web download patch from div0, this adds the "curl" console command, and the ability...
[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", "mipmaps skins (so they become blurrier in the distance), disabled by default because it tends to blur with strange border colors from the skin"};
30
31 model_t *loadmodel;
32
33 #if 0
34 // LordHavoc: was 512
35 static int mod_numknown = 0;
36 static int mod_maxknown = 0;
37 static model_t *mod_known = NULL;
38 #else
39 // LordHavoc: was 512
40 #define MAX_MOD_KNOWN (MAX_MODELS + 256)
41 static int mod_numknown = 0;
42 static int mod_maxknown = MAX_MOD_KNOWN;
43 static model_t mod_known[MAX_MOD_KNOWN];
44 #endif
45
46 static void mod_start(void)
47 {
48         int i;
49         model_t *mod;
50
51         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
52                 if (mod->name[0])
53                         if (mod->used)
54                                 Mod_LoadModel(mod, true, false, mod->isworldmodel);
55 }
56
57 static void mod_shutdown(void)
58 {
59         int i;
60         model_t *mod;
61
62         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
63                 if (mod->loaded)
64                         Mod_UnloadModel(mod);
65 }
66
67 static void mod_newmap(void)
68 {
69         msurface_t *surface;
70         int i, surfacenum, ssize, tsize;
71
72         if (!cl_stainmaps_clearonload.integer)
73                 return;
74
75         for (i = 0;i < mod_numknown;i++)
76         {
77                 if (mod_known[i].mempool && mod_known[i].data_surfaces)
78                 {
79                         for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
80                         {
81                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
82                                 {
83                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
84                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
85                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
86                                         surface->cached_dlight = true;
87                                 }
88                         }
89                 }
90         }
91 }
92
93 /*
94 ===============
95 Mod_Init
96 ===============
97 */
98 static void Mod_Print(void);
99 static void Mod_Precache (void);
100 void Mod_Init (void)
101 {
102         Mod_BrushInit();
103         Mod_AliasInit();
104         Mod_SpriteInit();
105
106         Cvar_RegisterVariable(&r_mipskins);
107         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
108         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
109 }
110
111 void Mod_RenderInit(void)
112 {
113         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
114 }
115
116 void Mod_UnloadModel (model_t *mod)
117 {
118         char name[MAX_QPATH];
119         qboolean isworldmodel;
120         qboolean used;
121         strcpy(name, mod->name);
122         isworldmodel = mod->isworldmodel;
123         used = mod->used;
124         // free textures/memory attached to the model
125         R_FreeTexturePool(&mod->texturepool);
126         Mem_FreePool(&mod->mempool);
127         // clear the struct to make it available
128         memset(mod, 0, sizeof(model_t));
129         // restore the fields we want to preserve
130         strcpy(mod->name, name);
131         mod->isworldmodel = isworldmodel;
132         mod->used = used;
133         mod->loaded = false;
134 }
135
136 /*
137 ==================
138 Mod_LoadModel
139
140 Loads a model
141 ==================
142 */
143 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
144 {
145         int num;
146         unsigned int crc;
147         void *buf;
148         fs_offset_t filesize;
149
150         mod->used = true;
151
152         if (mod->name[0] == '*') // submodel
153                 return mod;
154
155         crc = 0;
156         buf = NULL;
157         if (mod->isworldmodel != isworldmodel)
158                 mod->loaded = false;
159         if (!mod->loaded || checkdisk)
160         {
161                 if (checkdisk && mod->loaded)
162                         Con_DPrintf("checking model %s\n", mod->name);
163                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
164                 if (buf)
165                 {
166                         crc = CRC_Block((unsigned char *)buf, filesize);
167                         if (mod->crc != crc)
168                                 mod->loaded = false;
169                 }
170         }
171         if (mod->loaded)
172         {
173                 // already loaded
174                 if (buf)
175                         Mem_Free(buf);
176                 return mod;
177         }
178
179         Con_DPrintf("loading model %s\n", mod->name);
180         // LordHavoc: unload the existing model in this slot (if there is one)
181         if (mod->loaded)
182                 Mod_UnloadModel(mod);
183
184         // load the model
185         mod->isworldmodel = isworldmodel;
186         mod->used = true;
187         mod->crc = crc;
188         // errors can prevent the corresponding mod->loaded = true;
189         mod->loaded = false;
190
191         // default model radius and bounding box (mainly for missing models)
192         mod->radius = 16;
193         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
194         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
195         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
196         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
197         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
198         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
199
200         // all models use memory, so allocate a memory pool
201         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
202         // all models load textures, so allocate a texture pool
203         if (cls.state != ca_dedicated)
204                 mod->texturepool = R_AllocTexturePool();
205
206         if (buf)
207         {
208                 char *bufend = (char *)buf + filesize;
209                 num = LittleLong(*((int *)buf));
210                 // call the apropriate loader
211                 loadmodel = mod;
212                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
213                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
214                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
215                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
216                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
217                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
218                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
219                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
220                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
221                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
222                 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
223                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
224                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
225                 Mem_Free(buf);
226                 // no fatal errors occurred, so this model is ready to use.
227                 mod->loaded = true;
228         }
229         else if (crash)
230         {
231                 // LordHavoc: Sys_Error was *ANNOYING*
232                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
233         }
234         return mod;
235 }
236
237 void Mod_ClearUsed(void)
238 {
239 #if 0
240         int i;
241         model_t *mod;
242
243         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
244                 if (mod->name[0])
245                         mod->used = false;
246 #endif
247 }
248
249 void Mod_PurgeUnused(void)
250 {
251         int i;
252         model_t *mod;
253
254         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
255                 if (mod->name[0])
256                         if (!mod->used)
257                                 Mod_UnloadModel(mod);
258 }
259
260 // only used during loading!
261 void Mod_RemoveStaleWorldModels(model_t *skip)
262 {
263         int i;
264         model_t *mod;
265
266         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
267         {
268                 if (mod->isworldmodel && mod->loaded && skip != mod)
269                 {
270                         Mod_UnloadModel(mod);
271                         mod->isworldmodel = false;
272                         mod->used = false;
273                 }
274         }
275 }
276
277 /*
278 ==================
279 Mod_FindName
280
281 ==================
282 */
283 model_t *Mod_FindName(const char *name)
284 {
285         int i;
286         model_t *mod;
287
288         if (!name[0])
289                 Host_Error ("Mod_ForName: NULL name");
290
291 // search the currently loaded models
292         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
293         {
294                 if (mod->name[0] && !strcmp(mod->name, name))
295                 {
296                         mod->used = true;
297                         return mod;
298                 }
299         }
300
301         // no match found, find room for a new one
302         for (i = 0;i < mod_numknown;i++)
303                 if (!mod_known[i].name[0])
304                         break;
305
306         if (mod_maxknown == i)
307         {
308 #if 0
309                 model_t *old;
310                 mod_maxknown += 256;
311                 old = mod_known;
312                 mod_known = Mem_Alloc(mod_mempool, mod_maxknown * sizeof(model_t));
313                 if (old)
314                 {
315                         memcpy(mod_known, old, mod_numknown * sizeof(model_t));
316                         Mem_Free(old);
317                 }
318 #else
319                 Host_Error ("Mod_FindName: ran out of models");
320 #endif
321         }
322         if (mod_numknown == i)
323                 mod_numknown++;
324         mod = mod_known + i;
325         strcpy (mod->name, name);
326         mod->loaded = false;
327         mod->used = true;
328         return mod;
329 }
330
331 /*
332 ==================
333 Mod_ForName
334
335 Loads in a model for the given name
336 ==================
337 */
338 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
339 {
340         model_t *model;
341         model = Mod_FindName(name);
342         if (model->name[0] != '*' && (!model->loaded || checkdisk))
343                 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
344         return model;
345 }
346
347 /*
348 ==================
349 Mod_Reload
350
351 Reloads all models if they have changed
352 ==================
353 */
354 void Mod_Reload()
355 {
356         int i;
357         model_t *mod;
358
359         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
360                 if (mod->name[0])
361                         if (mod->used)
362                                 Mod_LoadModel(mod, true, true, mod->isworldmodel);
363 }
364
365 unsigned char *mod_base;
366
367
368 //=============================================================================
369
370 /*
371 ================
372 Mod_Print
373 ================
374 */
375 static void Mod_Print(void)
376 {
377         int             i;
378         model_t *mod;
379
380         Con_Print("Loaded models:\n");
381         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
382                 if (mod->name[0])
383                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
384 }
385
386 /*
387 ================
388 Mod_Precache
389 ================
390 */
391 static void Mod_Precache(void)
392 {
393         if (Cmd_Argc() == 2)
394                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
395         else
396                 Con_Print("usage: modelprecache <filename>\n");
397 }
398
399 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
400 {
401         int i, count;
402         unsigned char *used;
403         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
404         memset(used, 0, numvertices);
405         for (i = 0;i < numelements;i++)
406                 used[elements[i]] = 1;
407         for (i = 0, count = 0;i < numvertices;i++)
408                 remapvertices[i] = used[i] ? count++ : -1;
409         Mem_Free(used);
410         return count;
411 }
412
413 #if 1
414 // fast way, using an edge hash
415 #define TRIANGLEEDGEHASH 8192
416 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
417 {
418         int i, j, p, e1, e2, *n, hashindex, count, match;
419         const int *e;
420         typedef struct edgehashentry_s
421         {
422                 struct edgehashentry_s *next;
423                 int triangle;
424                 int element[2];
425         }
426         edgehashentry_t;
427         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
428         memset(edgehash, 0, sizeof(edgehash));
429         edgehashentries = edgehashentriesbuffer;
430         // if there are too many triangles for the stack array, allocate larger buffer
431         if (numtriangles > TRIANGLEEDGEHASH)
432                 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
433         // find neighboring triangles
434         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
435         {
436                 for (j = 0, p = 2;j < 3;p = j, j++)
437                 {
438                         e1 = e[p];
439                         e2 = e[j];
440                         // this hash index works for both forward and backward edges
441                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
442                         hash = edgehashentries + i * 3 + j;
443                         hash->next = edgehash[hashindex];
444                         edgehash[hashindex] = hash;
445                         hash->triangle = i;
446                         hash->element[0] = e1;
447                         hash->element[1] = e2;
448                 }
449         }
450         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
451         {
452                 for (j = 0, p = 2;j < 3;p = j, j++)
453                 {
454                         e1 = e[p];
455                         e2 = e[j];
456                         // this hash index works for both forward and backward edges
457                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
458                         count = 0;
459                         match = -1;
460                         for (hash = edgehash[hashindex];hash;hash = hash->next)
461                         {
462                                 if (hash->element[0] == e2 && hash->element[1] == e1)
463                                 {
464                                         if (hash->triangle != i)
465                                                 match = hash->triangle;
466                                         count++;
467                                 }
468                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
469                                         count++;
470                         }
471                         // detect edges shared by three triangles and make them seams
472                         if (count > 2)
473                                 match = -1;
474                         n[p] = match;
475                 }
476         }
477         // free the allocated buffer
478         if (edgehashentries != edgehashentriesbuffer)
479                 Mem_Free(edgehashentries);
480 }
481 #else
482 // very slow but simple way
483 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
484 {
485         int i, match, count;
486         count = 0;
487         match = -1;
488         for (i = 0;i < numtriangles;i++, elements += 3)
489         {
490                      if ((elements[0] == start && elements[1] == end)
491                       || (elements[1] == start && elements[2] == end)
492                       || (elements[2] == start && elements[0] == end))
493                 {
494                         if (i != ignore)
495                                 match = i;
496                         count++;
497                 }
498                 else if ((elements[1] == start && elements[0] == end)
499                       || (elements[2] == start && elements[1] == end)
500                       || (elements[0] == start && elements[2] == end))
501                         count++;
502         }
503         // detect edges shared by three triangles and make them seams
504         if (count > 2)
505                 match = -1;
506         return match;
507 }
508
509 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
510 {
511         int i, *n;
512         const int *e;
513         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
514         {
515                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
516                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
517                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
518         }
519 }
520 #endif
521
522 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
523 {
524         int i, warned = false, endvertex = firstvertex + numverts;
525         for (i = 0;i < numtriangles * 3;i++)
526         {
527                 if (elements[i] < firstvertex || elements[i] >= endvertex)
528                 {
529                         if (!warned)
530                         {
531                                 warned = true;
532                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
533                         }
534                         elements[i] = firstvertex;
535                 }
536         }
537 }
538
539 // warning: this is an expensive function!
540 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
541 {
542         int i, j;
543         const int *element;
544         float *vectorNormal;
545         float areaNormal[3];
546         // clear the vectors
547         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
548         // process each vertex of each triangle and accumulate the results
549         // use area-averaging, to make triangles with a big area have a bigger
550         // weighting on the vertex normal than triangles with a small area
551         // to do so, just add the 'normals' together (the bigger the area
552         // the greater the length of the normal is
553         element = elements;
554         for (i = 0; i < numtriangles; i++, element += 3)
555         {
556                 TriangleNormal(
557                         vertex3f + element[0] * 3,
558                         vertex3f + element[1] * 3,
559                         vertex3f + element[2] * 3,
560                         areaNormal
561                         );
562
563                 if (!areaweighting)
564                         VectorNormalize(areaNormal);
565
566                 for (j = 0;j < 3;j++)
567                 {
568                         vectorNormal = normal3f + element[j] * 3;
569                         vectorNormal[0] += areaNormal[0];
570                         vectorNormal[1] += areaNormal[1];
571                         vectorNormal[2] += areaNormal[2];
572                 }
573         }
574         // and just normalize the accumulated vertex normal in the end
575         vectorNormal = normal3f + 3 * firstvertex;
576         for (i = 0; i < numvertices; i++, vectorNormal += 3)
577                 VectorNormalize(vectorNormal);
578 }
579
580 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)
581 {
582         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
583         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
584         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
585
586         // 6 multiply, 9 subtract
587         VectorSubtract(v1, v0, v10);
588         VectorSubtract(v2, v0, v20);
589         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
590         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
591         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
592         // 12 multiply, 10 subtract
593         tc10[1] = tc1[1] - tc0[1];
594         tc20[1] = tc2[1] - tc0[1];
595         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
596         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
597         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
598         tc10[0] = tc1[0] - tc0[0];
599         tc20[0] = tc2[0] - tc0[0];
600         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
601         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
602         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
603         // 12 multiply, 4 add, 6 subtract
604         f = DotProduct(svector3f, normal3f);
605         svector3f[0] -= f * normal3f[0];
606         svector3f[1] -= f * normal3f[1];
607         svector3f[2] -= f * normal3f[2];
608         f = DotProduct(tvector3f, normal3f);
609         tvector3f[0] -= f * normal3f[0];
610         tvector3f[1] -= f * normal3f[1];
611         tvector3f[2] -= f * normal3f[2];
612         // if texture is mapped the wrong way (counterclockwise), the tangents
613         // have to be flipped, this is detected by calculating a normal from the
614         // two tangents, and seeing if it is opposite the surface normal
615         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
616         CrossProduct(tvector3f, svector3f, tangentcross);
617         if (DotProduct(tangentcross, normal3f) < 0)
618         {
619                 VectorNegate(svector3f, svector3f);
620                 VectorNegate(tvector3f, tvector3f);
621         }
622 }
623
624 // warning: this is a very expensive function!
625 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
626 {
627         int i, tnum;
628         float sdir[3], tdir[3], normal[3], *sv, *tv;
629         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
630         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
631         const int *e;
632         // clear the vectors
633         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
634         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
635         // process each vertex of each triangle and accumulate the results
636         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
637         {
638                 v0 = vertex3f + e[0] * 3;
639                 v1 = vertex3f + e[1] * 3;
640                 v2 = vertex3f + e[2] * 3;
641                 tc0 = texcoord2f + e[0] * 2;
642                 tc1 = texcoord2f + e[1] * 2;
643                 tc2 = texcoord2f + e[2] * 2;
644
645                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
646                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
647
648                 // calculate the edge directions and surface normal
649                 // 6 multiply, 9 subtract
650                 VectorSubtract(v1, v0, v10);
651                 VectorSubtract(v2, v0, v20);
652                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
653                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
654                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
655
656                 // calculate the tangents
657                 // 12 multiply, 10 subtract
658                 tc10[1] = tc1[1] - tc0[1];
659                 tc20[1] = tc2[1] - tc0[1];
660                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
661                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
662                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
663                 tc10[0] = tc1[0] - tc0[0];
664                 tc20[0] = tc2[0] - tc0[0];
665                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
666                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
667                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
668
669                 // if texture is mapped the wrong way (counterclockwise), the tangents
670                 // have to be flipped, this is detected by calculating a normal from the
671                 // two tangents, and seeing if it is opposite the surface normal
672                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
673                 CrossProduct(tdir, sdir, tangentcross);
674                 if (DotProduct(tangentcross, normal) < 0)
675                 {
676                         VectorNegate(sdir, sdir);
677                         VectorNegate(tdir, tdir);
678                 }
679
680                 if (!areaweighting)
681                 {
682                         VectorNormalize(sdir);
683                         VectorNormalize(tdir);
684                 }
685                 for (i = 0;i < 3;i++)
686                 {
687                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
688                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
689                 }
690         }
691         // make the tangents completely perpendicular to the surface normal, and
692         // then normalize them
693         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
694         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
695         {
696                 f = -DotProduct(sv, n);
697                 VectorMA(sv, f, n, sv);
698                 VectorNormalize(sv);
699                 f = -DotProduct(tv, n);
700                 VectorMA(tv, f, n, tv);
701                 VectorNormalize(tv);
702         }
703 }
704
705 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
706 {
707         unsigned char *data;
708         data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int));
709         loadmodel->surfmesh.num_vertices = numvertices;
710         loadmodel->surfmesh.num_triangles = numtriangles;
711         if (loadmodel->surfmesh.num_vertices)
712         {
713                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
714                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
715                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
716                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
717                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
718                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
719                 if (vertexcolors)
720                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
721                 if (lightmapoffsets)
722                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
723         }
724         if (loadmodel->surfmesh.num_triangles)
725         {
726                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
727                 if (neighbors)
728                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
729         }
730 }
731
732 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)
733 {
734         shadowmesh_t *newmesh;
735         unsigned char *data;
736         int size;
737         size = sizeof(shadowmesh_t);
738         size += maxverts * sizeof(float[3]);
739         if (light)
740                 size += maxverts * sizeof(float[11]);
741         size += maxtriangles * sizeof(int[3]);
742         if (neighbors)
743                 size += maxtriangles * sizeof(int[3]);
744         if (expandable)
745                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
746         data = (unsigned char *)Mem_Alloc(mempool, size);
747         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
748         newmesh->map_diffuse = map_diffuse;
749         newmesh->map_specular = map_specular;
750         newmesh->map_normal = map_normal;
751         newmesh->maxverts = maxverts;
752         newmesh->maxtriangles = maxtriangles;
753         newmesh->numverts = 0;
754         newmesh->numtriangles = 0;
755
756         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
757         if (light)
758         {
759                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
760                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
761                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
762                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
763         }
764         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
765         if (neighbors)
766         {
767                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
768         }
769         if (expandable)
770         {
771                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
772                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
773         }
774         return newmesh;
775 }
776
777 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
778 {
779         shadowmesh_t *newmesh;
780         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
781         newmesh->numverts = oldmesh->numverts;
782         newmesh->numtriangles = oldmesh->numtriangles;
783
784         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
785         if (newmesh->svector3f && oldmesh->svector3f)
786         {
787                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
788                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
789                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
790                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
791         }
792         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
793         if (newmesh->neighbor3i && oldmesh->neighbor3i)
794                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
795         return newmesh;
796 }
797
798 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
799 {
800         int hashindex, vnum;
801         shadowmeshvertexhash_t *hash;
802         // this uses prime numbers intentionally
803         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
804         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
805         {
806                 vnum = (hash - mesh->vertexhashentries);
807                 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]))
808                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
809                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
810                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
811                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
812                         return hash - mesh->vertexhashentries;
813         }
814         vnum = mesh->numverts++;
815         hash = mesh->vertexhashentries + vnum;
816         hash->next = mesh->vertexhashtable[hashindex];
817         mesh->vertexhashtable[hashindex] = hash;
818         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
819         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
820         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
821         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
822         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
823         return vnum;
824 }
825
826 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
827 {
828         if (mesh->numtriangles == 0)
829         {
830                 // set the properties on this empty mesh to be more favorable...
831                 // (note: this case only occurs for the first triangle added to a new mesh chain)
832                 mesh->map_diffuse = map_diffuse;
833                 mesh->map_specular = map_specular;
834                 mesh->map_normal = map_normal;
835         }
836         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)
837         {
838                 if (mesh->next == NULL)
839                         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);
840                 mesh = mesh->next;
841         }
842         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
843         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
844         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
845         mesh->numtriangles++;
846 }
847
848 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)
849 {
850         int i, j, e;
851         float vbuf[3*14], *v;
852         memset(vbuf, 0, sizeof(vbuf));
853         for (i = 0;i < numtris;i++)
854         {
855                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
856                 {
857                         e = *element3i++;
858                         if (vertex3f)
859                         {
860                                 v[0] = vertex3f[e * 3 + 0];
861                                 v[1] = vertex3f[e * 3 + 1];
862                                 v[2] = vertex3f[e * 3 + 2];
863                         }
864                         if (svector3f)
865                         {
866                                 v[3] = svector3f[e * 3 + 0];
867                                 v[4] = svector3f[e * 3 + 1];
868                                 v[5] = svector3f[e * 3 + 2];
869                         }
870                         if (tvector3f)
871                         {
872                                 v[6] = tvector3f[e * 3 + 0];
873                                 v[7] = tvector3f[e * 3 + 1];
874                                 v[8] = tvector3f[e * 3 + 2];
875                         }
876                         if (normal3f)
877                         {
878                                 v[9] = normal3f[e * 3 + 0];
879                                 v[10] = normal3f[e * 3 + 1];
880                                 v[11] = normal3f[e * 3 + 2];
881                         }
882                         if (texcoord2f)
883                         {
884                                 v[12] = texcoord2f[e * 2 + 0];
885                                 v[13] = texcoord2f[e * 2 + 1];
886                         }
887                 }
888                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
889         }
890 }
891
892 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)
893 {
894         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
895 }
896
897 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
898 {
899         shadowmesh_t *mesh, *newmesh, *nextmesh;
900         // reallocate meshs to conserve space
901         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
902         {
903                 nextmesh = mesh->next;
904                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
905                 {
906                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
907                         newmesh->next = firstmesh;
908                         firstmesh = newmesh;
909                 }
910                 Mem_Free(mesh);
911         }
912         return firstmesh;
913 }
914
915 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
916 {
917         int i;
918         shadowmesh_t *mesh;
919         vec3_t nmins, nmaxs, ncenter, temp;
920         float nradius2, dist2, *v;
921         VectorClear(nmins);
922         VectorClear(nmaxs);
923         // calculate bbox
924         for (mesh = firstmesh;mesh;mesh = mesh->next)
925         {
926                 if (mesh == firstmesh)
927                 {
928                         VectorCopy(mesh->vertex3f, nmins);
929                         VectorCopy(mesh->vertex3f, nmaxs);
930                 }
931                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
932                 {
933                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
934                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
935                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
936                 }
937         }
938         // calculate center and radius
939         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
940         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
941         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
942         nradius2 = 0;
943         for (mesh = firstmesh;mesh;mesh = mesh->next)
944         {
945                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
946                 {
947                         VectorSubtract(v, ncenter, temp);
948                         dist2 = DotProduct(temp, temp);
949                         if (nradius2 < dist2)
950                                 nradius2 = dist2;
951                 }
952         }
953         // return data
954         if (mins)
955                 VectorCopy(nmins, mins);
956         if (maxs)
957                 VectorCopy(nmaxs, maxs);
958         if (center)
959                 VectorCopy(ncenter, center);
960         if (radius)
961                 *radius = sqrt(nradius2);
962 }
963
964 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
965 {
966         shadowmesh_t *nextmesh;
967         for (;mesh;mesh = nextmesh)
968         {
969                 nextmesh = mesh->next;
970                 Mem_Free(mesh);
971         }
972 }
973
974 static rtexture_t *GL_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
975 {
976         int i;
977         for (i = 0;i < width*height;i++)
978                 if (((unsigned char *)&palette[in[i]])[3] > 0)
979                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
980         return NULL;
981 }
982
983 int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
984 {
985         imageskin_t s;
986         memset(skinframe, 0, sizeof(*skinframe));
987         if (cls.state == ca_dedicated)
988                 return false;
989         if (!image_loadskin(&s, basename))
990                 return false;
991         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
992         if (s.nmappixels != NULL)
993                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
994         if (s.glosspixels != NULL)
995                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
996         if (s.glowpixels != NULL && loadglowtexture)
997                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
998         if (s.maskpixels != NULL)
999                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
1000         if (loadpantsandshirt)
1001         {
1002                 if (s.pantspixels != NULL)
1003                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1004                 if (s.shirtpixels != NULL)
1005                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1006         }
1007         if (!skinframe->base)
1008                 skinframe->base = r_texture_notexture;
1009         if (!skinframe->nmap)
1010                 skinframe->nmap = r_texture_blanknormalmap;
1011         image_freeskin(&s);
1012         return true;
1013 }
1014
1015 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1016 {
1017         int i;
1018         unsigned char *temp1, *temp2;
1019         memset(skinframe, 0, sizeof(*skinframe));
1020         if (cls.state == ca_dedicated)
1021                 return false;
1022         if (!skindata)
1023                 return false;
1024         if (bitsperpixel == 32)
1025         {
1026                 if (r_shadow_bumpscale_basetexture.value > 0)
1027                 {
1028                         temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1029                         temp2 = temp1 + width * height * 4;
1030                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1031                         skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1032                         Mem_Free(temp1);
1033                 }
1034                 skinframe->base = skinframe->merged = R_LoadTexture2D(loadmodel->texturepool, basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1035                 if (textureflags & TEXF_ALPHA)
1036                 {
1037                         for (i = 3;i < width * height * 4;i += 4)
1038                                 if (skindata[i] < 255)
1039                                         break;
1040                         if (i < width * height * 4)
1041                         {
1042                                 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 4);
1043                                 memcpy(fogpixels, skindata, width * height * 4);
1044                                 for (i = 0;i < width * height * 4;i += 4)
1045                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1046                                 skinframe->fog = R_LoadTexture2D(loadmodel->texturepool, va("%s_fog", basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1047                                 Mem_Free(fogpixels);
1048                         }
1049                 }
1050         }
1051         else if (bitsperpixel == 8)
1052         {
1053                 if (r_shadow_bumpscale_basetexture.value > 0)
1054                 {
1055                         temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1056                         temp2 = temp1 + width * height * 4;
1057                         if (bitsperpixel == 32)
1058                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1059                         else
1060                         {
1061                                 // use either a custom palette or the quake palette
1062                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1063                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1064                         }
1065                         skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1066                         Mem_Free(temp1);
1067                 }
1068                 // use either a custom palette, or the quake palette
1069                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags); // all
1070                 if (!palette && loadglowtexture)
1071                         skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
1072                 if (!palette && loadpantsandshirt)
1073                 {
1074                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1075                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1076                 }
1077                 if (skinframe->pants || skinframe->shirt)
1078                         skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags); // no special colors
1079                 if (textureflags & TEXF_ALPHA)
1080                 {
1081                         // if not using a custom alphapalette, use the quake one
1082                         if (!alphapalette)
1083                                 alphapalette = palette_alpha;
1084                         for (i = 0;i < width * height;i++)
1085                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1086                                         break;
1087                         if (i < width * height)
1088                                 skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags); // fog mask
1089                 }
1090         }
1091         else
1092                 return false;
1093         if (!skinframe->nmap)
1094                 skinframe->nmap = r_texture_blanknormalmap;
1095         return true;
1096 }
1097
1098 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1099 {
1100         float v[3], tc[3];
1101         v[0] = ix;
1102         v[1] = iy;
1103         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1104                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1105         else
1106                 v[2] = 0;
1107         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1108         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1109         texcoord2f[0] = tc[0];
1110         texcoord2f[1] = tc[1];
1111 }
1112
1113 void Mod_GetTerrainVertexFromRGBA(const unsigned char *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)
1114 {
1115         float vup[3], vdown[3], vleft[3], vright[3];
1116         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1117         float sv[3], tv[3], nl[3];
1118         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1119         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1120         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1121         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1122         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1123         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1124         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1125         VectorAdd(svector3f, sv, svector3f);
1126         VectorAdd(tvector3f, tv, tvector3f);
1127         VectorAdd(normal3f, nl, normal3f);
1128         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1129         VectorAdd(svector3f, sv, svector3f);
1130         VectorAdd(tvector3f, tv, tvector3f);
1131         VectorAdd(normal3f, nl, normal3f);
1132         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1133         VectorAdd(svector3f, sv, svector3f);
1134         VectorAdd(tvector3f, tv, tvector3f);
1135         VectorAdd(normal3f, nl, normal3f);
1136 }
1137
1138 void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *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)
1139 {
1140         int x, y, ix, iy, *e;
1141         e = element3i;
1142         for (y = 0;y < height;y++)
1143         {
1144                 for (x = 0;x < width;x++)
1145                 {
1146                         e[0] = (y + 1) * (width + 1) + (x + 0);
1147                         e[1] = (y + 0) * (width + 1) + (x + 0);
1148                         e[2] = (y + 1) * (width + 1) + (x + 1);
1149                         e[3] = (y + 0) * (width + 1) + (x + 0);
1150                         e[4] = (y + 0) * (width + 1) + (x + 1);
1151                         e[5] = (y + 1) * (width + 1) + (x + 1);
1152                         e += 6;
1153                 }
1154         }
1155         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1156         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1157                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1158                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1159 }
1160
1161 skinfile_t *Mod_LoadSkinFiles(void)
1162 {
1163         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1164         char *text;
1165         const char *data;
1166         skinfile_t *skinfile = NULL, *first = NULL;
1167         skinfileitem_t *skinfileitem;
1168         char word[10][MAX_QPATH];
1169         overridetagnameset_t tagsets[MAX_SKINS];
1170         overridetagname_t tags[256];
1171
1172 /*
1173 sample file:
1174 U_bodyBox,models/players/Legoman/BikerA2.tga
1175 U_RArm,models/players/Legoman/BikerA1.tga
1176 U_LArm,models/players/Legoman/BikerA1.tga
1177 U_armor,common/nodraw
1178 U_sword,common/nodraw
1179 U_shield,common/nodraw
1180 U_homb,common/nodraw
1181 U_backpack,common/nodraw
1182 U_colcha,common/nodraw
1183 tag_head,
1184 tag_weapon,
1185 tag_torso,
1186 */
1187         memset(tagsets, 0, sizeof(tagsets));
1188         memset(word, 0, sizeof(word));
1189         for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1190         {
1191                 numtags = 0;
1192
1193                 // If it's the first file we parse
1194                 if (skinfile == NULL)
1195                 {
1196                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1197                         first = skinfile;
1198                 }
1199                 else
1200                 {
1201                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1202                         skinfile = skinfile->next;
1203                 }
1204                 skinfile->next = NULL;
1205
1206                 for(line = 0;;line++)
1207                 {
1208                         // parse line
1209                         if (!COM_ParseToken(&data, true))
1210                                 break;
1211                         if (!strcmp(com_token, "\n"))
1212                                 continue;
1213                         words = 0;
1214                         wordsoverflow = false;
1215                         do
1216                         {
1217                                 if (words < 10)
1218                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1219                                 else
1220                                         wordsoverflow = true;
1221                         }
1222                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1223                         if (wordsoverflow)
1224                         {
1225                                 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);
1226                                 continue;
1227                         }
1228                         // words is always >= 1
1229                         if (!strcmp(word[0], "replace"))
1230                         {
1231                                 if (words == 3)
1232                                 {
1233                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1234                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1235                                         skinfileitem->next = skinfile->items;
1236                                         skinfile->items = skinfileitem;
1237                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1238                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1239                                 }
1240                                 else
1241                                         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]);
1242                         }
1243                         else if (words == 2 && !strcmp(word[1], ","))
1244                         {
1245                                 // tag name, like "tag_weapon,"
1246                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1247                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1248                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1249                                 numtags++;
1250                         }
1251                         else if (words == 3 && !strcmp(word[1], ","))
1252                         {
1253                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1254                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1255                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1256                                 skinfileitem->next = skinfile->items;
1257                                 skinfile->items = skinfileitem;
1258                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1259                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1260                         }
1261                         else
1262                                 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);
1263                 }
1264                 Mem_Free(text);
1265
1266                 if (numtags)
1267                 {
1268                         overridetagnameset_t *t;
1269                         t = tagsets + i;
1270                         t->num_overridetagnames = numtags;
1271                         t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1272                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1273                         tagsetsused = true;
1274                 }
1275         }
1276         if (tagsetsused)
1277         {
1278                 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1279                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1280         }
1281         if (i)
1282                 loadmodel->numskins = i;
1283         return first;
1284 }
1285
1286 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1287 {
1288         skinfile_t *next;
1289         skinfileitem_t *skinfileitem, *nextitem;
1290         for (;skinfile;skinfile = next)
1291         {
1292                 next = skinfile->next;
1293                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1294                 {
1295                         nextitem = skinfileitem->next;
1296                         Mem_Free(skinfileitem);
1297                 }
1298                 Mem_Free(skinfile);
1299         }
1300 }
1301
1302 int Mod_CountSkinFiles(skinfile_t *skinfile)
1303 {
1304         int i;
1305         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1306         return i;
1307 }
1308
1309 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1310 {
1311         int i;
1312         double isnap = 1.0 / snap;
1313         for (i = 0;i < numvertices*numcomponents;i++)
1314                 vertices[i] = floor(vertices[i]*isnap)*snap;
1315 }
1316
1317 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1318 {
1319         int i, outtriangles;
1320         float d, edgedir[3], temp[3];
1321         // a degenerate triangle is one with no width (thickness, surface area)
1322         // these are characterized by having all 3 points colinear (along a line)
1323         // or having two points identical
1324         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1325         {
1326                 // calculate first edge
1327                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1328                 if (VectorLength2(edgedir) < 0.0001f)
1329                         continue; // degenerate first edge (no length)
1330                 VectorNormalize(edgedir);
1331                 // check if third point is on the edge (colinear)
1332                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1333                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1334                 if (VectorLength2(temp) < 0.0001f)
1335                         continue; // third point colinear with first edge
1336                 // valid triangle (no colinear points, no duplicate points)
1337                 VectorCopy(inelement3i, outelement3i);
1338                 outelement3i += 3;
1339                 outtriangles++;
1340         }
1341         return outtriangles;
1342 }
1343