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