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fix very unreliable jumping (it was doing a stepdown back onto the floor instantly...
[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 }
198
199 /*
200 ===============
201 Mod_Init
202 ===============
203 */
204 static void Mod_Print(void);
205 static void Mod_Precache (void);
206 void Mod_Init (void)
207 {
208         Mod_BrushInit();
209         Mod_AliasInit();
210         Mod_SpriteInit();
211
212         Cvar_RegisterVariable(&r_mipskins);
213         Cmd_AddCommand ("modellist", Mod_Print);
214         Cmd_AddCommand ("modelprecache", Mod_Precache);
215 }
216
217 void Mod_RenderInit(void)
218 {
219         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
220 }
221
222 void Mod_FreeModel (model_t *mod)
223 {
224         R_FreeTexturePool(&mod->texturepool);
225         Mem_FreePool(&mod->mempool);
226
227         // clear the struct to make it available
228         memset(mod, 0, sizeof(model_t));
229 }
230
231 void Mod_UnloadModel (model_t *mod)
232 {
233         char name[MAX_QPATH];
234         qboolean isworldmodel;
235         strcpy(name, mod->name);
236         isworldmodel = mod->isworldmodel;
237         Mod_FreeModel(mod);
238         strcpy(mod->name, name);
239         mod->isworldmodel = isworldmodel;
240         mod->needload = true;
241 }
242
243 /*
244 ==================
245 Mod_LoadModel
246
247 Loads a model
248 ==================
249 */
250 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
251 {
252         int num;
253         unsigned int crc;
254         void *buf;
255
256         mod->used = true;
257
258         if (mod->name[0] == '*') // submodel
259                 return mod;
260
261         crc = 0;
262         buf = NULL;
263         if (mod->isworldmodel != isworldmodel)
264                 mod->needload = true;
265         if (mod->needload || checkdisk)
266         {
267                 if (checkdisk && !mod->needload)
268                         Con_DPrintf("checking model %s\n", mod->name);
269                 buf = FS_LoadFile (mod->name, tempmempool, false);
270                 if (buf)
271                 {
272                         crc = CRC_Block(buf, fs_filesize);
273                         if (mod->crc != crc)
274                                 mod->needload = true;
275                 }
276         }
277         if (!mod->needload)
278                 return mod; // already loaded
279
280         Con_DPrintf("loading model %s\n", mod->name);
281         // LordHavoc: unload the existing model in this slot (if there is one)
282         Mod_UnloadModel(mod);
283         // load the model
284         mod->isworldmodel = isworldmodel;
285         mod->used = true;
286         mod->crc = crc;
287         // errors can prevent the corresponding mod->needload = false;
288         mod->needload = true;
289
290         // default model radius and bounding box (mainly for missing models)
291         mod->radius = 16;
292         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
293         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
294         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
295         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
296         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
297         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
298
299         // all models use memory, so allocate a memory pool
300         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
301         // all models load textures, so allocate a texture pool
302         if (cls.state != ca_dedicated)
303                 mod->texturepool = R_AllocTexturePool();
304
305         if (buf)
306         {
307                 num = LittleLong(*((int *)buf));
308                 // call the apropriate loader
309                 loadmodel = mod;
310                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
311                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
312                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
313                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
314                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
315                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
316                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
317                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
318                 else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
319                 Mem_Free(buf);
320         }
321         else if (crash)
322         {
323                 // LordHavoc: Sys_Error was *ANNOYING*
324                 Con_Printf ("Mod_LoadModel: %s not found", mod->name);
325         }
326
327         // no errors occurred
328         mod->needload = false;
329         return mod;
330 }
331
332 void Mod_CheckLoaded(model_t *mod)
333 {
334         if (mod)
335         {
336                 if (mod->needload)
337                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
338                 else
339                 {
340                         //if (mod->type == mod_invalid)
341                         //      Host_Error("Mod_CheckLoaded: invalid model\n");
342                         mod->used = true;
343                         return;
344                 }
345         }
346 }
347
348 /*
349 ===================
350 Mod_ClearAll
351 ===================
352 */
353 void Mod_ClearAll(void)
354 {
355 }
356
357 void Mod_ClearUsed(void)
358 {
359         int i;
360         model_t *mod;
361
362         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
363                 if (mod->name[0])
364                         mod->used = false;
365 }
366
367 void Mod_PurgeUnused(void)
368 {
369         int i;
370         model_t *mod;
371
372         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
373                 if (mod->name[0])
374                         if (!mod->used)
375                                 Mod_FreeModel(mod);
376 }
377
378 void Mod_LoadModels(void)
379 {
380         int i;
381         model_t *mod;
382
383         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
384                 if (mod->name[0])
385                         if (mod->used)
386                                 Mod_CheckLoaded(mod);
387 }
388
389 /*
390 ==================
391 Mod_FindName
392
393 ==================
394 */
395 model_t *Mod_FindName(const char *name)
396 {
397         int i;
398         model_t *mod, *freemod;
399
400         if (!name[0])
401                 Host_Error ("Mod_ForName: NULL name");
402
403 // search the currently loaded models
404         freemod = NULL;
405         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
406         {
407                 if (mod->name[0])
408                 {
409                         if (!strcmp (mod->name, name))
410                         {
411                                 mod->used = true;
412                                 return mod;
413                         }
414                 }
415                 else if (freemod == NULL)
416                         freemod = mod;
417         }
418
419         if (freemod)
420         {
421                 mod = freemod;
422                 strcpy (mod->name, name);
423                 mod->needload = true;
424                 mod->used = true;
425                 return mod;
426         }
427
428         Host_Error ("Mod_FindName: ran out of models\n");
429         return NULL;
430 }
431
432 /*
433 ==================
434 Mod_TouchModel
435
436 ==================
437 */
438 void Mod_TouchModel(const char *name)
439 {
440         model_t *mod;
441
442         mod = Mod_FindName(name);
443         mod->used = true;
444 }
445
446 /*
447 ==================
448 Mod_ForName
449
450 Loads in a model for the given name
451 ==================
452 */
453 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
454 {
455         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
456 }
457
458 qbyte *mod_base;
459
460
461 //=============================================================================
462
463 /*
464 ================
465 Mod_Print
466 ================
467 */
468 static void Mod_Print(void)
469 {
470         int             i;
471         model_t *mod;
472
473         Con_Print("Loaded models:\n");
474         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
475                 if (mod->name[0])
476                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
477 }
478
479 /*
480 ================
481 Mod_Precache
482 ================
483 */
484 static void Mod_Precache(void)
485 {
486         if (Cmd_Argc() == 2)
487                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
488         else
489                 Con_Print("usage: modelprecache <filename>\n");
490 }
491
492 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
493 {
494         int i, count;
495         qbyte *used;
496         used = Mem_Alloc(tempmempool, numvertices);
497         memset(used, 0, numvertices);
498         for (i = 0;i < numelements;i++)
499                 used[elements[i]] = 1;
500         for (i = 0, count = 0;i < numvertices;i++)
501                 remapvertices[i] = used[i] ? count++ : -1;
502         Mem_Free(used);
503         return count;
504 }
505
506 #if 1
507 // fast way, using an edge hash
508 #define TRIANGLEEDGEHASH 1024
509 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
510 {
511         int i, j, p, e1, e2, *n, hashindex, count, match;
512         const int *e;
513         typedef struct edgehashentry_s
514         {
515                 struct edgehashentry_s *next;
516                 int triangle;
517                 int element[2];
518         }
519         edgehashentry_t;
520         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
521         memset(edgehash, 0, sizeof(edgehash));
522         edgehashentries = edgehashentriesbuffer;
523         // if there are too many triangles for the stack array, allocate larger buffer
524         if (numtriangles > TRIANGLEEDGEHASH)
525                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
526         // find neighboring triangles
527         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
528         {
529                 for (j = 0, p = 2;j < 3;p = j, j++)
530                 {
531                         e1 = e[p];
532                         e2 = e[j];
533                         // this hash index works for both forward and backward edges
534                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
535                         hash = edgehashentries + i * 3 + j;
536                         hash->next = edgehash[hashindex];
537                         edgehash[hashindex] = hash;
538                         hash->triangle = i;
539                         hash->element[0] = e1;
540                         hash->element[1] = e2;
541                 }
542         }
543         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
544         {
545                 for (j = 0, p = 2;j < 3;p = j, j++)
546                 {
547                         e1 = e[p];
548                         e2 = e[j];
549                         // this hash index works for both forward and backward edges
550                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
551                         count = 0;
552                         match = -1;
553                         for (hash = edgehash[hashindex];hash;hash = hash->next)
554                         {
555                                 if (hash->element[0] == e2 && hash->element[1] == e1)
556                                 {
557                                         if (hash->triangle != i)
558                                                 match = hash->triangle;
559                                         count++;
560                                 }
561                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
562                                         count++;
563                         }
564                         // detect edges shared by three triangles and make them seams
565                         if (count > 2)
566                                 match = -1;
567                         n[p] = match;
568                 }
569         }
570         // free the allocated buffer
571         if (edgehashentries != edgehashentriesbuffer)
572                 Mem_Free(edgehashentries);
573 }
574 #else
575 // very slow but simple way
576 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
577 {
578         int i, match, count;
579         count = 0;
580         match = -1;
581         for (i = 0;i < numtriangles;i++, elements += 3)
582         {
583                      if ((elements[0] == start && elements[1] == end)
584                       || (elements[1] == start && elements[2] == end)
585                       || (elements[2] == start && elements[0] == end))
586                 {
587                         if (i != ignore)
588                                 match = i;
589                         count++;
590                 }
591                 else if ((elements[1] == start && elements[0] == end)
592                       || (elements[2] == start && elements[1] == end)
593                       || (elements[0] == start && elements[2] == end))
594                         count++;
595         }
596         // detect edges shared by three triangles and make them seams
597         if (count > 2)
598                 match = -1;
599         return match;
600 }
601
602 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
603 {
604         int i, *n;
605         const int *e;
606         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
607         {
608                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
609                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
610                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
611         }
612 }
613 #endif
614
615 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
616 {
617         int i;
618         for (i = 0;i < numtriangles * 3;i++)
619                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
620                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
621 }
622
623 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)
624 {
625         float f, tangentcross[3];
626         normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]);
627         normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]);
628         normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]);
629         VectorNormalize(normal3f);
630         tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0]));
631         tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1]));
632         tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2]));
633         f = -DotProduct(tvector3f, normal3f);
634         VectorMA(tvector3f, f, normal3f, tvector3f);
635         VectorNormalize(tvector3f);
636         // note: can't be a CrossProduct as that sometimes flips the texture
637         svector3f[0] = ((tc1[1] - tc0[1]) * (v2[0] - v0[0]) - (tc2[1] - tc0[1]) * (v1[0] - v0[0]));
638         svector3f[1] = ((tc1[1] - tc0[1]) * (v2[1] - v0[1]) - (tc2[1] - tc0[1]) * (v1[1] - v0[1]));
639         svector3f[2] = ((tc1[1] - tc0[1]) * (v2[2] - v0[2]) - (tc2[1] - tc0[1]) * (v1[2] - v0[2]));
640         f = -DotProduct(svector3f, normal3f);
641         VectorMA(svector3f, f, normal3f, svector3f);
642         VectorNormalize(svector3f);
643         CrossProduct(tvector3f, svector3f, tangentcross);
644         // if texture is mapped the wrong way (counterclockwise), the tangents have to be flipped, this is detected by calculating a normal from the two tangents, and seeing if it is opposite the surface normal
645         if (DotProduct(tangentcross, normal3f) < 0)
646         {
647                 VectorNegate(svector3f, svector3f);
648                 VectorNegate(tvector3f, tvector3f);
649         }
650 }
651
652 // warning: this is an expensive function!
653 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
654 {
655         int i, tnum;
656         float sdir[3], tdir[3], normal[3], *v;
657         const int *e;
658         // clear the vectors
659         if (svector3f)
660                 memset(svector3f, 0, numverts * sizeof(float[3]));
661         if (tvector3f)
662                 memset(tvector3f, 0, numverts * sizeof(float[3]));
663         if (normal3f)
664                 memset(normal3f, 0, numverts * sizeof(float[3]));
665         // process each vertex of each triangle and accumulate the results
666         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
667         {
668                 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);
669                 if (svector3f)
670                 {
671                         for (i = 0;i < 3;i++)
672                         {
673                                 svector3f[e[i]*3  ] += sdir[0];
674                                 svector3f[e[i]*3+1] += sdir[1];
675                                 svector3f[e[i]*3+2] += sdir[2];
676                         }
677                 }
678                 if (tvector3f)
679                 {
680                         for (i = 0;i < 3;i++)
681                         {
682                                 tvector3f[e[i]*3  ] += tdir[0];
683                                 tvector3f[e[i]*3+1] += tdir[1];
684                                 tvector3f[e[i]*3+2] += tdir[2];
685                         }
686                 }
687                 if (normal3f)
688                 {
689                         for (i = 0;i < 3;i++)
690                         {
691                                 normal3f[e[i]*3  ] += normal[0];
692                                 normal3f[e[i]*3+1] += normal[1];
693                                 normal3f[e[i]*3+2] += normal[2];
694                         }
695                 }
696         }
697         // now we could divide the vectors by the number of averaged values on
698         // each vertex...  but instead normalize them
699         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
700         if (svector3f)
701                 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
702                         VectorNormalize(v);
703         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
704         if (tvector3f)
705                 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
706                         VectorNormalize(v);
707         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
708         if (normal3f)
709                 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
710                         VectorNormalize(v);
711 }
712
713 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)
714 {
715         shadowmesh_t *newmesh;
716         qbyte *data;
717         int size;
718         size = sizeof(shadowmesh_t);
719         size += maxverts * sizeof(float[3]);
720         if (light)
721                 size += maxverts * sizeof(float[11]);
722         size += maxtriangles * sizeof(int[3]);
723         if (neighbors)
724                 size += maxtriangles * sizeof(int[3]);
725         if (expandable)
726                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
727         data = Mem_Alloc(mempool, size);
728         newmesh = (void *)data;data += sizeof(*newmesh);
729         newmesh->map_diffuse = map_diffuse;
730         newmesh->map_specular = map_specular;
731         newmesh->map_normal = map_normal;
732         newmesh->maxverts = maxverts;
733         newmesh->maxtriangles = maxtriangles;
734         newmesh->numverts = 0;
735         newmesh->numtriangles = 0;
736
737         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
738         if (light)
739         {
740                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
741                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
742                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
743                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
744         }
745         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
746         if (neighbors)
747         {
748                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
749         }
750         if (expandable)
751         {
752                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
753                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
754         }
755         return newmesh;
756 }
757
758 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
759 {
760         shadowmesh_t *newmesh;
761         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
762         newmesh->numverts = oldmesh->numverts;
763         newmesh->numtriangles = oldmesh->numtriangles;
764
765         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
766         if (newmesh->svector3f && oldmesh->svector3f)
767         {
768                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
769                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
770                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
771                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
772         }
773         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
774         if (newmesh->neighbor3i && oldmesh->neighbor3i)
775                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
776         return newmesh;
777 }
778
779 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
780 {
781         int hashindex, vnum;
782         shadowmeshvertexhash_t *hash;
783         // this uses prime numbers intentionally
784         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
785         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
786         {
787                 vnum = (hash - mesh->vertexhashentries);
788                 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]))
789                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
790                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
791                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
792                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
793                         return hash - mesh->vertexhashentries;
794         }
795         vnum = mesh->numverts++;
796         hash = mesh->vertexhashentries + vnum;
797         hash->next = mesh->vertexhashtable[hashindex];
798         mesh->vertexhashtable[hashindex] = hash;
799         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
800         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
801         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
802         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
803         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
804         return vnum;
805 }
806
807 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
808 {
809         if (mesh->numtriangles == 0)
810         {
811                 // set the properties on this empty mesh to be more favorable...
812                 // (note: this case only occurs for the first triangle added to a new mesh chain)
813                 mesh->map_diffuse = map_diffuse;
814                 mesh->map_specular = map_specular;
815                 mesh->map_normal = map_normal;
816         }
817         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)
818         {
819                 if (mesh->next == NULL)
820                         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);
821                 mesh = mesh->next;
822         }
823         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
824         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
825         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
826         mesh->numtriangles++;
827 }
828
829 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)
830 {
831         int i, j, e;
832         float vbuf[3*14], *v;
833         memset(vbuf, 0, sizeof(vbuf));
834         for (i = 0;i < numtris;i++)
835         {
836                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
837                 {
838                         e = *element3i++;
839                         if (vertex3f)
840                         {
841                                 v[0] = vertex3f[e * 3 + 0];
842                                 v[1] = vertex3f[e * 3 + 1];
843                                 v[2] = vertex3f[e * 3 + 2];
844                         }
845                         if (svector3f)
846                         {
847                                 v[3] = svector3f[e * 3 + 0];
848                                 v[4] = svector3f[e * 3 + 1];
849                                 v[5] = svector3f[e * 3 + 2];
850                         }
851                         if (tvector3f)
852                         {
853                                 v[6] = tvector3f[e * 3 + 0];
854                                 v[7] = tvector3f[e * 3 + 1];
855                                 v[8] = tvector3f[e * 3 + 2];
856                         }
857                         if (normal3f)
858                         {
859                                 v[9] = normal3f[e * 3 + 0];
860                                 v[10] = normal3f[e * 3 + 1];
861                                 v[11] = normal3f[e * 3 + 2];
862                         }
863                         if (texcoord2f)
864                         {
865                                 v[12] = texcoord2f[e * 2 + 0];
866                                 v[13] = texcoord2f[e * 2 + 1];
867                         }
868                 }
869                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
870         }
871 }
872
873 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)
874 {
875         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
876 }
877
878 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
879 {
880         shadowmesh_t *mesh, *newmesh, *nextmesh;
881         // reallocate meshs to conserve space
882         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
883         {
884                 nextmesh = mesh->next;
885                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
886                 {
887                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
888                         newmesh->next = firstmesh;
889                         firstmesh = newmesh;
890                 }
891                 Mem_Free(mesh);
892         }
893         return firstmesh;
894 }
895
896 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
897 {
898         int i;
899         shadowmesh_t *mesh;
900         vec3_t nmins, nmaxs, ncenter, temp;
901         float nradius2, dist2, *v;
902         // calculate bbox
903         for (mesh = firstmesh;mesh;mesh = mesh->next)
904         {
905                 if (mesh == firstmesh)
906                 {
907                         VectorCopy(mesh->vertex3f, nmins);
908                         VectorCopy(mesh->vertex3f, nmaxs);
909                 }
910                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
911                 {
912                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
913                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
914                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
915                 }
916         }
917         // calculate center and radius
918         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
919         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
920         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
921         nradius2 = 0;
922         for (mesh = firstmesh;mesh;mesh = mesh->next)
923         {
924                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
925                 {
926                         VectorSubtract(v, ncenter, temp);
927                         dist2 = DotProduct(temp, temp);
928                         if (nradius2 < dist2)
929                                 nradius2 = dist2;
930                 }
931         }
932         // return data
933         if (mins)
934                 VectorCopy(nmins, mins);
935         if (maxs)
936                 VectorCopy(nmaxs, maxs);
937         if (center)
938                 VectorCopy(ncenter, center);
939         if (radius)
940                 *radius = sqrt(nradius2);
941 }
942
943 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
944 {
945         shadowmesh_t *nextmesh;
946         for (;mesh;mesh = nextmesh)
947         {
948                 nextmesh = mesh->next;
949                 Mem_Free(mesh);
950         }
951 }
952
953 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
954 {
955         int i;
956         for (i = 0;i < width*height;i++)
957                 if (((qbyte *)&palette[in[i]])[3] > 0)
958                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
959         return NULL;
960 }
961
962 static int detailtexturecycle = 0;
963 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
964 {
965         imageskin_t s;
966         memset(skinframe, 0, sizeof(*skinframe));
967         if (!image_loadskin(&s, basename))
968                 return false;
969         if (usedetailtexture)
970                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
971         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
972         if (s.nmappixels != NULL)
973                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
974         if (s.glosspixels != NULL)
975                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
976         if (s.glowpixels != NULL && loadglowtexture)
977                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
978         if (s.maskpixels != NULL)
979                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
980         if (loadpantsandshirt)
981         {
982                 if (s.pantspixels != NULL)
983                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
984                 if (s.shirtpixels != NULL)
985                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
986         }
987         image_freeskin(&s);
988         return true;
989 }
990
991 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
992 {
993         qbyte *temp1, *temp2;
994         memset(skinframe, 0, sizeof(*skinframe));
995         if (!skindata)
996                 return false;
997         if (usedetailtexture)
998                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
999         if (r_shadow_bumpscale_basetexture.value > 0)
1000         {
1001                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
1002                 temp2 = temp1 + width * height * 4;
1003                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
1004                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1005                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
1006                 Mem_Free(temp1);
1007         }
1008         if (loadglowtexture)
1009         {
1010                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
1011                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
1012                 if (loadpantsandshirt)
1013                 {
1014                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1015                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1016                         if (skinframe->pants || skinframe->shirt)
1017                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
1018                 }
1019         }
1020         else
1021         {
1022                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
1023                 if (loadpantsandshirt)
1024                 {
1025                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1026                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1027                         if (skinframe->pants || skinframe->shirt)
1028                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
1029                 }
1030         }
1031         return true;
1032 }
1033
1034 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1035 {
1036         float v[3], tc[3];
1037         v[0] = ix;
1038         v[1] = iy;
1039         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1040                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1041         else
1042                 v[2] = 0;
1043         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1044         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1045         texcoord2f[0] = tc[0];
1046         texcoord2f[1] = tc[1];
1047 }
1048
1049 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)
1050 {
1051         float vup[3], vdown[3], vleft[3], vright[3];
1052         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1053         float sv[3], tv[3], nl[3];
1054         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1055         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1056         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1057         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1058         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1059         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1060         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1061         VectorAdd(svector3f, sv, svector3f);
1062         VectorAdd(tvector3f, tv, tvector3f);
1063         VectorAdd(normal3f, nl, normal3f);
1064         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1065         VectorAdd(svector3f, sv, svector3f);
1066         VectorAdd(tvector3f, tv, tvector3f);
1067         VectorAdd(normal3f, nl, normal3f);
1068         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1069         VectorAdd(svector3f, sv, svector3f);
1070         VectorAdd(tvector3f, tv, tvector3f);
1071         VectorAdd(normal3f, nl, normal3f);
1072 }
1073
1074 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)
1075 {
1076         int x, y, ix, iy, *e;
1077         e = element3i;
1078         for (y = 0;y < height;y++)
1079         {
1080                 for (x = 0;x < width;x++)
1081                 {
1082                         e[0] = (y + 1) * (width + 1) + (x + 0);
1083                         e[1] = (y + 0) * (width + 1) + (x + 0);
1084                         e[2] = (y + 1) * (width + 1) + (x + 1);
1085                         e[3] = (y + 0) * (width + 1) + (x + 0);
1086                         e[4] = (y + 0) * (width + 1) + (x + 1);
1087                         e[5] = (y + 1) * (width + 1) + (x + 1);
1088                         e += 6;
1089                 }
1090         }
1091         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1092         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1093                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1094                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1095 }
1096
1097 skinfile_t *Mod_LoadSkinFiles(void)
1098 {
1099         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1100         char *text;
1101         const char *data;
1102         skinfile_t *skinfile = NULL, *first = NULL;
1103         skinfileitem_t *skinfileitem;
1104         char word[10][MAX_QPATH];
1105         overridetagnameset_t tagsets[MAX_SKINS];
1106         overridetagname_t tags[256];
1107
1108 /*
1109 sample file:
1110 U_bodyBox,models/players/Legoman/BikerA2.tga
1111 U_RArm,models/players/Legoman/BikerA1.tga
1112 U_LArm,models/players/Legoman/BikerA1.tga
1113 U_armor,common/nodraw
1114 U_sword,common/nodraw
1115 U_shield,common/nodraw
1116 U_homb,common/nodraw
1117 U_backpack,common/nodraw
1118 U_colcha,common/nodraw
1119 tag_head,
1120 tag_weapon,
1121 tag_torso,
1122 */
1123         memset(tagsets, 0, sizeof(tagsets));
1124         memset(word, 0, sizeof(word));
1125         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1126         {
1127                 numtags = 0;
1128
1129                 // If it's the first file we parse
1130                 if (skinfile == NULL)
1131                 {
1132                         skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1133                         first = skinfile;
1134                 }
1135                 else
1136                 {
1137                         skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1138                         skinfile = skinfile->next;
1139                 }
1140                 skinfile->next = NULL;
1141
1142                 for(line = 0;;line++)
1143                 {
1144                         // parse line
1145                         if (!COM_ParseToken(&data, true))
1146                                 break;
1147                         if (!strcmp(com_token, "\n"))
1148                                 continue;
1149                         words = 0;
1150                         wordsoverflow = false;
1151                         do
1152                         {
1153                                 if (words < 10)
1154                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1155                                 else
1156                                         wordsoverflow = true;
1157                         }
1158                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1159                         if (wordsoverflow)
1160                         {
1161                                 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);
1162                                 continue;
1163                         }
1164                         // words is always >= 1
1165                         if (!strcmp(word[0], "replace"))
1166                         {
1167                                 if (words == 3)
1168                                 {
1169                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1170                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1171                                         skinfileitem->next = skinfile->items;
1172                                         skinfile->items = skinfileitem;
1173                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1174                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1175                                 }
1176                                 else
1177                                         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]);
1178                         }
1179                         else if (words == 2 && !strcmp(word[1], ","))
1180                         {
1181                                 // tag name, like "tag_weapon,"
1182                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1183                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1184                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1185                                 numtags++;
1186                         }
1187                         else if (words == 3 && !strcmp(word[1], ","))
1188                         {
1189                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1190                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1191                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1192                                 skinfileitem->next = skinfile->items;
1193                                 skinfile->items = skinfileitem;
1194                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1195                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1196                         }
1197                         else
1198                                 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);
1199                 }
1200                 Mem_Free(text);
1201
1202                 if (numtags)
1203                 {
1204                         overridetagnameset_t *t;
1205                         t = tagsets + i;
1206                         t->num_overridetagnames = numtags;
1207                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1208                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1209                         tagsetsused = true;
1210                 }
1211         }
1212         if (tagsetsused)
1213         {
1214                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1215                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1216         }
1217         if (i)
1218                 loadmodel->numskins = i;
1219         return first;
1220 }
1221
1222 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1223 {
1224         skinfile_t *next;
1225         skinfileitem_t *skinfileitem, *nextitem;
1226         for (;skinfile;skinfile = next)
1227         {
1228                 next = skinfile->next;
1229                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1230                 {
1231                         nextitem = skinfileitem->next;
1232                         Mem_Free(skinfileitem);
1233                 }
1234                 Mem_Free(skinfile);
1235         }
1236 }
1237
1238 int Mod_CountSkinFiles(skinfile_t *skinfile)
1239 {
1240         int i;
1241         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1242         return i;
1243 }
1244
1245 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1246 {
1247         int i, outtriangles;
1248         float d, edgedir[3], temp[3];
1249         // a degenerate triangle is one with no width (thickness, surface area)
1250         // these are characterized by having all 3 points colinear (along a line)
1251         // or having two points identical
1252         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1253         {
1254                 // calculate first edge
1255                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1256                 if (VectorLength2(edgedir) < 0.0001f)
1257                         continue; // degenerate first edge (no length)
1258                 VectorNormalize(edgedir);
1259                 // check if third point is on the edge (colinear)
1260                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1261                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1262                 if (VectorLength2(temp) < 0.0001f)
1263                         continue; // third point colinear with first edge
1264                 // valid triangle (no colinear points, no duplicate points)
1265                 VectorCopy(inelement3i, outelement3i);
1266                 outelement3i += 3;
1267                 outtriangles++;
1268         }
1269         return outtriangles;
1270 }
1271