-Increased MAX_LIGHTSTYLES to 256.
[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                 num = LittleLong(*((int *)buf));
193                 // call the apropriate loader
194                 loadmodel = mod;
195                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
196                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
197                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
198                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
199                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf);
200                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
201                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
202                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
203                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
204                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
205                 Mem_Free(buf);
206         }
207         else if (crash)
208         {
209                 // LordHavoc: Sys_Error was *ANNOYING*
210                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
211         }
212
213         // no errors occurred
214         mod->loaded = true;
215         return mod;
216 }
217
218 /*
219 ===================
220 Mod_ClearAll
221 ===================
222 */
223 void Mod_ClearAll(void)
224 {
225 }
226
227 void Mod_ClearUsed(void)
228 {
229         int i;
230         model_t *mod;
231
232         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
233                 if (mod->name[0])
234                         mod->used = false;
235 }
236
237 void Mod_PurgeUnused(void)
238 {
239         int i;
240         model_t *mod;
241
242         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
243                 if (mod->name[0])
244                         if (!mod->used)
245                                 Mod_FreeModel(mod);
246 }
247
248 // only used during loading!
249 void Mod_RemoveStaleWorldModels(model_t *skip)
250 {
251         int i;
252         for (i = 0;i < MAX_MOD_KNOWN;i++)
253                 if (mod_known[i].isworldmodel && skip != &mod_known[i])
254                         Mod_UnloadModel(mod_known + i);
255 }
256
257 void Mod_LoadModels(void)
258 {
259         int i;
260         model_t *mod;
261
262         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
263                 if (mod->name[0])
264                         if (mod->used)
265                                 Mod_CheckLoaded(mod);
266 }
267
268 /*
269 ==================
270 Mod_FindName
271
272 ==================
273 */
274 model_t *Mod_FindName(const char *name)
275 {
276         int i;
277         model_t *mod, *freemod;
278
279         if (!name[0])
280                 Host_Error ("Mod_ForName: NULL name");
281
282 // search the currently loaded models
283         freemod = NULL;
284         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
285         {
286                 if (mod->name[0])
287                 {
288                         if (!strcmp (mod->name, name))
289                         {
290                                 mod->used = true;
291                                 return mod;
292                         }
293                 }
294                 else if (freemod == NULL)
295                         freemod = mod;
296         }
297
298         if (freemod)
299         {
300                 mod = freemod;
301                 strcpy (mod->name, name);
302                 mod->loaded = false;
303                 mod->used = true;
304                 return mod;
305         }
306
307         Host_Error ("Mod_FindName: ran out of models\n");
308         return NULL;
309 }
310
311 /*
312 ==================
313 Mod_ForName
314
315 Loads in a model for the given name
316 ==================
317 */
318 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
319 {
320         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
321 }
322
323 qbyte *mod_base;
324
325
326 //=============================================================================
327
328 /*
329 ================
330 Mod_Print
331 ================
332 */
333 static void Mod_Print(void)
334 {
335         int             i;
336         model_t *mod;
337
338         Con_Print("Loaded models:\n");
339         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
340                 if (mod->name[0])
341                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
342 }
343
344 /*
345 ================
346 Mod_Precache
347 ================
348 */
349 static void Mod_Precache(void)
350 {
351         if (Cmd_Argc() == 2)
352                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
353         else
354                 Con_Print("usage: modelprecache <filename>\n");
355 }
356
357 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
358 {
359         int i, count;
360         qbyte *used;
361         used = Mem_Alloc(tempmempool, numvertices);
362         memset(used, 0, numvertices);
363         for (i = 0;i < numelements;i++)
364                 used[elements[i]] = 1;
365         for (i = 0, count = 0;i < numvertices;i++)
366                 remapvertices[i] = used[i] ? count++ : -1;
367         Mem_Free(used);
368         return count;
369 }
370
371 #if 1
372 // fast way, using an edge hash
373 #define TRIANGLEEDGEHASH 8192
374 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
375 {
376         int i, j, p, e1, e2, *n, hashindex, count, match;
377         const int *e;
378         typedef struct edgehashentry_s
379         {
380                 struct edgehashentry_s *next;
381                 int triangle;
382                 int element[2];
383         }
384         edgehashentry_t;
385         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
386         memset(edgehash, 0, sizeof(edgehash));
387         edgehashentries = edgehashentriesbuffer;
388         // if there are too many triangles for the stack array, allocate larger buffer
389         if (numtriangles > TRIANGLEEDGEHASH)
390                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
391         // find neighboring triangles
392         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
393         {
394                 for (j = 0, p = 2;j < 3;p = j, j++)
395                 {
396                         e1 = e[p];
397                         e2 = e[j];
398                         // this hash index works for both forward and backward edges
399                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
400                         hash = edgehashentries + i * 3 + j;
401                         hash->next = edgehash[hashindex];
402                         edgehash[hashindex] = hash;
403                         hash->triangle = i;
404                         hash->element[0] = e1;
405                         hash->element[1] = e2;
406                 }
407         }
408         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
409         {
410                 for (j = 0, p = 2;j < 3;p = j, j++)
411                 {
412                         e1 = e[p];
413                         e2 = e[j];
414                         // this hash index works for both forward and backward edges
415                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
416                         count = 0;
417                         match = -1;
418                         for (hash = edgehash[hashindex];hash;hash = hash->next)
419                         {
420                                 if (hash->element[0] == e2 && hash->element[1] == e1)
421                                 {
422                                         if (hash->triangle != i)
423                                                 match = hash->triangle;
424                                         count++;
425                                 }
426                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
427                                         count++;
428                         }
429                         // detect edges shared by three triangles and make them seams
430                         if (count > 2)
431                                 match = -1;
432                         n[p] = match;
433                 }
434         }
435         // free the allocated buffer
436         if (edgehashentries != edgehashentriesbuffer)
437                 Mem_Free(edgehashentries);
438 }
439 #else
440 // very slow but simple way
441 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
442 {
443         int i, match, count;
444         count = 0;
445         match = -1;
446         for (i = 0;i < numtriangles;i++, elements += 3)
447         {
448                      if ((elements[0] == start && elements[1] == end)
449                       || (elements[1] == start && elements[2] == end)
450                       || (elements[2] == start && elements[0] == end))
451                 {
452                         if (i != ignore)
453                                 match = i;
454                         count++;
455                 }
456                 else if ((elements[1] == start && elements[0] == end)
457                       || (elements[2] == start && elements[1] == end)
458                       || (elements[0] == start && elements[2] == end))
459                         count++;
460         }
461         // detect edges shared by three triangles and make them seams
462         if (count > 2)
463                 match = -1;
464         return match;
465 }
466
467 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
468 {
469         int i, *n;
470         const int *e;
471         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
472         {
473                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
474                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
475                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
476         }
477 }
478 #endif
479
480 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
481 {
482         int i;
483         for (i = 0;i < numtriangles * 3;i++)
484                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
485                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
486 }
487
488 // warning: this is an expensive function!
489 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
490 {
491         int i;
492         const int *element;
493         float *vectorNormal;
494         // clear the vectors
495         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
496         // process each vertex of each triangle and accumulate the results
497         // use area-averaging, to make triangles with a big area have a bigger
498         // weighting on the vertex normal than triangles with a small area
499         // to do so, just add the 'normals' together (the bigger the area
500         // the greater the length of the normal is 
501         element = elements;
502         for (i = 0; i < numtriangles; i++)
503         {
504                 float areaNormal[3];
505
506                 TriangleNormal(
507                         vertex3f + element[0] * 3, 
508                         vertex3f + element[1] * 3, 
509                         vertex3f + element[2] * 3, 
510                         areaNormal
511                         );
512         
513                 vectorNormal = normal3f + element[0] * 3;
514                 vectorNormal[0] += areaNormal[0];
515                 vectorNormal[1] += areaNormal[1];
516                 vectorNormal[2] += areaNormal[2];
517
518                 vectorNormal = normal3f + element[1] * 3;
519                 vectorNormal[0] += areaNormal[0];
520                 vectorNormal[1] += areaNormal[1];
521                 vectorNormal[2] += areaNormal[2];
522
523                 vectorNormal = normal3f + element[2] * 3;
524                 vectorNormal[0] += areaNormal[0];
525                 vectorNormal[1] += areaNormal[1];
526                 vectorNormal[2] += areaNormal[2];
527
528                 element += 3;
529         }
530         // and just normalize the accumulated vertex normal in the end
531         vectorNormal = normal3f + 3 * firstvertex;
532         for (i = 0; i < numvertices; i++) {
533                 VectorNormalize(vectorNormal);
534                 vectorNormal += 3;
535         }
536 }
537
538 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)
539 {
540         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
541         // 103 add/sub/negate/multiply (1 cycle), 3 divide (20 cycle), 3 sqrt (22 cycle), 4 compare (3 cycle?), total cycles not counting load/store/exchange roughly 241 cycles
542         // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
543
544         // 6 multiply, 9 subtract
545         VectorSubtract(v1, v0, v10);
546         VectorSubtract(v2, v0, v20);
547         normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
548         normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
549         normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
550         // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
551         VectorNormalize(normal3f);
552         // 12 multiply, 10 subtract
553         tc10[1] = tc1[1] - tc0[1];
554         tc20[1] = tc2[1] - tc0[1];
555         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
556         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
557         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
558         tc10[0] = tc1[0] - tc0[0];
559         tc20[0] = tc2[0] - tc0[0];
560         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
561         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
562         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
563         // 12 multiply, 4 add, 6 subtract
564         f = DotProduct(svector3f, normal3f);
565         svector3f[0] -= f * normal3f[0];
566         svector3f[1] -= f * normal3f[1];
567         svector3f[2] -= f * normal3f[2];
568         f = DotProduct(tvector3f, normal3f);
569         tvector3f[0] -= f * normal3f[0];
570         tvector3f[1] -= f * normal3f[1];
571         tvector3f[2] -= f * normal3f[2];
572         // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
573         VectorNormalize(svector3f);
574         VectorNormalize(tvector3f);
575         // if texture is mapped the wrong way (counterclockwise), the tangents
576         // have to be flipped, this is detected by calculating a normal from the
577         // two tangents, and seeing if it is opposite the surface normal
578         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
579         CrossProduct(tvector3f, svector3f, tangentcross);
580         if (DotProduct(tangentcross, normal3f) < 0)
581         {
582                 VectorNegate(svector3f, svector3f);
583                 VectorNegate(tvector3f, tvector3f);
584         }
585 }
586
587 // warning: this is a very expensive function!
588 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
589 {
590         int i, tnum;
591         float sdir[3], tdir[3], normal[3], *v;
592         const int *e;
593         // clear the vectors
594         if (svector3f)
595                 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
596         if (tvector3f)
597                 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
598         if (normal3f)
599                 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
600         // process each vertex of each triangle and accumulate the results
601         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
602         {
603                 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);
604                 if (svector3f)
605                 {
606                         for (i = 0;i < 3;i++)
607                         {
608                                 svector3f[e[i]*3  ] += sdir[0];
609                                 svector3f[e[i]*3+1] += sdir[1];
610                                 svector3f[e[i]*3+2] += sdir[2];
611                         }
612                 }
613                 if (tvector3f)
614                 {
615                         for (i = 0;i < 3;i++)
616                         {
617                                 tvector3f[e[i]*3  ] += tdir[0];
618                                 tvector3f[e[i]*3+1] += tdir[1];
619                                 tvector3f[e[i]*3+2] += tdir[2];
620                         }
621                 }
622                 if (normal3f)
623                 {
624                         for (i = 0;i < 3;i++)
625                         {
626                                 normal3f[e[i]*3  ] += normal[0];
627                                 normal3f[e[i]*3+1] += normal[1];
628                                 normal3f[e[i]*3+2] += normal[2];
629                         }
630                 }
631         }
632         // now we could divide the vectors by the number of averaged values on
633         // each vertex...  but instead normalize them
634         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
635         if (svector3f)
636                 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
637                         VectorNormalize(v);
638         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
639         if (tvector3f)
640                 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
641                         VectorNormalize(v);
642         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
643         if (normal3f)
644                 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
645                         VectorNormalize(v);
646 }
647
648 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
649 {
650         surfmesh_t *mesh;
651         qbyte *data;
652         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));
653         mesh->num_vertices = numvertices;
654         mesh->num_triangles = numtriangles;
655         data = (qbyte *)(mesh + 1);
656         if (mesh->num_vertices)
657         {
658                 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
659                 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
660                 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
661                 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
662                 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
663                 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
664                 if (detailtexcoords)
665                         mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
666                 if (vertexcolors)
667                         mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
668                 if (lightmapoffsets)
669                         mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
670         }
671         if (mesh->num_triangles)
672         {
673                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
674                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
675                 if (neighbors)
676                         mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
677         }
678         return mesh;
679 }
680
681 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)
682 {
683         shadowmesh_t *newmesh;
684         qbyte *data;
685         int size;
686         size = sizeof(shadowmesh_t);
687         size += maxverts * sizeof(float[3]);
688         if (light)
689                 size += maxverts * sizeof(float[11]);
690         size += maxtriangles * sizeof(int[3]);
691         if (neighbors)
692                 size += maxtriangles * sizeof(int[3]);
693         if (expandable)
694                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
695         data = Mem_Alloc(mempool, size);
696         newmesh = (void *)data;data += sizeof(*newmesh);
697         newmesh->map_diffuse = map_diffuse;
698         newmesh->map_specular = map_specular;
699         newmesh->map_normal = map_normal;
700         newmesh->maxverts = maxverts;
701         newmesh->maxtriangles = maxtriangles;
702         newmesh->numverts = 0;
703         newmesh->numtriangles = 0;
704
705         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
706         if (light)
707         {
708                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
709                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
710                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
711                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
712         }
713         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
714         if (neighbors)
715         {
716                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
717         }
718         if (expandable)
719         {
720                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
721                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
722         }
723         return newmesh;
724 }
725
726 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
727 {
728         shadowmesh_t *newmesh;
729         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
730         newmesh->numverts = oldmesh->numverts;
731         newmesh->numtriangles = oldmesh->numtriangles;
732
733         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
734         if (newmesh->svector3f && oldmesh->svector3f)
735         {
736                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
737                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
738                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
739                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
740         }
741         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
742         if (newmesh->neighbor3i && oldmesh->neighbor3i)
743                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
744         return newmesh;
745 }
746
747 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
748 {
749         int hashindex, vnum;
750         shadowmeshvertexhash_t *hash;
751         // this uses prime numbers intentionally
752         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
753         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
754         {
755                 vnum = (hash - mesh->vertexhashentries);
756                 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]))
757                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
758                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
759                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
760                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
761                         return hash - mesh->vertexhashentries;
762         }
763         vnum = mesh->numverts++;
764         hash = mesh->vertexhashentries + vnum;
765         hash->next = mesh->vertexhashtable[hashindex];
766         mesh->vertexhashtable[hashindex] = hash;
767         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
768         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
769         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
770         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
771         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
772         return vnum;
773 }
774
775 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
776 {
777         if (mesh->numtriangles == 0)
778         {
779                 // set the properties on this empty mesh to be more favorable...
780                 // (note: this case only occurs for the first triangle added to a new mesh chain)
781                 mesh->map_diffuse = map_diffuse;
782                 mesh->map_specular = map_specular;
783                 mesh->map_normal = map_normal;
784         }
785         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)
786         {
787                 if (mesh->next == NULL)
788                         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);
789                 mesh = mesh->next;
790         }
791         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
792         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
793         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
794         mesh->numtriangles++;
795 }
796
797 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)
798 {
799         int i, j, e;
800         float vbuf[3*14], *v;
801         memset(vbuf, 0, sizeof(vbuf));
802         for (i = 0;i < numtris;i++)
803         {
804                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
805                 {
806                         e = *element3i++;
807                         if (vertex3f)
808                         {
809                                 v[0] = vertex3f[e * 3 + 0];
810                                 v[1] = vertex3f[e * 3 + 1];
811                                 v[2] = vertex3f[e * 3 + 2];
812                         }
813                         if (svector3f)
814                         {
815                                 v[3] = svector3f[e * 3 + 0];
816                                 v[4] = svector3f[e * 3 + 1];
817                                 v[5] = svector3f[e * 3 + 2];
818                         }
819                         if (tvector3f)
820                         {
821                                 v[6] = tvector3f[e * 3 + 0];
822                                 v[7] = tvector3f[e * 3 + 1];
823                                 v[8] = tvector3f[e * 3 + 2];
824                         }
825                         if (normal3f)
826                         {
827                                 v[9] = normal3f[e * 3 + 0];
828                                 v[10] = normal3f[e * 3 + 1];
829                                 v[11] = normal3f[e * 3 + 2];
830                         }
831                         if (texcoord2f)
832                         {
833                                 v[12] = texcoord2f[e * 2 + 0];
834                                 v[13] = texcoord2f[e * 2 + 1];
835                         }
836                 }
837                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
838         }
839 }
840
841 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)
842 {
843         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
844 }
845
846 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
847 {
848         shadowmesh_t *mesh, *newmesh, *nextmesh;
849         // reallocate meshs to conserve space
850         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
851         {
852                 nextmesh = mesh->next;
853                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
854                 {
855                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
856                         newmesh->next = firstmesh;
857                         firstmesh = newmesh;
858                 }
859                 Mem_Free(mesh);
860         }
861         return firstmesh;
862 }
863
864 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
865 {
866         int i;
867         shadowmesh_t *mesh;
868         vec3_t nmins, nmaxs, ncenter, temp;
869         float nradius2, dist2, *v;
870         // calculate bbox
871         for (mesh = firstmesh;mesh;mesh = mesh->next)
872         {
873                 if (mesh == firstmesh)
874                 {
875                         VectorCopy(mesh->vertex3f, nmins);
876                         VectorCopy(mesh->vertex3f, nmaxs);
877                 }
878                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
879                 {
880                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
881                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
882                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
883                 }
884         }
885         // calculate center and radius
886         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
887         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
888         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
889         nradius2 = 0;
890         for (mesh = firstmesh;mesh;mesh = mesh->next)
891         {
892                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
893                 {
894                         VectorSubtract(v, ncenter, temp);
895                         dist2 = DotProduct(temp, temp);
896                         if (nradius2 < dist2)
897                                 nradius2 = dist2;
898                 }
899         }
900         // return data
901         if (mins)
902                 VectorCopy(nmins, mins);
903         if (maxs)
904                 VectorCopy(nmaxs, maxs);
905         if (center)
906                 VectorCopy(ncenter, center);
907         if (radius)
908                 *radius = sqrt(nradius2);
909 }
910
911 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
912 {
913         shadowmesh_t *nextmesh;
914         for (;mesh;mesh = nextmesh)
915         {
916                 nextmesh = mesh->next;
917                 Mem_Free(mesh);
918         }
919 }
920
921 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
922 {
923         int i;
924         for (i = 0;i < width*height;i++)
925                 if (((qbyte *)&palette[in[i]])[3] > 0)
926                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
927         return NULL;
928 }
929
930 static int detailtexturecycle = 0;
931 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
932 {
933         imageskin_t s;
934         memset(skinframe, 0, sizeof(*skinframe));
935         if (!image_loadskin(&s, basename))
936                 return false;
937         if (usedetailtexture)
938                 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
939         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
940         if (s.nmappixels != NULL)
941                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
942         if (s.glosspixels != NULL)
943                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
944         if (s.glowpixels != NULL && loadglowtexture)
945                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
946         if (s.maskpixels != NULL)
947                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
948         if (loadpantsandshirt)
949         {
950                 if (s.pantspixels != NULL)
951                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
952                 if (s.shirtpixels != NULL)
953                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
954         }
955         image_freeskin(&s);
956         return true;
957 }
958
959 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
960 {
961         qbyte *temp1, *temp2;
962         memset(skinframe, 0, sizeof(*skinframe));
963         if (!skindata)
964                 return false;
965         if (usedetailtexture)
966                 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
967         if (r_shadow_bumpscale_basetexture.value > 0)
968         {
969                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
970                 temp2 = temp1 + width * height * 4;
971                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
972                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
973                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
974                 Mem_Free(temp1);
975         }
976         if (loadglowtexture)
977         {
978                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
979                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
980                 if (loadpantsandshirt)
981                 {
982                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
983                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
984                         if (skinframe->pants || skinframe->shirt)
985                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
986                 }
987         }
988         else
989         {
990                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
991                 if (loadpantsandshirt)
992                 {
993                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
994                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
995                         if (skinframe->pants || skinframe->shirt)
996                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
997                 }
998         }
999         return true;
1000 }
1001
1002 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1003 {
1004         float v[3], tc[3];
1005         v[0] = ix;
1006         v[1] = iy;
1007         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1008                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1009         else
1010                 v[2] = 0;
1011         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1012         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1013         texcoord2f[0] = tc[0];
1014         texcoord2f[1] = tc[1];
1015 }
1016
1017 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)
1018 {
1019         float vup[3], vdown[3], vleft[3], vright[3];
1020         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1021         float sv[3], tv[3], nl[3];
1022         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1023         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1024         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1025         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1026         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1027         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1028         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1029         VectorAdd(svector3f, sv, svector3f);
1030         VectorAdd(tvector3f, tv, tvector3f);
1031         VectorAdd(normal3f, nl, normal3f);
1032         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1033         VectorAdd(svector3f, sv, svector3f);
1034         VectorAdd(tvector3f, tv, tvector3f);
1035         VectorAdd(normal3f, nl, normal3f);
1036         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1037         VectorAdd(svector3f, sv, svector3f);
1038         VectorAdd(tvector3f, tv, tvector3f);
1039         VectorAdd(normal3f, nl, normal3f);
1040 }
1041
1042 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)
1043 {
1044         int x, y, ix, iy, *e;
1045         e = element3i;
1046         for (y = 0;y < height;y++)
1047         {
1048                 for (x = 0;x < width;x++)
1049                 {
1050                         e[0] = (y + 1) * (width + 1) + (x + 0);
1051                         e[1] = (y + 0) * (width + 1) + (x + 0);
1052                         e[2] = (y + 1) * (width + 1) + (x + 1);
1053                         e[3] = (y + 0) * (width + 1) + (x + 0);
1054                         e[4] = (y + 0) * (width + 1) + (x + 1);
1055                         e[5] = (y + 1) * (width + 1) + (x + 1);
1056                         e += 6;
1057                 }
1058         }
1059         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1060         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1061                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1062                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1063 }
1064
1065 skinfile_t *Mod_LoadSkinFiles(void)
1066 {
1067         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1068         char *text;
1069         const char *data;
1070         skinfile_t *skinfile = NULL, *first = NULL;
1071         skinfileitem_t *skinfileitem;
1072         char word[10][MAX_QPATH];
1073         overridetagnameset_t tagsets[MAX_SKINS];
1074         overridetagname_t tags[256];
1075
1076 /*
1077 sample file:
1078 U_bodyBox,models/players/Legoman/BikerA2.tga
1079 U_RArm,models/players/Legoman/BikerA1.tga
1080 U_LArm,models/players/Legoman/BikerA1.tga
1081 U_armor,common/nodraw
1082 U_sword,common/nodraw
1083 U_shield,common/nodraw
1084 U_homb,common/nodraw
1085 U_backpack,common/nodraw
1086 U_colcha,common/nodraw
1087 tag_head,
1088 tag_weapon,
1089 tag_torso,
1090 */
1091         memset(tagsets, 0, sizeof(tagsets));
1092         memset(word, 0, sizeof(word));
1093         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1094         {
1095                 numtags = 0;
1096
1097                 // If it's the first file we parse
1098                 if (skinfile == NULL)
1099                 {
1100                         skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1101                         first = skinfile;
1102                 }
1103                 else
1104                 {
1105                         skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1106                         skinfile = skinfile->next;
1107                 }
1108                 skinfile->next = NULL;
1109
1110                 for(line = 0;;line++)
1111                 {
1112                         // parse line
1113                         if (!COM_ParseToken(&data, true))
1114                                 break;
1115                         if (!strcmp(com_token, "\n"))
1116                                 continue;
1117                         words = 0;
1118                         wordsoverflow = false;
1119                         do
1120                         {
1121                                 if (words < 10)
1122                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1123                                 else
1124                                         wordsoverflow = true;
1125                         }
1126                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1127                         if (wordsoverflow)
1128                         {
1129                                 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);
1130                                 continue;
1131                         }
1132                         // words is always >= 1
1133                         if (!strcmp(word[0], "replace"))
1134                         {
1135                                 if (words == 3)
1136                                 {
1137                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1138                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1139                                         skinfileitem->next = skinfile->items;
1140                                         skinfile->items = skinfileitem;
1141                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1142                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1143                                 }
1144                                 else
1145                                         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]);
1146                         }
1147                         else if (words == 2 && !strcmp(word[1], ","))
1148                         {
1149                                 // tag name, like "tag_weapon,"
1150                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1151                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1152                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1153                                 numtags++;
1154                         }
1155                         else if (words == 3 && !strcmp(word[1], ","))
1156                         {
1157                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1158                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1159                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1160                                 skinfileitem->next = skinfile->items;
1161                                 skinfile->items = skinfileitem;
1162                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1163                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1164                         }
1165                         else
1166                                 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);
1167                 }
1168                 Mem_Free(text);
1169
1170                 if (numtags)
1171                 {
1172                         overridetagnameset_t *t;
1173                         t = tagsets + i;
1174                         t->num_overridetagnames = numtags;
1175                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1176                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1177                         tagsetsused = true;
1178                 }
1179         }
1180         if (tagsetsused)
1181         {
1182                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1183                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1184         }
1185         if (i)
1186                 loadmodel->numskins = i;
1187         return first;
1188 }
1189
1190 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1191 {
1192         skinfile_t *next;
1193         skinfileitem_t *skinfileitem, *nextitem;
1194         for (;skinfile;skinfile = next)
1195         {
1196                 next = skinfile->next;
1197                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1198                 {
1199                         nextitem = skinfileitem->next;
1200                         Mem_Free(skinfileitem);
1201                 }
1202                 Mem_Free(skinfile);
1203         }
1204 }
1205
1206 int Mod_CountSkinFiles(skinfile_t *skinfile)
1207 {
1208         int i;
1209         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1210         return i;
1211 }
1212
1213 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1214 {
1215         int i;
1216         double isnap = 1.0 / snap;
1217         for (i = 0;i < numvertices*numcomponents;i++)
1218                 vertices[i] = floor(vertices[i]*isnap)*snap;
1219 }
1220
1221 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1222 {
1223         int i, outtriangles;
1224         float d, edgedir[3], temp[3];
1225         // a degenerate triangle is one with no width (thickness, surface area)
1226         // these are characterized by having all 3 points colinear (along a line)
1227         // or having two points identical
1228         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1229         {
1230                 // calculate first edge
1231                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1232                 if (VectorLength2(edgedir) < 0.0001f)
1233                         continue; // degenerate first edge (no length)
1234                 VectorNormalize(edgedir);
1235                 // check if third point is on the edge (colinear)
1236                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1237                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1238                 if (VectorLength2(temp) < 0.0001f)
1239                         continue; // third point colinear with first edge
1240                 // valid triangle (no colinear points, no duplicate points)
1241                 VectorCopy(inelement3i, outelement3i);
1242                 outelement3i += 3;
1243                 outtriangles++;
1244         }
1245         return outtriangles;
1246 }
1247