]> icculus.org git repositories - divverent/darkplaces.git/blob - model_shared.c
removed an unneeded CHECKGLERROR
[divverent/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
30
31 model_t *loadmodel;
32
33 // LordHavoc: increased from 512 to 2048
34 #define MAX_MOD_KNOWN   2048
35 static model_t mod_known[MAX_MOD_KNOWN];
36
37 rtexturepool_t *mod_shared_texturepool;
38 rtexture_t *r_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
284         // load the model
285         mod->isworldmodel = isworldmodel;
286         mod->used = true;
287         mod->crc = crc;
288         // errors can prevent the corresponding mod->loaded = true;
289         mod->loaded = false;
290
291         // default model radius and bounding box (mainly for missing models)
292         mod->radius = 16;
293         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
294         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
295         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
296         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
297         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
298         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
299
300         // all models use memory, so allocate a memory pool
301         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
302         // all models load textures, so allocate a texture pool
303         if (cls.state != ca_dedicated)
304                 mod->texturepool = R_AllocTexturePool();
305
306         if (buf)
307         {
308                 num = LittleLong(*((int *)buf));
309                 // call the apropriate loader
310                 loadmodel = mod;
311                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
312                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
313                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
314                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
315                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
316                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
317                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
318                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
319                 else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
320                 Mem_Free(buf);
321         }
322         else if (crash)
323         {
324                 // LordHavoc: Sys_Error was *ANNOYING*
325                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
326         }
327
328         // no errors occurred
329         mod->loaded = true;
330         return mod;
331 }
332
333 void Mod_CheckLoaded(model_t *mod)
334 {
335         if (mod)
336         {
337                 if (!mod->loaded)
338                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
339                 else
340                 {
341                         //if (mod->type == mod_invalid)
342                         //      Host_Error("Mod_CheckLoaded: invalid model\n");
343                         mod->used = true;
344                         return;
345                 }
346         }
347 }
348
349 /*
350 ===================
351 Mod_ClearAll
352 ===================
353 */
354 void Mod_ClearAll(void)
355 {
356 }
357
358 void Mod_ClearUsed(void)
359 {
360         int i;
361         model_t *mod;
362
363         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
364                 if (mod->name[0])
365                         mod->used = false;
366 }
367
368 void Mod_PurgeUnused(void)
369 {
370         int i;
371         model_t *mod;
372
373         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
374                 if (mod->name[0])
375                         if (!mod->used)
376                                 Mod_FreeModel(mod);
377 }
378
379 // only used during loading!
380 void Mod_RemoveStaleWorldModels(model_t *skip)
381 {
382         int i;
383         for (i = 0;i < MAX_MOD_KNOWN;i++)
384                 if (mod_known[i].isworldmodel && skip != &mod_known[i])
385                         Mod_UnloadModel(mod_known + i);
386 }
387
388 void Mod_LoadModels(void)
389 {
390         int i;
391         model_t *mod;
392
393         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
394                 if (mod->name[0])
395                         if (mod->used)
396                                 Mod_CheckLoaded(mod);
397 }
398
399 /*
400 ==================
401 Mod_FindName
402
403 ==================
404 */
405 model_t *Mod_FindName(const char *name)
406 {
407         int i;
408         model_t *mod, *freemod;
409
410         if (!name[0])
411                 Host_Error ("Mod_ForName: NULL name");
412
413 // search the currently loaded models
414         freemod = NULL;
415         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
416         {
417                 if (mod->name[0])
418                 {
419                         if (!strcmp (mod->name, name))
420                         {
421                                 mod->used = true;
422                                 return mod;
423                         }
424                 }
425                 else if (freemod == NULL)
426                         freemod = mod;
427         }
428
429         if (freemod)
430         {
431                 mod = freemod;
432                 strcpy (mod->name, name);
433                 mod->loaded = false;
434                 mod->used = true;
435                 return mod;
436         }
437
438         Host_Error ("Mod_FindName: ran out of models\n");
439         return NULL;
440 }
441
442 /*
443 ==================
444 Mod_ForName
445
446 Loads in a model for the given name
447 ==================
448 */
449 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
450 {
451         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
452 }
453
454 qbyte *mod_base;
455
456
457 //=============================================================================
458
459 /*
460 ================
461 Mod_Print
462 ================
463 */
464 static void Mod_Print(void)
465 {
466         int             i;
467         model_t *mod;
468
469         Con_Print("Loaded models:\n");
470         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
471                 if (mod->name[0])
472                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
473 }
474
475 /*
476 ================
477 Mod_Precache
478 ================
479 */
480 static void Mod_Precache(void)
481 {
482         if (Cmd_Argc() == 2)
483                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
484         else
485                 Con_Print("usage: modelprecache <filename>\n");
486 }
487
488 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
489 {
490         int i, count;
491         qbyte *used;
492         used = Mem_Alloc(tempmempool, numvertices);
493         memset(used, 0, numvertices);
494         for (i = 0;i < numelements;i++)
495                 used[elements[i]] = 1;
496         for (i = 0, count = 0;i < numvertices;i++)
497                 remapvertices[i] = used[i] ? count++ : -1;
498         Mem_Free(used);
499         return count;
500 }
501
502 #if 1
503 // fast way, using an edge hash
504 #define TRIANGLEEDGEHASH 16384
505 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
506 {
507         int i, j, p, e1, e2, *n, hashindex, count, match;
508         const int *e;
509         typedef struct edgehashentry_s
510         {
511                 struct edgehashentry_s *next;
512                 int triangle;
513                 int element[2];
514         }
515         edgehashentry_t;
516         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
517         memset(edgehash, 0, sizeof(edgehash));
518         edgehashentries = edgehashentriesbuffer;
519         // if there are too many triangles for the stack array, allocate larger buffer
520         if (numtriangles > TRIANGLEEDGEHASH)
521                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
522         // find neighboring triangles
523         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
524         {
525                 for (j = 0, p = 2;j < 3;p = j, j++)
526                 {
527                         e1 = e[p];
528                         e2 = e[j];
529                         // this hash index works for both forward and backward edges
530                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
531                         hash = edgehashentries + i * 3 + j;
532                         hash->next = edgehash[hashindex];
533                         edgehash[hashindex] = hash;
534                         hash->triangle = i;
535                         hash->element[0] = e1;
536                         hash->element[1] = e2;
537                 }
538         }
539         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
540         {
541                 for (j = 0, p = 2;j < 3;p = j, j++)
542                 {
543                         e1 = e[p];
544                         e2 = e[j];
545                         // this hash index works for both forward and backward edges
546                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
547                         count = 0;
548                         match = -1;
549                         for (hash = edgehash[hashindex];hash;hash = hash->next)
550                         {
551                                 if (hash->element[0] == e2 && hash->element[1] == e1)
552                                 {
553                                         if (hash->triangle != i)
554                                                 match = hash->triangle;
555                                         count++;
556                                 }
557                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
558                                         count++;
559                         }
560                         // detect edges shared by three triangles and make them seams
561                         if (count > 2)
562                                 match = -1;
563                         n[p] = match;
564                 }
565         }
566         // free the allocated buffer
567         if (edgehashentries != edgehashentriesbuffer)
568                 Mem_Free(edgehashentries);
569 }
570 #else
571 // very slow but simple way
572 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
573 {
574         int i, match, count;
575         count = 0;
576         match = -1;
577         for (i = 0;i < numtriangles;i++, elements += 3)
578         {
579                      if ((elements[0] == start && elements[1] == end)
580                       || (elements[1] == start && elements[2] == end)
581                       || (elements[2] == start && elements[0] == end))
582                 {
583                         if (i != ignore)
584                                 match = i;
585                         count++;
586                 }
587                 else if ((elements[1] == start && elements[0] == end)
588                       || (elements[2] == start && elements[1] == end)
589                       || (elements[0] == start && elements[2] == end))
590                         count++;
591         }
592         // detect edges shared by three triangles and make them seams
593         if (count > 2)
594                 match = -1;
595         return match;
596 }
597
598 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
599 {
600         int i, *n;
601         const int *e;
602         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
603         {
604                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
605                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
606                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
607         }
608 }
609 #endif
610
611 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
612 {
613         int i;
614         for (i = 0;i < numtriangles * 3;i++)
615                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
616                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
617 }
618
619 // warning: this is an expensive function!
620 void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
621 {
622         int i, tnum;
623         float normal[3], *v;
624         const int *e;
625         // clear the vectors
626         memset(normal3f, 0, numverts * sizeof(float[3]));
627         // process each vertex of each triangle and accumulate the results
628         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
629         {
630                 TriangleNormal(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, normal);
631                 VectorNormalize(normal);
632                 v = normal3f + e[0] * 3;
633                 v[0] += normal[0];
634                 v[1] += normal[1];
635                 v[2] += normal[2];
636                 v = normal3f + e[1] * 3;
637                 v[0] += normal[0];
638                 v[1] += normal[1];
639                 v[2] += normal[2];
640                 v = normal3f + e[2] * 3;
641                 v[0] += normal[0];
642                 v[1] += normal[1];
643                 v[2] += normal[2];
644         }
645         // now we could divide the vectors by the number of averaged values on
646         // each vertex...  but instead normalize them
647         for (i = 0, v = normal3f;i < numverts;i++, v += 3)
648                 VectorNormalize(v);
649 }
650
651 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)
652 {
653         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
654         // 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
655         // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
656
657         // 6 multiply, 9 subtract
658         VectorSubtract(v1, v0, v10);
659         VectorSubtract(v2, v0, v20);
660         normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
661         normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
662         normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
663         // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
664         VectorNormalize(normal3f);
665         // 12 multiply, 10 subtract
666         tc10[1] = tc1[1] - tc0[1];
667         tc20[1] = tc2[1] - tc0[1];
668         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
669         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
670         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
671         tc10[0] = tc1[0] - tc0[0];
672         tc20[0] = tc2[0] - tc0[0];
673         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
674         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
675         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
676         // 12 multiply, 4 add, 6 subtract
677         f = DotProduct(svector3f, normal3f);
678         svector3f[0] -= f * normal3f[0];
679         svector3f[1] -= f * normal3f[1];
680         svector3f[2] -= f * normal3f[2];
681         f = DotProduct(tvector3f, normal3f);
682         tvector3f[0] -= f * normal3f[0];
683         tvector3f[1] -= f * normal3f[1];
684         tvector3f[2] -= f * normal3f[2];
685         // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
686         VectorNormalize(svector3f);
687         VectorNormalize(tvector3f);
688         // if texture is mapped the wrong way (counterclockwise), the tangents
689         // have to be flipped, this is detected by calculating a normal from the
690         // two tangents, and seeing if it is opposite the surface normal
691         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
692         CrossProduct(tvector3f, svector3f, tangentcross);
693         if (DotProduct(tangentcross, normal3f) < 0)
694         {
695                 VectorNegate(svector3f, svector3f);
696                 VectorNegate(tvector3f, tvector3f);
697         }
698 }
699
700 // warning: this is a very expensive function!
701 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
702 {
703         int i, tnum;
704         float sdir[3], tdir[3], normal[3], *v;
705         const int *e;
706         // clear the vectors
707         if (svector3f)
708                 memset(svector3f, 0, numverts * sizeof(float[3]));
709         if (tvector3f)
710                 memset(tvector3f, 0, numverts * sizeof(float[3]));
711         if (normal3f)
712                 memset(normal3f, 0, numverts * sizeof(float[3]));
713         // process each vertex of each triangle and accumulate the results
714         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
715         {
716                 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);
717                 if (svector3f)
718                 {
719                         for (i = 0;i < 3;i++)
720                         {
721                                 svector3f[e[i]*3  ] += sdir[0];
722                                 svector3f[e[i]*3+1] += sdir[1];
723                                 svector3f[e[i]*3+2] += sdir[2];
724                         }
725                 }
726                 if (tvector3f)
727                 {
728                         for (i = 0;i < 3;i++)
729                         {
730                                 tvector3f[e[i]*3  ] += tdir[0];
731                                 tvector3f[e[i]*3+1] += tdir[1];
732                                 tvector3f[e[i]*3+2] += tdir[2];
733                         }
734                 }
735                 if (normal3f)
736                 {
737                         for (i = 0;i < 3;i++)
738                         {
739                                 normal3f[e[i]*3  ] += normal[0];
740                                 normal3f[e[i]*3+1] += normal[1];
741                                 normal3f[e[i]*3+2] += normal[2];
742                         }
743                 }
744         }
745         // now we could divide the vectors by the number of averaged values on
746         // each vertex...  but instead normalize them
747         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
748         if (svector3f)
749                 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
750                         VectorNormalize(v);
751         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
752         if (tvector3f)
753                 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
754                         VectorNormalize(v);
755         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
756         if (normal3f)
757                 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
758                         VectorNormalize(v);
759 }
760
761 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, int numcollisionvertices, int numcollisiontriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors)
762 {
763         surfmesh_t *mesh;
764         qbyte *data;
765         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]));
766         mesh->num_vertices = numvertices;
767         mesh->num_triangles = numtriangles;
768         mesh->num_collisionvertices = numcollisionvertices;
769         mesh->num_collisiontriangles = numcollisiontriangles;
770         data = (qbyte *)(mesh + 1);
771         if (mesh->num_vertices)
772         {
773                 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
774                 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
775                 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
776                 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
777                 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
778                 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
779                 if (detailtexcoords)
780                         mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
781                 if (vertexcolors)
782                         mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
783                 if (lightmapoffsets)
784                         mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
785         }
786         if (mesh->num_triangles)
787         {
788                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
789                 mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
790         }
791         if (mesh->num_collisionvertices)
792                 mesh->data_collisionvertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_collisionvertices;
793         if (mesh->num_collisiontriangles)
794                 mesh->data_collisionelement3i = (int *)data, data += sizeof(int[3]) * mesh->num_collisiontriangles;
795         return mesh;
796 }
797
798 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)
799 {
800         shadowmesh_t *newmesh;
801         qbyte *data;
802         int size;
803         size = sizeof(shadowmesh_t);
804         size += maxverts * sizeof(float[3]);
805         if (light)
806                 size += maxverts * sizeof(float[11]);
807         size += maxtriangles * sizeof(int[3]);
808         if (neighbors)
809                 size += maxtriangles * sizeof(int[3]);
810         if (expandable)
811                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
812         data = Mem_Alloc(mempool, size);
813         newmesh = (void *)data;data += sizeof(*newmesh);
814         newmesh->map_diffuse = map_diffuse;
815         newmesh->map_specular = map_specular;
816         newmesh->map_normal = map_normal;
817         newmesh->maxverts = maxverts;
818         newmesh->maxtriangles = maxtriangles;
819         newmesh->numverts = 0;
820         newmesh->numtriangles = 0;
821
822         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
823         if (light)
824         {
825                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
826                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
827                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
828                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
829         }
830         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
831         if (neighbors)
832         {
833                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
834         }
835         if (expandable)
836         {
837                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
838                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
839         }
840         return newmesh;
841 }
842
843 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
844 {
845         shadowmesh_t *newmesh;
846         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
847         newmesh->numverts = oldmesh->numverts;
848         newmesh->numtriangles = oldmesh->numtriangles;
849
850         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
851         if (newmesh->svector3f && oldmesh->svector3f)
852         {
853                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
854                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
855                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
856                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
857         }
858         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
859         if (newmesh->neighbor3i && oldmesh->neighbor3i)
860                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
861         return newmesh;
862 }
863
864 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
865 {
866         int hashindex, vnum;
867         shadowmeshvertexhash_t *hash;
868         // this uses prime numbers intentionally
869         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
870         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
871         {
872                 vnum = (hash - mesh->vertexhashentries);
873                 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]))
874                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
875                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
876                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
877                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
878                         return hash - mesh->vertexhashentries;
879         }
880         vnum = mesh->numverts++;
881         hash = mesh->vertexhashentries + vnum;
882         hash->next = mesh->vertexhashtable[hashindex];
883         mesh->vertexhashtable[hashindex] = hash;
884         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
885         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
886         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
887         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
888         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
889         return vnum;
890 }
891
892 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
893 {
894         if (mesh->numtriangles == 0)
895         {
896                 // set the properties on this empty mesh to be more favorable...
897                 // (note: this case only occurs for the first triangle added to a new mesh chain)
898                 mesh->map_diffuse = map_diffuse;
899                 mesh->map_specular = map_specular;
900                 mesh->map_normal = map_normal;
901         }
902         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)
903         {
904                 if (mesh->next == NULL)
905                         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);
906                 mesh = mesh->next;
907         }
908         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
909         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
910         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
911         mesh->numtriangles++;
912 }
913
914 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)
915 {
916         int i, j, e;
917         float vbuf[3*14], *v;
918         memset(vbuf, 0, sizeof(vbuf));
919         for (i = 0;i < numtris;i++)
920         {
921                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
922                 {
923                         e = *element3i++;
924                         if (vertex3f)
925                         {
926                                 v[0] = vertex3f[e * 3 + 0];
927                                 v[1] = vertex3f[e * 3 + 1];
928                                 v[2] = vertex3f[e * 3 + 2];
929                         }
930                         if (svector3f)
931                         {
932                                 v[3] = svector3f[e * 3 + 0];
933                                 v[4] = svector3f[e * 3 + 1];
934                                 v[5] = svector3f[e * 3 + 2];
935                         }
936                         if (tvector3f)
937                         {
938                                 v[6] = tvector3f[e * 3 + 0];
939                                 v[7] = tvector3f[e * 3 + 1];
940                                 v[8] = tvector3f[e * 3 + 2];
941                         }
942                         if (normal3f)
943                         {
944                                 v[9] = normal3f[e * 3 + 0];
945                                 v[10] = normal3f[e * 3 + 1];
946                                 v[11] = normal3f[e * 3 + 2];
947                         }
948                         if (texcoord2f)
949                         {
950                                 v[12] = texcoord2f[e * 2 + 0];
951                                 v[13] = texcoord2f[e * 2 + 1];
952                         }
953                 }
954                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
955         }
956 }
957
958 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)
959 {
960         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
961 }
962
963 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
964 {
965         shadowmesh_t *mesh, *newmesh, *nextmesh;
966         // reallocate meshs to conserve space
967         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
968         {
969                 nextmesh = mesh->next;
970                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
971                 {
972                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
973                         newmesh->next = firstmesh;
974                         firstmesh = newmesh;
975                 }
976                 Mem_Free(mesh);
977         }
978         return firstmesh;
979 }
980
981 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
982 {
983         int i;
984         shadowmesh_t *mesh;
985         vec3_t nmins, nmaxs, ncenter, temp;
986         float nradius2, dist2, *v;
987         // calculate bbox
988         for (mesh = firstmesh;mesh;mesh = mesh->next)
989         {
990                 if (mesh == firstmesh)
991                 {
992                         VectorCopy(mesh->vertex3f, nmins);
993                         VectorCopy(mesh->vertex3f, nmaxs);
994                 }
995                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
996                 {
997                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
998                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
999                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1000                 }
1001         }
1002         // calculate center and radius
1003         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1004         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1005         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1006         nradius2 = 0;
1007         for (mesh = firstmesh;mesh;mesh = mesh->next)
1008         {
1009                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1010                 {
1011                         VectorSubtract(v, ncenter, temp);
1012                         dist2 = DotProduct(temp, temp);
1013                         if (nradius2 < dist2)
1014                                 nradius2 = dist2;
1015                 }
1016         }
1017         // return data
1018         if (mins)
1019                 VectorCopy(nmins, mins);
1020         if (maxs)
1021                 VectorCopy(nmaxs, maxs);
1022         if (center)
1023                 VectorCopy(ncenter, center);
1024         if (radius)
1025                 *radius = sqrt(nradius2);
1026 }
1027
1028 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1029 {
1030         shadowmesh_t *nextmesh;
1031         for (;mesh;mesh = nextmesh)
1032         {
1033                 nextmesh = mesh->next;
1034                 Mem_Free(mesh);
1035         }
1036 }
1037
1038 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
1039 {
1040         int i;
1041         for (i = 0;i < width*height;i++)
1042                 if (((qbyte *)&palette[in[i]])[3] > 0)
1043                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1044         return NULL;
1045 }
1046
1047 static int detailtexturecycle = 0;
1048 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
1049 {
1050         imageskin_t s;
1051         memset(skinframe, 0, sizeof(*skinframe));
1052         if (!image_loadskin(&s, basename))
1053                 return false;
1054         if (usedetailtexture)
1055                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1056         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
1057         if (s.nmappixels != NULL)
1058                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
1059         if (s.glosspixels != NULL)
1060                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
1061         if (s.glowpixels != NULL && loadglowtexture)
1062                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
1063         if (s.maskpixels != NULL)
1064                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
1065         if (loadpantsandshirt)
1066         {
1067                 if (s.pantspixels != NULL)
1068                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1069                 if (s.shirtpixels != NULL)
1070                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1071         }
1072         image_freeskin(&s);
1073         return true;
1074 }
1075
1076 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
1077 {
1078         qbyte *temp1, *temp2;
1079         memset(skinframe, 0, sizeof(*skinframe));
1080         if (!skindata)
1081                 return false;
1082         if (usedetailtexture)
1083                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1084         if (r_shadow_bumpscale_basetexture.value > 0)
1085         {
1086                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
1087                 temp2 = temp1 + width * height * 4;
1088                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
1089                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1090                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
1091                 Mem_Free(temp1);
1092         }
1093         if (loadglowtexture)
1094         {
1095                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
1096                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
1097                 if (loadpantsandshirt)
1098                 {
1099                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1100                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1101                         if (skinframe->pants || skinframe->shirt)
1102                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
1103                 }
1104         }
1105         else
1106         {
1107                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
1108                 if (loadpantsandshirt)
1109                 {
1110                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1111                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1112                         if (skinframe->pants || skinframe->shirt)
1113                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
1114                 }
1115         }
1116         return true;
1117 }
1118
1119 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1120 {
1121         float v[3], tc[3];
1122         v[0] = ix;
1123         v[1] = iy;
1124         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1125                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1126         else
1127                 v[2] = 0;
1128         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1129         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1130         texcoord2f[0] = tc[0];
1131         texcoord2f[1] = tc[1];
1132 }
1133
1134 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)
1135 {
1136         float vup[3], vdown[3], vleft[3], vright[3];
1137         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1138         float sv[3], tv[3], nl[3];
1139         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1140         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1141         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1142         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1143         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1144         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1145         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1146         VectorAdd(svector3f, sv, svector3f);
1147         VectorAdd(tvector3f, tv, tvector3f);
1148         VectorAdd(normal3f, nl, normal3f);
1149         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1150         VectorAdd(svector3f, sv, svector3f);
1151         VectorAdd(tvector3f, tv, tvector3f);
1152         VectorAdd(normal3f, nl, normal3f);
1153         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1154         VectorAdd(svector3f, sv, svector3f);
1155         VectorAdd(tvector3f, tv, tvector3f);
1156         VectorAdd(normal3f, nl, normal3f);
1157 }
1158
1159 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)
1160 {
1161         int x, y, ix, iy, *e;
1162         e = element3i;
1163         for (y = 0;y < height;y++)
1164         {
1165                 for (x = 0;x < width;x++)
1166                 {
1167                         e[0] = (y + 1) * (width + 1) + (x + 0);
1168                         e[1] = (y + 0) * (width + 1) + (x + 0);
1169                         e[2] = (y + 1) * (width + 1) + (x + 1);
1170                         e[3] = (y + 0) * (width + 1) + (x + 0);
1171                         e[4] = (y + 0) * (width + 1) + (x + 1);
1172                         e[5] = (y + 1) * (width + 1) + (x + 1);
1173                         e += 6;
1174                 }
1175         }
1176         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1177         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1178                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1179                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1180 }
1181
1182 skinfile_t *Mod_LoadSkinFiles(void)
1183 {
1184         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1185         char *text;
1186         const char *data;
1187         skinfile_t *skinfile = NULL, *first = NULL;
1188         skinfileitem_t *skinfileitem;
1189         char word[10][MAX_QPATH];
1190         overridetagnameset_t tagsets[MAX_SKINS];
1191         overridetagname_t tags[256];
1192
1193 /*
1194 sample file:
1195 U_bodyBox,models/players/Legoman/BikerA2.tga
1196 U_RArm,models/players/Legoman/BikerA1.tga
1197 U_LArm,models/players/Legoman/BikerA1.tga
1198 U_armor,common/nodraw
1199 U_sword,common/nodraw
1200 U_shield,common/nodraw
1201 U_homb,common/nodraw
1202 U_backpack,common/nodraw
1203 U_colcha,common/nodraw
1204 tag_head,
1205 tag_weapon,
1206 tag_torso,
1207 */
1208         memset(tagsets, 0, sizeof(tagsets));
1209         memset(word, 0, sizeof(word));
1210         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1211         {
1212                 numtags = 0;
1213
1214                 // If it's the first file we parse
1215                 if (skinfile == NULL)
1216                 {
1217                         skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1218                         first = skinfile;
1219                 }
1220                 else
1221                 {
1222                         skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1223                         skinfile = skinfile->next;
1224                 }
1225                 skinfile->next = NULL;
1226
1227                 for(line = 0;;line++)
1228                 {
1229                         // parse line
1230                         if (!COM_ParseToken(&data, true))
1231                                 break;
1232                         if (!strcmp(com_token, "\n"))
1233                                 continue;
1234                         words = 0;
1235                         wordsoverflow = false;
1236                         do
1237                         {
1238                                 if (words < 10)
1239                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1240                                 else
1241                                         wordsoverflow = true;
1242                         }
1243                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1244                         if (wordsoverflow)
1245                         {
1246                                 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);
1247                                 continue;
1248                         }
1249                         // words is always >= 1
1250                         if (!strcmp(word[0], "replace"))
1251                         {
1252                                 if (words == 3)
1253                                 {
1254                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1255                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1256                                         skinfileitem->next = skinfile->items;
1257                                         skinfile->items = skinfileitem;
1258                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1259                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1260                                 }
1261                                 else
1262                                         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]);
1263                         }
1264                         else if (words == 2 && !strcmp(word[1], ","))
1265                         {
1266                                 // tag name, like "tag_weapon,"
1267                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1268                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1269                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1270                                 numtags++;
1271                         }
1272                         else if (words == 3 && !strcmp(word[1], ","))
1273                         {
1274                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1275                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1276                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1277                                 skinfileitem->next = skinfile->items;
1278                                 skinfile->items = skinfileitem;
1279                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1280                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1281                         }
1282                         else
1283                                 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);
1284                 }
1285                 Mem_Free(text);
1286
1287                 if (numtags)
1288                 {
1289                         overridetagnameset_t *t;
1290                         t = tagsets + i;
1291                         t->num_overridetagnames = numtags;
1292                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1293                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1294                         tagsetsused = true;
1295                 }
1296         }
1297         if (tagsetsused)
1298         {
1299                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1300                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1301         }
1302         if (i)
1303                 loadmodel->numskins = i;
1304         return first;
1305 }
1306
1307 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1308 {
1309         skinfile_t *next;
1310         skinfileitem_t *skinfileitem, *nextitem;
1311         for (;skinfile;skinfile = next)
1312         {
1313                 next = skinfile->next;
1314                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1315                 {
1316                         nextitem = skinfileitem->next;
1317                         Mem_Free(skinfileitem);
1318                 }
1319                 Mem_Free(skinfile);
1320         }
1321 }
1322
1323 int Mod_CountSkinFiles(skinfile_t *skinfile)
1324 {
1325         int i;
1326         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1327         return i;
1328 }
1329
1330 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1331 {
1332         int i;
1333         double isnap = 1.0 / snap;
1334         for (i = 0;i < numvertices*numcomponents;i++)
1335                 vertices[i] = floor(vertices[i]*isnap)*snap;
1336 }
1337
1338 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1339 {
1340         int i, outtriangles;
1341         float d, edgedir[3], temp[3];
1342         // a degenerate triangle is one with no width (thickness, surface area)
1343         // these are characterized by having all 3 points colinear (along a line)
1344         // or having two points identical
1345         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1346         {
1347                 // calculate first edge
1348                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1349                 if (VectorLength2(edgedir) < 0.0001f)
1350                         continue; // degenerate first edge (no length)
1351                 VectorNormalize(edgedir);
1352                 // check if third point is on the edge (colinear)
1353                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1354                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1355                 if (VectorLength2(temp) < 0.0001f)
1356                         continue; // third point colinear with first edge
1357                 // valid triangle (no colinear points, no duplicate points)
1358                 VectorCopy(inelement3i, outelement3i);
1359                 outelement3i += 3;
1360                 outtriangles++;
1361         }
1362         return outtriangles;
1363 }
1364