
441         model_t *mod;
442
443         mod = Mod_FindName(name);
444         mod->used = true;
445 }
446
447 /*
448 ==================
449 Mod_ForName
450
451 Loads in a model for the given name
452 ==================
453 */
454 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
455 {
456         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
457 }
458
459 qbyte *mod_base;
460
461
462 //=============================================================================
463
464 /*
465 ================
466 Mod_Print
467 ================
468 */
469 static void Mod_Print(void)
470 {
471         int             i;
472         model_t *mod;
473
474         Con_Printf ("Loaded models:\n");
475         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
476                 if (mod->name[0])
477                         Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
478 }
479
480 /*
481 ================
482 Mod_Precache
483 ================
484 */
485 static void Mod_Precache(void)
486 {
487         if (Cmd_Argc() == 2)
488                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
489         else
490                 Con_Printf("usage: modelprecache <filename>\n");
491 }
492
493 #if 1
494 // fast way, using an edge hash
495 #define TRIANGLEEDGEHASH 1024
496 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
497 {
498         int i, j, p, e1, e2, *n, hashindex, count, match;
499         const int *e;
500         typedef struct edgehashentry_s
501         {
502                 struct edgehashentry_s *next;
503                 int triangle;
504                 int element[2];
505         }
506         edgehashentry_t;
507         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
508         memset(edgehash, 0, sizeof(edgehash));
509         edgehashentries = edgehashentriesbuffer;
510         // if there are too many triangles for the stack array, allocate larger buffer
511         if (numtriangles > TRIANGLEEDGEHASH)
512                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
513         // find neighboring triangles
514         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
515         {
516                 for (j = 0, p = 2;j < 3;p = j, j++)
517                 {
518                         e1 = e[p];
519                         e2 = e[j];
520                         // this hash index works for both forward and backward edges
521                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
522                         hash = edgehashentries + i * 3 + j;
523                         hash->next = edgehash[hashindex];
524                         edgehash[hashindex] = hash;
525                         hash->triangle = i;
526                         hash->element[0] = e1;
527                         hash->element[1] = e2;
528                 }
529         }
530         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
531         {
532                 for (j = 0, p = 2;j < 3;p = j, j++)
533                 {
534                         e1 = e[p];
535                         e2 = e[j];
536                         // this hash index works for both forward and backward edges
537                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
538                         count = 0;
539                         match = -1;
540                         for (hash = edgehash[hashindex];hash;hash = hash->next)
541                         {
542                                 if (hash->element[0] == e2 && hash->element[1] == e1)
543                                 {
544                                         if (hash->triangle != i)
545                                                 match = hash->triangle;
546                                         count++;
547                                 }
548                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
549                                         count++;
550                         }
551                         // detect edges shared by three triangles and make them seams
552                         if (count > 2)
553                                 match = -1;
554                         n[p] = match;
555                 }
556         }
557         // free the allocated buffer
558         if (edgehashentries != edgehashentriesbuffer)
559                 Mem_Free(edgehashentries);
560 }
561 #else
562 // very slow but simple way
563 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
564 {
565         int i, match, count;
566         count = 0;
567         match = -1;
568         for (i = 0;i < numtriangles;i++, elements += 3)
569         {
570                      if ((elements[0] == start && elements[1] == end)
571                       || (elements[1] == start && elements[2] == end)
572                       || (elements[2] == start && elements[0] == end))
573                 {
574                         if (i != ignore)
575                                 match = i;
576                         count++;
577                 }
578                 else if ((elements[1] == start && elements[0] == end)
579                       || (elements[2] == start && elements[1] == end)
580                       || (elements[0] == start && elements[2] == end))
581                         count++;
582         }
583         // detect edges shared by three triangles and make them seams
584         if (count > 2)
585                 match = -1;
586         return match;
587 }
588
589 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
590 {
591         int i, *n;
592         const int *e;
593         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
594         {
595                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
596                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
597                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
598         }
599 }
600 #endif
601
602 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
603 {
604         int i;
605         for (i = 0;i < numtriangles * 3;i++)
606                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
607                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
608 }
609
610 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)
611 {
612         float f;
613         normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]);
614         normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]);
615         normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]);
616         VectorNormalize(normal3f);
617         tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0]));
618         tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1]));
619         tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2]));
620         f = -DotProduct(tvector3f, normal3f);
621         VectorMA(tvector3f, f, normal3f, tvector3f);
622         VectorNormalize(tvector3f);
623         CrossProduct(normal3f, tvector3f, svector3f);
624 }
625
626 // warning: this is an expensive function!
627 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
628 {
629         int i, tnum;
630         float sdir[3], tdir[3], normal[3], *v;
631         const int *e;
632         // clear the vectors
633         if (svector3f)
634                 memset(svector3f, 0, numverts * sizeof(float[3]));
635         if (tvector3f)
636                 memset(tvector3f, 0, numverts * sizeof(float[3]));
637         if (normal3f)
638                 memset(normal3f, 0, numverts * sizeof(float[3]));
639         // process each vertex of each triangle and accumulate the results
640         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
641         {
642                 Mod_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal);
643                 if (svector3f)
644                 {
645                         for (i = 0;i < 3;i++)
646                         {
647                                 svector3f[e[i]*3  ] += sdir[0];
648                                 svector3f[e[i]*3+1] += sdir[1];
649                                 svector3f[e[i]*3+2] += sdir[2];
650                         }
651                 }
652                 if (tvector3f)
653                 {
654                         for (i = 0;i < 3;i++)
655                         {
656                                 tvector3f[e[i]*3  ] += tdir[0];
657                                 tvector3f[e[i]*3+1] += tdir[1];
658                                 tvector3f[e[i]*3+2] += tdir[2];
659                         }
660                 }
661                 if (normal3f)
662                 {
663                         for (i = 0;i < 3;i++)
664                         {
665                                 normal3f[e[i]*3  ] += normal[0];
666                                 normal3f[e[i]*3+1] += normal[1];
667                                 normal3f[e[i]*3+2] += normal[2];
668                         }
669                 }
670         }
671         // now we could divide the vectors by the number of averaged values on
672         // each vertex...  but instead normalize them
673         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
674         if (svector3f)
675                 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
676                         VectorNormalize(v);
677         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
678         if (tvector3f)
679                 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
680                         VectorNormalize(v);
681         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
682         if (normal3f)
683                 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
684                         VectorNormalize(v);
685 }
686
687 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)
688 {
689         shadowmesh_t *newmesh;
690         qbyte *data;
691         int size;
692         size = sizeof(shadowmesh_t);
693         size += maxverts * sizeof(float[3]);
694         if (light)
695                 size += maxverts * sizeof(float[11]);
696         size += maxtriangles * sizeof(int[3]);
697         if (neighbors)
698                 size += maxtriangles * sizeof(int[3]);
699         if (expandable)
700                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
701         data = Mem_Alloc(mempool, size);
702         newmesh = (void *)data;data += sizeof(*newmesh);
703         newmesh->map_diffuse = map_diffuse;
704         newmesh->map_specular = map_specular;
705         newmesh->map_normal = map_normal;
706         newmesh->maxverts = maxverts;
707         newmesh->maxtriangles = maxtriangles;
708         newmesh->numverts = 0;
709         newmesh->numtriangles = 0;
710
711         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
712         if (light)
713         {
714                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
715                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
716                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
717                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
718         }
719         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
720         if (neighbors)
721         {
722                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
723         }
724         if (expandable)
725         {
726                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
727                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
728         }
729         return newmesh;
730 }
731
732 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
733 {
734         shadowmesh_t *newmesh;
735         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
736         newmesh->numverts = oldmesh->numverts;
737         newmesh->numtriangles = oldmesh->numtriangles;
738
739         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
740         if (newmesh->svector3f && oldmesh->svector3f)
741         {
742                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
743                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
744                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
745                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
746         }
747         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
748         if (newmesh->neighbor3i && oldmesh->neighbor3i)
749                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
750         return newmesh;
751 }
752
753 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
754 {
755         int hashindex, vnum;
756         shadowmeshvertexhash_t *hash;
757         // this uses prime numbers intentionally
758         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
759         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
760         {
761                 vnum = (hash - mesh->vertexhashentries);
762                 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]))
763                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
764                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
765                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
766                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
767                         return hash - mesh->vertexhashentries;
768         }
769         vnum = mesh->numverts++;
770         hash = mesh->vertexhashentries + vnum;
771         hash->next = mesh->vertexhashtable[hashindex];
772         mesh->vertexhashtable[hashindex] = hash;
773         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
774         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
775         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
776         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
777         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
778         return vnum;
779 }
780
781 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
782 {
783         if (mesh->numtriangles == 0)
784         {
785                 // set the properties on this empty mesh to be more favorable...
786                 // (note: this case only occurs for the first triangle added to a new mesh chain)
787                 mesh->map_diffuse = map_diffuse;
788                 mesh->map_specular = map_specular;
789                 mesh->map_normal = map_normal;
790         }
791         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)
792         {
793                 if (mesh->next == NULL)
794                         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);
795                 mesh = mesh->next;
796         }
797         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
798         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
799         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
800         mesh->numtriangles++;
801 }
802
803 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, int numtris, int *element3i)
804 {
805         int i, j, e;
806         float vbuf[3*14], *v;
807         memset(vbuf, 0, sizeof(vbuf));
808         for (i = 0;i < numtris;i++)
809         {
810                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
811                 {
812                         e = *element3i++;
813                         if (vertex3f)
814                         {
815                                 v[0] = vertex3f[e * 3 + 0];
816                                 v[1] = vertex3f[e * 3 + 1];
817                                 v[2] = vertex3f[e * 3 + 2];
818                         }
819                         if (svector3f)
820                         {
821                                 v[3] = svector3f[e * 3 + 0];
822                                 v[4] = svector3f[e * 3 + 1];
823                                 v[5] = svector3f[e * 3 + 2];
824                         }
825                         if (tvector3f)
826                         {
827                                 v[6] = tvector3f[e * 3 + 0];
828                                 v[7] = tvector3f[e * 3 + 1];
829                                 v[8] = tvector3f[e * 3 + 2];
830                         }
831                         if (normal3f)
832                         {
833                                 v[9] = normal3f[e * 3 + 0];
834                                 v[10] = normal3f[e * 3 + 1];
835                                 v[11] = normal3f[e * 3 + 2];
836                         }
837                         if (texcoord2f)
838                         {
839                                 v[12] = texcoord2f[e * 2 + 0];
840                                 v[13] = texcoord2f[e * 2 + 1];
841                         }
842                 }
843                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
844         }
845 }
846
847 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)
848 {
849         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
850 }
851
852 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
853 {
854         shadowmesh_t *mesh, *newmesh, *nextmesh;
855         // reallocate meshs to conserve space
856         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
857         {
858                 nextmesh = mesh->next;
859                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
860                 {
861                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
862                         newmesh->next = firstmesh;
863                         firstmesh = newmesh;
864                 }
865                 Mem_Free(mesh);
866         }
867         return firstmesh;
868 }
869
870 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
871 {
872         int i;
873         shadowmesh_t *mesh;
874         vec3_t nmins, nmaxs, ncenter, temp;
875         float nradius2, dist2, *v;
876         // calculate bbox
877         for (mesh = firstmesh;mesh;mesh = mesh->next)
878         {
879                 if (mesh == firstmesh)
880                 {
881                         VectorCopy(mesh->vertex3f, nmins);
882                         VectorCopy(mesh->vertex3f, nmaxs);
883                 }
884                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
885                 {
886                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
887                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
888                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
889                 }
890         }
891         // calculate center and radius
892         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
893         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
894         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
895         nradius2 = 0;
896         for (mesh = firstmesh;mesh;mesh = mesh->next)
897         {
898                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
899                 {
900                         VectorSubtract(v, ncenter, temp);
901                         dist2 = DotProduct(temp, temp);
902                         if (nradius2 < dist2)
903                                 nradius2 = dist2;
904                 }
905         }
906         // return data
907         if (mins)
908                 VectorCopy(nmins, mins);
909         if (maxs)
910                 VectorCopy(nmaxs, maxs);
911         if (center)
912                 VectorCopy(ncenter, center);
913         if (radius)
914                 *radius = sqrt(nradius2);
915 }
916
917 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
918 {
919         shadowmesh_t *nextmesh;
920         for (;mesh;mesh = nextmesh)
921         {
922                 nextmesh = mesh->next;
923                 Mem_Free(mesh);
924         }
925 }
926
927 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
928 {
929         int i;
930         for (i = 0;i < width*height;i++)
931                 if (((qbyte *)&palette[in[i]])[3] > 0)
932                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
933         return NULL;
934 }
935
936 static int detailtexturecycle = 0;
937 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
938 {
939         imageskin_t s;
940         memset(skinframe, 0, sizeof(*skinframe));
941         if (!image_loadskin(&s, basename))
942                 return false;
943         if (usedetailtexture)
944                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
945         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
946         if (s.nmappixels != NULL)
947                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
948         if (s.glosspixels != NULL)
949                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
950         if (s.glowpixels != NULL && loadglowtexture)
951                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
952         if (s.maskpixels != NULL)
953                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
954         if (loadpantsandshirt)
955         {
956                 if (s.pantspixels != NULL)
957                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
958                 if (s.shirtpixels != NULL)
959                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
960         }
961         image_freeskin(&s);
962         return true;
963 }
964
965 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
966 {
967         qbyte *temp1, *temp2;
968         memset(skinframe, 0, sizeof(*skinframe));
969         if (!skindata)
970                 return false;
971         if (usedetailtexture)
972                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
973         if (r_shadow_bumpscale_basetexture.value > 0)
974         {
975                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
976                 temp2 = temp1 + width * height * 4;
977                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
978                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
979                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
980                 Mem_Free(temp1);
981         }
982         if (loadglowtexture)
983         {
984                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
985                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
986                 if (loadpantsandshirt)
987                 {
988                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
989                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
990                         if (skinframe->pants || skinframe->shirt)
991                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
992                 }
993         }
994         else
995         {
996                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
997                 if (loadpantsandshirt)
998                 {
999                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1000                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1001                         if (skinframe->pants || skinframe->shirt)
1002                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
1003                 }
1004         }
1005         return true;
1006 }
1007
1008 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1009 {
1010         float v[3], tc[3];
1011         v[0] = ix;
1012         v[1] = iy;
1013         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1014                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1015         else
1016                 v[2] = 0;
1017         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1018         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1019         texcoord2f[0] = tc[0];
1020         texcoord2f[1] = tc[1];
1021 }
1022
1023 void Mod_GetTerrainVertexFromRGBA(const qbyte *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)
1024 {
1025         float vup[3], vdown[3], vleft[3], vright[3];
1026         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1027         float sv[3], tv[3], nl[3];
1028         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1029         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1030         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1031         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1032         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1033         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1034         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1035         VectorAdd(svector3f, sv, svector3f);
1036         VectorAdd(tvector3f, tv, tvector3f);
1037         VectorAdd(normal3f, nl, normal3f);
1038         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1039         VectorAdd(svector3f, sv, svector3f);
1040         VectorAdd(tvector3f, tv, tvector3f);
1041         VectorAdd(normal3f, nl, normal3f);
1042         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1043         VectorAdd(svector3f, sv, svector3f);
1044         VectorAdd(tvector3f, tv, tvector3f);
1045         VectorAdd(normal3f, nl, normal3f);
1046 }
1047
1048 void Mod_ConstructTerrainPatchFromRGBA(const qbyte *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)
1049 {
1050         int x, y, ix, iy, *e;
1051         e = element3i;
1052         for (y = 0;y < height;y++)
1053         {
1054                 for (x = 0;x < width;x++)
1055                 {
1056                         e[0] = (y + 1) * (width + 1) + (x + 0);
1057                         e[1] = (y + 0) * (width + 1) + (x + 0);
1058                         e[2] = (y + 1) * (width + 1) + (x + 1);
1059                         e[3] = (y + 0) * (width + 1) + (x + 0);
1060                         e[4] = (y + 0) * (width + 1) + (x + 1);
1061                         e[5] = (y + 1) * (width + 1) + (x + 1);
1062                         e += 6;
1063                 }
1064         }
1065         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1066         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1067                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1068                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1069 }
1070
1071 skinfile_t *Mod_LoadSkinFiles(void)
1072 {
1073         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1074         char *text;
1075         const char *data;
1076         skinfile_t *skinfile, *first = NULL;
1077         skinfileitem_t *skinfileitem;
1078         char word[10][MAX_QPATH];
1079         overridetagnameset_t tagsets[MAX_SKINS];
1080         overridetagname_t tags[256];
1081
1082 /*
1083 sample file:
1084 U_bodyBox,models/players/Legoman/BikerA2.tga
1085 U_RArm,models/players/Legoman/BikerA1.tga
1086 U_LArm,models/players/Legoman/BikerA1.tga
1087 U_armor,common/nodraw
1088 U_sword,common/nodraw
1089 U_shield,common/nodraw
1090 U_homb,common/nodraw
1091 U_backpack,common/nodraw
1092 U_colcha,common/nodraw
1093 tag_head,
1094 tag_weapon,
1095 tag_torso,
1096 */
1097         memset(tagsets, 0, sizeof(tagsets));
1098         memset(word, 0, sizeof(word));
1099         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), true));i++)
1100         {
1101                 numtags = 0;
1102                 skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1103                 skinfile->next = first;
1104                 first = skinfile;
1105                 for(line = 0;;line++)
1106                 {
1107                         // parse line
1108                         if (!COM_ParseToken(&data, true))
1109                                 break;
1110                         if (!strcmp(com_token, "\n"))
1111                                 continue;
1112                         words = 0;
1113                         wordsoverflow = false;
1114                         do
1115                         {
1116                                 if (words < 10)
1117                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1118                                 else
1119                                         wordsoverflow = true;
1120                         }
1121                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1122                         if (wordsoverflow)
1123                         {
1124                                 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);
1125                                 continue;
1126                         }
1127                         // words is always >= 1
1128                         if (!strcmp(word[0], "replace"))
1129                         {
1130                                 if (words == 3)
1131                                 {
1132                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1133                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1134                                         skinfileitem->next = skinfile->items;
1135                                         skinfile->items = skinfileitem;
1136                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1137                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1138                                 }
1139                                 else
1140                                         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]);
1141                         }
1142                         else if (words == 2 && !strcmp(word[1], ","))
1143                         {
1144                                 // tag name, like "tag_weapon,"
1145                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1146                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1147                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1148                                 numtags++;
1149                         }
1150                         else if (words == 3 && !strcmp(word[1], ","))
1151                         {
1152                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1153                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1154                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1155                                 skinfileitem->next = skinfile->items;
1156                                 skinfile->items = skinfileitem;
1157                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1158                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1159                         }
1160                         else
1161                                 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);
1162                 }
1163                 Mem_Free(text);
1164
1165                 if (numtags)
1166                 {
1167                         overridetagnameset_t *t;
1168                         t = tagsets + i;
1169                         t->num_overridetagnames = numtags;
1170                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1171                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1172                         tagsetsused = true;
1173                 }
1174         }
1175         if (tagsetsused)
1176         {
1177                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1178                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1179         }
1180         if (i)
1181                 loadmodel->numskins = i;
1182         return first;
1183 }
1184
1185 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1186 {
1187         skinfile_t *next;
1188         skinfileitem_t *skinfileitem, *nextitem;
1189         for (;skinfile;skinfile = next)
1190         {
1191                 next = skinfile->next;
1192                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1193                 {
1194                         nextitem = skinfileitem->next;
1195                         Mem_Free(skinfileitem);
1196                 }
1197                 Mem_Free(skinfile);
1198         }
1199 }
1200
1201 int Mod_CountSkinFiles(skinfile_t *skinfile)
1202 {
1203         int i;
1204         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1205         return i;
1206 }
1207
1208 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1209 {
1210         int i, outtriangles;
1211         float d, edgedir[3], temp[3];
1212         // a degenerate triangle is one with no width (thickness, surface area)
1213         // these are characterized by having all 3 points colinear (along a line)
1214         // or having two points identical
1215         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1216         {
1217                 // calculate first edge
1218                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1219                 if (VectorLength2(edgedir) < 0.0001f)
1220                         continue; // degenerate first edge (no length)
1221                 VectorNormalize(edgedir);
1222                 // check if third point is on the edge (colinear)
1223                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1224                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1225                 if (VectorLength2(temp) < 0.0001f)
1226                         continue; // third point colinear with first edge
1227                 // valid triangle (no colinear points, no duplicate points)
1228                 VectorCopy(inelement3i, outelement3i);
1229                 outelement3i += 3;
1230                 outtriangles++;
1231         }
1232         return outtriangles;
1233 }
1234