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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: was 512
34 #define MAX_MOD_KNOWN (MAX_MODELS + 256)
35 static model_t mod_known[MAX_MOD_KNOWN];
36
37 static void mod_start(void)
38 {
39         int i;
40         for (i = 0;i < MAX_MOD_KNOWN;i++)
41                 if (mod_known[i].name[0])
42                         Mod_UnloadModel(&mod_known[i]);
43         Mod_LoadModels();
44 }
45
46 static void mod_shutdown(void)
47 {
48         int i;
49         for (i = 0;i < MAX_MOD_KNOWN;i++)
50                 if (mod_known[i].name[0])
51                         Mod_UnloadModel(&mod_known[i]);
52 }
53
54 static void mod_newmap(void)
55 {
56         msurface_t *surface;
57         int i, surfacenum, ssize, tsize;
58
59         if (!cl_stainmaps_clearonload.integer)
60                 return;
61
62         for (i = 0;i < MAX_MOD_KNOWN;i++)
63         {
64                 if (mod_known[i].name[0])
65                 {
66                         for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
67                         {
68                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
69                                 {
70                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
71                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
72                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
73                                         surface->cached_dlight = true;
74                                 }
75                         }
76                 }
77         }
78 }
79
80 /*
81 ===============
82 Mod_Init
83 ===============
84 */
85 static void Mod_Print(void);
86 static void Mod_Precache (void);
87 void Mod_Init (void)
88 {
89         Mod_BrushInit();
90         Mod_AliasInit();
91         Mod_SpriteInit();
92
93         Cvar_RegisterVariable(&r_mipskins);
94         Cmd_AddCommand ("modellist", Mod_Print);
95         Cmd_AddCommand ("modelprecache", Mod_Precache);
96 }
97
98 void Mod_RenderInit(void)
99 {
100         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
101 }
102
103 void Mod_FreeModel (model_t *mod)
104 {
105         R_FreeTexturePool(&mod->texturepool);
106         Mem_FreePool(&mod->mempool);
107
108         // clear the struct to make it available
109         memset(mod, 0, sizeof(model_t));
110 }
111
112 void Mod_UnloadModel (model_t *mod)
113 {
114         char name[MAX_QPATH];
115         qboolean isworldmodel;
116         qboolean used;
117         strcpy(name, mod->name);
118         isworldmodel = mod->isworldmodel;
119         used = mod->used;
120         Mod_FreeModel(mod);
121         strcpy(mod->name, name);
122         mod->isworldmodel = isworldmodel;
123         mod->used = used;
124         mod->loaded = false;
125 }
126
127 /*
128 ==================
129 Mod_LoadModel
130
131 Loads a model
132 ==================
133 */
134 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
135 {
136         int num;
137         unsigned int crc;
138         void *buf;
139
140         mod->used = true;
141
142         if (mod->name[0] == '*') // submodel
143                 return mod;
144
145         crc = 0;
146         buf = NULL;
147         if (mod->isworldmodel != isworldmodel)
148                 mod->loaded = false;
149         if (!mod->loaded || checkdisk)
150         {
151                 if (checkdisk && mod->loaded)
152                         Con_DPrintf("checking model %s\n", mod->name);
153                 buf = FS_LoadFile (mod->name, tempmempool, false);
154                 if (buf)
155                 {
156                         crc = CRC_Block(buf, fs_filesize);
157                         if (mod->crc != crc)
158                                 mod->loaded = false;
159                 }
160         }
161         if (mod->loaded)
162                 return mod; // already loaded
163
164         Con_DPrintf("loading model %s\n", mod->name);
165         // LordHavoc: unload the existing model in this slot (if there is one)
166         Mod_UnloadModel(mod);
167
168         // load the model
169         mod->isworldmodel = isworldmodel;
170         mod->used = true;
171         mod->crc = crc;
172         // errors can prevent the corresponding mod->loaded = true;
173         mod->loaded = false;
174
175         // default model radius and bounding box (mainly for missing models)
176         mod->radius = 16;
177         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
178         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
179         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
180         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
181         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
182         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
183
184         // all models use memory, so allocate a memory pool
185         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
186         // all models load textures, so allocate a texture pool
187         if (cls.state != ca_dedicated)
188                 mod->texturepool = R_AllocTexturePool();
189
190         if (buf)
191         {
192                 char *bufend = (char *)buf + fs_filesize;
193                 num = LittleLong(*((int *)buf));
194                 // call the apropriate loader
195                 loadmodel = mod;
196                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
197                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
198                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
199                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
200                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
201                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
202                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
203                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
204                 else if (!strcmp(buf, "ACTRHEAD")) Mod_PSKMODEL_Load(mod, buf, bufend);
205                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
206                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
207                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
208                 Mem_Free(buf);
209         }
210         else if (crash)
211         {
212                 // LordHavoc: Sys_Error was *ANNOYING*
213                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
214         }
215
216         // no errors occurred
217         mod->loaded = true;
218         return mod;
219 }
220
221 /*
222 ===================
223 Mod_ClearAll
224 ===================
225 */
226 void Mod_ClearAll(void)
227 {
228 }
229
230 void Mod_ClearUsed(void)
231 {
232         int i;
233         model_t *mod;
234
235         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
236                 if (mod->name[0])
237                         mod->used = false;
238 }
239
240 void Mod_PurgeUnused(void)
241 {
242         int i;
243         model_t *mod;
244
245         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
246                 if (mod->name[0])
247                         if (!mod->used)
248                                 Mod_FreeModel(mod);
249 }
250
251 // only used during loading!
252 void Mod_RemoveStaleWorldModels(model_t *skip)
253 {
254         int i;
255         for (i = 0;i < MAX_MOD_KNOWN;i++)
256                 if (mod_known[i].isworldmodel && skip != &mod_known[i])
257                         Mod_UnloadModel(mod_known + i);
258 }
259
260 void Mod_LoadModels(void)
261 {
262         int i;
263         model_t *mod;
264
265         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
266                 if (mod->name[0])
267                         if (mod->used)
268                                 Mod_CheckLoaded(mod);
269 }
270
271 /*
272 ==================
273 Mod_FindName
274
275 ==================
276 */
277 model_t *Mod_FindName(const char *name)
278 {
279         int i;
280         model_t *mod, *freemod;
281
282         if (!name[0])
283                 Host_Error ("Mod_ForName: NULL name");
284
285 // search the currently loaded models
286         freemod = NULL;
287         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
288         {
289                 if (mod->name[0])
290                 {
291                         if (!strcmp (mod->name, name))
292                         {
293                                 mod->used = true;
294                                 return mod;
295                         }
296                 }
297                 else if (freemod == NULL)
298                         freemod = mod;
299         }
300
301         if (freemod)
302         {
303                 mod = freemod;
304                 strcpy (mod->name, name);
305                 mod->loaded = false;
306                 mod->used = true;
307                 return mod;
308         }
309
310         Host_Error ("Mod_FindName: ran out of models\n");
311         return NULL;
312 }
313
314 /*
315 ==================
316 Mod_ForName
317
318 Loads in a model for the given name
319 ==================
320 */
321 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
322 {
323         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
324 }
325
326 qbyte *mod_base;
327
328
329 //=============================================================================
330
331 /*
332 ================
333 Mod_Print
334 ================
335 */
336 static void Mod_Print(void)
337 {
338         int             i;
339         model_t *mod;
340
341         Con_Print("Loaded models:\n");
342         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
343                 if (mod->name[0])
344                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
345 }
346
347 /*
348 ================
349 Mod_Precache
350 ================
351 */
352 static void Mod_Precache(void)
353 {
354         if (Cmd_Argc() == 2)
355                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
356         else
357                 Con_Print("usage: modelprecache <filename>\n");
358 }
359
360 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
361 {
362         int i, count;
363         qbyte *used;
364         used = Mem_Alloc(tempmempool, numvertices);
365         memset(used, 0, numvertices);
366         for (i = 0;i < numelements;i++)
367                 used[elements[i]] = 1;
368         for (i = 0, count = 0;i < numvertices;i++)
369                 remapvertices[i] = used[i] ? count++ : -1;
370         Mem_Free(used);
371         return count;
372 }
373
374 #if 1
375 // fast way, using an edge hash
376 #define TRIANGLEEDGEHASH 8192
377 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
378 {
379         int i, j, p, e1, e2, *n, hashindex, count, match;
380         const int *e;
381         typedef struct edgehashentry_s
382         {
383                 struct edgehashentry_s *next;
384                 int triangle;
385                 int element[2];
386         }
387         edgehashentry_t;
388         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
389         memset(edgehash, 0, sizeof(edgehash));
390         edgehashentries = edgehashentriesbuffer;
391         // if there are too many triangles for the stack array, allocate larger buffer
392         if (numtriangles > TRIANGLEEDGEHASH)
393                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
394         // find neighboring triangles
395         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
396         {
397                 for (j = 0, p = 2;j < 3;p = j, j++)
398                 {
399                         e1 = e[p];
400                         e2 = e[j];
401                         // this hash index works for both forward and backward edges
402                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
403                         hash = edgehashentries + i * 3 + j;
404                         hash->next = edgehash[hashindex];
405                         edgehash[hashindex] = hash;
406                         hash->triangle = i;
407                         hash->element[0] = e1;
408                         hash->element[1] = e2;
409                 }
410         }
411         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
412         {
413                 for (j = 0, p = 2;j < 3;p = j, j++)
414                 {
415                         e1 = e[p];
416                         e2 = e[j];
417                         // this hash index works for both forward and backward edges
418                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
419                         count = 0;
420                         match = -1;
421                         for (hash = edgehash[hashindex];hash;hash = hash->next)
422                         {
423                                 if (hash->element[0] == e2 && hash->element[1] == e1)
424                                 {
425                                         if (hash->triangle != i)
426                                                 match = hash->triangle;
427                                         count++;
428                                 }
429                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
430                                         count++;
431                         }
432                         // detect edges shared by three triangles and make them seams
433                         if (count > 2)
434                                 match = -1;
435                         n[p] = match;
436                 }
437         }
438         // free the allocated buffer
439         if (edgehashentries != edgehashentriesbuffer)
440                 Mem_Free(edgehashentries);
441 }
442 #else
443 // very slow but simple way
444 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
445 {
446         int i, match, count;
447         count = 0;
448         match = -1;
449         for (i = 0;i < numtriangles;i++, elements += 3)
450         {
451                      if ((elements[0] == start && elements[1] == end)
452                       || (elements[1] == start && elements[2] == end)
453                       || (elements[2] == start && elements[0] == end))
454                 {
455                         if (i != ignore)
456                                 match = i;
457                         count++;
458                 }
459                 else if ((elements[1] == start && elements[0] == end)
460                       || (elements[2] == start && elements[1] == end)
461                       || (elements[0] == start && elements[2] == end))
462                         count++;
463         }
464         // detect edges shared by three triangles and make them seams
465         if (count > 2)
466                 match = -1;
467         return match;
468 }
469
470 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
471 {
472         int i, *n;
473         const int *e;
474         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
475         {
476                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
477                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
478                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
479         }
480 }
481 #endif
482
483 void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline)
484 {
485         int i, warned = false;
486         for (i = 0;i < numtriangles * 3;i++)
487         {
488                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
489                 {
490                         if (!warned)
491                         {
492                                 warned = true;
493                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
494                         }
495                         elements[i] = 0;
496                 }
497         }
498 }
499
500 // warning: this is an expensive function!
501 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
502 {
503         int i, j;
504         const int *element;
505         float *vectorNormal;
506         float areaNormal[3];
507         // clear the vectors
508         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
509         // process each vertex of each triangle and accumulate the results
510         // use area-averaging, to make triangles with a big area have a bigger
511         // weighting on the vertex normal than triangles with a small area
512         // to do so, just add the 'normals' together (the bigger the area
513         // the greater the length of the normal is
514         element = elements;
515         for (i = 0; i < numtriangles; i++, element += 3)
516         {
517                 TriangleNormal(
518                         vertex3f + element[0] * 3,
519                         vertex3f + element[1] * 3,
520                         vertex3f + element[2] * 3,
521                         areaNormal
522                         );
523
524                 if (!areaweighting)
525                         VectorNormalize(areaNormal);
526
527                 for (j = 0;j < 3;j++)
528                 {
529                         vectorNormal = normal3f + element[j] * 3;
530                         vectorNormal[0] += areaNormal[0];
531                         vectorNormal[1] += areaNormal[1];
532                         vectorNormal[2] += areaNormal[2];
533                 }
534         }
535         // and just normalize the accumulated vertex normal in the end
536         vectorNormal = normal3f + 3 * firstvertex;
537         for (i = 0; i < numvertices; i++, vectorNormal += 3)
538                 VectorNormalize(vectorNormal);
539 }
540
541 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)
542 {
543         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
544         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
545         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
546
547         // 6 multiply, 9 subtract
548         VectorSubtract(v1, v0, v10);
549         VectorSubtract(v2, v0, v20);
550         normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
551         normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
552         normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
553         // 12 multiply, 10 subtract
554         tc10[1] = tc1[1] - tc0[1];
555         tc20[1] = tc2[1] - tc0[1];
556         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
557         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
558         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
559         tc10[0] = tc1[0] - tc0[0];
560         tc20[0] = tc2[0] - tc0[0];
561         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
562         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
563         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
564         // 12 multiply, 4 add, 6 subtract
565         f = DotProduct(svector3f, normal3f);
566         svector3f[0] -= f * normal3f[0];
567         svector3f[1] -= f * normal3f[1];
568         svector3f[2] -= f * normal3f[2];
569         f = DotProduct(tvector3f, normal3f);
570         tvector3f[0] -= f * normal3f[0];
571         tvector3f[1] -= f * normal3f[1];
572         tvector3f[2] -= f * normal3f[2];
573         // if texture is mapped the wrong way (counterclockwise), the tangents
574         // have to be flipped, this is detected by calculating a normal from the
575         // two tangents, and seeing if it is opposite the surface normal
576         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
577         CrossProduct(tvector3f, svector3f, tangentcross);
578         if (DotProduct(tangentcross, normal3f) < 0)
579         {
580                 VectorNegate(svector3f, svector3f);
581                 VectorNegate(tvector3f, tvector3f);
582         }
583 }
584
585 // warning: this is a very expensive function!
586 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f, qboolean areaweighting)
587 {
588         int i, tnum;
589         float sdir[3], tdir[3], normal[3], *v;
590         const int *e;
591         // clear the vectors
592         if (svector3f)
593                 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
594         if (tvector3f)
595                 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
596         if (normal3f)
597                 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
598         // process each vertex of each triangle and accumulate the results
599         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
600         {
601                 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);
602                 if (!areaweighting)
603                 {
604                         VectorNormalize(sdir);
605                         VectorNormalize(tdir);
606                         VectorNormalize(normal);
607                 }
608                 if (svector3f)
609                         for (i = 0;i < 3;i++)
610                                 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
611                 if (tvector3f)
612                         for (i = 0;i < 3;i++)
613                                 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
614                 if (normal3f)
615                         for (i = 0;i < 3;i++)
616                                 VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
617         }
618         // now we could divide the vectors by the number of averaged values on
619         // each vertex...  but instead normalize them
620         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
621         if (svector3f)
622                 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
623                         VectorNormalize(v);
624         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
625         if (tvector3f)
626                 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
627                         VectorNormalize(v);
628         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
629         if (normal3f)
630                 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
631                         VectorNormalize(v);
632 }
633
634 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
635 {
636         surfmesh_t *mesh;
637         qbyte *data;
638         mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3 + (neighbors ? 3 : 0)) * sizeof(int));
639         mesh->num_vertices = numvertices;
640         mesh->num_triangles = numtriangles;
641         data = (qbyte *)(mesh + 1);
642         if (mesh->num_vertices)
643         {
644                 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
645                 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
646                 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
647                 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
648                 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
649                 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
650                 if (detailtexcoords)
651                         mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
652                 if (vertexcolors)
653                         mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
654                 if (lightmapoffsets)
655                         mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
656         }
657         if (mesh->num_triangles)
658         {
659                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
660                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
661                 if (neighbors)
662                         mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
663         }
664         return mesh;
665 }
666
667 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)
668 {
669         shadowmesh_t *newmesh;
670         qbyte *data;
671         int size;
672         size = sizeof(shadowmesh_t);
673         size += maxverts * sizeof(float[3]);
674         if (light)
675                 size += maxverts * sizeof(float[11]);
676         size += maxtriangles * sizeof(int[3]);
677         if (neighbors)
678                 size += maxtriangles * sizeof(int[3]);
679         if (expandable)
680                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
681         data = Mem_Alloc(mempool, size);
682         newmesh = (void *)data;data += sizeof(*newmesh);
683         newmesh->map_diffuse = map_diffuse;
684         newmesh->map_specular = map_specular;
685         newmesh->map_normal = map_normal;
686         newmesh->maxverts = maxverts;
687         newmesh->maxtriangles = maxtriangles;
688         newmesh->numverts = 0;
689         newmesh->numtriangles = 0;
690
691         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
692         if (light)
693         {
694                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
695                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
696                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
697                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
698         }
699         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
700         if (neighbors)
701         {
702                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
703         }
704         if (expandable)
705         {
706                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
707                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
708         }
709         return newmesh;
710 }
711
712 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
713 {
714         shadowmesh_t *newmesh;
715         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
716         newmesh->numverts = oldmesh->numverts;
717         newmesh->numtriangles = oldmesh->numtriangles;
718
719         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
720         if (newmesh->svector3f && oldmesh->svector3f)
721         {
722                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
723                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
724                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
725                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
726         }
727         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
728         if (newmesh->neighbor3i && oldmesh->neighbor3i)
729                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
730         return newmesh;
731 }
732
733 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
734 {
735         int hashindex, vnum;
736         shadowmeshvertexhash_t *hash;
737         // this uses prime numbers intentionally
738         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
739         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
740         {
741                 vnum = (hash - mesh->vertexhashentries);
742                 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]))
743                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
744                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
745                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
746                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
747                         return hash - mesh->vertexhashentries;
748         }
749         vnum = mesh->numverts++;
750         hash = mesh->vertexhashentries + vnum;
751         hash->next = mesh->vertexhashtable[hashindex];
752         mesh->vertexhashtable[hashindex] = hash;
753         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
754         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
755         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
756         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
757         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
758         return vnum;
759 }
760
761 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
762 {
763         if (mesh->numtriangles == 0)
764         {
765                 // set the properties on this empty mesh to be more favorable...
766                 // (note: this case only occurs for the first triangle added to a new mesh chain)
767                 mesh->map_diffuse = map_diffuse;
768                 mesh->map_specular = map_specular;
769                 mesh->map_normal = map_normal;
770         }
771         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)
772         {
773                 if (mesh->next == NULL)
774                         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);
775                 mesh = mesh->next;
776         }
777         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
778         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
779         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
780         mesh->numtriangles++;
781 }
782
783 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)
784 {
785         int i, j, e;
786         float vbuf[3*14], *v;
787         memset(vbuf, 0, sizeof(vbuf));
788         for (i = 0;i < numtris;i++)
789         {
790                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
791                 {
792                         e = *element3i++;
793                         if (vertex3f)
794                         {
795                                 v[0] = vertex3f[e * 3 + 0];
796                                 v[1] = vertex3f[e * 3 + 1];
797                                 v[2] = vertex3f[e * 3 + 2];
798                         }
799                         if (svector3f)
800                         {
801                                 v[3] = svector3f[e * 3 + 0];
802                                 v[4] = svector3f[e * 3 + 1];
803                                 v[5] = svector3f[e * 3 + 2];
804                         }
805                         if (tvector3f)
806                         {
807                                 v[6] = tvector3f[e * 3 + 0];
808                                 v[7] = tvector3f[e * 3 + 1];
809                                 v[8] = tvector3f[e * 3 + 2];
810                         }
811                         if (normal3f)
812                         {
813                                 v[9] = normal3f[e * 3 + 0];
814                                 v[10] = normal3f[e * 3 + 1];
815                                 v[11] = normal3f[e * 3 + 2];
816                         }
817                         if (texcoord2f)
818                         {
819                                 v[12] = texcoord2f[e * 2 + 0];
820                                 v[13] = texcoord2f[e * 2 + 1];
821                         }
822                 }
823                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
824         }
825 }
826
827 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)
828 {
829         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
830 }
831
832 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
833 {
834         shadowmesh_t *mesh, *newmesh, *nextmesh;
835         // reallocate meshs to conserve space
836         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
837         {
838                 nextmesh = mesh->next;
839                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
840                 {
841                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
842                         newmesh->next = firstmesh;
843                         firstmesh = newmesh;
844                 }
845                 Mem_Free(mesh);
846         }
847         return firstmesh;
848 }
849
850 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
851 {
852         int i;
853         shadowmesh_t *mesh;
854         vec3_t nmins, nmaxs, ncenter, temp;
855         float nradius2, dist2, *v;
856         // calculate bbox
857         for (mesh = firstmesh;mesh;mesh = mesh->next)
858         {
859                 if (mesh == firstmesh)
860                 {
861                         VectorCopy(mesh->vertex3f, nmins);
862                         VectorCopy(mesh->vertex3f, nmaxs);
863                 }
864                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
865                 {
866                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
867                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
868                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
869                 }
870         }
871         // calculate center and radius
872         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
873         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
874         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
875         nradius2 = 0;
876         for (mesh = firstmesh;mesh;mesh = mesh->next)
877         {
878                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
879                 {
880                         VectorSubtract(v, ncenter, temp);
881                         dist2 = DotProduct(temp, temp);
882                         if (nradius2 < dist2)
883                                 nradius2 = dist2;
884                 }
885         }
886         // return data
887         if (mins)
888                 VectorCopy(nmins, mins);
889         if (maxs)
890                 VectorCopy(nmaxs, maxs);
891         if (center)
892                 VectorCopy(ncenter, center);
893         if (radius)
894                 *radius = sqrt(nradius2);
895 }
896
897 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
898 {
899         shadowmesh_t *nextmesh;
900         for (;mesh;mesh = nextmesh)
901         {
902                 nextmesh = mesh->next;
903                 Mem_Free(mesh);
904         }
905 }
906
907 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
908 {
909         int i;
910         for (i = 0;i < width*height;i++)
911                 if (((qbyte *)&palette[in[i]])[3] > 0)
912                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
913         return NULL;
914 }
915
916 static int detailtexturecycle = 0;
917 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
918 {
919         imageskin_t s;
920         memset(skinframe, 0, sizeof(*skinframe));
921         if (!image_loadskin(&s, basename))
922                 return false;
923         if (usedetailtexture)
924                 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
925         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
926         if (s.nmappixels != NULL)
927                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
928         if (s.glosspixels != NULL)
929                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
930         if (s.glowpixels != NULL && loadglowtexture)
931                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
932         if (s.maskpixels != NULL)
933                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
934         if (loadpantsandshirt)
935         {
936                 if (s.pantspixels != NULL)
937                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
938                 if (s.shirtpixels != NULL)
939                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
940         }
941         image_freeskin(&s);
942         return true;
943 }
944
945 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
946 {
947         qbyte *temp1, *temp2;
948         memset(skinframe, 0, sizeof(*skinframe));
949         if (!skindata)
950                 return false;
951         if (usedetailtexture)
952                 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
953         if (r_shadow_bumpscale_basetexture.value > 0)
954         {
955                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
956                 temp2 = temp1 + width * height * 4;
957                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
958                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
959                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
960                 Mem_Free(temp1);
961         }
962         if (loadglowtexture)
963         {
964                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
965                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
966                 if (loadpantsandshirt)
967                 {
968                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
969                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
970                         if (skinframe->pants || skinframe->shirt)
971                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
972                 }
973         }
974         else
975         {
976                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
977                 if (loadpantsandshirt)
978                 {
979                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
980                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
981                         if (skinframe->pants || skinframe->shirt)
982                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
983                 }
984         }
985         return true;
986 }
987
988 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
989 {
990         float v[3], tc[3];
991         v[0] = ix;
992         v[1] = iy;
993         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
994                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
995         else
996                 v[2] = 0;
997         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
998         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
999         texcoord2f[0] = tc[0];
1000         texcoord2f[1] = tc[1];
1001 }
1002
1003 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)
1004 {
1005         float vup[3], vdown[3], vleft[3], vright[3];
1006         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1007         float sv[3], tv[3], nl[3];
1008         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1009         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1010         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1011         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1012         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1013         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1014         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1015         VectorAdd(svector3f, sv, svector3f);
1016         VectorAdd(tvector3f, tv, tvector3f);
1017         VectorAdd(normal3f, nl, normal3f);
1018         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1019         VectorAdd(svector3f, sv, svector3f);
1020         VectorAdd(tvector3f, tv, tvector3f);
1021         VectorAdd(normal3f, nl, normal3f);
1022         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1023         VectorAdd(svector3f, sv, svector3f);
1024         VectorAdd(tvector3f, tv, tvector3f);
1025         VectorAdd(normal3f, nl, normal3f);
1026 }
1027
1028 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)
1029 {
1030         int x, y, ix, iy, *e;
1031         e = element3i;
1032         for (y = 0;y < height;y++)
1033         {
1034                 for (x = 0;x < width;x++)
1035                 {
1036                         e[0] = (y + 1) * (width + 1) + (x + 0);
1037                         e[1] = (y + 0) * (width + 1) + (x + 0);
1038                         e[2] = (y + 1) * (width + 1) + (x + 1);
1039                         e[3] = (y + 0) * (width + 1) + (x + 0);
1040                         e[4] = (y + 0) * (width + 1) + (x + 1);
1041                         e[5] = (y + 1) * (width + 1) + (x + 1);
1042                         e += 6;
1043                 }
1044         }
1045         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1046         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1047                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1048                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1049 }
1050
1051 skinfile_t *Mod_LoadSkinFiles(void)
1052 {
1053         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1054         char *text;
1055         const char *data;
1056         skinfile_t *skinfile = NULL, *first = NULL;
1057         skinfileitem_t *skinfileitem;
1058         char word[10][MAX_QPATH];
1059         overridetagnameset_t tagsets[MAX_SKINS];
1060         overridetagname_t tags[256];
1061
1062 /*
1063 sample file:
1064 U_bodyBox,models/players/Legoman/BikerA2.tga
1065 U_RArm,models/players/Legoman/BikerA1.tga
1066 U_LArm,models/players/Legoman/BikerA1.tga
1067 U_armor,common/nodraw
1068 U_sword,common/nodraw
1069 U_shield,common/nodraw
1070 U_homb,common/nodraw
1071 U_backpack,common/nodraw
1072 U_colcha,common/nodraw
1073 tag_head,
1074 tag_weapon,
1075 tag_torso,
1076 */
1077         memset(tagsets, 0, sizeof(tagsets));
1078         memset(word, 0, sizeof(word));
1079         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1080         {
1081                 numtags = 0;
1082
1083                 // If it's the first file we parse
1084                 if (skinfile == NULL)
1085                 {
1086                         skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1087                         first = skinfile;
1088                 }
1089                 else
1090                 {
1091                         skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1092                         skinfile = skinfile->next;
1093                 }
1094                 skinfile->next = NULL;
1095
1096                 for(line = 0;;line++)
1097                 {
1098                         // parse line
1099                         if (!COM_ParseToken(&data, true))
1100                                 break;
1101                         if (!strcmp(com_token, "\n"))
1102                                 continue;
1103                         words = 0;
1104                         wordsoverflow = false;
1105                         do
1106                         {
1107                                 if (words < 10)
1108                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1109                                 else
1110                                         wordsoverflow = true;
1111                         }
1112                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1113                         if (wordsoverflow)
1114                         {
1115                                 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);
1116                                 continue;
1117                         }
1118                         // words is always >= 1
1119                         if (!strcmp(word[0], "replace"))
1120                         {
1121                                 if (words == 3)
1122                                 {
1123                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1124                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1125                                         skinfileitem->next = skinfile->items;
1126                                         skinfile->items = skinfileitem;
1127                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1128                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1129                                 }
1130                                 else
1131                                         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]);
1132                         }
1133                         else if (words == 2 && !strcmp(word[1], ","))
1134                         {
1135                                 // tag name, like "tag_weapon,"
1136                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1137                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1138                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1139                                 numtags++;
1140                         }
1141                         else if (words == 3 && !strcmp(word[1], ","))
1142                         {
1143                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1144                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1145                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1146                                 skinfileitem->next = skinfile->items;
1147                                 skinfile->items = skinfileitem;
1148                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1149                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1150                         }
1151                         else
1152                                 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);
1153                 }
1154                 Mem_Free(text);
1155
1156                 if (numtags)
1157                 {
1158                         overridetagnameset_t *t;
1159                         t = tagsets + i;
1160                         t->num_overridetagnames = numtags;
1161                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1162                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1163                         tagsetsused = true;
1164                 }
1165         }
1166         if (tagsetsused)
1167         {
1168                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1169                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1170         }
1171         if (i)
1172                 loadmodel->numskins = i;
1173         return first;
1174 }
1175
1176 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1177 {
1178         skinfile_t *next;
1179         skinfileitem_t *skinfileitem, *nextitem;
1180         for (;skinfile;skinfile = next)
1181         {
1182                 next = skinfile->next;
1183                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1184                 {
1185                         nextitem = skinfileitem->next;
1186                         Mem_Free(skinfileitem);
1187                 }
1188                 Mem_Free(skinfile);
1189         }
1190 }
1191
1192 int Mod_CountSkinFiles(skinfile_t *skinfile)
1193 {
1194         int i;
1195         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1196         return i;
1197 }
1198
1199 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1200 {
1201         int i;
1202         double isnap = 1.0 / snap;
1203         for (i = 0;i < numvertices*numcomponents;i++)
1204                 vertices[i] = floor(vertices[i]*isnap)*snap;
1205 }
1206
1207 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1208 {
1209         int i, outtriangles;
1210         float d, edgedir[3], temp[3];
1211         // a degenerate triangle is one with no width (thickness, surface area)
1212         // these are characterized by having all 3 points colinear (along a line)
1213         // or having two points identical
1214         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1215         {
1216                 // calculate first edge
1217                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1218                 if (VectorLength2(edgedir) < 0.0001f)
1219                         continue; // degenerate first edge (no length)
1220                 VectorNormalize(edgedir);
1221                 // check if third point is on the edge (colinear)
1222                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1223                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1224                 if (VectorLength2(temp) < 0.0001f)
1225                         continue; // third point colinear with first edge
1226                 // valid triangle (no colinear points, no duplicate points)
1227                 VectorCopy(inelement3i, outelement3i);
1228                 outelement3i += 3;
1229                 outtriangles++;
1230         }
1231         return outtriangles;
1232 }
1233