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[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 *surface;
198         int i, surfacenum, ssize, tsize;
199
200         if (!cl_stainmaps_clearonload.integer)
201                 return;
202
203         for (i = 0;i < MAX_MOD_KNOWN;i++)
204         {
205                 if (mod_known[i].name[0])
206                 {
207                         for (surfacenum = 0, surface = mod_known[i].brush.data_surfaces;surfacenum < mod_known[i].brush.num_surfaces;surfacenum++, surface++)
208                         {
209                                 if (surface->stainsamples)
210                                 {
211                                         ssize = (surface->extents[0] >> 4) + 1;
212                                         tsize = (surface->extents[1] >> 4) + 1;
213
214                                         if (ssize > 256 || tsize > 256)
215                                                 Host_Error("Bad surface extents");
216
217                                         if (surface->stainsamples)
218                                                 memset(surface->stainsamples, 255, ssize * tsize * 3);
219
220                                         surface->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         if (isworldmodel)
312         {
313                 // clear out any stale submodels lying around, as well as the old world model itself
314                 int i;
315                 for (i = 0;i < MAX_MOD_KNOWN;i++)
316                         if (mod_known[i].isworldmodel)
317                                 Mod_UnloadModel(mod_known + i);
318         }
319
320         // load the model
321         mod->isworldmodel = isworldmodel;
322         mod->used = true;
323         mod->crc = crc;
324         // errors can prevent the corresponding mod->loaded = true;
325         mod->loaded = false;
326
327         // default model radius and bounding box (mainly for missing models)
328         mod->radius = 16;
329         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
330         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
331         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
332         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
333         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
334         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
335
336         // all models use memory, so allocate a memory pool
337         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
338         // all models load textures, so allocate a texture pool
339         if (cls.state != ca_dedicated)
340                 mod->texturepool = R_AllocTexturePool();
341
342         if (buf)
343         {
344                 num = LittleLong(*((int *)buf));
345                 // call the apropriate loader
346                 loadmodel = mod;
347                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
348                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
349                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
350                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
351                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
352                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
353                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
354                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
355                 else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
356                 Mem_Free(buf);
357         }
358         else if (crash)
359         {
360                 // LordHavoc: Sys_Error was *ANNOYING*
361                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
362         }
363
364         // no errors occurred
365         mod->loaded = true;
366         return mod;
367 }
368
369 void Mod_CheckLoaded(model_t *mod)
370 {
371         if (mod)
372         {
373                 if (!mod->loaded)
374                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
375                 else
376                 {
377                         //if (mod->type == mod_invalid)
378                         //      Host_Error("Mod_CheckLoaded: invalid model\n");
379                         mod->used = true;
380                         return;
381                 }
382         }
383 }
384
385 /*
386 ===================
387 Mod_ClearAll
388 ===================
389 */
390 void Mod_ClearAll(void)
391 {
392 }
393
394 void Mod_ClearUsed(void)
395 {
396         int i;
397         model_t *mod;
398
399         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
400                 if (mod->name[0])
401                         mod->used = false;
402 }
403
404 void Mod_PurgeUnused(void)
405 {
406         int i;
407         model_t *mod;
408
409         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
410                 if (mod->name[0])
411                         if (!mod->used)
412                                 Mod_FreeModel(mod);
413 }
414
415 void Mod_LoadModels(void)
416 {
417         int i;
418         model_t *mod;
419
420         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
421                 if (mod->name[0])
422                         if (mod->used)
423                                 Mod_CheckLoaded(mod);
424 }
425
426 /*
427 ==================
428 Mod_FindName
429
430 ==================
431 */
432 model_t *Mod_FindName(const char *name)
433 {
434         int i;
435         model_t *mod, *freemod;
436
437         if (!name[0])
438                 Host_Error ("Mod_ForName: NULL name");
439
440 // search the currently loaded models
441         freemod = NULL;
442         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
443         {
444                 if (mod->name[0])
445                 {
446                         if (!strcmp (mod->name, name))
447                         {
448                                 mod->used = true;
449                                 return mod;
450                         }
451                 }
452                 else if (freemod == NULL)
453                         freemod = mod;
454         }
455
456         if (freemod)
457         {
458                 mod = freemod;
459                 strcpy (mod->name, name);
460                 mod->loaded = false;
461                 mod->used = true;
462                 return mod;
463         }
464
465         Host_Error ("Mod_FindName: ran out of models\n");
466         return NULL;
467 }
468
469 /*
470 ==================
471 Mod_ForName
472
473 Loads in a model for the given name
474 ==================
475 */
476 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
477 {
478         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
479 }
480
481 qbyte *mod_base;
482
483
484 //=============================================================================
485
486 /*
487 ================
488 Mod_Print
489 ================
490 */
491 static void Mod_Print(void)
492 {
493         int             i;
494         model_t *mod;
495
496         Con_Print("Loaded models:\n");
497         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
498                 if (mod->name[0])
499                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
500 }
501
502 /*
503 ================
504 Mod_Precache
505 ================
506 */
507 static void Mod_Precache(void)
508 {
509         if (Cmd_Argc() == 2)
510                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
511         else
512                 Con_Print("usage: modelprecache <filename>\n");
513 }
514
515 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
516 {
517         int i, count;
518         qbyte *used;
519         used = Mem_Alloc(tempmempool, numvertices);
520         memset(used, 0, numvertices);
521         for (i = 0;i < numelements;i++)
522                 used[elements[i]] = 1;
523         for (i = 0, count = 0;i < numvertices;i++)
524                 remapvertices[i] = used[i] ? count++ : -1;
525         Mem_Free(used);
526         return count;
527 }
528
529 #if 1
530 // fast way, using an edge hash
531 #define TRIANGLEEDGEHASH 16384
532 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
533 {
534         int i, j, p, e1, e2, *n, hashindex, count, match;
535         const int *e;
536         typedef struct edgehashentry_s
537         {
538                 struct edgehashentry_s *next;
539                 int triangle;
540                 int element[2];
541         }
542         edgehashentry_t;
543         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
544         memset(edgehash, 0, sizeof(edgehash));
545         edgehashentries = edgehashentriesbuffer;
546         // if there are too many triangles for the stack array, allocate larger buffer
547         if (numtriangles > TRIANGLEEDGEHASH)
548                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
549         // find neighboring triangles
550         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
551         {
552                 for (j = 0, p = 2;j < 3;p = j, j++)
553                 {
554                         e1 = e[p];
555                         e2 = e[j];
556                         // this hash index works for both forward and backward edges
557                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
558                         hash = edgehashentries + i * 3 + j;
559                         hash->next = edgehash[hashindex];
560                         edgehash[hashindex] = hash;
561                         hash->triangle = i;
562                         hash->element[0] = e1;
563                         hash->element[1] = e2;
564                 }
565         }
566         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
567         {
568                 for (j = 0, p = 2;j < 3;p = j, j++)
569                 {
570                         e1 = e[p];
571                         e2 = e[j];
572                         // this hash index works for both forward and backward edges
573                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
574                         count = 0;
575                         match = -1;
576                         for (hash = edgehash[hashindex];hash;hash = hash->next)
577                         {
578                                 if (hash->element[0] == e2 && hash->element[1] == e1)
579                                 {
580                                         if (hash->triangle != i)
581                                                 match = hash->triangle;
582                                         count++;
583                                 }
584                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
585                                         count++;
586                         }
587                         // detect edges shared by three triangles and make them seams
588                         if (count > 2)
589                                 match = -1;
590                         n[p] = match;
591                 }
592         }
593         // free the allocated buffer
594         if (edgehashentries != edgehashentriesbuffer)
595                 Mem_Free(edgehashentries);
596 }
597 #else
598 // very slow but simple way
599 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
600 {
601         int i, match, count;
602         count = 0;
603         match = -1;
604         for (i = 0;i < numtriangles;i++, elements += 3)
605         {
606                      if ((elements[0] == start && elements[1] == end)
607                       || (elements[1] == start && elements[2] == end)
608                       || (elements[2] == start && elements[0] == end))
609                 {
610                         if (i != ignore)
611                                 match = i;
612                         count++;
613                 }
614                 else if ((elements[1] == start && elements[0] == end)
615                       || (elements[2] == start && elements[1] == end)
616                       || (elements[0] == start && elements[2] == end))
617                         count++;
618         }
619         // detect edges shared by three triangles and make them seams
620         if (count > 2)
621                 match = -1;
622         return match;
623 }
624
625 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
626 {
627         int i, *n;
628         const int *e;
629         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
630         {
631                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
632                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
633                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
634         }
635 }
636 #endif
637
638 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
639 {
640         int i;
641         for (i = 0;i < numtriangles * 3;i++)
642                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
643                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
644 }
645
646 // warning: this is an expensive function!
647 void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
648 {
649         int i, tnum;
650         float normal[3], *v;
651         const int *e;
652         // clear the vectors
653         memset(normal3f, 0, numverts * sizeof(float[3]));
654         // process each vertex of each triangle and accumulate the results
655         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
656         {
657                 TriangleNormal(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, normal);
658                 VectorNormalize(normal);
659                 v = normal3f + e[0] * 3;
660                 v[0] += normal[0];
661                 v[1] += normal[1];
662                 v[2] += normal[2];
663                 v = normal3f + e[1] * 3;
664                 v[0] += normal[0];
665                 v[1] += normal[1];
666                 v[2] += normal[2];
667                 v = normal3f + e[2] * 3;
668                 v[0] += normal[0];
669                 v[1] += normal[1];
670                 v[2] += normal[2];
671         }
672         // now we could divide the vectors by the number of averaged values on
673         // each vertex...  but instead normalize them
674         for (i = 0, v = normal3f;i < numverts;i++, v += 3)
675                 VectorNormalize(v);
676 }
677
678 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)
679 {
680         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
681         // 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
682         // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
683
684         // 6 multiply, 9 subtract
685         VectorSubtract(v1, v0, v10);
686         VectorSubtract(v2, v0, v20);
687         normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
688         normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
689         normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
690         // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
691         VectorNormalize(normal3f);
692         // 12 multiply, 10 subtract
693         tc10[1] = tc1[1] - tc0[1];
694         tc20[1] = tc2[1] - tc0[1];
695         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
696         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
697         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
698         tc10[0] = tc1[0] - tc0[0];
699         tc20[0] = tc2[0] - tc0[0];
700         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
701         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
702         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
703         // 12 multiply, 4 add, 6 subtract
704         f = DotProduct(svector3f, normal3f);
705         svector3f[0] -= f * normal3f[0];
706         svector3f[1] -= f * normal3f[1];
707         svector3f[2] -= f * normal3f[2];
708         f = DotProduct(tvector3f, normal3f);
709         tvector3f[0] -= f * normal3f[0];
710         tvector3f[1] -= f * normal3f[1];
711         tvector3f[2] -= f * normal3f[2];
712         // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
713         VectorNormalize(svector3f);
714         VectorNormalize(tvector3f);
715         // if texture is mapped the wrong way (counterclockwise), the tangents
716         // have to be flipped, this is detected by calculating a normal from the
717         // two tangents, and seeing if it is opposite the surface normal
718         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
719         CrossProduct(tvector3f, svector3f, tangentcross);
720         if (DotProduct(tangentcross, normal3f) < 0)
721         {
722                 VectorNegate(svector3f, svector3f);
723                 VectorNegate(tvector3f, tvector3f);
724         }
725 }
726
727 // warning: this is a very expensive function!
728 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
729 {
730         int i, tnum;
731         float sdir[3], tdir[3], normal[3], *v;
732         const int *e;
733         // clear the vectors
734         if (svector3f)
735                 memset(svector3f, 0, numverts * sizeof(float[3]));
736         if (tvector3f)
737                 memset(tvector3f, 0, numverts * sizeof(float[3]));
738         if (normal3f)
739                 memset(normal3f, 0, numverts * sizeof(float[3]));
740         // process each vertex of each triangle and accumulate the results
741         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
742         {
743                 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);
744                 if (svector3f)
745                 {
746                         for (i = 0;i < 3;i++)
747                         {
748                                 svector3f[e[i]*3  ] += sdir[0];
749                                 svector3f[e[i]*3+1] += sdir[1];
750                                 svector3f[e[i]*3+2] += sdir[2];
751                         }
752                 }
753                 if (tvector3f)
754                 {
755                         for (i = 0;i < 3;i++)
756                         {
757                                 tvector3f[e[i]*3  ] += tdir[0];
758                                 tvector3f[e[i]*3+1] += tdir[1];
759                                 tvector3f[e[i]*3+2] += tdir[2];
760                         }
761                 }
762                 if (normal3f)
763                 {
764                         for (i = 0;i < 3;i++)
765                         {
766                                 normal3f[e[i]*3  ] += normal[0];
767                                 normal3f[e[i]*3+1] += normal[1];
768                                 normal3f[e[i]*3+2] += normal[2];
769                         }
770                 }
771         }
772         // now we could divide the vectors by the number of averaged values on
773         // each vertex...  but instead normalize them
774         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
775         if (svector3f)
776                 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
777                         VectorNormalize(v);
778         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
779         if (tvector3f)
780                 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
781                         VectorNormalize(v);
782         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
783         if (normal3f)
784                 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
785                         VectorNormalize(v);
786 }
787
788 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, int numcollisionvertices, int numcollisiontriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors)
789 {
790         surfmesh_t *mesh;
791         qbyte *data;
792         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]));
793         mesh->num_vertices = numvertices;
794         mesh->num_triangles = numtriangles;
795         mesh->num_collisionvertices = numcollisionvertices;
796         mesh->num_collisiontriangles = numcollisiontriangles;
797         data = (qbyte *)(mesh + 1);
798         if (mesh->num_vertices)
799         {
800                 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
801                 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
802                 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
803                 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
804                 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
805                 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
806                 if (detailtexcoords)
807                         mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
808                 if (vertexcolors)
809                         mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
810                 if (lightmapoffsets)
811                         mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
812         }
813         if (mesh->num_triangles)
814         {
815                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
816                 mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
817         }
818         if (mesh->num_collisionvertices)
819                 mesh->data_collisionvertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_collisionvertices;
820         if (mesh->num_collisiontriangles)
821                 mesh->data_collisionelement3i = (int *)data, data += sizeof(int[3]) * mesh->num_collisiontriangles;
822         return mesh;
823 }
824
825 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)
826 {
827         shadowmesh_t *newmesh;
828         qbyte *data;
829         int size;
830         size = sizeof(shadowmesh_t);
831         size += maxverts * sizeof(float[3]);
832         if (light)
833                 size += maxverts * sizeof(float[11]);
834         size += maxtriangles * sizeof(int[3]);
835         if (neighbors)
836                 size += maxtriangles * sizeof(int[3]);
837         if (expandable)
838                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
839         data = Mem_Alloc(mempool, size);
840         newmesh = (void *)data;data += sizeof(*newmesh);
841         newmesh->map_diffuse = map_diffuse;
842         newmesh->map_specular = map_specular;
843         newmesh->map_normal = map_normal;
844         newmesh->maxverts = maxverts;
845         newmesh->maxtriangles = maxtriangles;
846         newmesh->numverts = 0;
847         newmesh->numtriangles = 0;
848
849         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
850         if (light)
851         {
852                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
853                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
854                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
855                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
856         }
857         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
858         if (neighbors)
859         {
860                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
861         }
862         if (expandable)
863         {
864                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
865                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
866         }
867         return newmesh;
868 }
869
870 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
871 {
872         shadowmesh_t *newmesh;
873         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
874         newmesh->numverts = oldmesh->numverts;
875         newmesh->numtriangles = oldmesh->numtriangles;
876
877         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
878         if (newmesh->svector3f && oldmesh->svector3f)
879         {
880                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
881                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
882                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
883                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
884         }
885         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
886         if (newmesh->neighbor3i && oldmesh->neighbor3i)
887                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
888         return newmesh;
889 }
890
891 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
892 {
893         int hashindex, vnum;
894         shadowmeshvertexhash_t *hash;
895         // this uses prime numbers intentionally
896         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
897         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
898         {
899                 vnum = (hash - mesh->vertexhashentries);
900                 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]))
901                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
902                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
903                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
904                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
905                         return hash - mesh->vertexhashentries;
906         }
907         vnum = mesh->numverts++;
908         hash = mesh->vertexhashentries + vnum;
909         hash->next = mesh->vertexhashtable[hashindex];
910         mesh->vertexhashtable[hashindex] = hash;
911         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
912         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
913         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
914         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
915         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
916         return vnum;
917 }
918
919 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
920 {
921         if (mesh->numtriangles == 0)
922         {
923                 // set the properties on this empty mesh to be more favorable...
924                 // (note: this case only occurs for the first triangle added to a new mesh chain)
925                 mesh->map_diffuse = map_diffuse;
926                 mesh->map_specular = map_specular;
927                 mesh->map_normal = map_normal;
928         }
929         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)
930         {
931                 if (mesh->next == NULL)
932                         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);
933                 mesh = mesh->next;
934         }
935         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
936         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
937         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
938         mesh->numtriangles++;
939 }
940
941 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)
942 {
943         int i, j, e;
944         float vbuf[3*14], *v;
945         memset(vbuf, 0, sizeof(vbuf));
946         for (i = 0;i < numtris;i++)
947         {
948                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
949                 {
950                         e = *element3i++;
951                         if (vertex3f)
952                         {
953                                 v[0] = vertex3f[e * 3 + 0];
954                                 v[1] = vertex3f[e * 3 + 1];
955                                 v[2] = vertex3f[e * 3 + 2];
956                         }
957                         if (svector3f)
958                         {
959                                 v[3] = svector3f[e * 3 + 0];
960                                 v[4] = svector3f[e * 3 + 1];
961                                 v[5] = svector3f[e * 3 + 2];
962                         }
963                         if (tvector3f)
964                         {
965                                 v[6] = tvector3f[e * 3 + 0];
966                                 v[7] = tvector3f[e * 3 + 1];
967                                 v[8] = tvector3f[e * 3 + 2];
968                         }
969                         if (normal3f)
970                         {
971                                 v[9] = normal3f[e * 3 + 0];
972                                 v[10] = normal3f[e * 3 + 1];
973                                 v[11] = normal3f[e * 3 + 2];
974                         }
975                         if (texcoord2f)
976                         {
977                                 v[12] = texcoord2f[e * 2 + 0];
978                                 v[13] = texcoord2f[e * 2 + 1];
979                         }
980                 }
981                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
982         }
983 }
984
985 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)
986 {
987         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
988 }
989
990 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
991 {
992         shadowmesh_t *mesh, *newmesh, *nextmesh;
993         // reallocate meshs to conserve space
994         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
995         {
996                 nextmesh = mesh->next;
997                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
998                 {
999                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1000                         newmesh->next = firstmesh;
1001                         firstmesh = newmesh;
1002                 }
1003                 Mem_Free(mesh);
1004         }
1005         return firstmesh;
1006 }
1007
1008 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1009 {
1010         int i;
1011         shadowmesh_t *mesh;
1012         vec3_t nmins, nmaxs, ncenter, temp;
1013         float nradius2, dist2, *v;
1014         // calculate bbox
1015         for (mesh = firstmesh;mesh;mesh = mesh->next)
1016         {
1017                 if (mesh == firstmesh)
1018                 {
1019                         VectorCopy(mesh->vertex3f, nmins);
1020                         VectorCopy(mesh->vertex3f, nmaxs);
1021                 }
1022                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1023                 {
1024                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1025                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1026                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1027                 }
1028         }
1029         // calculate center and radius
1030         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1031         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1032         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1033         nradius2 = 0;
1034         for (mesh = firstmesh;mesh;mesh = mesh->next)
1035         {
1036                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1037                 {
1038                         VectorSubtract(v, ncenter, temp);
1039                         dist2 = DotProduct(temp, temp);
1040                         if (nradius2 < dist2)
1041                                 nradius2 = dist2;
1042                 }
1043         }
1044         // return data
1045         if (mins)
1046                 VectorCopy(nmins, mins);
1047         if (maxs)
1048                 VectorCopy(nmaxs, maxs);
1049         if (center)
1050                 VectorCopy(ncenter, center);
1051         if (radius)
1052                 *radius = sqrt(nradius2);
1053 }
1054
1055 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1056 {
1057         shadowmesh_t *nextmesh;
1058         for (;mesh;mesh = nextmesh)
1059         {
1060                 nextmesh = mesh->next;
1061                 Mem_Free(mesh);
1062         }
1063 }
1064
1065 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
1066 {
1067         int i;
1068         for (i = 0;i < width*height;i++)
1069                 if (((qbyte *)&palette[in[i]])[3] > 0)
1070                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1071         return NULL;
1072 }
1073
1074 static int detailtexturecycle = 0;
1075 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
1076 {
1077         imageskin_t s;
1078         memset(skinframe, 0, sizeof(*skinframe));
1079         if (!image_loadskin(&s, basename))
1080                 return false;
1081         if (usedetailtexture)
1082                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1083         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
1084         if (s.nmappixels != NULL)
1085                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
1086         if (s.glosspixels != NULL)
1087                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
1088         if (s.glowpixels != NULL && loadglowtexture)
1089                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
1090         if (s.maskpixels != NULL)
1091                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
1092         if (loadpantsandshirt)
1093         {
1094                 if (s.pantspixels != NULL)
1095                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1096                 if (s.shirtpixels != NULL)
1097                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1098         }
1099         image_freeskin(&s);
1100         return true;
1101 }
1102
1103 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
1104 {
1105         qbyte *temp1, *temp2;
1106         memset(skinframe, 0, sizeof(*skinframe));
1107         if (!skindata)
1108                 return false;
1109         if (usedetailtexture)
1110                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1111         if (r_shadow_bumpscale_basetexture.value > 0)
1112         {
1113                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
1114                 temp2 = temp1 + width * height * 4;
1115                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
1116                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1117                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
1118                 Mem_Free(temp1);
1119         }
1120         if (loadglowtexture)
1121         {
1122                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
1123                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
1124                 if (loadpantsandshirt)
1125                 {
1126                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1127                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1128                         if (skinframe->pants || skinframe->shirt)
1129                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
1130                 }
1131         }
1132         else
1133         {
1134                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
1135                 if (loadpantsandshirt)
1136                 {
1137                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1138                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1139                         if (skinframe->pants || skinframe->shirt)
1140                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
1141                 }
1142         }
1143         return true;
1144 }
1145
1146 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1147 {
1148         float v[3], tc[3];
1149         v[0] = ix;
1150         v[1] = iy;
1151         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1152                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1153         else
1154                 v[2] = 0;
1155         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1156         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1157         texcoord2f[0] = tc[0];
1158         texcoord2f[1] = tc[1];
1159 }
1160
1161 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)
1162 {
1163         float vup[3], vdown[3], vleft[3], vright[3];
1164         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1165         float sv[3], tv[3], nl[3];
1166         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1167         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1168         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1169         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1170         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1171         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1172         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1173         VectorAdd(svector3f, sv, svector3f);
1174         VectorAdd(tvector3f, tv, tvector3f);
1175         VectorAdd(normal3f, nl, normal3f);
1176         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1177         VectorAdd(svector3f, sv, svector3f);
1178         VectorAdd(tvector3f, tv, tvector3f);
1179         VectorAdd(normal3f, nl, normal3f);
1180         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1181         VectorAdd(svector3f, sv, svector3f);
1182         VectorAdd(tvector3f, tv, tvector3f);
1183         VectorAdd(normal3f, nl, normal3f);
1184 }
1185
1186 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)
1187 {
1188         int x, y, ix, iy, *e;
1189         e = element3i;
1190         for (y = 0;y < height;y++)
1191         {
1192                 for (x = 0;x < width;x++)
1193                 {
1194                         e[0] = (y + 1) * (width + 1) + (x + 0);
1195                         e[1] = (y + 0) * (width + 1) + (x + 0);
1196                         e[2] = (y + 1) * (width + 1) + (x + 1);
1197                         e[3] = (y + 0) * (width + 1) + (x + 0);
1198                         e[4] = (y + 0) * (width + 1) + (x + 1);
1199                         e[5] = (y + 1) * (width + 1) + (x + 1);
1200                         e += 6;
1201                 }
1202         }
1203         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1204         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1205                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1206                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1207 }
1208
1209 skinfile_t *Mod_LoadSkinFiles(void)
1210 {
1211         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1212         char *text;
1213         const char *data;
1214         skinfile_t *skinfile = NULL, *first = NULL;
1215         skinfileitem_t *skinfileitem;
1216         char word[10][MAX_QPATH];
1217         overridetagnameset_t tagsets[MAX_SKINS];
1218         overridetagname_t tags[256];
1219
1220 /*
1221 sample file:
1222 U_bodyBox,models/players/Legoman/BikerA2.tga
1223 U_RArm,models/players/Legoman/BikerA1.tga
1224 U_LArm,models/players/Legoman/BikerA1.tga
1225 U_armor,common/nodraw
1226 U_sword,common/nodraw
1227 U_shield,common/nodraw
1228 U_homb,common/nodraw
1229 U_backpack,common/nodraw
1230 U_colcha,common/nodraw
1231 tag_head,
1232 tag_weapon,
1233 tag_torso,
1234 */
1235         memset(tagsets, 0, sizeof(tagsets));
1236         memset(word, 0, sizeof(word));
1237         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1238         {
1239                 numtags = 0;
1240
1241                 // If it's the first file we parse
1242                 if (skinfile == NULL)
1243                 {
1244                         skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1245                         first = skinfile;
1246                 }
1247                 else
1248                 {
1249                         skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1250                         skinfile = skinfile->next;
1251                 }
1252                 skinfile->next = NULL;
1253
1254                 for(line = 0;;line++)
1255                 {
1256                         // parse line
1257                         if (!COM_ParseToken(&data, true))
1258                                 break;
1259                         if (!strcmp(com_token, "\n"))
1260                                 continue;
1261                         words = 0;
1262                         wordsoverflow = false;
1263                         do
1264                         {
1265                                 if (words < 10)
1266                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1267                                 else
1268                                         wordsoverflow = true;
1269                         }
1270                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1271                         if (wordsoverflow)
1272                         {
1273                                 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);
1274                                 continue;
1275                         }
1276                         // words is always >= 1
1277                         if (!strcmp(word[0], "replace"))
1278                         {
1279                                 if (words == 3)
1280                                 {
1281                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1282                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1283                                         skinfileitem->next = skinfile->items;
1284                                         skinfile->items = skinfileitem;
1285                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1286                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1287                                 }
1288                                 else
1289                                         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]);
1290                         }
1291                         else if (words == 2 && !strcmp(word[1], ","))
1292                         {
1293                                 // tag name, like "tag_weapon,"
1294                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1295                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1296                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1297                                 numtags++;
1298                         }
1299                         else if (words == 3 && !strcmp(word[1], ","))
1300                         {
1301                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1302                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1303                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1304                                 skinfileitem->next = skinfile->items;
1305                                 skinfile->items = skinfileitem;
1306                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1307                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1308                         }
1309                         else
1310                                 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);
1311                 }
1312                 Mem_Free(text);
1313
1314                 if (numtags)
1315                 {
1316                         overridetagnameset_t *t;
1317                         t = tagsets + i;
1318                         t->num_overridetagnames = numtags;
1319                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1320                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1321                         tagsetsused = true;
1322                 }
1323         }
1324         if (tagsetsused)
1325         {
1326                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1327                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1328         }
1329         if (i)
1330                 loadmodel->numskins = i;
1331         return first;
1332 }
1333
1334 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1335 {
1336         skinfile_t *next;
1337         skinfileitem_t *skinfileitem, *nextitem;
1338         for (;skinfile;skinfile = next)
1339         {
1340                 next = skinfile->next;
1341                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1342                 {
1343                         nextitem = skinfileitem->next;
1344                         Mem_Free(skinfileitem);
1345                 }
1346                 Mem_Free(skinfile);
1347         }
1348 }
1349
1350 int Mod_CountSkinFiles(skinfile_t *skinfile)
1351 {
1352         int i;
1353         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1354         return i;
1355 }
1356
1357 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1358 {
1359         int i;
1360         double isnap = 1.0 / snap;
1361         for (i = 0;i < numvertices*numcomponents;i++)
1362                 vertices[i] = floor(vertices[i]*isnap)*snap;
1363 }
1364
1365 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1366 {
1367         int i, outtriangles;
1368         float d, edgedir[3], temp[3];
1369         // a degenerate triangle is one with no width (thickness, surface area)
1370         // these are characterized by having all 3 points colinear (along a line)
1371         // or having two points identical
1372         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1373         {
1374                 // calculate first edge
1375                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1376                 if (VectorLength2(edgedir) < 0.0001f)
1377                         continue; // degenerate first edge (no length)
1378                 VectorNormalize(edgedir);
1379                 // check if third point is on the edge (colinear)
1380                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1381                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1382                 if (VectorLength2(temp) < 0.0001f)
1383                         continue; // third point colinear with first edge
1384                 // valid triangle (no colinear points, no duplicate points)
1385                 VectorCopy(inelement3i, outelement3i);
1386                 outelement3i += 3;
1387                 outtriangles++;
1388         }
1389         return outtriangles;
1390 }
1391