added PSK model support (UnrealTournament 2003/2004 ActorX format)
[divverent/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
30
31 model_t *loadmodel;
32
33 // LordHavoc: was 512
34 #define MAX_MOD_KNOWN (MAX_MODELS + 256)
35 static model_t mod_known[MAX_MOD_KNOWN];
36
37 static void mod_start(void)
38 {
39         int i;
40         for (i = 0;i < MAX_MOD_KNOWN;i++)
41                 if (mod_known[i].name[0])
42                         Mod_UnloadModel(&mod_known[i]);
43         Mod_LoadModels();
44 }
45
46 static void mod_shutdown(void)
47 {
48         int i;
49         for (i = 0;i < MAX_MOD_KNOWN;i++)
50                 if (mod_known[i].name[0])
51                         Mod_UnloadModel(&mod_known[i]);
52 }
53
54 static void mod_newmap(void)
55 {
56         msurface_t *surface;
57         int i, surfacenum, ssize, tsize;
58
59         if (!cl_stainmaps_clearonload.integer)
60                 return;
61
62         for (i = 0;i < MAX_MOD_KNOWN;i++)
63         {
64                 if (mod_known[i].name[0])
65                 {
66                         for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
67                         {
68                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
69                                 {
70                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
71                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
72                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
73                                         surface->cached_dlight = true;
74                                 }
75                         }
76                 }
77         }
78 }
79
80 /*
81 ===============
82 Mod_Init
83 ===============
84 */
85 static void Mod_Print(void);
86 static void Mod_Precache (void);
87 void Mod_Init (void)
88 {
89         Mod_BrushInit();
90         Mod_AliasInit();
91         Mod_SpriteInit();
92
93         Cvar_RegisterVariable(&r_mipskins);
94         Cmd_AddCommand ("modellist", Mod_Print);
95         Cmd_AddCommand ("modelprecache", Mod_Precache);
96 }
97
98 void Mod_RenderInit(void)
99 {
100         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
101 }
102
103 void Mod_FreeModel (model_t *mod)
104 {
105         R_FreeTexturePool(&mod->texturepool);
106         Mem_FreePool(&mod->mempool);
107
108         // clear the struct to make it available
109         memset(mod, 0, sizeof(model_t));
110 }
111
112 void Mod_UnloadModel (model_t *mod)
113 {
114         char name[MAX_QPATH];
115         qboolean isworldmodel;
116         qboolean used;
117         strcpy(name, mod->name);
118         isworldmodel = mod->isworldmodel;
119         used = mod->used;
120         Mod_FreeModel(mod);
121         strcpy(mod->name, name);
122         mod->isworldmodel = isworldmodel;
123         mod->used = used;
124         mod->loaded = false;
125 }
126
127 /*
128 ==================
129 Mod_LoadModel
130
131 Loads a model
132 ==================
133 */
134 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
135 {
136         int num;
137         unsigned int crc;
138         void *buf;
139
140         mod->used = true;
141
142         if (mod->name[0] == '*') // submodel
143                 return mod;
144
145         crc = 0;
146         buf = NULL;
147         if (mod->isworldmodel != isworldmodel)
148                 mod->loaded = false;
149         if (!mod->loaded || checkdisk)
150         {
151                 if (checkdisk && mod->loaded)
152                         Con_DPrintf("checking model %s\n", mod->name);
153                 buf = FS_LoadFile (mod->name, tempmempool, false);
154                 if (buf)
155                 {
156                         crc = CRC_Block(buf, fs_filesize);
157                         if (mod->crc != crc)
158                                 mod->loaded = false;
159                 }
160         }
161         if (mod->loaded)
162                 return mod; // already loaded
163
164         Con_DPrintf("loading model %s\n", mod->name);
165         // LordHavoc: unload the existing model in this slot (if there is one)
166         Mod_UnloadModel(mod);
167
168         // load the model
169         mod->isworldmodel = isworldmodel;
170         mod->used = true;
171         mod->crc = crc;
172         // errors can prevent the corresponding mod->loaded = true;
173         mod->loaded = false;
174
175         // default model radius and bounding box (mainly for missing models)
176         mod->radius = 16;
177         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
178         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
179         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
180         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
181         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
182         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
183
184         // all models use memory, so allocate a memory pool
185         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
186         // all models load textures, so allocate a texture pool
187         if (cls.state != ca_dedicated)
188                 mod->texturepool = R_AllocTexturePool();
189
190         if (buf)
191         {
192                 char *bufend = buf + fs_filesize;
193                 num = LittleLong(*((int *)buf));
194                 // call the apropriate loader
195                 loadmodel = mod;
196                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
197                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
198                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
199                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
200                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
201                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
202                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
203                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
204                 else if (!strcmp(buf, "ACTRHEAD")) Mod_PSKMODEL_Load(mod, buf, bufend);
205                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
206                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
207                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
208                 Mem_Free(buf);
209         }
210         else if (crash)
211         {
212                 // LordHavoc: Sys_Error was *ANNOYING*
213                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
214         }
215
216         // no errors occurred
217         mod->loaded = true;
218         return mod;
219 }
220
221 /*
222 ===================
223 Mod_ClearAll
224 ===================
225 */
226 void Mod_ClearAll(void)
227 {
228 }
229
230 void Mod_ClearUsed(void)
231 {
232         int i;
233         model_t *mod;
234
235         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
236                 if (mod->name[0])
237                         mod->used = false;
238 }
239
240 void Mod_PurgeUnused(void)
241 {
242         int i;
243         model_t *mod;
244
245         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
246                 if (mod->name[0])
247                         if (!mod->used)
248                                 Mod_FreeModel(mod);
249 }
250
251 // only used during loading!
252 void Mod_RemoveStaleWorldModels(model_t *skip)
253 {
254         int i;
255         for (i = 0;i < MAX_MOD_KNOWN;i++)
256                 if (mod_known[i].isworldmodel && skip != &mod_known[i])
257                         Mod_UnloadModel(mod_known + i);
258 }
259
260 void Mod_LoadModels(void)
261 {
262         int i;
263         model_t *mod;
264
265         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
266                 if (mod->name[0])
267                         if (mod->used)
268                                 Mod_CheckLoaded(mod);
269 }
270
271 /*
272 ==================
273 Mod_FindName
274
275 ==================
276 */
277 model_t *Mod_FindName(const char *name)
278 {
279         int i;
280         model_t *mod, *freemod;
281
282         if (!name[0])
283                 Host_Error ("Mod_ForName: NULL name");
284
285 // search the currently loaded models
286         freemod = NULL;
287         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
288         {
289                 if (mod->name[0])
290                 {
291                         if (!strcmp (mod->name, name))
292                         {
293                                 mod->used = true;
294                                 return mod;
295                         }
296                 }
297                 else if (freemod == NULL)
298                         freemod = mod;
299         }
300
301         if (freemod)
302         {
303                 mod = freemod;
304                 strcpy (mod->name, name);
305                 mod->loaded = false;
306                 mod->used = true;
307                 return mod;
308         }
309
310         Host_Error ("Mod_FindName: ran out of models\n");
311         return NULL;
312 }
313
314 /*
315 ==================
316 Mod_ForName
317
318 Loads in a model for the given name
319 ==================
320 */
321 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
322 {
323         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
324 }
325
326 qbyte *mod_base;
327
328
329 //=============================================================================
330
331 /*
332 ================
333 Mod_Print
334 ================
335 */
336 static void Mod_Print(void)
337 {
338         int             i;
339         model_t *mod;
340
341         Con_Print("Loaded models:\n");
342         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
343                 if (mod->name[0])
344                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
345 }
346
347 /*
348 ================
349 Mod_Precache
350 ================
351 */
352 static void Mod_Precache(void)
353 {
354         if (Cmd_Argc() == 2)
355                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
356         else
357                 Con_Print("usage: modelprecache <filename>\n");
358 }
359
360 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
361 {
362         int i, count;
363         qbyte *used;
364         used = Mem_Alloc(tempmempool, numvertices);
365         memset(used, 0, numvertices);
366         for (i = 0;i < numelements;i++)
367                 used[elements[i]] = 1;
368         for (i = 0, count = 0;i < numvertices;i++)
369                 remapvertices[i] = used[i] ? count++ : -1;
370         Mem_Free(used);
371         return count;
372 }
373
374 #if 1
375 // fast way, using an edge hash
376 #define TRIANGLEEDGEHASH 8192
377 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
378 {
379         int i, j, p, e1, e2, *n, hashindex, count, match;
380         const int *e;
381         typedef struct edgehashentry_s
382         {
383                 struct edgehashentry_s *next;
384                 int triangle;
385                 int element[2];
386         }
387         edgehashentry_t;
388         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
389         memset(edgehash, 0, sizeof(edgehash));
390         edgehashentries = edgehashentriesbuffer;
391         // if there are too many triangles for the stack array, allocate larger buffer
392         if (numtriangles > TRIANGLEEDGEHASH)
393                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
394         // find neighboring triangles
395         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
396         {
397                 for (j = 0, p = 2;j < 3;p = j, j++)
398                 {
399                         e1 = e[p];
400                         e2 = e[j];
401                         // this hash index works for both forward and backward edges
402                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
403                         hash = edgehashentries + i * 3 + j;
404                         hash->next = edgehash[hashindex];
405                         edgehash[hashindex] = hash;
406                         hash->triangle = i;
407                         hash->element[0] = e1;
408                         hash->element[1] = e2;
409                 }
410         }
411         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
412         {
413                 for (j = 0, p = 2;j < 3;p = j, j++)
414                 {
415                         e1 = e[p];
416                         e2 = e[j];
417                         // this hash index works for both forward and backward edges
418                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
419                         count = 0;
420                         match = -1;
421                         for (hash = edgehash[hashindex];hash;hash = hash->next)
422                         {
423                                 if (hash->element[0] == e2 && hash->element[1] == e1)
424                                 {
425                                         if (hash->triangle != i)
426                                                 match = hash->triangle;
427                                         count++;
428                                 }
429                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
430                                         count++;
431                         }
432                         // detect edges shared by three triangles and make them seams
433                         if (count > 2)
434                                 match = -1;
435                         n[p] = match;
436                 }
437         }
438         // free the allocated buffer
439         if (edgehashentries != edgehashentriesbuffer)
440                 Mem_Free(edgehashentries);
441 }
442 #else
443 // very slow but simple way
444 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
445 {
446         int i, match, count;
447         count = 0;
448         match = -1;
449         for (i = 0;i < numtriangles;i++, elements += 3)
450         {
451                      if ((elements[0] == start && elements[1] == end)
452                       || (elements[1] == start && elements[2] == end)
453                       || (elements[2] == start && elements[0] == end))
454                 {
455                         if (i != ignore)
456                                 match = i;
457                         count++;
458                 }
459                 else if ((elements[1] == start && elements[0] == end)
460                       || (elements[2] == start && elements[1] == end)
461                       || (elements[0] == start && elements[2] == end))
462                         count++;
463         }
464         // detect edges shared by three triangles and make them seams
465         if (count > 2)
466                 match = -1;
467         return match;
468 }
469
470 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
471 {
472         int i, *n;
473         const int *e;
474         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
475         {
476                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
477                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
478                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
479         }
480 }
481 #endif
482
483 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
484 {
485         int i;
486         for (i = 0;i < numtriangles * 3;i++)
487                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
488                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
489 }
490
491 // warning: this is an expensive function!
492 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
493 {
494         int i, j;
495         const int *element;
496         float *vectorNormal;
497         float areaNormal[3];
498         // clear the vectors
499         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
500         // process each vertex of each triangle and accumulate the results
501         // use area-averaging, to make triangles with a big area have a bigger
502         // weighting on the vertex normal than triangles with a small area
503         // to do so, just add the 'normals' together (the bigger the area
504         // the greater the length of the normal is
505         element = elements;
506         for (i = 0; i < numtriangles; i++, element += 3)
507         {
508                 TriangleNormal(
509                         vertex3f + element[0] * 3,
510                         vertex3f + element[1] * 3,
511                         vertex3f + element[2] * 3,
512                         areaNormal
513                         );
514
515                 if (!areaweighting)
516                         VectorNormalize(areaNormal);
517
518                 for (j = 0;j < 3;j++)
519                 {
520                         vectorNormal = normal3f + element[j] * 3;
521                         vectorNormal[0] += areaNormal[0];
522                         vectorNormal[1] += areaNormal[1];
523                         vectorNormal[2] += areaNormal[2];
524                 }
525         }
526         // and just normalize the accumulated vertex normal in the end
527         vectorNormal = normal3f + 3 * firstvertex;
528         for (i = 0; i < numvertices; i++, vectorNormal += 3)
529                 VectorNormalize(vectorNormal);
530 }
531
532 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)
533 {
534         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
535         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
536         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
537
538         // 6 multiply, 9 subtract
539         VectorSubtract(v1, v0, v10);
540         VectorSubtract(v2, v0, v20);
541         normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
542         normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
543         normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
544         // 12 multiply, 10 subtract
545         tc10[1] = tc1[1] - tc0[1];
546         tc20[1] = tc2[1] - tc0[1];
547         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
548         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
549         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
550         tc10[0] = tc1[0] - tc0[0];
551         tc20[0] = tc2[0] - tc0[0];
552         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
553         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
554         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
555         // 12 multiply, 4 add, 6 subtract
556         f = DotProduct(svector3f, normal3f);
557         svector3f[0] -= f * normal3f[0];
558         svector3f[1] -= f * normal3f[1];
559         svector3f[2] -= f * normal3f[2];
560         f = DotProduct(tvector3f, normal3f);
561         tvector3f[0] -= f * normal3f[0];
562         tvector3f[1] -= f * normal3f[1];
563         tvector3f[2] -= f * normal3f[2];
564         // if texture is mapped the wrong way (counterclockwise), the tangents
565         // have to be flipped, this is detected by calculating a normal from the
566         // two tangents, and seeing if it is opposite the surface normal
567         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
568         CrossProduct(tvector3f, svector3f, tangentcross);
569         if (DotProduct(tangentcross, normal3f) < 0)
570         {
571                 VectorNegate(svector3f, svector3f);
572                 VectorNegate(tvector3f, tvector3f);
573         }
574 }
575
576 // warning: this is a very expensive function!
577 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f, qboolean areaweighting)
578 {
579         int i, tnum;
580         float sdir[3], tdir[3], normal[3], *v;
581         const int *e;
582         // clear the vectors
583         if (svector3f)
584                 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
585         if (tvector3f)
586                 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
587         if (normal3f)
588                 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
589         // process each vertex of each triangle and accumulate the results
590         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
591         {
592                 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);
593                 if (!areaweighting)
594                 {
595                         VectorNormalize(sdir);
596                         VectorNormalize(tdir);
597                         VectorNormalize(normal);
598                 }
599                 if (svector3f)
600                         for (i = 0;i < 3;i++)
601                                 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
602                 if (tvector3f)
603                         for (i = 0;i < 3;i++)
604                                 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
605                 if (normal3f)
606                         for (i = 0;i < 3;i++)
607                                 VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
608         }
609         // now we could divide the vectors by the number of averaged values on
610         // each vertex...  but instead normalize them
611         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
612         if (svector3f)
613                 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
614                         VectorNormalize(v);
615         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
616         if (tvector3f)
617                 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
618                         VectorNormalize(v);
619         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
620         if (normal3f)
621                 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
622                         VectorNormalize(v);
623 }
624
625 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
626 {
627         surfmesh_t *mesh;
628         qbyte *data;
629         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));
630         mesh->num_vertices = numvertices;
631         mesh->num_triangles = numtriangles;
632         data = (qbyte *)(mesh + 1);
633         if (mesh->num_vertices)
634         {
635                 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
636                 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
637                 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
638                 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
639                 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
640                 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
641                 if (detailtexcoords)
642                         mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
643                 if (vertexcolors)
644                         mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
645                 if (lightmapoffsets)
646                         mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
647         }
648         if (mesh->num_triangles)
649         {
650                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
651                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
652                 if (neighbors)
653                         mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
654         }
655         return mesh;
656 }
657
658 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)
659 {
660         shadowmesh_t *newmesh;
661         qbyte *data;
662         int size;
663         size = sizeof(shadowmesh_t);
664         size += maxverts * sizeof(float[3]);
665         if (light)
666                 size += maxverts * sizeof(float[11]);
667         size += maxtriangles * sizeof(int[3]);
668         if (neighbors)
669                 size += maxtriangles * sizeof(int[3]);
670         if (expandable)
671                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
672         data = Mem_Alloc(mempool, size);
673         newmesh = (void *)data;data += sizeof(*newmesh);
674         newmesh->map_diffuse = map_diffuse;
675         newmesh->map_specular = map_specular;
676         newmesh->map_normal = map_normal;
677         newmesh->maxverts = maxverts;
678         newmesh->maxtriangles = maxtriangles;
679         newmesh->numverts = 0;
680         newmesh->numtriangles = 0;
681
682         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
683         if (light)
684         {
685                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
686                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
687                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
688                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
689         }
690         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
691         if (neighbors)
692         {
693                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
694         }
695         if (expandable)
696         {
697                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
698                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
699         }
700         return newmesh;
701 }
702
703 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
704 {
705         shadowmesh_t *newmesh;
706         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
707         newmesh->numverts = oldmesh->numverts;
708         newmesh->numtriangles = oldmesh->numtriangles;
709
710         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
711         if (newmesh->svector3f && oldmesh->svector3f)
712         {
713                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
714                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
715                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
716                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
717         }
718         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
719         if (newmesh->neighbor3i && oldmesh->neighbor3i)
720                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
721         return newmesh;
722 }
723
724 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
725 {
726         int hashindex, vnum;
727         shadowmeshvertexhash_t *hash;
728         // this uses prime numbers intentionally
729         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
730         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
731         {
732                 vnum = (hash - mesh->vertexhashentries);
733                 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]))
734                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
735                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
736                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
737                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
738                         return hash - mesh->vertexhashentries;
739         }
740         vnum = mesh->numverts++;
741         hash = mesh->vertexhashentries + vnum;
742         hash->next = mesh->vertexhashtable[hashindex];
743         mesh->vertexhashtable[hashindex] = hash;
744         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
745         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
746         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
747         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
748         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
749         return vnum;
750 }
751
752 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
753 {
754         if (mesh->numtriangles == 0)
755         {
756                 // set the properties on this empty mesh to be more favorable...
757                 // (note: this case only occurs for the first triangle added to a new mesh chain)
758                 mesh->map_diffuse = map_diffuse;
759                 mesh->map_specular = map_specular;
760                 mesh->map_normal = map_normal;
761         }
762         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)
763         {
764                 if (mesh->next == NULL)
765                         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);
766                 mesh = mesh->next;
767         }
768         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
769         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
770         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
771         mesh->numtriangles++;
772 }
773
774 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)
775 {
776         int i, j, e;
777         float vbuf[3*14], *v;
778         memset(vbuf, 0, sizeof(vbuf));
779         for (i = 0;i < numtris;i++)
780         {
781                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
782                 {
783                         e = *element3i++;
784                         if (vertex3f)
785                         {
786                                 v[0] = vertex3f[e * 3 + 0];
787                                 v[1] = vertex3f[e * 3 + 1];
788                                 v[2] = vertex3f[e * 3 + 2];
789                         }
790                         if (svector3f)
791                         {
792                                 v[3] = svector3f[e * 3 + 0];
793                                 v[4] = svector3f[e * 3 + 1];
794                                 v[5] = svector3f[e * 3 + 2];
795                         }
796                         if (tvector3f)
797                         {
798                                 v[6] = tvector3f[e * 3 + 0];
799                                 v[7] = tvector3f[e * 3 + 1];
800                                 v[8] = tvector3f[e * 3 + 2];
801                         }
802                         if (normal3f)
803                         {
804                                 v[9] = normal3f[e * 3 + 0];
805                                 v[10] = normal3f[e * 3 + 1];
806                                 v[11] = normal3f[e * 3 + 2];
807                         }
808                         if (texcoord2f)
809                         {
810                                 v[12] = texcoord2f[e * 2 + 0];
811                                 v[13] = texcoord2f[e * 2 + 1];
812                         }
813                 }
814                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
815         }
816 }
817
818 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)
819 {
820         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
821 }
822
823 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
824 {
825         shadowmesh_t *mesh, *newmesh, *nextmesh;
826         // reallocate meshs to conserve space
827         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
828         {
829                 nextmesh = mesh->next;
830                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
831                 {
832                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
833                         newmesh->next = firstmesh;
834                         firstmesh = newmesh;
835                 }
836                 Mem_Free(mesh);
837         }
838         return firstmesh;
839 }
840
841 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
842 {
843         int i;
844         shadowmesh_t *mesh;
845         vec3_t nmins, nmaxs, ncenter, temp;
846         float nradius2, dist2, *v;
847         // calculate bbox
848         for (mesh = firstmesh;mesh;mesh = mesh->next)
849         {
850                 if (mesh == firstmesh)
851                 {
852                         VectorCopy(mesh->vertex3f, nmins);
853                         VectorCopy(mesh->vertex3f, nmaxs);
854                 }
855                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
856                 {
857                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
858                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
859                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
860                 }
861         }
862         // calculate center and radius
863         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
864         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
865         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
866         nradius2 = 0;
867         for (mesh = firstmesh;mesh;mesh = mesh->next)
868         {
869                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
870                 {
871                         VectorSubtract(v, ncenter, temp);
872                         dist2 = DotProduct(temp, temp);
873                         if (nradius2 < dist2)
874                                 nradius2 = dist2;
875                 }
876         }
877         // return data
878         if (mins)
879                 VectorCopy(nmins, mins);
880         if (maxs)
881                 VectorCopy(nmaxs, maxs);
882         if (center)
883                 VectorCopy(ncenter, center);
884         if (radius)
885                 *radius = sqrt(nradius2);
886 }
887
888 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
889 {
890         shadowmesh_t *nextmesh;
891         for (;mesh;mesh = nextmesh)
892         {
893                 nextmesh = mesh->next;
894                 Mem_Free(mesh);
895         }
896 }
897
898 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
899 {
900         int i;
901         for (i = 0;i < width*height;i++)
902                 if (((qbyte *)&palette[in[i]])[3] > 0)
903                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
904         return NULL;
905 }
906
907 static int detailtexturecycle = 0;
908 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
909 {
910         imageskin_t s;
911         memset(skinframe, 0, sizeof(*skinframe));
912         if (!image_loadskin(&s, basename))
913                 return false;
914         if (usedetailtexture)
915                 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
916         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
917         if (s.nmappixels != NULL)
918                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
919         if (s.glosspixels != NULL)
920                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
921         if (s.glowpixels != NULL && loadglowtexture)
922                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
923         if (s.maskpixels != NULL)
924                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
925         if (loadpantsandshirt)
926         {
927                 if (s.pantspixels != NULL)
928                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
929                 if (s.shirtpixels != NULL)
930                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
931         }
932         image_freeskin(&s);
933         return true;
934 }
935
936 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
937 {
938         qbyte *temp1, *temp2;
939         memset(skinframe, 0, sizeof(*skinframe));
940         if (!skindata)
941                 return false;
942         if (usedetailtexture)
943                 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
944         if (r_shadow_bumpscale_basetexture.value > 0)
945         {
946                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
947                 temp2 = temp1 + width * height * 4;
948                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
949                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
950                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
951                 Mem_Free(temp1);
952         }
953         if (loadglowtexture)
954         {
955                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
956                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
957                 if (loadpantsandshirt)
958                 {
959                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
960                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
961                         if (skinframe->pants || skinframe->shirt)
962                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
963                 }
964         }
965         else
966         {
967                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
968                 if (loadpantsandshirt)
969                 {
970                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
971                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
972                         if (skinframe->pants || skinframe->shirt)
973                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
974                 }
975         }
976         return true;
977 }
978
979 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
980 {
981         float v[3], tc[3];
982         v[0] = ix;
983         v[1] = iy;
984         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
985                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
986         else
987                 v[2] = 0;
988         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
989         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
990         texcoord2f[0] = tc[0];
991         texcoord2f[1] = tc[1];
992 }
993
994 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)
995 {
996         float vup[3], vdown[3], vleft[3], vright[3];
997         float tcup[3], tcdown[3], tcleft[3], tcright[3];
998         float sv[3], tv[3], nl[3];
999         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1000         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1001         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1002         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1003         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1004         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1005         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1006         VectorAdd(svector3f, sv, svector3f);
1007         VectorAdd(tvector3f, tv, tvector3f);
1008         VectorAdd(normal3f, nl, normal3f);
1009         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1010         VectorAdd(svector3f, sv, svector3f);
1011         VectorAdd(tvector3f, tv, tvector3f);
1012         VectorAdd(normal3f, nl, normal3f);
1013         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1014         VectorAdd(svector3f, sv, svector3f);
1015         VectorAdd(tvector3f, tv, tvector3f);
1016         VectorAdd(normal3f, nl, normal3f);
1017 }
1018
1019 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)
1020 {
1021         int x, y, ix, iy, *e;
1022         e = element3i;
1023         for (y = 0;y < height;y++)
1024         {
1025                 for (x = 0;x < width;x++)
1026                 {
1027                         e[0] = (y + 1) * (width + 1) + (x + 0);
1028                         e[1] = (y + 0) * (width + 1) + (x + 0);
1029                         e[2] = (y + 1) * (width + 1) + (x + 1);
1030                         e[3] = (y + 0) * (width + 1) + (x + 0);
1031                         e[4] = (y + 0) * (width + 1) + (x + 1);
1032                         e[5] = (y + 1) * (width + 1) + (x + 1);
1033                         e += 6;
1034                 }
1035         }
1036         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1037         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1038                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1039                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1040 }
1041
1042 skinfile_t *Mod_LoadSkinFiles(void)
1043 {
1044         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1045         char *text;
1046         const char *data;
1047         skinfile_t *skinfile = NULL, *first = NULL;
1048         skinfileitem_t *skinfileitem;
1049         char word[10][MAX_QPATH];
1050         overridetagnameset_t tagsets[MAX_SKINS];
1051         overridetagname_t tags[256];
1052
1053 /*
1054 sample file:
1055 U_bodyBox,models/players/Legoman/BikerA2.tga
1056 U_RArm,models/players/Legoman/BikerA1.tga
1057 U_LArm,models/players/Legoman/BikerA1.tga
1058 U_armor,common/nodraw
1059 U_sword,common/nodraw
1060 U_shield,common/nodraw
1061 U_homb,common/nodraw
1062 U_backpack,common/nodraw
1063 U_colcha,common/nodraw
1064 tag_head,
1065 tag_weapon,
1066 tag_torso,
1067 */
1068         memset(tagsets, 0, sizeof(tagsets));
1069         memset(word, 0, sizeof(word));
1070         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1071         {
1072                 numtags = 0;
1073
1074                 // If it's the first file we parse
1075                 if (skinfile == NULL)
1076                 {
1077                         skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1078                         first = skinfile;
1079                 }
1080                 else
1081                 {
1082                         skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1083                         skinfile = skinfile->next;
1084                 }
1085                 skinfile->next = NULL;
1086
1087                 for(line = 0;;line++)
1088                 {
1089                         // parse line
1090                         if (!COM_ParseToken(&data, true))
1091                                 break;
1092                         if (!strcmp(com_token, "\n"))
1093                                 continue;
1094                         words = 0;
1095                         wordsoverflow = false;
1096                         do
1097                         {
1098                                 if (words < 10)
1099                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1100                                 else
1101                                         wordsoverflow = true;
1102                         }
1103                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1104                         if (wordsoverflow)
1105                         {
1106                                 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);
1107                                 continue;
1108                         }
1109                         // words is always >= 1
1110                         if (!strcmp(word[0], "replace"))
1111                         {
1112                                 if (words == 3)
1113                                 {
1114                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1115                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1116                                         skinfileitem->next = skinfile->items;
1117                                         skinfile->items = skinfileitem;
1118                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1119                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1120                                 }
1121                                 else
1122                                         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]);
1123                         }
1124                         else if (words == 2 && !strcmp(word[1], ","))
1125                         {
1126                                 // tag name, like "tag_weapon,"
1127                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1128                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1129                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1130                                 numtags++;
1131                         }
1132                         else if (words == 3 && !strcmp(word[1], ","))
1133                         {
1134                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1135                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1136                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1137                                 skinfileitem->next = skinfile->items;
1138                                 skinfile->items = skinfileitem;
1139                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1140                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1141                         }
1142                         else
1143                                 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);
1144                 }
1145                 Mem_Free(text);
1146
1147                 if (numtags)
1148                 {
1149                         overridetagnameset_t *t;
1150                         t = tagsets + i;
1151                         t->num_overridetagnames = numtags;
1152                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1153                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1154                         tagsetsused = true;
1155                 }
1156         }
1157         if (tagsetsused)
1158         {
1159                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1160                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1161         }
1162         if (i)
1163                 loadmodel->numskins = i;
1164         return first;
1165 }
1166
1167 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1168 {
1169         skinfile_t *next;
1170         skinfileitem_t *skinfileitem, *nextitem;
1171         for (;skinfile;skinfile = next)
1172         {
1173                 next = skinfile->next;
1174                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1175                 {
1176                         nextitem = skinfileitem->next;
1177                         Mem_Free(skinfileitem);
1178                 }
1179                 Mem_Free(skinfile);
1180         }
1181 }
1182
1183 int Mod_CountSkinFiles(skinfile_t *skinfile)
1184 {
1185         int i;
1186         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1187         return i;
1188 }
1189
1190 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1191 {
1192         int i;
1193         double isnap = 1.0 / snap;
1194         for (i = 0;i < numvertices*numcomponents;i++)
1195                 vertices[i] = floor(vertices[i]*isnap)*snap;
1196 }
1197
1198 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1199 {
1200         int i, outtriangles;
1201         float d, edgedir[3], temp[3];
1202         // a degenerate triangle is one with no width (thickness, surface area)
1203         // these are characterized by having all 3 points colinear (along a line)
1204         // or having two points identical
1205         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1206         {
1207                 // calculate first edge
1208                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1209                 if (VectorLength2(edgedir) < 0.0001f)
1210                         continue; // degenerate first edge (no length)
1211                 VectorNormalize(edgedir);
1212                 // check if third point is on the edge (colinear)
1213                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1214                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1215                 if (VectorLength2(temp) < 0.0001f)
1216                         continue; // third point colinear with first edge
1217                 // valid triangle (no colinear points, no duplicate points)
1218                 VectorCopy(inelement3i, outelement3i);
1219                 outelement3i += 3;
1220                 outtriangles++;
1221         }
1222         return outtriangles;
1223 }
1224