]> icculus.org git repositories - divverent/darkplaces.git/blob - model_shared.c
fix parser bug that read scale into alpha in PROTOCOL_DARKPLACES5
[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
116         for (i=0; i<4; i++)
117         {
118                 for (j=0; j<16; j++)
119                 {
120                         mod_shared_distorttexture[i*16+j] = NULL;
121                         if (gl_textureshader)
122                         {
123                                 for (y=0; y<DISTORTRESOLUTION; y++)
124                                 {
125                                         for (x=0; x<DISTORTRESOLUTION; x++)
126                                         {
127                                                 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);
128                                                 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);
129                                         }
130                                 }
131                                 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);
132                         }
133                 }
134         }
135
136         return;
137 }
138
139 texture_t r_surf_notexture;
140
141 void Mod_SetupNoTexture(void)
142 {
143         int x, y;
144         qbyte pix[16][16][4];
145
146         // this makes a light grey/dark grey checkerboard texture
147         for (y = 0;y < 16;y++)
148         {
149                 for (x = 0;x < 16;x++)
150                 {
151                         if ((y < 8) ^ (x < 8))
152                         {
153                                 pix[y][x][0] = 128;
154                                 pix[y][x][1] = 128;
155                                 pix[y][x][2] = 128;
156                                 pix[y][x][3] = 255;
157                         }
158                         else
159                         {
160                                 pix[y][x][0] = 64;
161                                 pix[y][x][1] = 64;
162                                 pix[y][x][2] = 64;
163                                 pix[y][x][3] = 255;
164                         }
165                 }
166         }
167
168         r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
169 }
170
171 static void mod_start(void)
172 {
173         int i;
174         for (i = 0;i < MAX_MOD_KNOWN;i++)
175                 if (mod_known[i].name[0])
176                         Mod_UnloadModel(&mod_known[i]);
177         Mod_LoadModels();
178
179         mod_shared_texturepool = R_AllocTexturePool();
180         Mod_SetupNoTexture();
181         Mod_BuildDetailTextures();
182         Mod_BuildDistortTexture();
183 }
184
185 static void mod_shutdown(void)
186 {
187         int i;
188         for (i = 0;i < MAX_MOD_KNOWN;i++)
189                 if (mod_known[i].name[0])
190                         Mod_UnloadModel(&mod_known[i]);
191
192         R_FreeTexturePool(&mod_shared_texturepool);
193 }
194
195 static void mod_newmap(void)
196 {
197 }
198
199 /*
200 ===============
201 Mod_Init
202 ===============
203 */
204 static void Mod_Print(void);
205 static void Mod_Precache (void);
206 void Mod_Init (void)
207 {
208         Mod_BrushInit();
209         Mod_AliasInit();
210         Mod_SpriteInit();
211
212         Cvar_RegisterVariable(&r_mipskins);
213         Cmd_AddCommand ("modellist", Mod_Print);
214         Cmd_AddCommand ("modelprecache", Mod_Precache);
215 }
216
217 void Mod_RenderInit(void)
218 {
219         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
220 }
221
222 void Mod_FreeModel (model_t *mod)
223 {
224         R_FreeTexturePool(&mod->texturepool);
225         Mem_FreePool(&mod->mempool);
226
227         // clear the struct to make it available
228         memset(mod, 0, sizeof(model_t));
229 }
230
231 void Mod_UnloadModel (model_t *mod)
232 {
233         char name[MAX_QPATH];
234         qboolean isworldmodel;
235         strcpy(name, mod->name);
236         isworldmodel = mod->isworldmodel;
237         Mod_FreeModel(mod);
238         strcpy(mod->name, name);
239         mod->isworldmodel = isworldmodel;
240         mod->needload = true;
241 }
242
243 /*
244 ==================
245 Mod_LoadModel
246
247 Loads a model
248 ==================
249 */
250 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
251 {
252         int num;
253         unsigned int crc;
254         void *buf;
255
256         mod->used = true;
257
258         if (mod->name[0] == '*') // submodel
259                 return mod;
260
261         crc = 0;
262         buf = NULL;
263         if (mod->isworldmodel != isworldmodel)
264                 mod->needload = true;
265         if (mod->needload || checkdisk)
266         {
267                 if (checkdisk && !mod->needload)
268                         Con_DPrintf("checking model %s\n", mod->name);
269                 buf = FS_LoadFile (mod->name, tempmempool, false);
270                 if (buf)
271                 {
272                         crc = CRC_Block(buf, fs_filesize);
273                         if (mod->crc != crc)
274                                 mod->needload = true;
275                 }
276         }
277         if (!mod->needload)
278                 return mod; // already loaded
279
280         Con_DPrintf("loading model %s\n", mod->name);
281         // LordHavoc: unload the existing model in this slot (if there is one)
282         Mod_UnloadModel(mod);
283         // load the model
284         mod->isworldmodel = isworldmodel;
285         mod->used = true;
286         mod->crc = crc;
287         // errors can prevent the corresponding mod->needload = false;
288         mod->needload = true;
289
290         // default model radius and bounding box (mainly for missing models)
291         mod->radius = 16;
292         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
293         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
294         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
295         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
296         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
297         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
298
299         // all models use memory, so allocate a memory pool
300         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
301         // all models load textures, so allocate a texture pool
302         if (cls.state != ca_dedicated)
303                 mod->texturepool = R_AllocTexturePool();
304
305         if (buf)
306         {
307                 num = LittleLong(*((int *)buf));
308                 // call the apropriate loader
309                 loadmodel = mod;
310                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
311                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
312                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
313                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
314                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
315                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
316                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
317                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
318                 else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
319                 Mem_Free(buf);
320         }
321         else if (crash)
322         {
323                 // LordHavoc: Sys_Error was *ANNOYING*
324                 Con_Printf ("Mod_LoadModel: %s not found", mod->name);
325         }
326
327         // no errors occurred
328         mod->needload = false;
329         return mod;
330 }
331
332 void Mod_CheckLoaded(model_t *mod)
333 {
334         if (mod)
335         {
336                 if (mod->needload)
337                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
338                 else
339                 {
340                         //if (mod->type == mod_invalid)
341                         //      Host_Error("Mod_CheckLoaded: invalid model\n");
342                         mod->used = true;
343                         return;
344                 }
345         }
346 }
347
348 /*
349 ===================
350 Mod_ClearAll
351 ===================
352 */
353 void Mod_ClearAll(void)
354 {
355 }
356
357 void Mod_ClearUsed(void)
358 {
359         int i;
360         model_t *mod;
361
362         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
363                 if (mod->name[0])
364                         mod->used = false;
365 }
366
367 void Mod_PurgeUnused(void)
368 {
369         int i;
370         model_t *mod;
371
372         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
373                 if (mod->name[0])
374                         if (!mod->used)
375                                 Mod_FreeModel(mod);
376 }
377
378 void Mod_LoadModels(void)
379 {
380         int i;
381         model_t *mod;
382
383         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
384                 if (mod->name[0])
385                         if (mod->used)
386                                 Mod_CheckLoaded(mod);
387 }
388
389 /*
390 ==================
391 Mod_FindName
392
393 ==================
394 */
395 model_t *Mod_FindName(const char *name)
396 {
397         int i;
398         model_t *mod, *freemod;
399
400         if (!name[0])
401                 Host_Error ("Mod_ForName: NULL name");
402
403 // search the currently loaded models
404         freemod = NULL;
405         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
406         {
407                 if (mod->name[0])
408                 {
409                         if (!strcmp (mod->name, name))
410                         {
411                                 mod->used = true;
412                                 return mod;
413                         }
414                 }
415                 else if (freemod == NULL)
416                         freemod = mod;
417         }
418
419         if (freemod)
420         {
421                 mod = freemod;
422                 strcpy (mod->name, name);
423                 mod->needload = true;
424                 mod->used = true;
425                 return mod;
426         }
427
428         Host_Error ("Mod_FindName: ran out of models\n");
429         return NULL;
430 }
431
432 /*
433 ==================
434 Mod_TouchModel
435
436 ==================
437 */
438 void Mod_TouchModel(const char *name)
439 {
440         model_t *mod;
441
442         mod = Mod_FindName(name);
443         mod->used = true;
444 }
445
446 /*
447 ==================
448 Mod_ForName
449
450 Loads in a model for the given name
451 ==================
452 */
453 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
454 {
455         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
456 }
457
458 qbyte *mod_base;
459
460
461 //=============================================================================
462
463 /*
464 ================
465 Mod_Print
466 ================
467 */
468 static void Mod_Print(void)
469 {
470         int             i;
471         model_t *mod;
472
473         Con_Print("Loaded models:\n");
474         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
475                 if (mod->name[0])
476                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
477 }
478
479 /*
480 ================
481 Mod_Precache
482 ================
483 */
484 static void Mod_Precache(void)
485 {
486         if (Cmd_Argc() == 2)
487                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
488         else
489                 Con_Print("usage: modelprecache <filename>\n");
490 }
491
492 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
493 {
494         int i, count;
495         qbyte *used;
496         used = Mem_Alloc(tempmempool, numvertices);
497         memset(used, 0, numvertices);
498         for (i = 0;i < numelements;i++)
499                 used[elements[i]] = 1;
500         for (i = 0, count = 0;i < numvertices;i++)
501                 remapvertices[i] = used[i] ? count++ : -1;
502         Mem_Free(used);
503         return count;
504 }
505
506 #if 1
507 // fast way, using an edge hash
508 #define TRIANGLEEDGEHASH 1024
509 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
510 {
511         int i, j, p, e1, e2, *n, hashindex, count, match;
512         const int *e;
513         typedef struct edgehashentry_s
514         {
515                 struct edgehashentry_s *next;
516                 int triangle;
517                 int element[2];
518         }
519         edgehashentry_t;
520         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
521         memset(edgehash, 0, sizeof(edgehash));
522         edgehashentries = edgehashentriesbuffer;
523         // if there are too many triangles for the stack array, allocate larger buffer
524         if (numtriangles > TRIANGLEEDGEHASH)
525                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
526         // find neighboring triangles
527         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
528         {
529                 for (j = 0, p = 2;j < 3;p = j, j++)
530                 {
531                         e1 = e[p];
532                         e2 = e[j];
533                         // this hash index works for both forward and backward edges
534                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
535                         hash = edgehashentries + i * 3 + j;
536                         hash->next = edgehash[hashindex];
537                         edgehash[hashindex] = hash;
538                         hash->triangle = i;
539                         hash->element[0] = e1;
540                         hash->element[1] = e2;
541                 }
542         }
543         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
544         {
545                 for (j = 0, p = 2;j < 3;p = j, j++)
546                 {
547                         e1 = e[p];
548                         e2 = e[j];
549                         // this hash index works for both forward and backward edges
550                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
551                         count = 0;
552                         match = -1;
553                         for (hash = edgehash[hashindex];hash;hash = hash->next)
554                         {
555                                 if (hash->element[0] == e2 && hash->element[1] == e1)
556                                 {
557                                         if (hash->triangle != i)
558                                                 match = hash->triangle;
559                                         count++;
560                                 }
561                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
562                                         count++;
563                         }
564                         // detect edges shared by three triangles and make them seams
565                         if (count > 2)
566                                 match = -1;
567                         n[p] = match;
568                 }
569         }
570         // free the allocated buffer
571         if (edgehashentries != edgehashentriesbuffer)
572                 Mem_Free(edgehashentries);
573 }
574 #else
575 // very slow but simple way
576 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
577 {
578         int i, match, count;
579         count = 0;
580         match = -1;
581         for (i = 0;i < numtriangles;i++, elements += 3)
582         {
583                      if ((elements[0] == start && elements[1] == end)
584                       || (elements[1] == start && elements[2] == end)
585                       || (elements[2] == start && elements[0] == end))
586                 {
587                         if (i != ignore)
588                                 match = i;
589                         count++;
590                 }
591                 else if ((elements[1] == start && elements[0] == end)
592                       || (elements[2] == start && elements[1] == end)
593                       || (elements[0] == start && elements[2] == end))
594                         count++;
595         }
596         // detect edges shared by three triangles and make them seams
597         if (count > 2)
598                 match = -1;
599         return match;
600 }
601
602 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
603 {
604         int i, *n;
605         const int *e;
606         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
607         {
608                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
609                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
610                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
611         }
612 }
613 #endif
614
615 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
616 {
617         int i;
618         for (i = 0;i < numtriangles * 3;i++)
619                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
620                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
621 }
622
623 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)
624 {
625         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
626         // 103 add/sub/negate/multiply (1 cycle), 3 divide (20 cycle), 3 sqrt (22 cycle), 4 compare (3 cycle?), total cycles not counting load/store/exchange roughly 241 cycles
627         // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
628
629         // 18 multiply, 19 subtract
630         VectorSubtract(v1, v0, v10);
631         VectorSubtract(v2, v0, v20);
632         normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
633         normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
634         normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
635         tc10[1] = tc1[1] - tc0[1];
636         tc20[1] = tc2[1] - tc0[1];
637         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
638         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
639         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
640         tc10[0] = tc1[0] - tc0[0];
641         tc20[0] = tc2[0] - tc0[0];
642         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
643         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
644         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
645         // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
646         VectorNormalize(normal3f);
647         // 12 multiply, 4 add, 6 subtract
648         f = DotProduct(svector3f, normal3f);
649         svector3f[0] -= f * normal3f[0];
650         svector3f[1] -= f * normal3f[1];
651         svector3f[2] -= f * normal3f[2];
652         f = DotProduct(tvector3f, normal3f);
653         tvector3f[0] -= f * normal3f[0];
654         tvector3f[1] -= f * normal3f[1];
655         tvector3f[2] -= f * normal3f[2];
656         // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
657         VectorNormalize(svector3f);
658         VectorNormalize(tvector3f);
659         // if texture is mapped the wrong way (counterclockwise), the tangents
660         // have to be flipped, this is detected by calculating a normal from the
661         // two tangents, and seeing if it is opposite the surface normal
662         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
663         CrossProduct(tvector3f, svector3f, tangentcross);
664         if (DotProduct(tangentcross, normal3f) < 0)
665         {
666                 VectorNegate(svector3f, svector3f);
667                 VectorNegate(tvector3f, tvector3f);
668         }
669 }
670
671 // warning: this is an expensive function!
672 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
673 {
674         int i, tnum;
675         float sdir[3], tdir[3], normal[3], *v;
676         const int *e;
677         // clear the vectors
678         if (svector3f)
679                 memset(svector3f, 0, numverts * sizeof(float[3]));
680         if (tvector3f)
681                 memset(tvector3f, 0, numverts * sizeof(float[3]));
682         if (normal3f)
683                 memset(normal3f, 0, numverts * sizeof(float[3]));
684         // process each vertex of each triangle and accumulate the results
685         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
686         {
687                 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);
688                 if (svector3f)
689                 {
690                         for (i = 0;i < 3;i++)
691                         {
692                                 svector3f[e[i]*3  ] += sdir[0];
693                                 svector3f[e[i]*3+1] += sdir[1];
694                                 svector3f[e[i]*3+2] += sdir[2];
695                         }
696                 }
697                 if (tvector3f)
698                 {
699                         for (i = 0;i < 3;i++)
700                         {
701                                 tvector3f[e[i]*3  ] += tdir[0];
702                                 tvector3f[e[i]*3+1] += tdir[1];
703                                 tvector3f[e[i]*3+2] += tdir[2];
704                         }
705                 }
706                 if (normal3f)
707                 {
708                         for (i = 0;i < 3;i++)
709                         {
710                                 normal3f[e[i]*3  ] += normal[0];
711                                 normal3f[e[i]*3+1] += normal[1];
712                                 normal3f[e[i]*3+2] += normal[2];
713                         }
714                 }
715         }
716         // now we could divide the vectors by the number of averaged values on
717         // each vertex...  but instead normalize them
718         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
719         if (svector3f)
720                 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
721                         VectorNormalize(v);
722         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
723         if (tvector3f)
724                 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
725                         VectorNormalize(v);
726         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
727         if (normal3f)
728                 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
729                         VectorNormalize(v);
730 }
731
732 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)
733 {
734         shadowmesh_t *newmesh;
735         qbyte *data;
736         int size;
737         size = sizeof(shadowmesh_t);
738         size += maxverts * sizeof(float[3]);
739         if (light)
740                 size += maxverts * sizeof(float[11]);
741         size += maxtriangles * sizeof(int[3]);
742         if (neighbors)
743                 size += maxtriangles * sizeof(int[3]);
744         if (expandable)
745                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
746         data = Mem_Alloc(mempool, size);
747         newmesh = (void *)data;data += sizeof(*newmesh);
748         newmesh->map_diffuse = map_diffuse;
749         newmesh->map_specular = map_specular;
750         newmesh->map_normal = map_normal;
751         newmesh->maxverts = maxverts;
752         newmesh->maxtriangles = maxtriangles;
753         newmesh->numverts = 0;
754         newmesh->numtriangles = 0;
755
756         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
757         if (light)
758         {
759                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
760                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
761                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
762                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
763         }
764         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
765         if (neighbors)
766         {
767                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
768         }
769         if (expandable)
770         {
771                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
772                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
773         }
774         return newmesh;
775 }
776
777 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
778 {
779         shadowmesh_t *newmesh;
780         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
781         newmesh->numverts = oldmesh->numverts;
782         newmesh->numtriangles = oldmesh->numtriangles;
783
784         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
785         if (newmesh->svector3f && oldmesh->svector3f)
786         {
787                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
788                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
789                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
790                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
791         }
792         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
793         if (newmesh->neighbor3i && oldmesh->neighbor3i)
794                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
795         return newmesh;
796 }
797
798 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
799 {
800         int hashindex, vnum;
801         shadowmeshvertexhash_t *hash;
802         // this uses prime numbers intentionally
803         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
804         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
805         {
806                 vnum = (hash - mesh->vertexhashentries);
807                 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]))
808                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
809                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
810                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
811                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
812                         return hash - mesh->vertexhashentries;
813         }
814         vnum = mesh->numverts++;
815         hash = mesh->vertexhashentries + vnum;
816         hash->next = mesh->vertexhashtable[hashindex];
817         mesh->vertexhashtable[hashindex] = hash;
818         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
819         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
820         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
821         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
822         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
823         return vnum;
824 }
825
826 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
827 {
828         if (mesh->numtriangles == 0)
829         {
830                 // set the properties on this empty mesh to be more favorable...
831                 // (note: this case only occurs for the first triangle added to a new mesh chain)
832                 mesh->map_diffuse = map_diffuse;
833                 mesh->map_specular = map_specular;
834                 mesh->map_normal = map_normal;
835         }
836         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)
837         {
838                 if (mesh->next == NULL)
839                         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);
840                 mesh = mesh->next;
841         }
842         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
843         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
844         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
845         mesh->numtriangles++;
846 }
847
848 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)
849 {
850         int i, j, e;
851         float vbuf[3*14], *v;
852         memset(vbuf, 0, sizeof(vbuf));
853         for (i = 0;i < numtris;i++)
854         {
855                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
856                 {
857                         e = *element3i++;
858                         if (vertex3f)
859                         {
860                                 v[0] = vertex3f[e * 3 + 0];
861                                 v[1] = vertex3f[e * 3 + 1];
862                                 v[2] = vertex3f[e * 3 + 2];
863                         }
864                         if (svector3f)
865                         {
866                                 v[3] = svector3f[e * 3 + 0];
867                                 v[4] = svector3f[e * 3 + 1];
868                                 v[5] = svector3f[e * 3 + 2];
869                         }
870                         if (tvector3f)
871                         {
872                                 v[6] = tvector3f[e * 3 + 0];
873                                 v[7] = tvector3f[e * 3 + 1];
874                                 v[8] = tvector3f[e * 3 + 2];
875                         }
876                         if (normal3f)
877                         {
878                                 v[9] = normal3f[e * 3 + 0];
879                                 v[10] = normal3f[e * 3 + 1];
880                                 v[11] = normal3f[e * 3 + 2];
881                         }
882                         if (texcoord2f)
883                         {
884                                 v[12] = texcoord2f[e * 2 + 0];
885                                 v[13] = texcoord2f[e * 2 + 1];
886                         }
887                 }
888                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
889         }
890 }
891
892 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)
893 {
894         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
895 }
896
897 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
898 {
899         shadowmesh_t *mesh, *newmesh, *nextmesh;
900         // reallocate meshs to conserve space
901         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
902         {
903                 nextmesh = mesh->next;
904                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
905                 {
906                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
907                         newmesh->next = firstmesh;
908                         firstmesh = newmesh;
909                 }
910                 Mem_Free(mesh);
911         }
912         return firstmesh;
913 }
914
915 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
916 {
917         int i;
918         shadowmesh_t *mesh;
919         vec3_t nmins, nmaxs, ncenter, temp;
920         float nradius2, dist2, *v;
921         // calculate bbox
922         for (mesh = firstmesh;mesh;mesh = mesh->next)
923         {
924                 if (mesh == firstmesh)
925                 {
926                         VectorCopy(mesh->vertex3f, nmins);
927                         VectorCopy(mesh->vertex3f, nmaxs);
928                 }
929                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
930                 {
931                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
932                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
933                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
934                 }
935         }
936         // calculate center and radius
937         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
938         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
939         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
940         nradius2 = 0;
941         for (mesh = firstmesh;mesh;mesh = mesh->next)
942         {
943                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
944                 {
945                         VectorSubtract(v, ncenter, temp);
946                         dist2 = DotProduct(temp, temp);
947                         if (nradius2 < dist2)
948                                 nradius2 = dist2;
949                 }
950         }
951         // return data
952         if (mins)
953                 VectorCopy(nmins, mins);
954         if (maxs)
955                 VectorCopy(nmaxs, maxs);
956         if (center)
957                 VectorCopy(ncenter, center);
958         if (radius)
959                 *radius = sqrt(nradius2);
960 }
961
962 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
963 {
964         shadowmesh_t *nextmesh;
965         for (;mesh;mesh = nextmesh)
966         {
967                 nextmesh = mesh->next;
968                 Mem_Free(mesh);
969         }
970 }
971
972 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
973 {
974         int i;
975         for (i = 0;i < width*height;i++)
976                 if (((qbyte *)&palette[in[i]])[3] > 0)
977                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
978         return NULL;
979 }
980
981 static int detailtexturecycle = 0;
982 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
983 {
984         imageskin_t s;
985         memset(skinframe, 0, sizeof(*skinframe));
986         if (!image_loadskin(&s, basename))
987                 return false;
988         if (usedetailtexture)
989                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
990         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
991         if (s.nmappixels != NULL)
992                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
993         if (s.glosspixels != NULL)
994                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
995         if (s.glowpixels != NULL && loadglowtexture)
996                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
997         if (s.maskpixels != NULL)
998                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
999         if (loadpantsandshirt)
1000         {
1001                 if (s.pantspixels != NULL)
1002                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1003                 if (s.shirtpixels != NULL)
1004                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1005         }
1006         image_freeskin(&s);
1007         return true;
1008 }
1009
1010 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
1011 {
1012         qbyte *temp1, *temp2;
1013         memset(skinframe, 0, sizeof(*skinframe));
1014         if (!skindata)
1015                 return false;
1016         if (usedetailtexture)
1017                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1018         if (r_shadow_bumpscale_basetexture.value > 0)
1019         {
1020                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
1021                 temp2 = temp1 + width * height * 4;
1022                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
1023                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1024                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
1025                 Mem_Free(temp1);
1026         }
1027         if (loadglowtexture)
1028         {
1029                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
1030                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
1031                 if (loadpantsandshirt)
1032                 {
1033                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1034                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1035                         if (skinframe->pants || skinframe->shirt)
1036                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
1037                 }
1038         }
1039         else
1040         {
1041                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
1042                 if (loadpantsandshirt)
1043                 {
1044                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1045                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1046                         if (skinframe->pants || skinframe->shirt)
1047                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
1048                 }
1049         }
1050         return true;
1051 }
1052
1053 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1054 {
1055         float v[3], tc[3];
1056         v[0] = ix;
1057         v[1] = iy;
1058         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1059                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1060         else
1061                 v[2] = 0;
1062         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1063         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1064         texcoord2f[0] = tc[0];
1065         texcoord2f[1] = tc[1];
1066 }
1067
1068 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)
1069 {
1070         float vup[3], vdown[3], vleft[3], vright[3];
1071         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1072         float sv[3], tv[3], nl[3];
1073         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1074         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1075         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1076         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1077         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1078         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1079         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1080         VectorAdd(svector3f, sv, svector3f);
1081         VectorAdd(tvector3f, tv, tvector3f);
1082         VectorAdd(normal3f, nl, normal3f);
1083         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1084         VectorAdd(svector3f, sv, svector3f);
1085         VectorAdd(tvector3f, tv, tvector3f);
1086         VectorAdd(normal3f, nl, normal3f);
1087         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1088         VectorAdd(svector3f, sv, svector3f);
1089         VectorAdd(tvector3f, tv, tvector3f);
1090         VectorAdd(normal3f, nl, normal3f);
1091 }
1092
1093 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)
1094 {
1095         int x, y, ix, iy, *e;
1096         e = element3i;
1097         for (y = 0;y < height;y++)
1098         {
1099                 for (x = 0;x < width;x++)
1100                 {
1101                         e[0] = (y + 1) * (width + 1) + (x + 0);
1102                         e[1] = (y + 0) * (width + 1) + (x + 0);
1103                         e[2] = (y + 1) * (width + 1) + (x + 1);
1104                         e[3] = (y + 0) * (width + 1) + (x + 0);
1105                         e[4] = (y + 0) * (width + 1) + (x + 1);
1106                         e[5] = (y + 1) * (width + 1) + (x + 1);
1107                         e += 6;
1108                 }
1109         }
1110         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1111         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1112                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1113                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1114 }
1115
1116 skinfile_t *Mod_LoadSkinFiles(void)
1117 {
1118         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1119         char *text;
1120         const char *data;
1121         skinfile_t *skinfile = NULL, *first = NULL;
1122         skinfileitem_t *skinfileitem;
1123         char word[10][MAX_QPATH];
1124         overridetagnameset_t tagsets[MAX_SKINS];
1125         overridetagname_t tags[256];
1126
1127 /*
1128 sample file:
1129 U_bodyBox,models/players/Legoman/BikerA2.tga
1130 U_RArm,models/players/Legoman/BikerA1.tga
1131 U_LArm,models/players/Legoman/BikerA1.tga
1132 U_armor,common/nodraw
1133 U_sword,common/nodraw
1134 U_shield,common/nodraw
1135 U_homb,common/nodraw
1136 U_backpack,common/nodraw
1137 U_colcha,common/nodraw
1138 tag_head,
1139 tag_weapon,
1140 tag_torso,
1141 */
1142         memset(tagsets, 0, sizeof(tagsets));
1143         memset(word, 0, sizeof(word));
1144         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1145         {
1146                 numtags = 0;
1147
1148                 // If it's the first file we parse
1149                 if (skinfile == NULL)
1150                 {
1151                         skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1152                         first = skinfile;
1153                 }
1154                 else
1155                 {
1156                         skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1157                         skinfile = skinfile->next;
1158                 }
1159                 skinfile->next = NULL;
1160
1161                 for(line = 0;;line++)
1162                 {
1163                         // parse line
1164                         if (!COM_ParseToken(&data, true))
1165                                 break;
1166                         if (!strcmp(com_token, "\n"))
1167                                 continue;
1168                         words = 0;
1169                         wordsoverflow = false;
1170                         do
1171                         {
1172                                 if (words < 10)
1173                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1174                                 else
1175                                         wordsoverflow = true;
1176                         }
1177                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1178                         if (wordsoverflow)
1179                         {
1180                                 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);
1181                                 continue;
1182                         }
1183                         // words is always >= 1
1184                         if (!strcmp(word[0], "replace"))
1185                         {
1186                                 if (words == 3)
1187                                 {
1188                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1189                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1190                                         skinfileitem->next = skinfile->items;
1191                                         skinfile->items = skinfileitem;
1192                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1193                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1194                                 }
1195                                 else
1196                                         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]);
1197                         }
1198                         else if (words == 2 && !strcmp(word[1], ","))
1199                         {
1200                                 // tag name, like "tag_weapon,"
1201                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1202                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1203                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1204                                 numtags++;
1205                         }
1206                         else if (words == 3 && !strcmp(word[1], ","))
1207                         {
1208                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1209                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1210                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1211                                 skinfileitem->next = skinfile->items;
1212                                 skinfile->items = skinfileitem;
1213                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1214                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1215                         }
1216                         else
1217                                 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);
1218                 }
1219                 Mem_Free(text);
1220
1221                 if (numtags)
1222                 {
1223                         overridetagnameset_t *t;
1224                         t = tagsets + i;
1225                         t->num_overridetagnames = numtags;
1226                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1227                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1228                         tagsetsused = true;
1229                 }
1230         }
1231         if (tagsetsused)
1232         {
1233                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1234                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1235         }
1236         if (i)
1237                 loadmodel->numskins = i;
1238         return first;
1239 }
1240
1241 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1242 {
1243         skinfile_t *next;
1244         skinfileitem_t *skinfileitem, *nextitem;
1245         for (;skinfile;skinfile = next)
1246         {
1247                 next = skinfile->next;
1248                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1249                 {
1250                         nextitem = skinfileitem->next;
1251                         Mem_Free(skinfileitem);
1252                 }
1253                 Mem_Free(skinfile);
1254         }
1255 }
1256
1257 int Mod_CountSkinFiles(skinfile_t *skinfile)
1258 {
1259         int i;
1260         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1261         return i;
1262 }
1263
1264 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1265 {
1266         int i, outtriangles;
1267         float d, edgedir[3], temp[3];
1268         // a degenerate triangle is one with no width (thickness, surface area)
1269         // these are characterized by having all 3 points colinear (along a line)
1270         // or having two points identical
1271         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1272         {
1273                 // calculate first edge
1274                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1275                 if (VectorLength2(edgedir) < 0.0001f)
1276                         continue; // degenerate first edge (no length)
1277                 VectorNormalize(edgedir);
1278                 // check if third point is on the edge (colinear)
1279                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1280                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1281                 if (VectorLength2(temp) < 0.0001f)
1282                         continue; // third point colinear with first edge
1283                 // valid triangle (no colinear points, no duplicate points)
1284                 VectorCopy(inelement3i, outelement3i);
1285                 outelement3i += 3;
1286                 outtriangles++;
1287         }
1288         return outtriangles;
1289 }
1290