fixed a bug with blank frames in sprites failing to produce a texture (fixes painkeep...
[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] && 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 || mod->mempool)
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         strlcpy(name, mod->name, sizeof(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         strlcpy(mod->name, name, sizeof(mod->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 || mod->mempool)
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         if (buf)
201         {
202                 char *bufend = (char *)buf + filesize;
203
204                 // all models use memory, so allocate a memory pool
205                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
206                 // all models load textures, so allocate a texture pool
207                 if (cls.state != ca_dedicated)
208                         mod->texturepool = R_AllocTexturePool();
209
210                 num = LittleLong(*((int *)buf));
211                 // call the apropriate loader
212                 loadmodel = mod;
213                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
214                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
215                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
216                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
217                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
218                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
219                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
220                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
221                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
222                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
223                 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
224                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
225                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
226                 Mem_Free(buf);
227                 // no fatal errors occurred, so this model is ready to use.
228                 mod->loaded = true;
229         }
230         else if (crash)
231         {
232                 // LordHavoc: Sys_Error was *ANNOYING*
233                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
234         }
235         return mod;
236 }
237
238 void Mod_ClearUsed(void)
239 {
240 #if 0
241         int i;
242         model_t *mod;
243
244         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
245                 if (mod->name[0])
246                         mod->used = false;
247 #endif
248 }
249
250 void Mod_PurgeUnused(void)
251 {
252         int i;
253         model_t *mod;
254
255         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
256                 if (mod->name[0])
257                         if (!mod->used)
258                                 Mod_UnloadModel(mod);
259 }
260
261 // only used during loading!
262 void Mod_RemoveStaleWorldModels(model_t *skip)
263 {
264         int i;
265         model_t *mod;
266
267         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
268         {
269                 if (mod->isworldmodel && mod->loaded && skip != mod)
270                 {
271                         Mod_UnloadModel(mod);
272                         mod->isworldmodel = false;
273                         mod->used = false;
274                 }
275         }
276 }
277
278 /*
279 ==================
280 Mod_FindName
281
282 ==================
283 */
284 model_t *Mod_FindName(const char *name)
285 {
286         int i;
287         model_t *mod;
288
289         if (!name[0])
290                 Host_Error ("Mod_ForName: NULL name");
291
292 // search the currently loaded models
293         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
294         {
295                 if (mod->name[0] && !strcmp(mod->name, name))
296                 {
297                         mod->used = true;
298                         return mod;
299                 }
300         }
301
302         // no match found, find room for a new one
303         for (i = 0;i < mod_numknown;i++)
304                 if (!mod_known[i].name[0])
305                         break;
306
307         if (mod_maxknown == i)
308         {
309 #if 0
310                 model_t *old;
311                 mod_maxknown += 256;
312                 old = mod_known;
313                 mod_known = Mem_Alloc(mod_mempool, mod_maxknown * sizeof(model_t));
314                 if (old)
315                 {
316                         memcpy(mod_known, old, mod_numknown * sizeof(model_t));
317                         Mem_Free(old);
318                 }
319 #else
320                 Host_Error ("Mod_FindName: ran out of models");
321 #endif
322         }
323         if (mod_numknown == i)
324                 mod_numknown++;
325         mod = mod_known + i;
326         strlcpy (mod->name, name, sizeof(mod->name));
327         mod->loaded = false;
328         mod->used = true;
329         return mod;
330 }
331
332 /*
333 ==================
334 Mod_ForName
335
336 Loads in a model for the given name
337 ==================
338 */
339 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
340 {
341         model_t *model;
342         model = Mod_FindName(name);
343         if (model->name[0] != '*' && (!model->loaded || checkdisk))
344                 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
345         return model;
346 }
347
348 /*
349 ==================
350 Mod_Reload
351
352 Reloads all models if they have changed
353 ==================
354 */
355 void Mod_Reload()
356 {
357         int i;
358         model_t *mod;
359
360         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
361                 if (mod->name[0] && mod->name[0] != '*')
362                         if (mod->used)
363                                 Mod_LoadModel(mod, true, true, mod->isworldmodel);
364 }
365
366 unsigned char *mod_base;
367
368
369 //=============================================================================
370
371 /*
372 ================
373 Mod_Print
374 ================
375 */
376 static void Mod_Print(void)
377 {
378         int             i;
379         model_t *mod;
380
381         Con_Print("Loaded models:\n");
382         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
383                 if (mod->name[0])
384                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
385 }
386
387 /*
388 ================
389 Mod_Precache
390 ================
391 */
392 static void Mod_Precache(void)
393 {
394         if (Cmd_Argc() == 2)
395                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
396         else
397                 Con_Print("usage: modelprecache <filename>\n");
398 }
399
400 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
401 {
402         int i, count;
403         unsigned char *used;
404         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
405         memset(used, 0, numvertices);
406         for (i = 0;i < numelements;i++)
407                 used[elements[i]] = 1;
408         for (i = 0, count = 0;i < numvertices;i++)
409                 remapvertices[i] = used[i] ? count++ : -1;
410         Mem_Free(used);
411         return count;
412 }
413
414 #if 1
415 // fast way, using an edge hash
416 #define TRIANGLEEDGEHASH 8192
417 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
418 {
419         int i, j, p, e1, e2, *n, hashindex, count, match;
420         const int *e;
421         typedef struct edgehashentry_s
422         {
423                 struct edgehashentry_s *next;
424                 int triangle;
425                 int element[2];
426         }
427         edgehashentry_t;
428         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
429         memset(edgehash, 0, sizeof(edgehash));
430         edgehashentries = edgehashentriesbuffer;
431         // if there are too many triangles for the stack array, allocate larger buffer
432         if (numtriangles > TRIANGLEEDGEHASH)
433                 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
434         // find neighboring triangles
435         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
436         {
437                 for (j = 0, p = 2;j < 3;p = j, j++)
438                 {
439                         e1 = e[p];
440                         e2 = e[j];
441                         // this hash index works for both forward and backward edges
442                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
443                         hash = edgehashentries + i * 3 + j;
444                         hash->next = edgehash[hashindex];
445                         edgehash[hashindex] = hash;
446                         hash->triangle = i;
447                         hash->element[0] = e1;
448                         hash->element[1] = e2;
449                 }
450         }
451         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
452         {
453                 for (j = 0, p = 2;j < 3;p = j, j++)
454                 {
455                         e1 = e[p];
456                         e2 = e[j];
457                         // this hash index works for both forward and backward edges
458                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
459                         count = 0;
460                         match = -1;
461                         for (hash = edgehash[hashindex];hash;hash = hash->next)
462                         {
463                                 if (hash->element[0] == e2 && hash->element[1] == e1)
464                                 {
465                                         if (hash->triangle != i)
466                                                 match = hash->triangle;
467                                         count++;
468                                 }
469                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
470                                         count++;
471                         }
472                         // detect edges shared by three triangles and make them seams
473                         if (count > 2)
474                                 match = -1;
475                         n[p] = match;
476                 }
477         }
478         // free the allocated buffer
479         if (edgehashentries != edgehashentriesbuffer)
480                 Mem_Free(edgehashentries);
481 }
482 #else
483 // very slow but simple way
484 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
485 {
486         int i, match, count;
487         count = 0;
488         match = -1;
489         for (i = 0;i < numtriangles;i++, elements += 3)
490         {
491                      if ((elements[0] == start && elements[1] == end)
492                       || (elements[1] == start && elements[2] == end)
493                       || (elements[2] == start && elements[0] == end))
494                 {
495                         if (i != ignore)
496                                 match = i;
497                         count++;
498                 }
499                 else if ((elements[1] == start && elements[0] == end)
500                       || (elements[2] == start && elements[1] == end)
501                       || (elements[0] == start && elements[2] == end))
502                         count++;
503         }
504         // detect edges shared by three triangles and make them seams
505         if (count > 2)
506                 match = -1;
507         return match;
508 }
509
510 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
511 {
512         int i, *n;
513         const int *e;
514         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
515         {
516                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
517                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
518                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
519         }
520 }
521 #endif
522
523 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
524 {
525         int i, warned = false, endvertex = firstvertex + numverts;
526         for (i = 0;i < numtriangles * 3;i++)
527         {
528                 if (elements[i] < firstvertex || elements[i] >= endvertex)
529                 {
530                         if (!warned)
531                         {
532                                 warned = true;
533                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
534                         }
535                         elements[i] = firstvertex;
536                 }
537         }
538 }
539
540 // warning: this is an expensive function!
541 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
542 {
543         int i, j;
544         const int *element;
545         float *vectorNormal;
546         float areaNormal[3];
547         // clear the vectors
548         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
549         // process each vertex of each triangle and accumulate the results
550         // use area-averaging, to make triangles with a big area have a bigger
551         // weighting on the vertex normal than triangles with a small area
552         // to do so, just add the 'normals' together (the bigger the area
553         // the greater the length of the normal is
554         element = elements;
555         for (i = 0; i < numtriangles; i++, element += 3)
556         {
557                 TriangleNormal(
558                         vertex3f + element[0] * 3,
559                         vertex3f + element[1] * 3,
560                         vertex3f + element[2] * 3,
561                         areaNormal
562                         );
563
564                 if (!areaweighting)
565                         VectorNormalize(areaNormal);
566
567                 for (j = 0;j < 3;j++)
568                 {
569                         vectorNormal = normal3f + element[j] * 3;
570                         vectorNormal[0] += areaNormal[0];
571                         vectorNormal[1] += areaNormal[1];
572                         vectorNormal[2] += areaNormal[2];
573                 }
574         }
575         // and just normalize the accumulated vertex normal in the end
576         vectorNormal = normal3f + 3 * firstvertex;
577         for (i = 0; i < numvertices; i++, vectorNormal += 3)
578                 VectorNormalize(vectorNormal);
579 }
580
581 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)
582 {
583         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
584         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
585         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
586
587         // 6 multiply, 9 subtract
588         VectorSubtract(v1, v0, v10);
589         VectorSubtract(v2, v0, v20);
590         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
591         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
592         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
593         // 12 multiply, 10 subtract
594         tc10[1] = tc1[1] - tc0[1];
595         tc20[1] = tc2[1] - tc0[1];
596         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
597         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
598         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
599         tc10[0] = tc1[0] - tc0[0];
600         tc20[0] = tc2[0] - tc0[0];
601         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
602         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
603         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
604         // 12 multiply, 4 add, 6 subtract
605         f = DotProduct(svector3f, normal3f);
606         svector3f[0] -= f * normal3f[0];
607         svector3f[1] -= f * normal3f[1];
608         svector3f[2] -= f * normal3f[2];
609         f = DotProduct(tvector3f, normal3f);
610         tvector3f[0] -= f * normal3f[0];
611         tvector3f[1] -= f * normal3f[1];
612         tvector3f[2] -= f * normal3f[2];
613         // if texture is mapped the wrong way (counterclockwise), the tangents
614         // have to be flipped, this is detected by calculating a normal from the
615         // two tangents, and seeing if it is opposite the surface normal
616         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
617         CrossProduct(tvector3f, svector3f, tangentcross);
618         if (DotProduct(tangentcross, normal3f) < 0)
619         {
620                 VectorNegate(svector3f, svector3f);
621                 VectorNegate(tvector3f, tvector3f);
622         }
623 }
624
625 // warning: this is a very expensive function!
626 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)
627 {
628         int i, tnum;
629         float sdir[3], tdir[3], normal[3], *sv, *tv;
630         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
631         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
632         const int *e;
633         // clear the vectors
634         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
635         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
636         // process each vertex of each triangle and accumulate the results
637         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
638         {
639                 v0 = vertex3f + e[0] * 3;
640                 v1 = vertex3f + e[1] * 3;
641                 v2 = vertex3f + e[2] * 3;
642                 tc0 = texcoord2f + e[0] * 2;
643                 tc1 = texcoord2f + e[1] * 2;
644                 tc2 = texcoord2f + e[2] * 2;
645
646                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
647                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
648
649                 // calculate the edge directions and surface normal
650                 // 6 multiply, 9 subtract
651                 VectorSubtract(v1, v0, v10);
652                 VectorSubtract(v2, v0, v20);
653                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
654                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
655                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
656
657                 // calculate the tangents
658                 // 12 multiply, 10 subtract
659                 tc10[1] = tc1[1] - tc0[1];
660                 tc20[1] = tc2[1] - tc0[1];
661                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
662                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
663                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
664                 tc10[0] = tc1[0] - tc0[0];
665                 tc20[0] = tc2[0] - tc0[0];
666                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
667                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
668                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
669
670                 // if texture is mapped the wrong way (counterclockwise), the tangents
671                 // have to be flipped, this is detected by calculating a normal from the
672                 // two tangents, and seeing if it is opposite the surface normal
673                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
674                 CrossProduct(tdir, sdir, tangentcross);
675                 if (DotProduct(tangentcross, normal) < 0)
676                 {
677                         VectorNegate(sdir, sdir);
678                         VectorNegate(tdir, tdir);
679                 }
680
681                 if (!areaweighting)
682                 {
683                         VectorNormalize(sdir);
684                         VectorNormalize(tdir);
685                 }
686                 for (i = 0;i < 3;i++)
687                 {
688                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
689                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
690                 }
691         }
692         // make the tangents completely perpendicular to the surface normal, and
693         // then normalize them
694         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
695         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
696         {
697                 f = -DotProduct(sv, n);
698                 VectorMA(sv, f, n, sv);
699                 VectorNormalize(sv);
700                 f = -DotProduct(tv, n);
701                 VectorMA(tv, f, n, tv);
702                 VectorNormalize(tv);
703         }
704 }
705
706 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
707 {
708         unsigned char *data;
709         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));
710         loadmodel->surfmesh.num_vertices = numvertices;
711         loadmodel->surfmesh.num_triangles = numtriangles;
712         if (loadmodel->surfmesh.num_vertices)
713         {
714                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
715                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
716                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
717                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
718                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
719                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
720                 if (vertexcolors)
721                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
722                 if (lightmapoffsets)
723                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
724         }
725         if (loadmodel->surfmesh.num_triangles)
726         {
727                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
728                 if (neighbors)
729                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
730         }
731 }
732
733 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)
734 {
735         shadowmesh_t *newmesh;
736         unsigned char *data;
737         int size;
738         size = sizeof(shadowmesh_t);
739         size += maxverts * sizeof(float[3]);
740         if (light)
741                 size += maxverts * sizeof(float[11]);
742         size += maxtriangles * sizeof(int[3]);
743         if (neighbors)
744                 size += maxtriangles * sizeof(int[3]);
745         if (expandable)
746                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
747         data = (unsigned char *)Mem_Alloc(mempool, size);
748         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
749         newmesh->map_diffuse = map_diffuse;
750         newmesh->map_specular = map_specular;
751         newmesh->map_normal = map_normal;
752         newmesh->maxverts = maxverts;
753         newmesh->maxtriangles = maxtriangles;
754         newmesh->numverts = 0;
755         newmesh->numtriangles = 0;
756
757         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
758         if (light)
759         {
760                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
761                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
762                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
763                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
764         }
765         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
766         if (neighbors)
767         {
768                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
769         }
770         if (expandable)
771         {
772                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
773                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
774         }
775         return newmesh;
776 }
777
778 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
779 {
780         shadowmesh_t *newmesh;
781         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
782         newmesh->numverts = oldmesh->numverts;
783         newmesh->numtriangles = oldmesh->numtriangles;
784
785         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
786         if (newmesh->svector3f && oldmesh->svector3f)
787         {
788                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
789                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
790                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
791                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
792         }
793         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
794         if (newmesh->neighbor3i && oldmesh->neighbor3i)
795                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
796         return newmesh;
797 }
798
799 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
800 {
801         int hashindex, vnum;
802         shadowmeshvertexhash_t *hash;
803         // this uses prime numbers intentionally
804         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
805         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
806         {
807                 vnum = (hash - mesh->vertexhashentries);
808                 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]))
809                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
810                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
811                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
812                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
813                         return hash - mesh->vertexhashentries;
814         }
815         vnum = mesh->numverts++;
816         hash = mesh->vertexhashentries + vnum;
817         hash->next = mesh->vertexhashtable[hashindex];
818         mesh->vertexhashtable[hashindex] = hash;
819         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
820         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
821         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
822         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
823         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
824         return vnum;
825 }
826
827 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
828 {
829         if (mesh->numtriangles == 0)
830         {
831                 // set the properties on this empty mesh to be more favorable...
832                 // (note: this case only occurs for the first triangle added to a new mesh chain)
833                 mesh->map_diffuse = map_diffuse;
834                 mesh->map_specular = map_specular;
835                 mesh->map_normal = map_normal;
836         }
837         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)
838         {
839                 if (mesh->next == NULL)
840                         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);
841                 mesh = mesh->next;
842         }
843         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
844         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
845         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
846         mesh->numtriangles++;
847 }
848
849 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)
850 {
851         int i, j, e;
852         float vbuf[3*14], *v;
853         memset(vbuf, 0, sizeof(vbuf));
854         for (i = 0;i < numtris;i++)
855         {
856                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
857                 {
858                         e = *element3i++;
859                         if (vertex3f)
860                         {
861                                 v[0] = vertex3f[e * 3 + 0];
862                                 v[1] = vertex3f[e * 3 + 1];
863                                 v[2] = vertex3f[e * 3 + 2];
864                         }
865                         if (svector3f)
866                         {
867                                 v[3] = svector3f[e * 3 + 0];
868                                 v[4] = svector3f[e * 3 + 1];
869                                 v[5] = svector3f[e * 3 + 2];
870                         }
871                         if (tvector3f)
872                         {
873                                 v[6] = tvector3f[e * 3 + 0];
874                                 v[7] = tvector3f[e * 3 + 1];
875                                 v[8] = tvector3f[e * 3 + 2];
876                         }
877                         if (normal3f)
878                         {
879                                 v[9] = normal3f[e * 3 + 0];
880                                 v[10] = normal3f[e * 3 + 1];
881                                 v[11] = normal3f[e * 3 + 2];
882                         }
883                         if (texcoord2f)
884                         {
885                                 v[12] = texcoord2f[e * 2 + 0];
886                                 v[13] = texcoord2f[e * 2 + 1];
887                         }
888                 }
889                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
890         }
891 }
892
893 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)
894 {
895         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
896 }
897
898 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
899 {
900         shadowmesh_t *mesh, *newmesh, *nextmesh;
901         // reallocate meshs to conserve space
902         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
903         {
904                 nextmesh = mesh->next;
905                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
906                 {
907                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
908                         newmesh->next = firstmesh;
909                         firstmesh = newmesh;
910                 }
911                 Mem_Free(mesh);
912         }
913         return firstmesh;
914 }
915
916 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
917 {
918         int i;
919         shadowmesh_t *mesh;
920         vec3_t nmins, nmaxs, ncenter, temp;
921         float nradius2, dist2, *v;
922         VectorClear(nmins);
923         VectorClear(nmaxs);
924         // calculate bbox
925         for (mesh = firstmesh;mesh;mesh = mesh->next)
926         {
927                 if (mesh == firstmesh)
928                 {
929                         VectorCopy(mesh->vertex3f, nmins);
930                         VectorCopy(mesh->vertex3f, nmaxs);
931                 }
932                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
933                 {
934                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
935                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
936                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
937                 }
938         }
939         // calculate center and radius
940         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
941         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
942         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
943         nradius2 = 0;
944         for (mesh = firstmesh;mesh;mesh = mesh->next)
945         {
946                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
947                 {
948                         VectorSubtract(v, ncenter, temp);
949                         dist2 = DotProduct(temp, temp);
950                         if (nradius2 < dist2)
951                                 nradius2 = dist2;
952                 }
953         }
954         // return data
955         if (mins)
956                 VectorCopy(nmins, mins);
957         if (maxs)
958                 VectorCopy(nmaxs, maxs);
959         if (center)
960                 VectorCopy(ncenter, center);
961         if (radius)
962                 *radius = sqrt(nradius2);
963 }
964
965 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
966 {
967         shadowmesh_t *nextmesh;
968         for (;mesh;mesh = nextmesh)
969         {
970                 nextmesh = mesh->next;
971                 Mem_Free(mesh);
972         }
973 }
974
975 static rtexture_t *GL_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
976 {
977         int i;
978         if (!force)
979         {
980                 for (i = 0;i < width*height;i++)
981                         if (((unsigned char *)&palette[in[i]])[3] > 0)
982                                 break;
983                 if (i == width*height)
984                         return NULL;
985         }
986         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
987 }
988
989 int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
990 {
991         imageskin_t s;
992         memset(skinframe, 0, sizeof(*skinframe));
993         if (cls.state == ca_dedicated)
994                 return false;
995         if (!image_loadskin(&s, basename))
996                 return false;
997         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
998         if (s.nmappixels != NULL)
999                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
1000         if (s.glosspixels != NULL)
1001                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
1002         if (s.glowpixels != NULL && loadglowtexture)
1003                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
1004         if (s.maskpixels != NULL)
1005                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
1006         if (loadpantsandshirt)
1007         {
1008                 if (s.pantspixels != NULL)
1009                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1010                 if (s.shirtpixels != NULL)
1011                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1012         }
1013         if (!skinframe->base)
1014                 skinframe->base = r_texture_notexture;
1015         if (!skinframe->nmap)
1016                 skinframe->nmap = r_texture_blanknormalmap;
1017         image_freeskin(&s);
1018         return true;
1019 }
1020
1021 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)
1022 {
1023         int i;
1024         unsigned char *temp1, *temp2;
1025         memset(skinframe, 0, sizeof(*skinframe));
1026         if (cls.state == ca_dedicated)
1027                 return false;
1028         if (!skindata)
1029                 return false;
1030         if (bitsperpixel == 32)
1031         {
1032                 if (r_shadow_bumpscale_basetexture.value > 0)
1033                 {
1034                         temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1035                         temp2 = temp1 + width * height * 4;
1036                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1037                         skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1038                         Mem_Free(temp1);
1039                 }
1040                 skinframe->base = skinframe->merged = R_LoadTexture2D(loadmodel->texturepool, basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1041                 if (textureflags & TEXF_ALPHA)
1042                 {
1043                         for (i = 3;i < width * height * 4;i += 4)
1044                                 if (skindata[i] < 255)
1045                                         break;
1046                         if (i < width * height * 4)
1047                         {
1048                                 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 4);
1049                                 memcpy(fogpixels, skindata, width * height * 4);
1050                                 for (i = 0;i < width * height * 4;i += 4)
1051                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1052                                 skinframe->fog = R_LoadTexture2D(loadmodel->texturepool, va("%s_fog", basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1053                                 Mem_Free(fogpixels);
1054                         }
1055                 }
1056         }
1057         else if (bitsperpixel == 8)
1058         {
1059                 if (r_shadow_bumpscale_basetexture.value > 0)
1060                 {
1061                         temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1062                         temp2 = temp1 + width * height * 4;
1063                         if (bitsperpixel == 32)
1064                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1065                         else
1066                         {
1067                                 // use either a custom palette or the quake palette
1068                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1069                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1070                         }
1071                         skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1072                         Mem_Free(temp1);
1073                 }
1074                 // use either a custom palette, or the quake palette
1075                 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, true); // all
1076                 if (!palette && loadglowtexture)
1077                         skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags, false); // glow
1078                 if (!palette && loadpantsandshirt)
1079                 {
1080                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags, false); // pants
1081                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags, false); // shirt
1082                 }
1083                 if (skinframe->pants || skinframe->shirt)
1084                         skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1085                 if (textureflags & TEXF_ALPHA)
1086                 {
1087                         // if not using a custom alphapalette, use the quake one
1088                         if (!alphapalette)
1089                                 alphapalette = palette_alpha;
1090                         for (i = 0;i < width * height;i++)
1091                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1092                                         break;
1093                         if (i < width * height)
1094                                 skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags, true); // fog mask
1095                 }
1096         }
1097         else
1098                 return false;
1099         if (!skinframe->nmap)
1100                 skinframe->nmap = r_texture_blanknormalmap;
1101         return true;
1102 }
1103
1104 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)
1105 {
1106         float v[3], tc[3];
1107         v[0] = ix;
1108         v[1] = iy;
1109         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1110                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1111         else
1112                 v[2] = 0;
1113         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1114         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1115         texcoord2f[0] = tc[0];
1116         texcoord2f[1] = tc[1];
1117 }
1118
1119 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)
1120 {
1121         float vup[3], vdown[3], vleft[3], vright[3];
1122         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1123         float sv[3], tv[3], nl[3];
1124         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1125         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1126         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1127         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1128         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1129         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1130         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1131         VectorAdd(svector3f, sv, svector3f);
1132         VectorAdd(tvector3f, tv, tvector3f);
1133         VectorAdd(normal3f, nl, normal3f);
1134         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1135         VectorAdd(svector3f, sv, svector3f);
1136         VectorAdd(tvector3f, tv, tvector3f);
1137         VectorAdd(normal3f, nl, normal3f);
1138         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1139         VectorAdd(svector3f, sv, svector3f);
1140         VectorAdd(tvector3f, tv, tvector3f);
1141         VectorAdd(normal3f, nl, normal3f);
1142 }
1143
1144 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)
1145 {
1146         int x, y, ix, iy, *e;
1147         e = element3i;
1148         for (y = 0;y < height;y++)
1149         {
1150                 for (x = 0;x < width;x++)
1151                 {
1152                         e[0] = (y + 1) * (width + 1) + (x + 0);
1153                         e[1] = (y + 0) * (width + 1) + (x + 0);
1154                         e[2] = (y + 1) * (width + 1) + (x + 1);
1155                         e[3] = (y + 0) * (width + 1) + (x + 0);
1156                         e[4] = (y + 0) * (width + 1) + (x + 1);
1157                         e[5] = (y + 1) * (width + 1) + (x + 1);
1158                         e += 6;
1159                 }
1160         }
1161         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1162         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1163                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1164                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1165 }
1166
1167 skinfile_t *Mod_LoadSkinFiles(void)
1168 {
1169         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1170         char *text;
1171         const char *data;
1172         skinfile_t *skinfile = NULL, *first = NULL;
1173         skinfileitem_t *skinfileitem;
1174         char word[10][MAX_QPATH];
1175         overridetagnameset_t tagsets[MAX_SKINS];
1176         overridetagname_t tags[256];
1177
1178 /*
1179 sample file:
1180 U_bodyBox,models/players/Legoman/BikerA2.tga
1181 U_RArm,models/players/Legoman/BikerA1.tga
1182 U_LArm,models/players/Legoman/BikerA1.tga
1183 U_armor,common/nodraw
1184 U_sword,common/nodraw
1185 U_shield,common/nodraw
1186 U_homb,common/nodraw
1187 U_backpack,common/nodraw
1188 U_colcha,common/nodraw
1189 tag_head,
1190 tag_weapon,
1191 tag_torso,
1192 */
1193         memset(tagsets, 0, sizeof(tagsets));
1194         memset(word, 0, sizeof(word));
1195         for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1196         {
1197                 numtags = 0;
1198
1199                 // If it's the first file we parse
1200                 if (skinfile == NULL)
1201                 {
1202                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1203                         first = skinfile;
1204                 }
1205                 else
1206                 {
1207                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1208                         skinfile = skinfile->next;
1209                 }
1210                 skinfile->next = NULL;
1211
1212                 for(line = 0;;line++)
1213                 {
1214                         // parse line
1215                         if (!COM_ParseToken(&data, true))
1216                                 break;
1217                         if (!strcmp(com_token, "\n"))
1218                                 continue;
1219                         words = 0;
1220                         wordsoverflow = false;
1221                         do
1222                         {
1223                                 if (words < 10)
1224                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1225                                 else
1226                                         wordsoverflow = true;
1227                         }
1228                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1229                         if (wordsoverflow)
1230                         {
1231                                 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);
1232                                 continue;
1233                         }
1234                         // words is always >= 1
1235                         if (!strcmp(word[0], "replace"))
1236                         {
1237                                 if (words == 3)
1238                                 {
1239                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1240                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1241                                         skinfileitem->next = skinfile->items;
1242                                         skinfile->items = skinfileitem;
1243                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1244                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1245                                 }
1246                                 else
1247                                         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]);
1248                         }
1249                         else if (words == 2 && !strcmp(word[1], ","))
1250                         {
1251                                 // tag name, like "tag_weapon,"
1252                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1253                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1254                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1255                                 numtags++;
1256                         }
1257                         else if (words == 3 && !strcmp(word[1], ","))
1258                         {
1259                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1260                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1261                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1262                                 skinfileitem->next = skinfile->items;
1263                                 skinfile->items = skinfileitem;
1264                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1265                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1266                         }
1267                         else
1268                                 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);
1269                 }
1270                 Mem_Free(text);
1271
1272                 if (numtags)
1273                 {
1274                         overridetagnameset_t *t;
1275                         t = tagsets + i;
1276                         t->num_overridetagnames = numtags;
1277                         t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1278                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1279                         tagsetsused = true;
1280                 }
1281         }
1282         if (tagsetsused)
1283         {
1284                 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1285                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1286         }
1287         if (i)
1288                 loadmodel->numskins = i;
1289         return first;
1290 }
1291
1292 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1293 {
1294         skinfile_t *next;
1295         skinfileitem_t *skinfileitem, *nextitem;
1296         for (;skinfile;skinfile = next)
1297         {
1298                 next = skinfile->next;
1299                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1300                 {
1301                         nextitem = skinfileitem->next;
1302                         Mem_Free(skinfileitem);
1303                 }
1304                 Mem_Free(skinfile);
1305         }
1306 }
1307
1308 int Mod_CountSkinFiles(skinfile_t *skinfile)
1309 {
1310         int i;
1311         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1312         return i;
1313 }
1314
1315 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1316 {
1317         int i;
1318         double isnap = 1.0 / snap;
1319         for (i = 0;i < numvertices*numcomponents;i++)
1320                 vertices[i] = floor(vertices[i]*isnap)*snap;
1321 }
1322
1323 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1324 {
1325         int i, outtriangles;
1326         float d, edgedir[3], temp[3];
1327         // a degenerate triangle is one with no width (thickness, surface area)
1328         // these are characterized by having all 3 points colinear (along a line)
1329         // or having two points identical
1330         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1331         {
1332                 // calculate first edge
1333                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1334                 if (VectorLength2(edgedir) < 0.0001f)
1335                         continue; // degenerate first edge (no length)
1336                 VectorNormalize(edgedir);
1337                 // check if third point is on the edge (colinear)
1338                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1339                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1340                 if (VectorLength2(temp) < 0.0001f)
1341                         continue; // third point colinear with first edge
1342                 // valid triangle (no colinear points, no duplicate points)
1343                 VectorCopy(inelement3i, outelement3i);
1344                 outelement3i += 3;
1345                 outtriangles++;
1346         }
1347         return outtriangles;
1348 }
1349