renamed mod->needload to mod->loaded as a minor cleanup (safer default)
[divverent/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
30
31 model_t *loadmodel;
32
33 // LordHavoc: increased from 512 to 2048
34 #define MAX_MOD_KNOWN   2048
35 static model_t mod_known[MAX_MOD_KNOWN];
36
37 rtexturepool_t *mod_shared_texturepool;
38 rtexture_t *r_notexture;
39 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
40 rtexture_t *mod_shared_distorttexture[64];
41
42 void Mod_BuildDetailTextures (void)
43 {
44         int i, x, y, light;
45         float vc[3], vx[3], vy[3], vn[3], lightdir[3];
46 #define DETAILRESOLUTION 256
47         qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
48         lightdir[0] = 0.5;
49         lightdir[1] = 1;
50         lightdir[2] = -0.25;
51         VectorNormalize(lightdir);
52         for (i = 0;i < NUM_DETAILTEXTURES;i++)
53         {
54                 fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
55                 for (y = 0;y < DETAILRESOLUTION;y++)
56                 {
57                         for (x = 0;x < DETAILRESOLUTION;x++)
58                         {
59                                 vc[0] = x;
60                                 vc[1] = y;
61                                 vc[2] = noise[y][x] * (1.0f / 32.0f);
62                                 vx[0] = x + 1;
63                                 vx[1] = y;
64                                 vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
65                                 vy[0] = x;
66                                 vy[1] = y + 1;
67                                 vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
68                                 VectorSubtract(vx, vc, vx);
69                                 VectorSubtract(vy, vc, vy);
70                                 CrossProduct(vx, vy, vn);
71                                 VectorNormalize(vn);
72                                 light = 128 - DotProduct(vn, lightdir) * 128;
73                                 light = bound(0, light, 255);
74                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
75                                 data[y][x][3] = 255;
76                         }
77                 }
78                 mod_shared_detailtextures[i] = R_LoadTexture2D(mod_shared_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
79         }
80 }
81
82 qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
83 {
84         int     value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
85                                 ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
86                                 ((y2 - y0) * morph) +
87                                 (y1));
88
89         if (value > 255)
90                 value = 255;
91         if (value < 0)
92                 value = 0;
93
94         return (qbyte)value;
95 }
96
97 void Mod_BuildDistortTexture (void)
98 {
99         int x, y, i, j;
100 #define DISTORTRESOLUTION 32
101         qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
102
103         for (i=0; i<4; i++)
104         {
105                 for (y=0; y<DISTORTRESOLUTION; y++)
106                 {
107                         for (x=0; x<DISTORTRESOLUTION; x++)
108                         {
109                                 data[i][y][x][0] = rand () & 255;
110                                 data[i][y][x][1] = rand () & 255;
111                         }
112                 }
113         }
114
115
116         for (i=0; i<4; i++)
117         {
118                 for (j=0; j<16; j++)
119                 {
120                         mod_shared_distorttexture[i*16+j] = NULL;
121                         if (gl_textureshader)
122                         {
123                                 for (y=0; y<DISTORTRESOLUTION; y++)
124                                 {
125                                         for (x=0; x<DISTORTRESOLUTION; x++)
126                                         {
127                                                 data[4][y][x][0] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
128                                                 data[4][y][x][1] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
129                                         }
130                                 }
131                                 mod_shared_distorttexture[i*16+j] = R_LoadTexture2D(mod_shared_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
132                         }
133                 }
134         }
135
136         return;
137 }
138
139 texture_t r_surf_notexture;
140
141 void Mod_SetupNoTexture(void)
142 {
143         int x, y;
144         qbyte pix[16][16][4];
145
146         // this makes a light grey/dark grey checkerboard texture
147         for (y = 0;y < 16;y++)
148         {
149                 for (x = 0;x < 16;x++)
150                 {
151                         if ((y < 8) ^ (x < 8))
152                         {
153                                 pix[y][x][0] = 128;
154                                 pix[y][x][1] = 128;
155                                 pix[y][x][2] = 128;
156                                 pix[y][x][3] = 255;
157                         }
158                         else
159                         {
160                                 pix[y][x][0] = 64;
161                                 pix[y][x][1] = 64;
162                                 pix[y][x][2] = 64;
163                                 pix[y][x][3] = 255;
164                         }
165                 }
166         }
167
168         r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
169 }
170
171 static void mod_start(void)
172 {
173         int i;
174         for (i = 0;i < MAX_MOD_KNOWN;i++)
175                 if (mod_known[i].name[0])
176                         Mod_UnloadModel(&mod_known[i]);
177         Mod_LoadModels();
178
179         mod_shared_texturepool = R_AllocTexturePool();
180         Mod_SetupNoTexture();
181         Mod_BuildDetailTextures();
182         Mod_BuildDistortTexture();
183 }
184
185 static void mod_shutdown(void)
186 {
187         int i;
188         for (i = 0;i < MAX_MOD_KNOWN;i++)
189                 if (mod_known[i].name[0])
190                         Mod_UnloadModel(&mod_known[i]);
191
192         R_FreeTexturePool(&mod_shared_texturepool);
193 }
194
195 static void mod_newmap(void)
196 {
197         msurface_t *surf;
198         int i, surfnum, ssize, tsize;
199
200         if (!cl_stainmapsclearonload.integer)
201                 return;
202
203         for (i=0; i<MAX_MOD_KNOWN; i++)
204         {
205                 if (mod_known[i].name[0] && mod_known[i].type == mod_brushq1)
206                 {
207                         for (surfnum=0, surf=mod_known[i].brushq1.surfaces; surfnum<mod_known[i].brushq1.numsurfaces;surfnum++, surf++)
208                         {
209                                 if (surf->texinfo->texture->flags & SURF_LIGHTMAP)
210                                 {
211                                         ssize = (surf->extents[0] >> 4) + 1;
212                                         tsize = (surf->extents[1] >> 4) + 1;
213                                         
214                                         if (ssize > 256 || tsize > 256)
215                                                 Host_Error("Bad surface extents");
216
217                                         if (surf->stainsamples)
218                                                 memset(surf->stainsamples, 255, ssize * tsize * 3);
219
220                                         surf->cached_dlight = true;
221                                 }
222                         }
223                 }
224         }
225 }
226
227 /*
228 ===============
229 Mod_Init
230 ===============
231 */
232 static void Mod_Print(void);
233 static void Mod_Precache (void);
234 void Mod_Init (void)
235 {
236         Mod_BrushInit();
237         Mod_AliasInit();
238         Mod_SpriteInit();
239
240         Cvar_RegisterVariable(&r_mipskins);
241         Cmd_AddCommand ("modellist", Mod_Print);
242         Cmd_AddCommand ("modelprecache", Mod_Precache);
243 }
244
245 void Mod_RenderInit(void)
246 {
247         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
248 }
249
250 void Mod_FreeModel (model_t *mod)
251 {
252         R_FreeTexturePool(&mod->texturepool);
253         Mem_FreePool(&mod->mempool);
254
255         // clear the struct to make it available
256         memset(mod, 0, sizeof(model_t));
257 }
258
259 void Mod_UnloadModel (model_t *mod)
260 {
261         char name[MAX_QPATH];
262         qboolean isworldmodel;
263         strcpy(name, mod->name);
264         isworldmodel = mod->isworldmodel;
265         Mod_FreeModel(mod);
266         strcpy(mod->name, name);
267         mod->isworldmodel = isworldmodel;
268         mod->loaded = false;
269 }
270
271 /*
272 ==================
273 Mod_LoadModel
274
275 Loads a model
276 ==================
277 */
278 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
279 {
280         int num;
281         unsigned int crc;
282         void *buf;
283
284         mod->used = true;
285
286         if (mod->name[0] == '*') // submodel
287                 return mod;
288
289         crc = 0;
290         buf = NULL;
291         if (mod->isworldmodel != isworldmodel)
292                 mod->loaded = false;
293         if (!mod->loaded || checkdisk)
294         {
295                 if (checkdisk && mod->loaded)
296                         Con_DPrintf("checking model %s\n", mod->name);
297                 buf = FS_LoadFile (mod->name, tempmempool, false);
298                 if (buf)
299                 {
300                         crc = CRC_Block(buf, fs_filesize);
301                         if (mod->crc != crc)
302                                 mod->loaded = false;
303                 }
304         }
305         if (mod->loaded)
306                 return mod; // already loaded
307
308         Con_DPrintf("loading model %s\n", mod->name);
309         // LordHavoc: unload the existing model in this slot (if there is one)
310         Mod_UnloadModel(mod);
311
312         // load the model
313         mod->isworldmodel = isworldmodel;
314         mod->used = true;
315         mod->crc = crc;
316         // errors can prevent the corresponding mod->loaded = true;
317         mod->loaded = false;
318
319         // default model radius and bounding box (mainly for missing models)
320         mod->radius = 16;
321         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
322         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
323         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
324         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
325         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
326         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
327
328         // all models use memory, so allocate a memory pool
329         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
330         // all models load textures, so allocate a texture pool
331         if (cls.state != ca_dedicated)
332                 mod->texturepool = R_AllocTexturePool();
333
334         if (buf)
335         {
336                 num = LittleLong(*((int *)buf));
337                 // call the apropriate loader
338                 loadmodel = mod;
339                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
340                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
341                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
342                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
343                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
344                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
345                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
346                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
347                 else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
348                 Mem_Free(buf);
349         }
350         else if (crash)
351         {
352                 // LordHavoc: Sys_Error was *ANNOYING*
353                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
354         }
355
356         // no errors occurred
357         mod->loaded = true;
358         return mod;
359 }
360
361 void Mod_CheckLoaded(model_t *mod)
362 {
363         if (mod)
364         {
365                 if (!mod->loaded)
366                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
367                 else
368                 {
369                         //if (mod->type == mod_invalid)
370                         //      Host_Error("Mod_CheckLoaded: invalid model\n");
371                         mod->used = true;
372                         return;
373                 }
374         }
375 }
376
377 /*
378 ===================
379 Mod_ClearAll
380 ===================
381 */
382 void Mod_ClearAll(void)
383 {
384 }
385
386 void Mod_ClearUsed(void)
387 {
388         int i;
389         model_t *mod;
390
391         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
392                 if (mod->name[0])
393                         mod->used = false;
394 }
395
396 void Mod_PurgeUnused(void)
397 {
398         int i;
399         model_t *mod;
400
401         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
402                 if (mod->name[0])
403                         if (!mod->used)
404                                 Mod_FreeModel(mod);
405 }
406
407 void Mod_LoadModels(void)
408 {
409         int i;
410         model_t *mod;
411
412         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
413                 if (mod->name[0])
414                         if (mod->used)
415                                 Mod_CheckLoaded(mod);
416 }
417
418 /*
419 ==================
420 Mod_FindName
421
422 ==================
423 */
424 model_t *Mod_FindName(const char *name)
425 {
426         int i;
427         model_t *mod, *freemod;
428
429         if (!name[0])
430                 Host_Error ("Mod_ForName: NULL name");
431
432 // search the currently loaded models
433         freemod = NULL;
434         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
435         {
436                 if (mod->name[0])
437                 {
438                         if (!strcmp (mod->name, name))
439                         {
440                                 mod->used = true;
441                                 return mod;
442                         }
443                 }
444                 else if (freemod == NULL)
445                         freemod = mod;
446         }
447
448         if (freemod)
449         {
450                 mod = freemod;
451                 strcpy (mod->name, name);
452                 mod->loaded = false;
453                 mod->used = true;
454                 return mod;
455         }
456
457         Host_Error ("Mod_FindName: ran out of models\n");
458         return NULL;
459 }
460
461 /*
462 ==================
463 Mod_ForName
464
465 Loads in a model for the given name
466 ==================
467 */
468 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
469 {
470         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
471 }
472
473 qbyte *mod_base;
474
475
476 //=============================================================================
477
478 /*
479 ================
480 Mod_Print
481 ================
482 */
483 static void Mod_Print(void)
484 {
485         int             i;
486         model_t *mod;
487
488         Con_Print("Loaded models:\n");
489         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
490                 if (mod->name[0])
491                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
492 }
493
494 /*
495 ================
496 Mod_Precache
497 ================
498 */
499 static void Mod_Precache(void)
500 {
501         if (Cmd_Argc() == 2)
502                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
503         else
504                 Con_Print("usage: modelprecache <filename>\n");
505 }
506
507 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
508 {
509         int i, count;
510         qbyte *used;
511         used = Mem_Alloc(tempmempool, numvertices);
512         memset(used, 0, numvertices);
513         for (i = 0;i < numelements;i++)
514                 used[elements[i]] = 1;
515         for (i = 0, count = 0;i < numvertices;i++)
516                 remapvertices[i] = used[i] ? count++ : -1;
517         Mem_Free(used);
518         return count;
519 }
520
521 #if 1
522 // fast way, using an edge hash
523 #define TRIANGLEEDGEHASH 16384
524 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
525 {
526         int i, j, p, e1, e2, *n, hashindex, count, match;
527         const int *e;
528         typedef struct edgehashentry_s
529         {
530                 struct edgehashentry_s *next;
531                 int triangle;
532                 int element[2];
533         }
534         edgehashentry_t;
535         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
536         memset(edgehash, 0, sizeof(edgehash));
537         edgehashentries = edgehashentriesbuffer;
538         // if there are too many triangles for the stack array, allocate larger buffer
539         if (numtriangles > TRIANGLEEDGEHASH)
540                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
541         // find neighboring triangles
542         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
543         {
544                 for (j = 0, p = 2;j < 3;p = j, j++)
545                 {
546                         e1 = e[p];
547                         e2 = e[j];
548                         // this hash index works for both forward and backward edges
549                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
550                         hash = edgehashentries + i * 3 + j;
551                         hash->next = edgehash[hashindex];
552                         edgehash[hashindex] = hash;
553                         hash->triangle = i;
554                         hash->element[0] = e1;
555                         hash->element[1] = e2;
556                 }
557         }
558         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
559         {
560                 for (j = 0, p = 2;j < 3;p = j, j++)
561                 {
562                         e1 = e[p];
563                         e2 = e[j];
564                         // this hash index works for both forward and backward edges
565                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
566                         count = 0;
567                         match = -1;
568                         for (hash = edgehash[hashindex];hash;hash = hash->next)
569                         {
570                                 if (hash->element[0] == e2 && hash->element[1] == e1)
571                                 {
572                                         if (hash->triangle != i)
573                                                 match = hash->triangle;
574                                         count++;
575                                 }
576                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
577                                         count++;
578                         }
579                         // detect edges shared by three triangles and make them seams
580                         if (count > 2)
581                                 match = -1;
582                         n[p] = match;
583                 }
584         }
585         // free the allocated buffer
586         if (edgehashentries != edgehashentriesbuffer)
587                 Mem_Free(edgehashentries);
588 }
589 #else
590 // very slow but simple way
591 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
592 {
593         int i, match, count;
594         count = 0;
595         match = -1;
596         for (i = 0;i < numtriangles;i++, elements += 3)
597         {
598                      if ((elements[0] == start && elements[1] == end)
599                       || (elements[1] == start && elements[2] == end)
600                       || (elements[2] == start && elements[0] == end))
601                 {
602                         if (i != ignore)
603                                 match = i;
604                         count++;
605                 }
606                 else if ((elements[1] == start && elements[0] == end)
607                       || (elements[2] == start && elements[1] == end)
608                       || (elements[0] == start && elements[2] == end))
609                         count++;
610         }
611         // detect edges shared by three triangles and make them seams
612         if (count > 2)
613                 match = -1;
614         return match;
615 }
616
617 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
618 {
619         int i, *n;
620         const int *e;
621         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
622         {
623                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
624                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
625                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
626         }
627 }
628 #endif
629
630 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
631 {
632         int i;
633         for (i = 0;i < numtriangles * 3;i++)
634                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
635                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
636 }
637
638 // warning: this is an expensive function!
639 void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
640 {
641         int i, tnum;
642         float normal[3], *v;
643         const int *e;
644         // clear the vectors
645         memset(normal3f, 0, numverts * sizeof(float[3]));
646         // process each vertex of each triangle and accumulate the results
647         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
648         {
649                 TriangleNormal(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, normal);
650                 VectorNormalize(normal);
651                 v = normal3f + e[0] * 3;
652                 v[0] += normal[0];
653                 v[1] += normal[1];
654                 v[2] += normal[2];
655                 v = normal3f + e[1] * 3;
656                 v[0] += normal[0];
657                 v[1] += normal[1];
658                 v[2] += normal[2];
659                 v = normal3f + e[2] * 3;
660                 v[0] += normal[0];
661                 v[1] += normal[1];
662                 v[2] += normal[2];
663         }
664         // now we could divide the vectors by the number of averaged values on
665         // each vertex...  but instead normalize them
666         for (i = 0, v = normal3f;i < numverts;i++, v += 3)
667                 VectorNormalize(v);
668 }
669
670 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)
671 {
672         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
673         // 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
674         // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
675
676         // 6 multiply, 9 subtract
677         VectorSubtract(v1, v0, v10);
678         VectorSubtract(v2, v0, v20);
679         normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
680         normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
681         normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
682         // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
683         VectorNormalize(normal3f);
684         // 12 multiply, 10 subtract
685         tc10[1] = tc1[1] - tc0[1];
686         tc20[1] = tc2[1] - tc0[1];
687         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
688         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
689         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
690         tc10[0] = tc1[0] - tc0[0];
691         tc20[0] = tc2[0] - tc0[0];
692         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
693         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
694         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
695         // 12 multiply, 4 add, 6 subtract
696         f = DotProduct(svector3f, normal3f);
697         svector3f[0] -= f * normal3f[0];
698         svector3f[1] -= f * normal3f[1];
699         svector3f[2] -= f * normal3f[2];
700         f = DotProduct(tvector3f, normal3f);
701         tvector3f[0] -= f * normal3f[0];
702         tvector3f[1] -= f * normal3f[1];
703         tvector3f[2] -= f * normal3f[2];
704         // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
705         VectorNormalize(svector3f);
706         VectorNormalize(tvector3f);
707         // if texture is mapped the wrong way (counterclockwise), the tangents
708         // have to be flipped, this is detected by calculating a normal from the
709         // two tangents, and seeing if it is opposite the surface normal
710         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
711         CrossProduct(tvector3f, svector3f, tangentcross);
712         if (DotProduct(tangentcross, normal3f) < 0)
713         {
714                 VectorNegate(svector3f, svector3f);
715                 VectorNegate(tvector3f, tvector3f);
716         }
717 }
718
719 // warning: this is a very expensive function!
720 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
721 {
722         int i, tnum;
723         float sdir[3], tdir[3], normal[3], *v;
724         const int *e;
725         // clear the vectors
726         if (svector3f)
727                 memset(svector3f, 0, numverts * sizeof(float[3]));
728         if (tvector3f)
729                 memset(tvector3f, 0, numverts * sizeof(float[3]));
730         if (normal3f)
731                 memset(normal3f, 0, numverts * sizeof(float[3]));
732         // process each vertex of each triangle and accumulate the results
733         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
734         {
735                 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);
736                 if (svector3f)
737                 {
738                         for (i = 0;i < 3;i++)
739                         {
740                                 svector3f[e[i]*3  ] += sdir[0];
741                                 svector3f[e[i]*3+1] += sdir[1];
742                                 svector3f[e[i]*3+2] += sdir[2];
743                         }
744                 }
745                 if (tvector3f)
746                 {
747                         for (i = 0;i < 3;i++)
748                         {
749                                 tvector3f[e[i]*3  ] += tdir[0];
750                                 tvector3f[e[i]*3+1] += tdir[1];
751                                 tvector3f[e[i]*3+2] += tdir[2];
752                         }
753                 }
754                 if (normal3f)
755                 {
756                         for (i = 0;i < 3;i++)
757                         {
758                                 normal3f[e[i]*3  ] += normal[0];
759                                 normal3f[e[i]*3+1] += normal[1];
760                                 normal3f[e[i]*3+2] += normal[2];
761                         }
762                 }
763         }
764         // now we could divide the vectors by the number of averaged values on
765         // each vertex...  but instead normalize them
766         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
767         if (svector3f)
768                 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
769                         VectorNormalize(v);
770         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
771         if (tvector3f)
772                 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
773                         VectorNormalize(v);
774         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
775         if (normal3f)
776                 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
777                         VectorNormalize(v);
778 }
779
780 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)
781 {
782         shadowmesh_t *newmesh;
783         qbyte *data;
784         int size;
785         size = sizeof(shadowmesh_t);
786         size += maxverts * sizeof(float[3]);
787         if (light)
788                 size += maxverts * sizeof(float[11]);
789         size += maxtriangles * sizeof(int[3]);
790         if (neighbors)
791                 size += maxtriangles * sizeof(int[3]);
792         if (expandable)
793                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
794         data = Mem_Alloc(mempool, size);
795         newmesh = (void *)data;data += sizeof(*newmesh);
796         newmesh->map_diffuse = map_diffuse;
797         newmesh->map_specular = map_specular;
798         newmesh->map_normal = map_normal;
799         newmesh->maxverts = maxverts;
800         newmesh->maxtriangles = maxtriangles;
801         newmesh->numverts = 0;
802         newmesh->numtriangles = 0;
803
804         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
805         if (light)
806         {
807                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
808                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
809                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
810                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
811         }
812         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
813         if (neighbors)
814         {
815                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
816         }
817         if (expandable)
818         {
819                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
820                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
821         }
822         return newmesh;
823 }
824
825 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
826 {
827         shadowmesh_t *newmesh;
828         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
829         newmesh->numverts = oldmesh->numverts;
830         newmesh->numtriangles = oldmesh->numtriangles;
831
832         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
833         if (newmesh->svector3f && oldmesh->svector3f)
834         {
835                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
836                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
837                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
838                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
839         }
840         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
841         if (newmesh->neighbor3i && oldmesh->neighbor3i)
842                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
843         return newmesh;
844 }
845
846 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
847 {
848         int hashindex, vnum;
849         shadowmeshvertexhash_t *hash;
850         // this uses prime numbers intentionally
851         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
852         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
853         {
854                 vnum = (hash - mesh->vertexhashentries);
855                 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]))
856                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
857                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
858                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
859                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
860                         return hash - mesh->vertexhashentries;
861         }
862         vnum = mesh->numverts++;
863         hash = mesh->vertexhashentries + vnum;
864         hash->next = mesh->vertexhashtable[hashindex];
865         mesh->vertexhashtable[hashindex] = hash;
866         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
867         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
868         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
869         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
870         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
871         return vnum;
872 }
873
874 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
875 {
876         if (mesh->numtriangles == 0)
877         {
878                 // set the properties on this empty mesh to be more favorable...
879                 // (note: this case only occurs for the first triangle added to a new mesh chain)
880                 mesh->map_diffuse = map_diffuse;
881                 mesh->map_specular = map_specular;
882                 mesh->map_normal = map_normal;
883         }
884         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)
885         {
886                 if (mesh->next == NULL)
887                         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);
888                 mesh = mesh->next;
889         }
890         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
891         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
892         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
893         mesh->numtriangles++;
894 }
895
896 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)
897 {
898         int i, j, e;
899         float vbuf[3*14], *v;
900         memset(vbuf, 0, sizeof(vbuf));
901         for (i = 0;i < numtris;i++)
902         {
903                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
904                 {
905                         e = *element3i++;
906                         if (vertex3f)
907                         {
908                                 v[0] = vertex3f[e * 3 + 0];
909                                 v[1] = vertex3f[e * 3 + 1];
910                                 v[2] = vertex3f[e * 3 + 2];
911                         }
912                         if (svector3f)
913                         {
914                                 v[3] = svector3f[e * 3 + 0];
915                                 v[4] = svector3f[e * 3 + 1];
916                                 v[5] = svector3f[e * 3 + 2];
917                         }
918                         if (tvector3f)
919                         {
920                                 v[6] = tvector3f[e * 3 + 0];
921                                 v[7] = tvector3f[e * 3 + 1];
922                                 v[8] = tvector3f[e * 3 + 2];
923                         }
924                         if (normal3f)
925                         {
926                                 v[9] = normal3f[e * 3 + 0];
927                                 v[10] = normal3f[e * 3 + 1];
928                                 v[11] = normal3f[e * 3 + 2];
929                         }
930                         if (texcoord2f)
931                         {
932                                 v[12] = texcoord2f[e * 2 + 0];
933                                 v[13] = texcoord2f[e * 2 + 1];
934                         }
935                 }
936                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
937         }
938 }
939
940 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)
941 {
942         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
943 }
944
945 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
946 {
947         shadowmesh_t *mesh, *newmesh, *nextmesh;
948         // reallocate meshs to conserve space
949         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
950         {
951                 nextmesh = mesh->next;
952                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
953                 {
954                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
955                         newmesh->next = firstmesh;
956                         firstmesh = newmesh;
957                 }
958                 Mem_Free(mesh);
959         }
960         return firstmesh;
961 }
962
963 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
964 {
965         int i;
966         shadowmesh_t *mesh;
967         vec3_t nmins, nmaxs, ncenter, temp;
968         float nradius2, dist2, *v;
969         // calculate bbox
970         for (mesh = firstmesh;mesh;mesh = mesh->next)
971         {
972                 if (mesh == firstmesh)
973                 {
974                         VectorCopy(mesh->vertex3f, nmins);
975                         VectorCopy(mesh->vertex3f, nmaxs);
976                 }
977                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
978                 {
979                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
980                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
981                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
982                 }
983         }
984         // calculate center and radius
985         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
986         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
987         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
988         nradius2 = 0;
989         for (mesh = firstmesh;mesh;mesh = mesh->next)
990         {
991                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
992                 {
993                         VectorSubtract(v, ncenter, temp);
994                         dist2 = DotProduct(temp, temp);
995                         if (nradius2 < dist2)
996                                 nradius2 = dist2;
997                 }
998         }
999         // return data
1000         if (mins)
1001                 VectorCopy(nmins, mins);
1002         if (maxs)
1003                 VectorCopy(nmaxs, maxs);
1004         if (center)
1005                 VectorCopy(ncenter, center);
1006         if (radius)
1007                 *radius = sqrt(nradius2);
1008 }
1009
1010 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1011 {
1012         shadowmesh_t *nextmesh;
1013         for (;mesh;mesh = nextmesh)
1014         {
1015                 nextmesh = mesh->next;
1016                 Mem_Free(mesh);
1017         }
1018 }
1019
1020 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
1021 {
1022         int i;
1023         for (i = 0;i < width*height;i++)
1024                 if (((qbyte *)&palette[in[i]])[3] > 0)
1025                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1026         return NULL;
1027 }
1028
1029 static int detailtexturecycle = 0;
1030 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
1031 {
1032         imageskin_t s;
1033         memset(skinframe, 0, sizeof(*skinframe));
1034         if (!image_loadskin(&s, basename))
1035                 return false;
1036         if (usedetailtexture)
1037                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1038         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
1039         if (s.nmappixels != NULL)
1040                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
1041         if (s.glosspixels != NULL)
1042                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
1043         if (s.glowpixels != NULL && loadglowtexture)
1044                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
1045         if (s.maskpixels != NULL)
1046                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
1047         if (loadpantsandshirt)
1048         {
1049                 if (s.pantspixels != NULL)
1050                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1051                 if (s.shirtpixels != NULL)
1052                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1053         }
1054         image_freeskin(&s);
1055         return true;
1056 }
1057
1058 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
1059 {
1060         qbyte *temp1, *temp2;
1061         memset(skinframe, 0, sizeof(*skinframe));
1062         if (!skindata)
1063                 return false;
1064         if (usedetailtexture)
1065                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1066         if (r_shadow_bumpscale_basetexture.value > 0)
1067         {
1068                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
1069                 temp2 = temp1 + width * height * 4;
1070                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
1071                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1072                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
1073                 Mem_Free(temp1);
1074         }
1075         if (loadglowtexture)
1076         {
1077                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
1078                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
1079                 if (loadpantsandshirt)
1080                 {
1081                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1082                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1083                         if (skinframe->pants || skinframe->shirt)
1084                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
1085                 }
1086         }
1087         else
1088         {
1089                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
1090                 if (loadpantsandshirt)
1091                 {
1092                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1093                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1094                         if (skinframe->pants || skinframe->shirt)
1095                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
1096                 }
1097         }
1098         return true;
1099 }
1100
1101 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1102 {
1103         float v[3], tc[3];
1104         v[0] = ix;
1105         v[1] = iy;
1106         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1107                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1108         else
1109                 v[2] = 0;
1110         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1111         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1112         texcoord2f[0] = tc[0];
1113         texcoord2f[1] = tc[1];
1114 }
1115
1116 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)
1117 {
1118         float vup[3], vdown[3], vleft[3], vright[3];
1119         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1120         float sv[3], tv[3], nl[3];
1121         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1122         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1123         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1124         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1125         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1126         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1127         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1128         VectorAdd(svector3f, sv, svector3f);
1129         VectorAdd(tvector3f, tv, tvector3f);
1130         VectorAdd(normal3f, nl, normal3f);
1131         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1132         VectorAdd(svector3f, sv, svector3f);
1133         VectorAdd(tvector3f, tv, tvector3f);
1134         VectorAdd(normal3f, nl, normal3f);
1135         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1136         VectorAdd(svector3f, sv, svector3f);
1137         VectorAdd(tvector3f, tv, tvector3f);
1138         VectorAdd(normal3f, nl, normal3f);
1139 }
1140
1141 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)
1142 {
1143         int x, y, ix, iy, *e;
1144         e = element3i;
1145         for (y = 0;y < height;y++)
1146         {
1147                 for (x = 0;x < width;x++)
1148                 {
1149                         e[0] = (y + 1) * (width + 1) + (x + 0);
1150                         e[1] = (y + 0) * (width + 1) + (x + 0);
1151                         e[2] = (y + 1) * (width + 1) + (x + 1);
1152                         e[3] = (y + 0) * (width + 1) + (x + 0);
1153                         e[4] = (y + 0) * (width + 1) + (x + 1);
1154                         e[5] = (y + 1) * (width + 1) + (x + 1);
1155                         e += 6;
1156                 }
1157         }
1158         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1159         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1160                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1161                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1162 }
1163
1164 skinfile_t *Mod_LoadSkinFiles(void)
1165 {
1166         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1167         char *text;
1168         const char *data;
1169         skinfile_t *skinfile = NULL, *first = NULL;
1170         skinfileitem_t *skinfileitem;
1171         char word[10][MAX_QPATH];
1172         overridetagnameset_t tagsets[MAX_SKINS];
1173         overridetagname_t tags[256];
1174
1175 /*
1176 sample file:
1177 U_bodyBox,models/players/Legoman/BikerA2.tga
1178 U_RArm,models/players/Legoman/BikerA1.tga
1179 U_LArm,models/players/Legoman/BikerA1.tga
1180 U_armor,common/nodraw
1181 U_sword,common/nodraw
1182 U_shield,common/nodraw
1183 U_homb,common/nodraw
1184 U_backpack,common/nodraw
1185 U_colcha,common/nodraw
1186 tag_head,
1187 tag_weapon,
1188 tag_torso,
1189 */
1190         memset(tagsets, 0, sizeof(tagsets));
1191         memset(word, 0, sizeof(word));
1192         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1193         {
1194                 numtags = 0;
1195
1196                 // If it's the first file we parse
1197                 if (skinfile == NULL)
1198                 {
1199                         skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1200                         first = skinfile;
1201                 }
1202                 else
1203                 {
1204                         skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1205                         skinfile = skinfile->next;
1206                 }
1207                 skinfile->next = NULL;
1208
1209                 for(line = 0;;line++)
1210                 {
1211                         // parse line
1212                         if (!COM_ParseToken(&data, true))
1213                                 break;
1214                         if (!strcmp(com_token, "\n"))
1215                                 continue;
1216                         words = 0;
1217                         wordsoverflow = false;
1218                         do
1219                         {
1220                                 if (words < 10)
1221                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1222                                 else
1223                                         wordsoverflow = true;
1224                         }
1225                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1226                         if (wordsoverflow)
1227                         {
1228                                 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);
1229                                 continue;
1230                         }
1231                         // words is always >= 1
1232                         if (!strcmp(word[0], "replace"))
1233                         {
1234                                 if (words == 3)
1235                                 {
1236                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1237                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1238                                         skinfileitem->next = skinfile->items;
1239                                         skinfile->items = skinfileitem;
1240                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1241                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1242                                 }
1243                                 else
1244                                         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]);
1245                         }
1246                         else if (words == 2 && !strcmp(word[1], ","))
1247                         {
1248                                 // tag name, like "tag_weapon,"
1249                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1250                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1251                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1252                                 numtags++;
1253                         }
1254                         else if (words == 3 && !strcmp(word[1], ","))
1255                         {
1256                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1257                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1258                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1259                                 skinfileitem->next = skinfile->items;
1260                                 skinfile->items = skinfileitem;
1261                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1262                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1263                         }
1264                         else
1265                                 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);
1266                 }
1267                 Mem_Free(text);
1268
1269                 if (numtags)
1270                 {
1271                         overridetagnameset_t *t;
1272                         t = tagsets + i;
1273                         t->num_overridetagnames = numtags;
1274                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1275                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1276                         tagsetsused = true;
1277                 }
1278         }
1279         if (tagsetsused)
1280         {
1281                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1282                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1283         }
1284         if (i)
1285                 loadmodel->numskins = i;
1286         return first;
1287 }
1288
1289 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1290 {
1291         skinfile_t *next;
1292         skinfileitem_t *skinfileitem, *nextitem;
1293         for (;skinfile;skinfile = next)
1294         {
1295                 next = skinfile->next;
1296                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1297                 {
1298                         nextitem = skinfileitem->next;
1299                         Mem_Free(skinfileitem);
1300                 }
1301                 Mem_Free(skinfile);
1302         }
1303 }
1304
1305 int Mod_CountSkinFiles(skinfile_t *skinfile)
1306 {
1307         int i;
1308         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1309         return i;
1310 }
1311
1312 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1313 {
1314         int i;
1315         double isnap = 1.0 / snap;
1316         for (i = 0;i < numvertices*numcomponents;i++)
1317                 vertices[i] = floor(vertices[i]*isnap)*snap;
1318 }
1319
1320 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1321 {
1322         int i, outtriangles;
1323         float d, edgedir[3], temp[3];
1324         // a degenerate triangle is one with no width (thickness, surface area)
1325         // these are characterized by having all 3 points colinear (along a line)
1326         // or having two points identical
1327         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1328         {
1329                 // calculate first edge
1330                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1331                 if (VectorLength2(edgedir) < 0.0001f)
1332                         continue; // degenerate first edge (no length)
1333                 VectorNormalize(edgedir);
1334                 // check if third point is on the edge (colinear)
1335                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1336                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1337                 if (VectorLength2(temp) < 0.0001f)
1338                         continue; // third point colinear with first edge
1339                 // valid triangle (no colinear points, no duplicate points)
1340                 VectorCopy(inelement3i, outelement3i);
1341                 outelement3i += 3;
1342                 outtriangles++;
1343         }
1344         return outtriangles;
1345 }
1346