Added a mempool parameter to FS_LoadFile
[divverent/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
30
31 model_t *loadmodel;
32
33 // LordHavoc: increased from 512 to 2048
34 #define MAX_MOD_KNOWN   2048
35 static model_t mod_known[MAX_MOD_KNOWN];
36
37 rtexturepool_t *mod_shared_texturepool;
38 rtexture_t *r_notexture;
39 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
40 rtexture_t *mod_shared_distorttexture[64];
41
42 void Mod_BuildDetailTextures (void)
43 {
44         int i, x, y, light;
45         float vc[3], vx[3], vy[3], vn[3], lightdir[3];
46 #define DETAILRESOLUTION 256
47         qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
48         lightdir[0] = 0.5;
49         lightdir[1] = 1;
50         lightdir[2] = -0.25;
51         VectorNormalize(lightdir);
52         for (i = 0;i < NUM_DETAILTEXTURES;i++)
53         {
54                 fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
55                 for (y = 0;y < DETAILRESOLUTION;y++)
56                 {
57                         for (x = 0;x < DETAILRESOLUTION;x++)
58                         {
59                                 vc[0] = x;
60                                 vc[1] = y;
61                                 vc[2] = noise[y][x] * (1.0f / 32.0f);
62                                 vx[0] = x + 1;
63                                 vx[1] = y;
64                                 vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
65                                 vy[0] = x;
66                                 vy[1] = y + 1;
67                                 vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
68                                 VectorSubtract(vx, vc, vx);
69                                 VectorSubtract(vy, vc, vy);
70                                 CrossProduct(vx, vy, vn);
71                                 VectorNormalize(vn);
72                                 light = 128 - DotProduct(vn, lightdir) * 128;
73                                 light = bound(0, light, 255);
74                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
75                                 data[y][x][3] = 255;
76                         }
77                 }
78                 mod_shared_detailtextures[i] = R_LoadTexture2D(mod_shared_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
79         }
80 }
81
82 qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
83 {
84         int     value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
85                                 ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
86                                 ((y2 - y0) * morph) +
87                                 (y1));
88
89         if (value > 255)
90                 value = 255;
91         if (value < 0)
92                 value = 0;
93
94         return (qbyte)value;
95 }
96
97 void Mod_BuildDistortTexture (void)
98 {
99         int x, y, i, j;
100 #define DISTORTRESOLUTION 32
101         qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
102
103         for (i=0; i<4; i++)
104         {
105                 for (y=0; y<DISTORTRESOLUTION; y++)
106                 {
107                         for (x=0; x<DISTORTRESOLUTION; x++)
108                         {
109                                 data[i][y][x][0] = rand () & 255;
110                                 data[i][y][x][1] = rand () & 255;
111                         }
112                 }
113         }
114
115
116         for (i=0; i<4; i++)
117         {
118                 for (j=0; j<16; j++)
119                 {
120                         mod_shared_distorttexture[i*16+j] = NULL;
121                         if (gl_textureshader)
122                         {
123                                 for (y=0; y<DISTORTRESOLUTION; y++)
124                                 {
125                                         for (x=0; x<DISTORTRESOLUTION; x++)
126                                         {
127                                                 data[4][y][x][0] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
128                                                 data[4][y][x][1] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
129                                         }
130                                 }
131                                 mod_shared_distorttexture[i*16+j] = R_LoadTexture2D(mod_shared_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
132                         }
133                 }
134         }
135
136         return;
137 }
138
139 texture_t r_surf_notexture;
140
141 void Mod_SetupNoTexture(void)
142 {
143         int x, y;
144         qbyte pix[16][16][4];
145
146         // this makes a light grey/dark grey checkerboard texture
147         for (y = 0;y < 16;y++)
148         {
149                 for (x = 0;x < 16;x++)
150                 {
151                         if ((y < 8) ^ (x < 8))
152                         {
153                                 pix[y][x][0] = 128;
154                                 pix[y][x][1] = 128;
155                                 pix[y][x][2] = 128;
156                                 pix[y][x][3] = 255;
157                         }
158                         else
159                         {
160                                 pix[y][x][0] = 64;
161                                 pix[y][x][1] = 64;
162                                 pix[y][x][2] = 64;
163                                 pix[y][x][3] = 255;
164                         }
165                 }
166         }
167
168         r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
169 }
170
171 static void mod_start(void)
172 {
173         int i;
174         for (i = 0;i < MAX_MOD_KNOWN;i++)
175                 if (mod_known[i].name[0])
176                         Mod_UnloadModel(&mod_known[i]);
177         Mod_LoadModels();
178
179         mod_shared_texturepool = R_AllocTexturePool();
180         Mod_SetupNoTexture();
181         Mod_BuildDetailTextures();
182         Mod_BuildDistortTexture();
183 }
184
185 static void mod_shutdown(void)
186 {
187         int i;
188         for (i = 0;i < MAX_MOD_KNOWN;i++)
189                 if (mod_known[i].name[0])
190                         Mod_UnloadModel(&mod_known[i]);
191
192         R_FreeTexturePool(&mod_shared_texturepool);
193 }
194
195 static void mod_newmap(void)
196 {
197 }
198
199 /*
200 ===============
201 Mod_Init
202 ===============
203 */
204 static void Mod_Print(void);
205 static void Mod_Precache (void);
206 void Mod_Init (void)
207 {
208         Mod_BrushInit();
209         Mod_AliasInit();
210         Mod_SpriteInit();
211
212         Cvar_RegisterVariable(&r_mipskins);
213         Cmd_AddCommand ("modellist", Mod_Print);
214         Cmd_AddCommand ("modelprecache", Mod_Precache);
215 }
216
217 void Mod_RenderInit(void)
218 {
219         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
220 }
221
222 void Mod_FreeModel (model_t *mod)
223 {
224         R_FreeTexturePool(&mod->texturepool);
225         Mem_FreePool(&mod->mempool);
226
227         // clear the struct to make it available
228         memset(mod, 0, sizeof(model_t));
229 }
230
231 void Mod_UnloadModel (model_t *mod)
232 {
233         char name[MAX_QPATH];
234         qboolean isworldmodel;
235         strcpy(name, mod->name);
236         isworldmodel = mod->isworldmodel;
237         Mod_FreeModel(mod);
238         strcpy(mod->name, name);
239         mod->isworldmodel = isworldmodel;
240         mod->needload = true;
241 }
242
243 /*
244 ==================
245 Mod_LoadModel
246
247 Loads a model
248 ==================
249 */
250 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
251 {
252         int num;
253         unsigned int crc;
254         void *buf;
255
256         mod->used = true;
257
258         if (mod->name[0] == '*') // submodel
259                 return mod;
260
261         crc = 0;
262         buf = NULL;
263         if (!mod->needload)
264         {
265                 if (checkdisk)
266                 {
267                         buf = FS_LoadFile (mod->name, tempmempool, false);
268                         if (!buf)
269                         {
270                                 if (crash)
271                                         Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
272                                 return NULL;
273                         }
274
275                         crc = CRC_Block(buf, fs_filesize);
276                 }
277                 else
278                         crc = mod->crc;
279
280                 if (mod->crc == crc && mod->isworldmodel == isworldmodel)
281                 {
282                         if (buf)
283                                 Mem_Free(buf);
284                         return mod; // already loaded
285                 }
286         }
287
288         Con_DPrintf("loading model %s\n", mod->name);
289
290         if (!buf)
291         {
292                 buf = FS_LoadFile (mod->name, tempmempool, false);
293                 if (!buf)
294                 {
295                         if (crash)
296                                 Host_Error ("Mod_LoadModel: %s not found", mod->name);
297                         return NULL;
298                 }
299                 crc = CRC_Block(buf, fs_filesize);
300         }
301
302         // allocate a new model
303         loadmodel = mod;
304
305         // LordHavoc: unload the existing model in this slot (if there is one)
306         Mod_UnloadModel(mod);
307         mod->isworldmodel = isworldmodel;
308         mod->used = true;
309         mod->crc = crc;
310         // errors can prevent the corresponding mod->needload = false;
311         mod->needload = true;
312
313         // all models use memory, so allocate a memory pool
314         mod->mempool = Mem_AllocPool(mod->name);
315         // all models load textures, so allocate a texture pool
316         if (cls.state != ca_dedicated)
317                 mod->texturepool = R_AllocTexturePool();
318
319         // call the apropriate loader
320         num = LittleLong(*((int *)buf));
321              if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
322         else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
323         else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
324         else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
325         else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
326         else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
327         else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
328         else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
329         else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
330
331         Mem_Free(buf);
332
333         // no errors occurred
334         mod->needload = false;
335         return mod;
336 }
337
338 void Mod_CheckLoaded(model_t *mod)
339 {
340         if (mod)
341         {
342                 if (mod->needload)
343                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
344                 else
345                 {
346                         if (mod->type == mod_invalid)
347                                 Host_Error("Mod_CheckLoaded: invalid model\n");
348                         mod->used = true;
349                         return;
350                 }
351         }
352 }
353
354 /*
355 ===================
356 Mod_ClearAll
357 ===================
358 */
359 void Mod_ClearAll(void)
360 {
361 }
362
363 void Mod_ClearUsed(void)
364 {
365         int i;
366         model_t *mod;
367
368         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
369                 if (mod->name[0])
370                         mod->used = false;
371 }
372
373 void Mod_PurgeUnused(void)
374 {
375         int i;
376         model_t *mod;
377
378         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
379                 if (mod->name[0])
380                         if (!mod->used)
381                                 Mod_FreeModel(mod);
382 }
383
384 void Mod_LoadModels(void)
385 {
386         int i;
387         model_t *mod;
388
389         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
390                 if (mod->name[0])
391                         if (mod->used)
392                                 Mod_CheckLoaded(mod);
393 }
394
395 /*
396 ==================
397 Mod_FindName
398
399 ==================
400 */
401 model_t *Mod_FindName(const char *name)
402 {
403         int i;
404         model_t *mod, *freemod;
405
406         if (!name[0])
407                 Host_Error ("Mod_ForName: NULL name");
408
409 // search the currently loaded models
410         freemod = NULL;
411         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
412         {
413                 if (mod->name[0])
414                 {
415                         if (!strcmp (mod->name, name))
416                         {
417                                 mod->used = true;
418                                 return mod;
419                         }
420                 }
421                 else if (freemod == NULL)
422                         freemod = mod;
423         }
424
425         if (freemod)
426         {
427                 mod = freemod;
428                 strcpy (mod->name, name);
429                 mod->needload = true;
430                 mod->used = true;
431                 return mod;
432         }
433
434         Host_Error ("Mod_FindName: ran out of models\n");
435         return NULL;
436 }
437
438 /*
439 ==================
440 Mod_TouchModel
441
442 ==================
443 */
444 void Mod_TouchModel(const char *name)
445 {
446         model_t *mod;
447
448         mod = Mod_FindName(name);
449         mod->used = true;
450 }
451
452 /*
453 ==================
454 Mod_ForName
455
456 Loads in a model for the given name
457 ==================
458 */
459 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
460 {
461         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
462 }
463
464 qbyte *mod_base;
465
466
467 //=============================================================================
468
469 /*
470 ================
471 Mod_Print
472 ================
473 */
474 static void Mod_Print(void)
475 {
476         int             i;
477         model_t *mod;
478
479         Con_Print("Loaded models:\n");
480         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
481                 if (mod->name[0])
482                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
483 }
484
485 /*
486 ================
487 Mod_Precache
488 ================
489 */
490 static void Mod_Precache(void)
491 {
492         if (Cmd_Argc() == 2)
493                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
494         else
495                 Con_Print("usage: modelprecache <filename>\n");
496 }
497
498 #if 1
499 // fast way, using an edge hash
500 #define TRIANGLEEDGEHASH 1024
501 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
502 {
503         int i, j, p, e1, e2, *n, hashindex, count, match;
504         const int *e;
505         typedef struct edgehashentry_s
506         {
507                 struct edgehashentry_s *next;
508                 int triangle;
509                 int element[2];
510         }
511         edgehashentry_t;
512         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
513         memset(edgehash, 0, sizeof(edgehash));
514         edgehashentries = edgehashentriesbuffer;
515         // if there are too many triangles for the stack array, allocate larger buffer
516         if (numtriangles > TRIANGLEEDGEHASH)
517                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
518         // find neighboring triangles
519         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
520         {
521                 for (j = 0, p = 2;j < 3;p = j, j++)
522                 {
523                         e1 = e[p];
524                         e2 = e[j];
525                         // this hash index works for both forward and backward edges
526                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
527                         hash = edgehashentries + i * 3 + j;
528                         hash->next = edgehash[hashindex];
529                         edgehash[hashindex] = hash;
530                         hash->triangle = i;
531                         hash->element[0] = e1;
532                         hash->element[1] = e2;
533                 }
534         }
535         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
536         {
537                 for (j = 0, p = 2;j < 3;p = j, j++)
538                 {
539                         e1 = e[p];
540                         e2 = e[j];
541                         // this hash index works for both forward and backward edges
542                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
543                         count = 0;
544                         match = -1;
545                         for (hash = edgehash[hashindex];hash;hash = hash->next)
546                         {
547                                 if (hash->element[0] == e2 && hash->element[1] == e1)
548                                 {
549                                         if (hash->triangle != i)
550                                                 match = hash->triangle;
551                                         count++;
552                                 }
553                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
554                                         count++;
555                         }
556                         // detect edges shared by three triangles and make them seams
557                         if (count > 2)
558                                 match = -1;
559                         n[p] = match;
560                 }
561         }
562         // free the allocated buffer
563         if (edgehashentries != edgehashentriesbuffer)
564                 Mem_Free(edgehashentries);
565 }
566 #else
567 // very slow but simple way
568 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
569 {
570         int i, match, count;
571         count = 0;
572         match = -1;
573         for (i = 0;i < numtriangles;i++, elements += 3)
574         {
575                      if ((elements[0] == start && elements[1] == end)
576                       || (elements[1] == start && elements[2] == end)
577                       || (elements[2] == start && elements[0] == end))
578                 {
579                         if (i != ignore)
580                                 match = i;
581                         count++;
582                 }
583                 else if ((elements[1] == start && elements[0] == end)
584                       || (elements[2] == start && elements[1] == end)
585                       || (elements[0] == start && elements[2] == end))
586                         count++;
587         }
588         // detect edges shared by three triangles and make them seams
589         if (count > 2)
590                 match = -1;
591         return match;
592 }
593
594 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
595 {
596         int i, *n;
597         const int *e;
598         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
599         {
600                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
601                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
602                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
603         }
604 }
605 #endif
606
607 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
608 {
609         int i;
610         for (i = 0;i < numtriangles * 3;i++)
611                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
612                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
613 }
614
615 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)
616 {
617         float f;
618         normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]);
619         normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]);
620         normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]);
621         VectorNormalize(normal3f);
622         tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0]));
623         tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1]));
624         tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2]));
625         f = -DotProduct(tvector3f, normal3f);
626         VectorMA(tvector3f, f, normal3f, tvector3f);
627         VectorNormalize(tvector3f);
628         // note: can't be a CrossProduct as that sometimes flips the texture
629         svector3f[0] = ((tc1[1] - tc0[1]) * (v2[0] - v0[0]) - (tc2[1] - tc0[1]) * (v1[0] - v0[0]));
630         svector3f[1] = ((tc1[1] - tc0[1]) * (v2[1] - v0[1]) - (tc2[1] - tc0[1]) * (v1[1] - v0[1]));
631         svector3f[2] = ((tc1[1] - tc0[1]) * (v2[2] - v0[2]) - (tc2[1] - tc0[1]) * (v1[2] - v0[2]));
632         f = -DotProduct(svector3f, normal3f);
633         VectorMA(svector3f, f, normal3f, svector3f);
634         VectorNormalize(svector3f);
635 }
636
637 // warning: this is an expensive function!
638 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
639 {
640         int i, tnum;
641         float sdir[3], tdir[3], normal[3], *v;
642         const int *e;
643         // clear the vectors
644         if (svector3f)
645                 memset(svector3f, 0, numverts * sizeof(float[3]));
646         if (tvector3f)
647                 memset(tvector3f, 0, numverts * sizeof(float[3]));
648         if (normal3f)
649                 memset(normal3f, 0, numverts * sizeof(float[3]));
650         // process each vertex of each triangle and accumulate the results
651         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
652         {
653                 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);
654                 if (svector3f)
655                 {
656                         for (i = 0;i < 3;i++)
657                         {
658                                 svector3f[e[i]*3  ] += sdir[0];
659                                 svector3f[e[i]*3+1] += sdir[1];
660                                 svector3f[e[i]*3+2] += sdir[2];
661                         }
662                 }
663                 if (tvector3f)
664                 {
665                         for (i = 0;i < 3;i++)
666                         {
667                                 tvector3f[e[i]*3  ] += tdir[0];
668                                 tvector3f[e[i]*3+1] += tdir[1];
669                                 tvector3f[e[i]*3+2] += tdir[2];
670                         }
671                 }
672                 if (normal3f)
673                 {
674                         for (i = 0;i < 3;i++)
675                         {
676                                 normal3f[e[i]*3  ] += normal[0];
677                                 normal3f[e[i]*3+1] += normal[1];
678                                 normal3f[e[i]*3+2] += normal[2];
679                         }
680                 }
681         }
682         // now we could divide the vectors by the number of averaged values on
683         // each vertex...  but instead normalize them
684         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
685         if (svector3f)
686                 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
687                         VectorNormalize(v);
688         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
689         if (tvector3f)
690                 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
691                         VectorNormalize(v);
692         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
693         if (normal3f)
694                 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
695                         VectorNormalize(v);
696 }
697
698 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)
699 {
700         shadowmesh_t *newmesh;
701         qbyte *data;
702         int size;
703         size = sizeof(shadowmesh_t);
704         size += maxverts * sizeof(float[3]);
705         if (light)
706                 size += maxverts * sizeof(float[11]);
707         size += maxtriangles * sizeof(int[3]);
708         if (neighbors)
709                 size += maxtriangles * sizeof(int[3]);
710         if (expandable)
711                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
712         data = Mem_Alloc(mempool, size);
713         newmesh = (void *)data;data += sizeof(*newmesh);
714         newmesh->map_diffuse = map_diffuse;
715         newmesh->map_specular = map_specular;
716         newmesh->map_normal = map_normal;
717         newmesh->maxverts = maxverts;
718         newmesh->maxtriangles = maxtriangles;
719         newmesh->numverts = 0;
720         newmesh->numtriangles = 0;
721
722         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
723         if (light)
724         {
725                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
726                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
727                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
728                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
729         }
730         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
731         if (neighbors)
732         {
733                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
734         }
735         if (expandable)
736         {
737                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
738                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
739         }
740         return newmesh;
741 }
742
743 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
744 {
745         shadowmesh_t *newmesh;
746         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
747         newmesh->numverts = oldmesh->numverts;
748         newmesh->numtriangles = oldmesh->numtriangles;
749
750         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
751         if (newmesh->svector3f && oldmesh->svector3f)
752         {
753                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
754                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
755                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
756                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
757         }
758         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
759         if (newmesh->neighbor3i && oldmesh->neighbor3i)
760                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
761         return newmesh;
762 }
763
764 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
765 {
766         int hashindex, vnum;
767         shadowmeshvertexhash_t *hash;
768         // this uses prime numbers intentionally
769         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
770         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
771         {
772                 vnum = (hash - mesh->vertexhashentries);
773                 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]))
774                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
775                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
776                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
777                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
778                         return hash - mesh->vertexhashentries;
779         }
780         vnum = mesh->numverts++;
781         hash = mesh->vertexhashentries + vnum;
782         hash->next = mesh->vertexhashtable[hashindex];
783         mesh->vertexhashtable[hashindex] = hash;
784         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
785         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
786         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
787         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
788         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
789         return vnum;
790 }
791
792 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
793 {
794         if (mesh->numtriangles == 0)
795         {
796                 // set the properties on this empty mesh to be more favorable...
797                 // (note: this case only occurs for the first triangle added to a new mesh chain)
798                 mesh->map_diffuse = map_diffuse;
799                 mesh->map_specular = map_specular;
800                 mesh->map_normal = map_normal;
801         }
802         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)
803         {
804                 if (mesh->next == NULL)
805                         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);
806                 mesh = mesh->next;
807         }
808         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
809         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
810         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
811         mesh->numtriangles++;
812 }
813
814 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)
815 {
816         int i, j, e;
817         float vbuf[3*14], *v;
818         memset(vbuf, 0, sizeof(vbuf));
819         for (i = 0;i < numtris;i++)
820         {
821                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
822                 {
823                         e = *element3i++;
824                         if (vertex3f)
825                         {
826                                 v[0] = vertex3f[e * 3 + 0];
827                                 v[1] = vertex3f[e * 3 + 1];
828                                 v[2] = vertex3f[e * 3 + 2];
829                         }
830                         if (svector3f)
831                         {
832                                 v[3] = svector3f[e * 3 + 0];
833                                 v[4] = svector3f[e * 3 + 1];
834                                 v[5] = svector3f[e * 3 + 2];
835                         }
836                         if (tvector3f)
837                         {
838                                 v[6] = tvector3f[e * 3 + 0];
839                                 v[7] = tvector3f[e * 3 + 1];
840                                 v[8] = tvector3f[e * 3 + 2];
841                         }
842                         if (normal3f)
843                         {
844                                 v[9] = normal3f[e * 3 + 0];
845                                 v[10] = normal3f[e * 3 + 1];
846                                 v[11] = normal3f[e * 3 + 2];
847                         }
848                         if (texcoord2f)
849                         {
850                                 v[12] = texcoord2f[e * 2 + 0];
851                                 v[13] = texcoord2f[e * 2 + 1];
852                         }
853                 }
854                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
855         }
856 }
857
858 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)
859 {
860         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
861 }
862
863 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
864 {
865         shadowmesh_t *mesh, *newmesh, *nextmesh;
866         // reallocate meshs to conserve space
867         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
868         {
869                 nextmesh = mesh->next;
870                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
871                 {
872                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
873                         newmesh->next = firstmesh;
874                         firstmesh = newmesh;
875                 }
876                 Mem_Free(mesh);
877         }
878         return firstmesh;
879 }
880
881 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
882 {
883         int i;
884         shadowmesh_t *mesh;
885         vec3_t nmins, nmaxs, ncenter, temp;
886         float nradius2, dist2, *v;
887         // calculate bbox
888         for (mesh = firstmesh;mesh;mesh = mesh->next)
889         {
890                 if (mesh == firstmesh)
891                 {
892                         VectorCopy(mesh->vertex3f, nmins);
893                         VectorCopy(mesh->vertex3f, nmaxs);
894                 }
895                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
896                 {
897                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
898                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
899                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
900                 }
901         }
902         // calculate center and radius
903         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
904         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
905         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
906         nradius2 = 0;
907         for (mesh = firstmesh;mesh;mesh = mesh->next)
908         {
909                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
910                 {
911                         VectorSubtract(v, ncenter, temp);
912                         dist2 = DotProduct(temp, temp);
913                         if (nradius2 < dist2)
914                                 nradius2 = dist2;
915                 }
916         }
917         // return data
918         if (mins)
919                 VectorCopy(nmins, mins);
920         if (maxs)
921                 VectorCopy(nmaxs, maxs);
922         if (center)
923                 VectorCopy(ncenter, center);
924         if (radius)
925                 *radius = sqrt(nradius2);
926 }
927
928 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
929 {
930         shadowmesh_t *nextmesh;
931         for (;mesh;mesh = nextmesh)
932         {
933                 nextmesh = mesh->next;
934                 Mem_Free(mesh);
935         }
936 }
937
938 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
939 {
940         int i;
941         for (i = 0;i < width*height;i++)
942                 if (((qbyte *)&palette[in[i]])[3] > 0)
943                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
944         return NULL;
945 }
946
947 static int detailtexturecycle = 0;
948 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
949 {
950         imageskin_t s;
951         memset(skinframe, 0, sizeof(*skinframe));
952         if (!image_loadskin(&s, basename))
953                 return false;
954         if (usedetailtexture)
955                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
956         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
957         if (s.nmappixels != NULL)
958                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
959         if (s.glosspixels != NULL)
960                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
961         if (s.glowpixels != NULL && loadglowtexture)
962                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
963         if (s.maskpixels != NULL)
964                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
965         if (loadpantsandshirt)
966         {
967                 if (s.pantspixels != NULL)
968                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
969                 if (s.shirtpixels != NULL)
970                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
971         }
972         image_freeskin(&s);
973         return true;
974 }
975
976 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
977 {
978         qbyte *temp1, *temp2;
979         memset(skinframe, 0, sizeof(*skinframe));
980         if (!skindata)
981                 return false;
982         if (usedetailtexture)
983                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
984         if (r_shadow_bumpscale_basetexture.value > 0)
985         {
986                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
987                 temp2 = temp1 + width * height * 4;
988                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
989                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
990                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
991                 Mem_Free(temp1);
992         }
993         if (loadglowtexture)
994         {
995                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
996                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
997                 if (loadpantsandshirt)
998                 {
999                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1000                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1001                         if (skinframe->pants || skinframe->shirt)
1002                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
1003                 }
1004         }
1005         else
1006         {
1007                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
1008                 if (loadpantsandshirt)
1009                 {
1010                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1011                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1012                         if (skinframe->pants || skinframe->shirt)
1013                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
1014                 }
1015         }
1016         return true;
1017 }
1018
1019 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1020 {
1021         float v[3], tc[3];
1022         v[0] = ix;
1023         v[1] = iy;
1024         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1025                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1026         else
1027                 v[2] = 0;
1028         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1029         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1030         texcoord2f[0] = tc[0];
1031         texcoord2f[1] = tc[1];
1032 }
1033
1034 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)
1035 {
1036         float vup[3], vdown[3], vleft[3], vright[3];
1037         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1038         float sv[3], tv[3], nl[3];
1039         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1040         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1041         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1042         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1043         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1044         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1045         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1046         VectorAdd(svector3f, sv, svector3f);
1047         VectorAdd(tvector3f, tv, tvector3f);
1048         VectorAdd(normal3f, nl, normal3f);
1049         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1050         VectorAdd(svector3f, sv, svector3f);
1051         VectorAdd(tvector3f, tv, tvector3f);
1052         VectorAdd(normal3f, nl, normal3f);
1053         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1054         VectorAdd(svector3f, sv, svector3f);
1055         VectorAdd(tvector3f, tv, tvector3f);
1056         VectorAdd(normal3f, nl, normal3f);
1057 }
1058
1059 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)
1060 {
1061         int x, y, ix, iy, *e;
1062         e = element3i;
1063         for (y = 0;y < height;y++)
1064         {
1065                 for (x = 0;x < width;x++)
1066                 {
1067                         e[0] = (y + 1) * (width + 1) + (x + 0);
1068                         e[1] = (y + 0) * (width + 1) + (x + 0);
1069                         e[2] = (y + 1) * (width + 1) + (x + 1);
1070                         e[3] = (y + 0) * (width + 1) + (x + 0);
1071                         e[4] = (y + 0) * (width + 1) + (x + 1);
1072                         e[5] = (y + 1) * (width + 1) + (x + 1);
1073                         e += 6;
1074                 }
1075         }
1076         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1077         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1078                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1079                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1080 }
1081
1082 skinfile_t *Mod_LoadSkinFiles(void)
1083 {
1084         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1085         char *text;
1086         const char *data;
1087         skinfile_t *skinfile, *first = NULL;
1088         skinfileitem_t *skinfileitem;
1089         char word[10][MAX_QPATH];
1090         overridetagnameset_t tagsets[MAX_SKINS];
1091         overridetagname_t tags[256];
1092
1093 /*
1094 sample file:
1095 U_bodyBox,models/players/Legoman/BikerA2.tga
1096 U_RArm,models/players/Legoman/BikerA1.tga
1097 U_LArm,models/players/Legoman/BikerA1.tga
1098 U_armor,common/nodraw
1099 U_sword,common/nodraw
1100 U_shield,common/nodraw
1101 U_homb,common/nodraw
1102 U_backpack,common/nodraw
1103 U_colcha,common/nodraw
1104 tag_head,
1105 tag_weapon,
1106 tag_torso,
1107 */
1108         memset(tagsets, 0, sizeof(tagsets));
1109         memset(word, 0, sizeof(word));
1110         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1111         {
1112                 numtags = 0;
1113                 skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1114                 skinfile->next = first;
1115                 first = skinfile;
1116                 for(line = 0;;line++)
1117                 {
1118                         // parse line
1119                         if (!COM_ParseToken(&data, true))
1120                                 break;
1121                         if (!strcmp(com_token, "\n"))
1122                                 continue;
1123                         words = 0;
1124                         wordsoverflow = false;
1125                         do
1126                         {
1127                                 if (words < 10)
1128                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1129                                 else
1130                                         wordsoverflow = true;
1131                         }
1132                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1133                         if (wordsoverflow)
1134                         {
1135                                 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);
1136                                 continue;
1137                         }
1138                         // words is always >= 1
1139                         if (!strcmp(word[0], "replace"))
1140                         {
1141                                 if (words == 3)
1142                                 {
1143                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1144                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1145                                         skinfileitem->next = skinfile->items;
1146                                         skinfile->items = skinfileitem;
1147                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1148                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1149                                 }
1150                                 else
1151                                         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]);
1152                         }
1153                         else if (words == 2 && !strcmp(word[1], ","))
1154                         {
1155                                 // tag name, like "tag_weapon,"
1156                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1157                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1158                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1159                                 numtags++;
1160                         }
1161                         else if (words == 3 && !strcmp(word[1], ","))
1162                         {
1163                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1164                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1165                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1166                                 skinfileitem->next = skinfile->items;
1167                                 skinfile->items = skinfileitem;
1168                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1169                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1170                         }
1171                         else
1172                                 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);
1173                 }
1174                 Mem_Free(text);
1175
1176                 if (numtags)
1177                 {
1178                         overridetagnameset_t *t;
1179                         t = tagsets + i;
1180                         t->num_overridetagnames = numtags;
1181                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1182                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1183                         tagsetsused = true;
1184                 }
1185         }
1186         if (tagsetsused)
1187         {
1188                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1189                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1190         }
1191         if (i)
1192                 loadmodel->numskins = i;
1193         return first;
1194 }
1195
1196 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1197 {
1198         skinfile_t *next;
1199         skinfileitem_t *skinfileitem, *nextitem;
1200         for (;skinfile;skinfile = next)
1201         {
1202                 next = skinfile->next;
1203                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1204                 {
1205                         nextitem = skinfileitem->next;
1206                         Mem_Free(skinfileitem);
1207                 }
1208                 Mem_Free(skinfile);
1209         }
1210 }
1211
1212 int Mod_CountSkinFiles(skinfile_t *skinfile)
1213 {
1214         int i;
1215         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1216         return i;
1217 }
1218
1219 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1220 {
1221         int i, outtriangles;
1222         float d, edgedir[3], temp[3];
1223         // a degenerate triangle is one with no width (thickness, surface area)
1224         // these are characterized by having all 3 points colinear (along a line)
1225         // or having two points identical
1226         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1227         {
1228                 // calculate first edge
1229                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1230                 if (VectorLength2(edgedir) < 0.0001f)
1231                         continue; // degenerate first edge (no length)
1232                 VectorNormalize(edgedir);
1233                 // check if third point is on the edge (colinear)
1234                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1235                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1236                 if (VectorLength2(temp) < 0.0001f)
1237                         continue; // third point colinear with first edge
1238                 // valid triangle (no colinear points, no duplicate points)
1239                 VectorCopy(inelement3i, outelement3i);
1240                 outelement3i += 3;
1241                 outtriangles++;
1242         }
1243         return outtriangles;
1244 }
1245