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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: was 512
34 #define MAX_MOD_KNOWN (MAX_MODELS + 256)
35 static model_t mod_known[MAX_MOD_KNOWN];
36
37 static void mod_start(void)
38 {
39         int i;
40         for (i = 0;i < MAX_MOD_KNOWN;i++)
41                 if (mod_known[i].name[0])
42                         Mod_UnloadModel(&mod_known[i]);
43         Mod_LoadModels();
44 }
45
46 static void mod_shutdown(void)
47 {
48         int i;
49         for (i = 0;i < MAX_MOD_KNOWN;i++)
50                 if (mod_known[i].name[0])
51                         Mod_UnloadModel(&mod_known[i]);
52 }
53
54 static void mod_newmap(void)
55 {
56         msurface_t *surface;
57         int i, surfacenum, ssize, tsize;
58
59         if (!cl_stainmaps_clearonload.integer)
60                 return;
61
62         for (i = 0;i < MAX_MOD_KNOWN;i++)
63         {
64                 if (mod_known[i].name[0])
65                 {
66                         for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
67                         {
68                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
69                                 {
70                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
71                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
72                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
73                                         surface->cached_dlight = true;
74                                 }
75                         }
76                 }
77         }
78 }
79
80 /*
81 ===============
82 Mod_Init
83 ===============
84 */
85 static void Mod_Print(void);
86 static void Mod_Precache (void);
87 void Mod_Init (void)
88 {
89         Mod_BrushInit();
90         Mod_AliasInit();
91         Mod_SpriteInit();
92
93         Cvar_RegisterVariable(&r_mipskins);
94         Cmd_AddCommand ("modellist", Mod_Print);
95         Cmd_AddCommand ("modelprecache", Mod_Precache);
96 }
97
98 void Mod_RenderInit(void)
99 {
100         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
101 }
102
103 void Mod_FreeModel (model_t *mod)
104 {
105         R_FreeTexturePool(&mod->texturepool);
106         Mem_FreePool(&mod->mempool);
107
108         // clear the struct to make it available
109         memset(mod, 0, sizeof(model_t));
110 }
111
112 void Mod_UnloadModel (model_t *mod)
113 {
114         char name[MAX_QPATH];
115         qboolean isworldmodel;
116         qboolean used;
117         strcpy(name, mod->name);
118         isworldmodel = mod->isworldmodel;
119         used = mod->used;
120         Mod_FreeModel(mod);
121         strcpy(mod->name, name);
122         mod->isworldmodel = isworldmodel;
123         mod->used = used;
124         mod->loaded = false;
125 }
126
127 /*
128 ==================
129 Mod_LoadModel
130
131 Loads a model
132 ==================
133 */
134 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
135 {
136         int num;
137         unsigned int crc;
138         void *buf;
139
140         mod->used = true;
141
142         if (mod->name[0] == '*') // submodel
143                 return mod;
144
145         crc = 0;
146         buf = NULL;
147         if (mod->isworldmodel != isworldmodel)
148                 mod->loaded = false;
149         if (!mod->loaded || checkdisk)
150         {
151                 if (checkdisk && mod->loaded)
152                         Con_DPrintf("checking model %s\n", mod->name);
153                 buf = FS_LoadFile (mod->name, tempmempool, false);
154                 if (buf)
155                 {
156                         crc = CRC_Block(buf, fs_filesize);
157                         if (mod->crc != crc)
158                                 mod->loaded = false;
159                 }
160         }
161         if (mod->loaded)
162                 return mod; // already loaded
163
164         Con_DPrintf("loading model %s\n", mod->name);
165         // LordHavoc: unload the existing model in this slot (if there is one)
166         Mod_UnloadModel(mod);
167
168         // load the model
169         mod->isworldmodel = isworldmodel;
170         mod->used = true;
171         mod->crc = crc;
172         // errors can prevent the corresponding mod->loaded = true;
173         mod->loaded = false;
174
175         // default model radius and bounding box (mainly for missing models)
176         mod->radius = 16;
177         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
178         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
179         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
180         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
181         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
182         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
183
184         // all models use memory, so allocate a memory pool
185         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
186         // all models load textures, so allocate a texture pool
187         if (cls.state != ca_dedicated)
188                 mod->texturepool = R_AllocTexturePool();
189
190         if (buf)
191         {
192                 num = LittleLong(*((int *)buf));
193                 // call the apropriate loader
194                 loadmodel = mod;
195                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
196                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
197                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
198                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
199                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf);
200                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
201                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
202                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
203                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
204                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
205                 Mem_Free(buf);
206         }
207         else if (crash)
208         {
209                 // LordHavoc: Sys_Error was *ANNOYING*
210                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
211         }
212
213         // no errors occurred
214         mod->loaded = true;
215         return mod;
216 }
217
218 /*
219 ===================
220 Mod_ClearAll
221 ===================
222 */
223 void Mod_ClearAll(void)
224 {
225 }
226
227 void Mod_ClearUsed(void)
228 {
229         int i;
230         model_t *mod;
231
232         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
233                 if (mod->name[0])
234                         mod->used = false;
235 }
236
237 void Mod_PurgeUnused(void)
238 {
239         int i;
240         model_t *mod;
241
242         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
243                 if (mod->name[0])
244                         if (!mod->used)
245                                 Mod_FreeModel(mod);
246 }
247
248 // only used during loading!
249 void Mod_RemoveStaleWorldModels(model_t *skip)
250 {
251         int i;
252         for (i = 0;i < MAX_MOD_KNOWN;i++)
253                 if (mod_known[i].isworldmodel && skip != &mod_known[i])
254                         Mod_UnloadModel(mod_known + i);
255 }
256
257 void Mod_LoadModels(void)
258 {
259         int i;
260         model_t *mod;
261
262         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
263                 if (mod->name[0])
264                         if (mod->used)
265                                 Mod_CheckLoaded(mod);
266 }
267
268 /*
269 ==================
270 Mod_FindName
271
272 ==================
273 */
274 model_t *Mod_FindName(const char *name)
275 {
276         int i;
277         model_t *mod, *freemod;
278
279         if (!name[0])
280                 Host_Error ("Mod_ForName: NULL name");
281
282 // search the currently loaded models
283         freemod = NULL;
284         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
285         {
286                 if (mod->name[0])
287                 {
288                         if (!strcmp (mod->name, name))
289                         {
290                                 mod->used = true;
291                                 return mod;
292                         }
293                 }
294                 else if (freemod == NULL)
295                         freemod = mod;
296         }
297
298         if (freemod)
299         {
300                 mod = freemod;
301                 strcpy (mod->name, name);
302                 mod->loaded = false;
303                 mod->used = true;
304                 return mod;
305         }
306
307         Host_Error ("Mod_FindName: ran out of models\n");
308         return NULL;
309 }
310
311 /*
312 ==================
313 Mod_ForName
314
315 Loads in a model for the given name
316 ==================
317 */
318 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
319 {
320         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
321 }
322
323 qbyte *mod_base;
324
325
326 //=============================================================================
327
328 /*
329 ================
330 Mod_Print
331 ================
332 */
333 static void Mod_Print(void)
334 {
335         int             i;
336         model_t *mod;
337
338         Con_Print("Loaded models:\n");
339         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
340                 if (mod->name[0])
341                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
342 }
343
344 /*
345 ================
346 Mod_Precache
347 ================
348 */
349 static void Mod_Precache(void)
350 {
351         if (Cmd_Argc() == 2)
352                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
353         else
354                 Con_Print("usage: modelprecache <filename>\n");
355 }
356
357 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
358 {
359         int i, count;
360         qbyte *used;
361         used = Mem_Alloc(tempmempool, numvertices);
362         memset(used, 0, numvertices);
363         for (i = 0;i < numelements;i++)
364                 used[elements[i]] = 1;
365         for (i = 0, count = 0;i < numvertices;i++)
366                 remapvertices[i] = used[i] ? count++ : -1;
367         Mem_Free(used);
368         return count;
369 }
370
371 #if 1
372 // fast way, using an edge hash
373 #define TRIANGLEEDGEHASH 8192
374 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
375 {
376         int i, j, p, e1, e2, *n, hashindex, count, match;
377         const int *e;
378         typedef struct edgehashentry_s
379         {
380                 struct edgehashentry_s *next;
381                 int triangle;
382                 int element[2];
383         }
384         edgehashentry_t;
385         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
386         memset(edgehash, 0, sizeof(edgehash));
387         edgehashentries = edgehashentriesbuffer;
388         // if there are too many triangles for the stack array, allocate larger buffer
389         if (numtriangles > TRIANGLEEDGEHASH)
390                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
391         // find neighboring triangles
392         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
393         {
394                 for (j = 0, p = 2;j < 3;p = j, j++)
395                 {
396                         e1 = e[p];
397                         e2 = e[j];
398                         // this hash index works for both forward and backward edges
399                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
400                         hash = edgehashentries + i * 3 + j;
401                         hash->next = edgehash[hashindex];
402                         edgehash[hashindex] = hash;
403                         hash->triangle = i;
404                         hash->element[0] = e1;
405                         hash->element[1] = e2;
406                 }
407         }
408         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
409         {
410                 for (j = 0, p = 2;j < 3;p = j, j++)
411                 {
412                         e1 = e[p];
413                         e2 = e[j];
414                         // this hash index works for both forward and backward edges
415                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
416                         count = 0;
417                         match = -1;
418                         for (hash = edgehash[hashindex];hash;hash = hash->next)
419                         {
420                                 if (hash->element[0] == e2 && hash->element[1] == e1)
421                                 {
422                                         if (hash->triangle != i)
423                                                 match = hash->triangle;
424                                         count++;
425                                 }
426                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
427                                         count++;
428                         }
429                         // detect edges shared by three triangles and make them seams
430                         if (count > 2)
431                                 match = -1;
432                         n[p] = match;
433                 }
434         }
435         // free the allocated buffer
436         if (edgehashentries != edgehashentriesbuffer)
437                 Mem_Free(edgehashentries);
438 }
439 #else
440 // very slow but simple way
441 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
442 {
443         int i, match, count;
444         count = 0;
445         match = -1;
446         for (i = 0;i < numtriangles;i++, elements += 3)
447         {
448                      if ((elements[0] == start && elements[1] == end)
449                       || (elements[1] == start && elements[2] == end)
450                       || (elements[2] == start && elements[0] == end))
451                 {
452                         if (i != ignore)
453                                 match = i;
454                         count++;
455                 }
456                 else if ((elements[1] == start && elements[0] == end)
457                       || (elements[2] == start && elements[1] == end)
458                       || (elements[0] == start && elements[2] == end))
459                         count++;
460         }
461         // detect edges shared by three triangles and make them seams
462         if (count > 2)
463                 match = -1;
464         return match;
465 }
466
467 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
468 {
469         int i, *n;
470         const int *e;
471         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
472         {
473                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
474                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
475                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
476         }
477 }
478 #endif
479
480 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
481 {
482         int i;
483         for (i = 0;i < numtriangles * 3;i++)
484                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
485                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
486 }
487
488 // warning: this is an expensive function!
489 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
490 {
491         int i, j;
492         const int *element;
493         float *vectorNormal;
494         float areaNormal[3];
495         // clear the vectors
496         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
497         // process each vertex of each triangle and accumulate the results
498         // use area-averaging, to make triangles with a big area have a bigger
499         // weighting on the vertex normal than triangles with a small area
500         // to do so, just add the 'normals' together (the bigger the area
501         // the greater the length of the normal is
502         element = elements;
503         for (i = 0; i < numtriangles; i++, element += 3)
504         {
505                 TriangleNormal(
506                         vertex3f + element[0] * 3,
507                         vertex3f + element[1] * 3,
508                         vertex3f + element[2] * 3,
509                         areaNormal
510                         );
511
512                 if (!areaweighting)
513                         VectorNormalize(areaNormal);
514
515                 for (j = 0;j < 3;j++)
516                 {
517                         vectorNormal = normal3f + element[j] * 3;
518                         vectorNormal[0] += areaNormal[0];
519                         vectorNormal[1] += areaNormal[1];
520                         vectorNormal[2] += areaNormal[2];
521                 }
522         }
523         // and just normalize the accumulated vertex normal in the end
524         vectorNormal = normal3f + 3 * firstvertex;
525         for (i = 0; i < numvertices; i++, vectorNormal += 3)
526                 VectorNormalize(vectorNormal);
527 }
528
529 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)
530 {
531         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
532         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
533         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
534
535         // 6 multiply, 9 subtract
536         VectorSubtract(v1, v0, v10);
537         VectorSubtract(v2, v0, v20);
538         normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
539         normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
540         normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
541         // 12 multiply, 10 subtract
542         tc10[1] = tc1[1] - tc0[1];
543         tc20[1] = tc2[1] - tc0[1];
544         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
545         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
546         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
547         tc10[0] = tc1[0] - tc0[0];
548         tc20[0] = tc2[0] - tc0[0];
549         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
550         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
551         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
552         // 12 multiply, 4 add, 6 subtract
553         f = DotProduct(svector3f, normal3f);
554         svector3f[0] -= f * normal3f[0];
555         svector3f[1] -= f * normal3f[1];
556         svector3f[2] -= f * normal3f[2];
557         f = DotProduct(tvector3f, normal3f);
558         tvector3f[0] -= f * normal3f[0];
559         tvector3f[1] -= f * normal3f[1];
560         tvector3f[2] -= f * normal3f[2];
561         // if texture is mapped the wrong way (counterclockwise), the tangents
562         // have to be flipped, this is detected by calculating a normal from the
563         // two tangents, and seeing if it is opposite the surface normal
564         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
565         CrossProduct(tvector3f, svector3f, tangentcross);
566         if (DotProduct(tangentcross, normal3f) < 0)
567         {
568                 VectorNegate(svector3f, svector3f);
569                 VectorNegate(tvector3f, tvector3f);
570         }
571 }
572
573 // warning: this is a very expensive function!
574 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f, qboolean areaweighting)
575 {
576         int i, tnum;
577         float sdir[3], tdir[3], normal[3], *v;
578         const int *e;
579         // clear the vectors
580         if (svector3f)
581                 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
582         if (tvector3f)
583                 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
584         if (normal3f)
585                 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
586         // process each vertex of each triangle and accumulate the results
587         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
588         {
589                 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);
590                 if (!areaweighting)
591                 {
592                         VectorNormalize(sdir);
593                         VectorNormalize(tdir);
594                         VectorNormalize(normal);
595                 }
596                 if (svector3f)
597                         for (i = 0;i < 3;i++)
598                                 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
599                 if (tvector3f)
600                         for (i = 0;i < 3;i++)
601                                 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
602                 if (normal3f)
603                         for (i = 0;i < 3;i++)
604                                 VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
605         }
606         // now we could divide the vectors by the number of averaged values on
607         // each vertex...  but instead normalize them
608         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
609         if (svector3f)
610                 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
611                         VectorNormalize(v);
612         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
613         if (tvector3f)
614                 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
615                         VectorNormalize(v);
616         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
617         if (normal3f)
618                 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
619                         VectorNormalize(v);
620 }
621
622 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
623 {
624         surfmesh_t *mesh;
625         qbyte *data;
626         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 + (neighbors ? 3 : 0)) * sizeof(int));
627         mesh->num_vertices = numvertices;
628         mesh->num_triangles = numtriangles;
629         data = (qbyte *)(mesh + 1);
630         if (mesh->num_vertices)
631         {
632                 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
633                 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
634                 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
635                 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
636                 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
637                 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
638                 if (detailtexcoords)
639                         mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
640                 if (vertexcolors)
641                         mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
642                 if (lightmapoffsets)
643                         mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
644         }
645         if (mesh->num_triangles)
646         {
647                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
648                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
649                 if (neighbors)
650                         mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
651         }
652         return mesh;
653 }
654
655 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)
656 {
657         shadowmesh_t *newmesh;
658         qbyte *data;
659         int size;
660         size = sizeof(shadowmesh_t);
661         size += maxverts * sizeof(float[3]);
662         if (light)
663                 size += maxverts * sizeof(float[11]);
664         size += maxtriangles * sizeof(int[3]);
665         if (neighbors)
666                 size += maxtriangles * sizeof(int[3]);
667         if (expandable)
668                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
669         data = Mem_Alloc(mempool, size);
670         newmesh = (void *)data;data += sizeof(*newmesh);
671         newmesh->map_diffuse = map_diffuse;
672         newmesh->map_specular = map_specular;
673         newmesh->map_normal = map_normal;
674         newmesh->maxverts = maxverts;
675         newmesh->maxtriangles = maxtriangles;
676         newmesh->numverts = 0;
677         newmesh->numtriangles = 0;
678
679         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
680         if (light)
681         {
682                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
683                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
684                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
685                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
686         }
687         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
688         if (neighbors)
689         {
690                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
691         }
692         if (expandable)
693         {
694                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
695                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
696         }
697         return newmesh;
698 }
699
700 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
701 {
702         shadowmesh_t *newmesh;
703         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
704         newmesh->numverts = oldmesh->numverts;
705         newmesh->numtriangles = oldmesh->numtriangles;
706
707         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
708         if (newmesh->svector3f && oldmesh->svector3f)
709         {
710                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
711                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
712                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
713                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
714         }
715         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
716         if (newmesh->neighbor3i && oldmesh->neighbor3i)
717                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
718         return newmesh;
719 }
720
721 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
722 {
723         int hashindex, vnum;
724         shadowmeshvertexhash_t *hash;
725         // this uses prime numbers intentionally
726         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
727         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
728         {
729                 vnum = (hash - mesh->vertexhashentries);
730                 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]))
731                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
732                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
733                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
734                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
735                         return hash - mesh->vertexhashentries;
736         }
737         vnum = mesh->numverts++;
738         hash = mesh->vertexhashentries + vnum;
739         hash->next = mesh->vertexhashtable[hashindex];
740         mesh->vertexhashtable[hashindex] = hash;
741         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
742         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
743         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
744         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
745         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
746         return vnum;
747 }
748
749 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
750 {
751         if (mesh->numtriangles == 0)
752         {
753                 // set the properties on this empty mesh to be more favorable...
754                 // (note: this case only occurs for the first triangle added to a new mesh chain)
755                 mesh->map_diffuse = map_diffuse;
756                 mesh->map_specular = map_specular;
757                 mesh->map_normal = map_normal;
758         }
759         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)
760         {
761                 if (mesh->next == NULL)
762                         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);
763                 mesh = mesh->next;
764         }
765         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
766         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
767         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
768         mesh->numtriangles++;
769 }
770
771 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)
772 {
773         int i, j, e;
774         float vbuf[3*14], *v;
775         memset(vbuf, 0, sizeof(vbuf));
776         for (i = 0;i < numtris;i++)
777         {
778                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
779                 {
780                         e = *element3i++;
781                         if (vertex3f)
782                         {
783                                 v[0] = vertex3f[e * 3 + 0];
784                                 v[1] = vertex3f[e * 3 + 1];
785                                 v[2] = vertex3f[e * 3 + 2];
786                         }
787                         if (svector3f)
788                         {
789                                 v[3] = svector3f[e * 3 + 0];
790                                 v[4] = svector3f[e * 3 + 1];
791                                 v[5] = svector3f[e * 3 + 2];
792                         }
793                         if (tvector3f)
794                         {
795                                 v[6] = tvector3f[e * 3 + 0];
796                                 v[7] = tvector3f[e * 3 + 1];
797                                 v[8] = tvector3f[e * 3 + 2];
798                         }
799                         if (normal3f)
800                         {
801                                 v[9] = normal3f[e * 3 + 0];
802                                 v[10] = normal3f[e * 3 + 1];
803                                 v[11] = normal3f[e * 3 + 2];
804                         }
805                         if (texcoord2f)
806                         {
807                                 v[12] = texcoord2f[e * 2 + 0];
808                                 v[13] = texcoord2f[e * 2 + 1];
809                         }
810                 }
811                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
812         }
813 }
814
815 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)
816 {
817         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
818 }
819
820 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
821 {
822         shadowmesh_t *mesh, *newmesh, *nextmesh;
823         // reallocate meshs to conserve space
824         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
825         {
826                 nextmesh = mesh->next;
827                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
828                 {
829                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
830                         newmesh->next = firstmesh;
831                         firstmesh = newmesh;
832                 }
833                 Mem_Free(mesh);
834         }
835         return firstmesh;
836 }
837
838 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
839 {
840         int i;
841         shadowmesh_t *mesh;
842         vec3_t nmins, nmaxs, ncenter, temp;
843         float nradius2, dist2, *v;
844         // calculate bbox
845         for (mesh = firstmesh;mesh;mesh = mesh->next)
846         {
847                 if (mesh == firstmesh)
848                 {
849                         VectorCopy(mesh->vertex3f, nmins);
850                         VectorCopy(mesh->vertex3f, nmaxs);
851                 }
852                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
853                 {
854                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
855                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
856                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
857                 }
858         }
859         // calculate center and radius
860         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
861         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
862         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
863         nradius2 = 0;
864         for (mesh = firstmesh;mesh;mesh = mesh->next)
865         {
866                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
867                 {
868                         VectorSubtract(v, ncenter, temp);
869                         dist2 = DotProduct(temp, temp);
870                         if (nradius2 < dist2)
871                                 nradius2 = dist2;
872                 }
873         }
874         // return data
875         if (mins)
876                 VectorCopy(nmins, mins);
877         if (maxs)
878                 VectorCopy(nmaxs, maxs);
879         if (center)
880                 VectorCopy(ncenter, center);
881         if (radius)
882                 *radius = sqrt(nradius2);
883 }
884
885 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
886 {
887         shadowmesh_t *nextmesh;
888         for (;mesh;mesh = nextmesh)
889         {
890                 nextmesh = mesh->next;
891                 Mem_Free(mesh);
892         }
893 }
894
895 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
896 {
897         int i;
898         for (i = 0;i < width*height;i++)
899                 if (((qbyte *)&palette[in[i]])[3] > 0)
900                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
901         return NULL;
902 }
903
904 static int detailtexturecycle = 0;
905 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
906 {
907         imageskin_t s;
908         memset(skinframe, 0, sizeof(*skinframe));
909         if (!image_loadskin(&s, basename))
910                 return false;
911         if (usedetailtexture)
912                 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
913         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
914         if (s.nmappixels != NULL)
915                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
916         if (s.glosspixels != NULL)
917                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
918         if (s.glowpixels != NULL && loadglowtexture)
919                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
920         if (s.maskpixels != NULL)
921                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
922         if (loadpantsandshirt)
923         {
924                 if (s.pantspixels != NULL)
925                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
926                 if (s.shirtpixels != NULL)
927                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
928         }
929         image_freeskin(&s);
930         return true;
931 }
932
933 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
934 {
935         qbyte *temp1, *temp2;
936         memset(skinframe, 0, sizeof(*skinframe));
937         if (!skindata)
938                 return false;
939         if (usedetailtexture)
940                 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
941         if (r_shadow_bumpscale_basetexture.value > 0)
942         {
943                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
944                 temp2 = temp1 + width * height * 4;
945                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
946                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
947                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
948                 Mem_Free(temp1);
949         }
950         if (loadglowtexture)
951         {
952                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
953                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
954                 if (loadpantsandshirt)
955                 {
956                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
957                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
958                         if (skinframe->pants || skinframe->shirt)
959                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
960                 }
961         }
962         else
963         {
964                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
965                 if (loadpantsandshirt)
966                 {
967                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
968                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
969                         if (skinframe->pants || skinframe->shirt)
970                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
971                 }
972         }
973         return true;
974 }
975
976 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
977 {
978         float v[3], tc[3];
979         v[0] = ix;
980         v[1] = iy;
981         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
982                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
983         else
984                 v[2] = 0;
985         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
986         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
987         texcoord2f[0] = tc[0];
988         texcoord2f[1] = tc[1];
989 }
990
991 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)
992 {
993         float vup[3], vdown[3], vleft[3], vright[3];
994         float tcup[3], tcdown[3], tcleft[3], tcright[3];
995         float sv[3], tv[3], nl[3];
996         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
997         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
998         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
999         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1000         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1001         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1002         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1003         VectorAdd(svector3f, sv, svector3f);
1004         VectorAdd(tvector3f, tv, tvector3f);
1005         VectorAdd(normal3f, nl, normal3f);
1006         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1007         VectorAdd(svector3f, sv, svector3f);
1008         VectorAdd(tvector3f, tv, tvector3f);
1009         VectorAdd(normal3f, nl, normal3f);
1010         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1011         VectorAdd(svector3f, sv, svector3f);
1012         VectorAdd(tvector3f, tv, tvector3f);
1013         VectorAdd(normal3f, nl, normal3f);
1014 }
1015
1016 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)
1017 {
1018         int x, y, ix, iy, *e;
1019         e = element3i;
1020         for (y = 0;y < height;y++)
1021         {
1022                 for (x = 0;x < width;x++)
1023                 {
1024                         e[0] = (y + 1) * (width + 1) + (x + 0);
1025                         e[1] = (y + 0) * (width + 1) + (x + 0);
1026                         e[2] = (y + 1) * (width + 1) + (x + 1);
1027                         e[3] = (y + 0) * (width + 1) + (x + 0);
1028                         e[4] = (y + 0) * (width + 1) + (x + 1);
1029                         e[5] = (y + 1) * (width + 1) + (x + 1);
1030                         e += 6;
1031                 }
1032         }
1033         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1034         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1035                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1036                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1037 }
1038
1039 skinfile_t *Mod_LoadSkinFiles(void)
1040 {
1041         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1042         char *text;
1043         const char *data;
1044         skinfile_t *skinfile = NULL, *first = NULL;
1045         skinfileitem_t *skinfileitem;
1046         char word[10][MAX_QPATH];
1047         overridetagnameset_t tagsets[MAX_SKINS];
1048         overridetagname_t tags[256];
1049
1050 /*
1051 sample file:
1052 U_bodyBox,models/players/Legoman/BikerA2.tga
1053 U_RArm,models/players/Legoman/BikerA1.tga
1054 U_LArm,models/players/Legoman/BikerA1.tga
1055 U_armor,common/nodraw
1056 U_sword,common/nodraw
1057 U_shield,common/nodraw
1058 U_homb,common/nodraw
1059 U_backpack,common/nodraw
1060 U_colcha,common/nodraw
1061 tag_head,
1062 tag_weapon,
1063 tag_torso,
1064 */
1065         memset(tagsets, 0, sizeof(tagsets));
1066         memset(word, 0, sizeof(word));
1067         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1068         {
1069                 numtags = 0;
1070
1071                 // If it's the first file we parse
1072                 if (skinfile == NULL)
1073                 {
1074                         skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1075                         first = skinfile;
1076                 }
1077                 else
1078                 {
1079                         skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1080                         skinfile = skinfile->next;
1081                 }
1082                 skinfile->next = NULL;
1083
1084                 for(line = 0;;line++)
1085                 {
1086                         // parse line
1087                         if (!COM_ParseToken(&data, true))
1088                                 break;
1089                         if (!strcmp(com_token, "\n"))
1090                                 continue;
1091                         words = 0;
1092                         wordsoverflow = false;
1093                         do
1094                         {
1095                                 if (words < 10)
1096                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1097                                 else
1098                                         wordsoverflow = true;
1099                         }
1100                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1101                         if (wordsoverflow)
1102                         {
1103                                 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);
1104                                 continue;
1105                         }
1106                         // words is always >= 1
1107                         if (!strcmp(word[0], "replace"))
1108                         {
1109                                 if (words == 3)
1110                                 {
1111                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1112                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1113                                         skinfileitem->next = skinfile->items;
1114                                         skinfile->items = skinfileitem;
1115                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1116                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1117                                 }
1118                                 else
1119                                         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]);
1120                         }
1121                         else if (words == 2 && !strcmp(word[1], ","))
1122                         {
1123                                 // tag name, like "tag_weapon,"
1124                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1125                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1126                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1127                                 numtags++;
1128                         }
1129                         else if (words == 3 && !strcmp(word[1], ","))
1130                         {
1131                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1132                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1133                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1134                                 skinfileitem->next = skinfile->items;
1135                                 skinfile->items = skinfileitem;
1136                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1137                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1138                         }
1139                         else
1140                                 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: 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);
1141                 }
1142                 Mem_Free(text);
1143
1144                 if (numtags)
1145                 {
1146                         overridetagnameset_t *t;
1147                         t = tagsets + i;
1148                         t->num_overridetagnames = numtags;
1149                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1150                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1151                         tagsetsused = true;
1152                 }
1153         }
1154         if (tagsetsused)
1155         {
1156                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1157                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1158         }
1159         if (i)
1160                 loadmodel->numskins = i;
1161         return first;
1162 }
1163
1164 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1165 {
1166         skinfile_t *next;
1167         skinfileitem_t *skinfileitem, *nextitem;
1168         for (;skinfile;skinfile = next)
1169         {
1170                 next = skinfile->next;
1171                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1172                 {
1173                         nextitem = skinfileitem->next;
1174                         Mem_Free(skinfileitem);
1175                 }
1176                 Mem_Free(skinfile);
1177         }
1178 }
1179
1180 int Mod_CountSkinFiles(skinfile_t *skinfile)
1181 {
1182         int i;
1183         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1184         return i;
1185 }
1186
1187 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1188 {
1189         int i;
1190         double isnap = 1.0 / snap;
1191         for (i = 0;i < numvertices*numcomponents;i++)
1192                 vertices[i] = floor(vertices[i]*isnap)*snap;
1193 }
1194
1195 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1196 {
1197         int i, outtriangles;
1198         float d, edgedir[3], temp[3];
1199         // a degenerate triangle is one with no width (thickness, surface area)
1200         // these are characterized by having all 3 points colinear (along a line)
1201         // or having two points identical
1202         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1203         {
1204                 // calculate first edge
1205                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1206                 if (VectorLength2(edgedir) < 0.0001f)
1207                         continue; // degenerate first edge (no length)
1208                 VectorNormalize(edgedir);
1209                 // check if third point is on the edge (colinear)
1210                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1211                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1212                 if (VectorLength2(temp) < 0.0001f)
1213                         continue; // third point colinear with first edge
1214                 // valid triangle (no colinear points, no duplicate points)
1215                 VectorCopy(inelement3i, outelement3i);
1216                 outelement3i += 3;
1217                 outtriangles++;
1218         }
1219         return outtriangles;
1220 }
1221