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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_texture_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 void Mod_SetupNoTexture(void)
140 {
141 }
142
143 static void mod_start(void)
144 {
145         int i;
146         for (i = 0;i < MAX_MOD_KNOWN;i++)
147                 if (mod_known[i].name[0])
148                         Mod_UnloadModel(&mod_known[i]);
149         Mod_LoadModels();
150
151         mod_shared_texturepool = R_AllocTexturePool();
152         Mod_SetupNoTexture();
153         Mod_BuildDetailTextures();
154         Mod_BuildDistortTexture();
155 }
156
157 static void mod_shutdown(void)
158 {
159         int i;
160         for (i = 0;i < MAX_MOD_KNOWN;i++)
161                 if (mod_known[i].name[0])
162                         Mod_UnloadModel(&mod_known[i]);
163
164         R_FreeTexturePool(&mod_shared_texturepool);
165 }
166
167 static void mod_newmap(void)
168 {
169         msurface_t *surface;
170         int i, surfacenum, ssize, tsize;
171
172         if (!cl_stainmaps_clearonload.integer)
173                 return;
174
175         for (i = 0;i < MAX_MOD_KNOWN;i++)
176         {
177                 if (mod_known[i].name[0])
178                 {
179                         for (surfacenum = 0, surface = mod_known[i].brush.data_surfaces;surfacenum < mod_known[i].brush.num_surfaces;surfacenum++, surface++)
180                         {
181                                 if (surface->stainsamples)
182                                 {
183                                         ssize = (surface->extents[0] >> 4) + 1;
184                                         tsize = (surface->extents[1] >> 4) + 1;
185
186                                         if (ssize > 256 || tsize > 256)
187                                                 Host_Error("Bad surface extents");
188
189                                         if (surface->stainsamples)
190                                                 memset(surface->stainsamples, 255, ssize * tsize * 3);
191
192                                         surface->cached_dlight = true;
193                                 }
194                         }
195                 }
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->loaded = false;
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->loaded = false;
265         if (!mod->loaded || checkdisk)
266         {
267                 if (checkdisk && mod->loaded)
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->loaded = false;
275                 }
276         }
277         if (mod->loaded)
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         if (isworldmodel)
284         {
285                 // clear out any stale submodels lying around, as well as the old world model itself
286                 int i;
287                 for (i = 0;i < MAX_MOD_KNOWN;i++)
288                         if (mod_known[i].isworldmodel)
289                                 Mod_UnloadModel(mod_known + i);
290         }
291
292         // load the model
293         mod->isworldmodel = isworldmodel;
294         mod->used = true;
295         mod->crc = crc;
296         // errors can prevent the corresponding mod->loaded = true;
297         mod->loaded = false;
298
299         // default model radius and bounding box (mainly for missing models)
300         mod->radius = 16;
301         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
302         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
303         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
304         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
305         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
306         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
307
308         // all models use memory, so allocate a memory pool
309         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
310         // all models load textures, so allocate a texture pool
311         if (cls.state != ca_dedicated)
312                 mod->texturepool = R_AllocTexturePool();
313
314         if (buf)
315         {
316                 num = LittleLong(*((int *)buf));
317                 // call the apropriate loader
318                 loadmodel = mod;
319                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
320                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
321                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
322                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
323                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
324                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
325                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
326                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
327                 else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
328                 Mem_Free(buf);
329         }
330         else if (crash)
331         {
332                 // LordHavoc: Sys_Error was *ANNOYING*
333                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
334         }
335
336         // no errors occurred
337         mod->loaded = true;
338         return mod;
339 }
340
341 void Mod_CheckLoaded(model_t *mod)
342 {
343         if (mod)
344         {
345                 if (!mod->loaded)
346                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
347                 else
348                 {
349                         //if (mod->type == mod_invalid)
350                         //      Host_Error("Mod_CheckLoaded: invalid model\n");
351                         mod->used = true;
352                         return;
353                 }
354         }
355 }
356
357 /*
358 ===================
359 Mod_ClearAll
360 ===================
361 */
362 void Mod_ClearAll(void)
363 {
364 }
365
366 void Mod_ClearUsed(void)
367 {
368         int i;
369         model_t *mod;
370
371         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
372                 if (mod->name[0])
373                         mod->used = false;
374 }
375
376 void Mod_PurgeUnused(void)
377 {
378         int i;
379         model_t *mod;
380
381         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
382                 if (mod->name[0])
383                         if (!mod->used)
384                                 Mod_FreeModel(mod);
385 }
386
387 void Mod_LoadModels(void)
388 {
389         int i;
390         model_t *mod;
391
392         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
393                 if (mod->name[0])
394                         if (mod->used)
395                                 Mod_CheckLoaded(mod);
396 }
397
398 /*
399 ==================
400 Mod_FindName
401
402 ==================
403 */
404 model_t *Mod_FindName(const char *name)
405 {
406         int i;
407         model_t *mod, *freemod;
408
409         if (!name[0])
410                 Host_Error ("Mod_ForName: NULL name");
411
412 // search the currently loaded models
413         freemod = NULL;
414         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
415         {
416                 if (mod->name[0])
417                 {
418                         if (!strcmp (mod->name, name))
419                         {
420                                 mod->used = true;
421                                 return mod;
422                         }
423                 }
424                 else if (freemod == NULL)
425                         freemod = mod;
426         }
427
428         if (freemod)
429         {
430                 mod = freemod;
431                 strcpy (mod->name, name);
432                 mod->loaded = false;
433                 mod->used = true;
434                 return mod;
435         }
436
437         Host_Error ("Mod_FindName: ran out of models\n");
438         return NULL;
439 }
440
441 /*
442 ==================
443 Mod_ForName
444
445 Loads in a model for the given name
446 ==================
447 */
448 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
449 {
450         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
451 }
452
453 qbyte *mod_base;
454
455
456 //=============================================================================
457
458 /*
459 ================
460 Mod_Print
461 ================
462 */
463 static void Mod_Print(void)
464 {
465         int             i;
466         model_t *mod;
467
468         Con_Print("Loaded models:\n");
469         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
470                 if (mod->name[0])
471                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
472 }
473
474 /*
475 ================
476 Mod_Precache
477 ================
478 */
479 static void Mod_Precache(void)
480 {
481         if (Cmd_Argc() == 2)
482                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
483         else
484                 Con_Print("usage: modelprecache <filename>\n");
485 }
486
487 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
488 {
489         int i, count;
490         qbyte *used;
491         used = Mem_Alloc(tempmempool, numvertices);
492         memset(used, 0, numvertices);
493         for (i = 0;i < numelements;i++)
494                 used[elements[i]] = 1;
495         for (i = 0, count = 0;i < numvertices;i++)
496                 remapvertices[i] = used[i] ? count++ : -1;
497         Mem_Free(used);
498         return count;
499 }
500
501 #if 1
502 // fast way, using an edge hash
503 #define TRIANGLEEDGEHASH 16384
504 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
505 {
506         int i, j, p, e1, e2, *n, hashindex, count, match;
507         const int *e;
508         typedef struct edgehashentry_s
509         {
510                 struct edgehashentry_s *next;
511                 int triangle;
512                 int element[2];
513         }
514         edgehashentry_t;
515         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
516         memset(edgehash, 0, sizeof(edgehash));
517         edgehashentries = edgehashentriesbuffer;
518         // if there are too many triangles for the stack array, allocate larger buffer
519         if (numtriangles > TRIANGLEEDGEHASH)
520                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
521         // find neighboring triangles
522         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
523         {
524                 for (j = 0, p = 2;j < 3;p = j, j++)
525                 {
526                         e1 = e[p];
527                         e2 = e[j];
528                         // this hash index works for both forward and backward edges
529                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
530                         hash = edgehashentries + i * 3 + j;
531                         hash->next = edgehash[hashindex];
532                         edgehash[hashindex] = hash;
533                         hash->triangle = i;
534                         hash->element[0] = e1;
535                         hash->element[1] = e2;
536                 }
537         }
538         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
539         {
540                 for (j = 0, p = 2;j < 3;p = j, j++)
541                 {
542                         e1 = e[p];
543                         e2 = e[j];
544                         // this hash index works for both forward and backward edges
545                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
546                         count = 0;
547                         match = -1;
548                         for (hash = edgehash[hashindex];hash;hash = hash->next)
549                         {
550                                 if (hash->element[0] == e2 && hash->element[1] == e1)
551                                 {
552                                         if (hash->triangle != i)
553                                                 match = hash->triangle;
554                                         count++;
555                                 }
556                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
557                                         count++;
558                         }
559                         // detect edges shared by three triangles and make them seams
560                         if (count > 2)
561                                 match = -1;
562                         n[p] = match;
563                 }
564         }
565         // free the allocated buffer
566         if (edgehashentries != edgehashentriesbuffer)
567                 Mem_Free(edgehashentries);
568 }
569 #else
570 // very slow but simple way
571 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
572 {
573         int i, match, count;
574         count = 0;
575         match = -1;
576         for (i = 0;i < numtriangles;i++, elements += 3)
577         {
578                      if ((elements[0] == start && elements[1] == end)
579                       || (elements[1] == start && elements[2] == end)
580                       || (elements[2] == start && elements[0] == end))
581                 {
582                         if (i != ignore)
583                                 match = i;
584                         count++;
585                 }
586                 else if ((elements[1] == start && elements[0] == end)
587                       || (elements[2] == start && elements[1] == end)
588                       || (elements[0] == start && elements[2] == end))
589                         count++;
590         }
591         // detect edges shared by three triangles and make them seams
592         if (count > 2)
593                 match = -1;
594         return match;
595 }
596
597 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
598 {
599         int i, *n;
600         const int *e;
601         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
602         {
603                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
604                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
605                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
606         }
607 }
608 #endif
609
610 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
611 {
612         int i;
613         for (i = 0;i < numtriangles * 3;i++)
614                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
615                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
616 }
617
618 // warning: this is an expensive function!
619 void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
620 {
621         int i, tnum;
622         float normal[3], *v;
623         const int *e;
624         // clear the vectors
625         memset(normal3f, 0, numverts * sizeof(float[3]));
626         // process each vertex of each triangle and accumulate the results
627         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
628         {
629                 TriangleNormal(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, normal);
630                 VectorNormalize(normal);
631                 v = normal3f + e[0] * 3;
632                 v[0] += normal[0];
633                 v[1] += normal[1];
634                 v[2] += normal[2];
635                 v = normal3f + e[1] * 3;
636                 v[0] += normal[0];
637                 v[1] += normal[1];
638                 v[2] += normal[2];
639                 v = normal3f + e[2] * 3;
640                 v[0] += normal[0];
641                 v[1] += normal[1];
642                 v[2] += normal[2];
643         }
644         // now we could divide the vectors by the number of averaged values on
645         // each vertex...  but instead normalize them
646         for (i = 0, v = normal3f;i < numverts;i++, v += 3)
647                 VectorNormalize(v);
648 }
649
650 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)
651 {
652         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
653         // 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
654         // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
655
656         // 6 multiply, 9 subtract
657         VectorSubtract(v1, v0, v10);
658         VectorSubtract(v2, v0, v20);
659         normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
660         normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
661         normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
662         // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
663         VectorNormalize(normal3f);
664         // 12 multiply, 10 subtract
665         tc10[1] = tc1[1] - tc0[1];
666         tc20[1] = tc2[1] - tc0[1];
667         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
668         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
669         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
670         tc10[0] = tc1[0] - tc0[0];
671         tc20[0] = tc2[0] - tc0[0];
672         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
673         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
674         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
675         // 12 multiply, 4 add, 6 subtract
676         f = DotProduct(svector3f, normal3f);
677         svector3f[0] -= f * normal3f[0];
678         svector3f[1] -= f * normal3f[1];
679         svector3f[2] -= f * normal3f[2];
680         f = DotProduct(tvector3f, normal3f);
681         tvector3f[0] -= f * normal3f[0];
682         tvector3f[1] -= f * normal3f[1];
683         tvector3f[2] -= f * normal3f[2];
684         // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
685         VectorNormalize(svector3f);
686         VectorNormalize(tvector3f);
687         // if texture is mapped the wrong way (counterclockwise), the tangents
688         // have to be flipped, this is detected by calculating a normal from the
689         // two tangents, and seeing if it is opposite the surface normal
690         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
691         CrossProduct(tvector3f, svector3f, tangentcross);
692         if (DotProduct(tangentcross, normal3f) < 0)
693         {
694                 VectorNegate(svector3f, svector3f);
695                 VectorNegate(tvector3f, tvector3f);
696         }
697 }
698
699 // warning: this is a very expensive function!
700 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
701 {
702         int i, tnum;
703         float sdir[3], tdir[3], normal[3], *v;
704         const int *e;
705         // clear the vectors
706         if (svector3f)
707                 memset(svector3f, 0, numverts * sizeof(float[3]));
708         if (tvector3f)
709                 memset(tvector3f, 0, numverts * sizeof(float[3]));
710         if (normal3f)
711                 memset(normal3f, 0, numverts * sizeof(float[3]));
712         // process each vertex of each triangle and accumulate the results
713         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
714         {
715                 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);
716                 if (svector3f)
717                 {
718                         for (i = 0;i < 3;i++)
719                         {
720                                 svector3f[e[i]*3  ] += sdir[0];
721                                 svector3f[e[i]*3+1] += sdir[1];
722                                 svector3f[e[i]*3+2] += sdir[2];
723                         }
724                 }
725                 if (tvector3f)
726                 {
727                         for (i = 0;i < 3;i++)
728                         {
729                                 tvector3f[e[i]*3  ] += tdir[0];
730                                 tvector3f[e[i]*3+1] += tdir[1];
731                                 tvector3f[e[i]*3+2] += tdir[2];
732                         }
733                 }
734                 if (normal3f)
735                 {
736                         for (i = 0;i < 3;i++)
737                         {
738                                 normal3f[e[i]*3  ] += normal[0];
739                                 normal3f[e[i]*3+1] += normal[1];
740                                 normal3f[e[i]*3+2] += normal[2];
741                         }
742                 }
743         }
744         // now we could divide the vectors by the number of averaged values on
745         // each vertex...  but instead normalize them
746         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
747         if (svector3f)
748                 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
749                         VectorNormalize(v);
750         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
751         if (tvector3f)
752                 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
753                         VectorNormalize(v);
754         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
755         if (normal3f)
756                 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
757                         VectorNormalize(v);
758 }
759
760 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, int numcollisionvertices, int numcollisiontriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors)
761 {
762         surfmesh_t *mesh;
763         qbyte *data;
764         mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3) * sizeof(int) + numcollisionvertices * sizeof(float[3]) + numcollisiontriangles * sizeof(int[3]));
765         mesh->num_vertices = numvertices;
766         mesh->num_triangles = numtriangles;
767         mesh->num_collisionvertices = numcollisionvertices;
768         mesh->num_collisiontriangles = numcollisiontriangles;
769         data = (qbyte *)(mesh + 1);
770         if (mesh->num_vertices)
771         {
772                 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
773                 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
774                 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
775                 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
776                 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
777                 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
778                 if (detailtexcoords)
779                         mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
780                 if (vertexcolors)
781                         mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
782                 if (lightmapoffsets)
783                         mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
784         }
785         if (mesh->num_triangles)
786         {
787                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
788                 mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
789         }
790         if (mesh->num_collisionvertices)
791                 mesh->data_collisionvertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_collisionvertices;
792         if (mesh->num_collisiontriangles)
793                 mesh->data_collisionelement3i = (int *)data, data += sizeof(int[3]) * mesh->num_collisiontriangles;
794         return mesh;
795 }
796
797 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)
798 {
799         shadowmesh_t *newmesh;
800         qbyte *data;
801         int size;
802         size = sizeof(shadowmesh_t);
803         size += maxverts * sizeof(float[3]);
804         if (light)
805                 size += maxverts * sizeof(float[11]);
806         size += maxtriangles * sizeof(int[3]);
807         if (neighbors)
808                 size += maxtriangles * sizeof(int[3]);
809         if (expandable)
810                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
811         data = Mem_Alloc(mempool, size);
812         newmesh = (void *)data;data += sizeof(*newmesh);
813         newmesh->map_diffuse = map_diffuse;
814         newmesh->map_specular = map_specular;
815         newmesh->map_normal = map_normal;
816         newmesh->maxverts = maxverts;
817         newmesh->maxtriangles = maxtriangles;
818         newmesh->numverts = 0;
819         newmesh->numtriangles = 0;
820
821         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
822         if (light)
823         {
824                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
825                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
826                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
827                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
828         }
829         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
830         if (neighbors)
831         {
832                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
833         }
834         if (expandable)
835         {
836                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
837                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
838         }
839         return newmesh;
840 }
841
842 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
843 {
844         shadowmesh_t *newmesh;
845         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
846         newmesh->numverts = oldmesh->numverts;
847         newmesh->numtriangles = oldmesh->numtriangles;
848
849         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
850         if (newmesh->svector3f && oldmesh->svector3f)
851         {
852                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
853                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
854                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
855                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
856         }
857         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
858         if (newmesh->neighbor3i && oldmesh->neighbor3i)
859                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
860         return newmesh;
861 }
862
863 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
864 {
865         int hashindex, vnum;
866         shadowmeshvertexhash_t *hash;
867         // this uses prime numbers intentionally
868         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
869         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
870         {
871                 vnum = (hash - mesh->vertexhashentries);
872                 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]))
873                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
874                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
875                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
876                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
877                         return hash - mesh->vertexhashentries;
878         }
879         vnum = mesh->numverts++;
880         hash = mesh->vertexhashentries + vnum;
881         hash->next = mesh->vertexhashtable[hashindex];
882         mesh->vertexhashtable[hashindex] = hash;
883         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
884         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
885         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
886         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
887         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
888         return vnum;
889 }
890
891 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
892 {
893         if (mesh->numtriangles == 0)
894         {
895                 // set the properties on this empty mesh to be more favorable...
896                 // (note: this case only occurs for the first triangle added to a new mesh chain)
897                 mesh->map_diffuse = map_diffuse;
898                 mesh->map_specular = map_specular;
899                 mesh->map_normal = map_normal;
900         }
901         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)
902         {
903                 if (mesh->next == NULL)
904                         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);
905                 mesh = mesh->next;
906         }
907         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
908         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
909         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
910         mesh->numtriangles++;
911 }
912
913 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)
914 {
915         int i, j, e;
916         float vbuf[3*14], *v;
917         memset(vbuf, 0, sizeof(vbuf));
918         for (i = 0;i < numtris;i++)
919         {
920                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
921                 {
922                         e = *element3i++;
923                         if (vertex3f)
924                         {
925                                 v[0] = vertex3f[e * 3 + 0];
926                                 v[1] = vertex3f[e * 3 + 1];
927                                 v[2] = vertex3f[e * 3 + 2];
928                         }
929                         if (svector3f)
930                         {
931                                 v[3] = svector3f[e * 3 + 0];
932                                 v[4] = svector3f[e * 3 + 1];
933                                 v[5] = svector3f[e * 3 + 2];
934                         }
935                         if (tvector3f)
936                         {
937                                 v[6] = tvector3f[e * 3 + 0];
938                                 v[7] = tvector3f[e * 3 + 1];
939                                 v[8] = tvector3f[e * 3 + 2];
940                         }
941                         if (normal3f)
942                         {
943                                 v[9] = normal3f[e * 3 + 0];
944                                 v[10] = normal3f[e * 3 + 1];
945                                 v[11] = normal3f[e * 3 + 2];
946                         }
947                         if (texcoord2f)
948                         {
949                                 v[12] = texcoord2f[e * 2 + 0];
950                                 v[13] = texcoord2f[e * 2 + 1];
951                         }
952                 }
953                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
954         }
955 }
956
957 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)
958 {
959         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
960 }
961
962 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
963 {
964         shadowmesh_t *mesh, *newmesh, *nextmesh;
965         // reallocate meshs to conserve space
966         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
967         {
968                 nextmesh = mesh->next;
969                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
970                 {
971                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
972                         newmesh->next = firstmesh;
973                         firstmesh = newmesh;
974                 }
975                 Mem_Free(mesh);
976         }
977         return firstmesh;
978 }
979
980 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
981 {
982         int i;
983         shadowmesh_t *mesh;
984         vec3_t nmins, nmaxs, ncenter, temp;
985         float nradius2, dist2, *v;
986         // calculate bbox
987         for (mesh = firstmesh;mesh;mesh = mesh->next)
988         {
989                 if (mesh == firstmesh)
990                 {
991                         VectorCopy(mesh->vertex3f, nmins);
992                         VectorCopy(mesh->vertex3f, nmaxs);
993                 }
994                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
995                 {
996                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
997                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
998                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
999                 }
1000         }
1001         // calculate center and radius
1002         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1003         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1004         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1005         nradius2 = 0;
1006         for (mesh = firstmesh;mesh;mesh = mesh->next)
1007         {
1008                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1009                 {
1010                         VectorSubtract(v, ncenter, temp);
1011                         dist2 = DotProduct(temp, temp);
1012                         if (nradius2 < dist2)
1013                                 nradius2 = dist2;
1014                 }
1015         }
1016         // return data
1017         if (mins)
1018                 VectorCopy(nmins, mins);
1019         if (maxs)
1020                 VectorCopy(nmaxs, maxs);
1021         if (center)
1022                 VectorCopy(ncenter, center);
1023         if (radius)
1024                 *radius = sqrt(nradius2);
1025 }
1026
1027 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1028 {
1029         shadowmesh_t *nextmesh;
1030         for (;mesh;mesh = nextmesh)
1031         {
1032                 nextmesh = mesh->next;
1033                 Mem_Free(mesh);
1034         }
1035 }
1036
1037 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
1038 {
1039         int i;
1040         for (i = 0;i < width*height;i++)
1041                 if (((qbyte *)&palette[in[i]])[3] > 0)
1042                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1043         return NULL;
1044 }
1045
1046 static int detailtexturecycle = 0;
1047 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
1048 {
1049         imageskin_t s;
1050         memset(skinframe, 0, sizeof(*skinframe));
1051         if (!image_loadskin(&s, basename))
1052                 return false;
1053         if (usedetailtexture)
1054                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1055         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
1056         if (s.nmappixels != NULL)
1057                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
1058         if (s.glosspixels != NULL)
1059                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
1060         if (s.glowpixels != NULL && loadglowtexture)
1061                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
1062         if (s.maskpixels != NULL)
1063                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
1064         if (loadpantsandshirt)
1065         {
1066                 if (s.pantspixels != NULL)
1067                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1068                 if (s.shirtpixels != NULL)
1069                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1070         }
1071         image_freeskin(&s);
1072         return true;
1073 }
1074
1075 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
1076 {
1077         qbyte *temp1, *temp2;
1078         memset(skinframe, 0, sizeof(*skinframe));
1079         if (!skindata)
1080                 return false;
1081         if (usedetailtexture)
1082                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1083         if (r_shadow_bumpscale_basetexture.value > 0)
1084         {
1085                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
1086                 temp2 = temp1 + width * height * 4;
1087                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
1088                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1089                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
1090                 Mem_Free(temp1);
1091         }
1092         if (loadglowtexture)
1093         {
1094                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
1095                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
1096                 if (loadpantsandshirt)
1097                 {
1098                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1099                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1100                         if (skinframe->pants || skinframe->shirt)
1101                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
1102                 }
1103         }
1104         else
1105         {
1106                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
1107                 if (loadpantsandshirt)
1108                 {
1109                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1110                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1111                         if (skinframe->pants || skinframe->shirt)
1112                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
1113                 }
1114         }
1115         return true;
1116 }
1117
1118 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1119 {
1120         float v[3], tc[3];
1121         v[0] = ix;
1122         v[1] = iy;
1123         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1124                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1125         else
1126                 v[2] = 0;
1127         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1128         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1129         texcoord2f[0] = tc[0];
1130         texcoord2f[1] = tc[1];
1131 }
1132
1133 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)
1134 {
1135         float vup[3], vdown[3], vleft[3], vright[3];
1136         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1137         float sv[3], tv[3], nl[3];
1138         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1139         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1140         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1141         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1142         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1143         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1144         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1145         VectorAdd(svector3f, sv, svector3f);
1146         VectorAdd(tvector3f, tv, tvector3f);
1147         VectorAdd(normal3f, nl, normal3f);
1148         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1149         VectorAdd(svector3f, sv, svector3f);
1150         VectorAdd(tvector3f, tv, tvector3f);
1151         VectorAdd(normal3f, nl, normal3f);
1152         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1153         VectorAdd(svector3f, sv, svector3f);
1154         VectorAdd(tvector3f, tv, tvector3f);
1155         VectorAdd(normal3f, nl, normal3f);
1156 }
1157
1158 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)
1159 {
1160         int x, y, ix, iy, *e;
1161         e = element3i;
1162         for (y = 0;y < height;y++)
1163         {
1164                 for (x = 0;x < width;x++)
1165                 {
1166                         e[0] = (y + 1) * (width + 1) + (x + 0);
1167                         e[1] = (y + 0) * (width + 1) + (x + 0);
1168                         e[2] = (y + 1) * (width + 1) + (x + 1);
1169                         e[3] = (y + 0) * (width + 1) + (x + 0);
1170                         e[4] = (y + 0) * (width + 1) + (x + 1);
1171                         e[5] = (y + 1) * (width + 1) + (x + 1);
1172                         e += 6;
1173                 }
1174         }
1175         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1176         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1177                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1178                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1179 }
1180
1181 skinfile_t *Mod_LoadSkinFiles(void)
1182 {
1183         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1184         char *text;
1185         const char *data;
1186         skinfile_t *skinfile = NULL, *first = NULL;
1187         skinfileitem_t *skinfileitem;
1188         char word[10][MAX_QPATH];
1189         overridetagnameset_t tagsets[MAX_SKINS];
1190         overridetagname_t tags[256];
1191
1192 /*
1193 sample file:
1194 U_bodyBox,models/players/Legoman/BikerA2.tga
1195 U_RArm,models/players/Legoman/BikerA1.tga
1196 U_LArm,models/players/Legoman/BikerA1.tga
1197 U_armor,common/nodraw
1198 U_sword,common/nodraw
1199 U_shield,common/nodraw
1200 U_homb,common/nodraw
1201 U_backpack,common/nodraw
1202 U_colcha,common/nodraw
1203 tag_head,
1204 tag_weapon,
1205 tag_torso,
1206 */
1207         memset(tagsets, 0, sizeof(tagsets));
1208         memset(word, 0, sizeof(word));
1209         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1210         {
1211                 numtags = 0;
1212
1213                 // If it's the first file we parse
1214                 if (skinfile == NULL)
1215                 {
1216                         skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1217                         first = skinfile;
1218                 }
1219                 else
1220                 {
1221                         skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1222                         skinfile = skinfile->next;
1223                 }
1224                 skinfile->next = NULL;
1225
1226                 for(line = 0;;line++)
1227                 {
1228                         // parse line
1229                         if (!COM_ParseToken(&data, true))
1230                                 break;
1231                         if (!strcmp(com_token, "\n"))
1232                                 continue;
1233                         words = 0;
1234                         wordsoverflow = false;
1235                         do
1236                         {
1237                                 if (words < 10)
1238                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1239                                 else
1240                                         wordsoverflow = true;
1241                         }
1242                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1243                         if (wordsoverflow)
1244                         {
1245                                 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);
1246                                 continue;
1247                         }
1248                         // words is always >= 1
1249                         if (!strcmp(word[0], "replace"))
1250                         {
1251                                 if (words == 3)
1252                                 {
1253                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1254                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1255                                         skinfileitem->next = skinfile->items;
1256                                         skinfile->items = skinfileitem;
1257                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1258                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1259                                 }
1260                                 else
1261                                         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]);
1262                         }
1263                         else if (words == 2 && !strcmp(word[1], ","))
1264                         {
1265                                 // tag name, like "tag_weapon,"
1266                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1267                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1268                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1269                                 numtags++;
1270                         }
1271                         else if (words == 3 && !strcmp(word[1], ","))
1272                         {
1273                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1274                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1275                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1276                                 skinfileitem->next = skinfile->items;
1277                                 skinfile->items = skinfileitem;
1278                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1279                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1280                         }
1281                         else
1282                                 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);
1283                 }
1284                 Mem_Free(text);
1285
1286                 if (numtags)
1287                 {
1288                         overridetagnameset_t *t;
1289                         t = tagsets + i;
1290                         t->num_overridetagnames = numtags;
1291                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1292                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1293                         tagsetsused = true;
1294                 }
1295         }
1296         if (tagsetsused)
1297         {
1298                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1299                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1300         }
1301         if (i)
1302                 loadmodel->numskins = i;
1303         return first;
1304 }
1305
1306 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1307 {
1308         skinfile_t *next;
1309         skinfileitem_t *skinfileitem, *nextitem;
1310         for (;skinfile;skinfile = next)
1311         {
1312                 next = skinfile->next;
1313                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1314                 {
1315                         nextitem = skinfileitem->next;
1316                         Mem_Free(skinfileitem);
1317                 }
1318                 Mem_Free(skinfile);
1319         }
1320 }
1321
1322 int Mod_CountSkinFiles(skinfile_t *skinfile)
1323 {
1324         int i;
1325         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1326         return i;
1327 }
1328
1329 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1330 {
1331         int i;
1332         double isnap = 1.0 / snap;
1333         for (i = 0;i < numvertices*numcomponents;i++)
1334                 vertices[i] = floor(vertices[i]*isnap)*snap;
1335 }
1336
1337 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1338 {
1339         int i, outtriangles;
1340         float d, edgedir[3], temp[3];
1341         // a degenerate triangle is one with no width (thickness, surface area)
1342         // these are characterized by having all 3 points colinear (along a line)
1343         // or having two points identical
1344         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1345         {
1346                 // calculate first edge
1347                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1348                 if (VectorLength2(edgedir) < 0.0001f)
1349                         continue; // degenerate first edge (no length)
1350                 VectorNormalize(edgedir);
1351                 // check if third point is on the edge (colinear)
1352                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1353                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1354                 if (VectorLength2(temp) < 0.0001f)
1355                         continue; // third point colinear with first edge
1356                 // valid triangle (no colinear points, no duplicate points)
1357                 VectorCopy(inelement3i, outelement3i);
1358                 outelement3i += 3;
1359                 outtriangles++;
1360         }
1361         return outtriangles;
1362 }
1363