reduce TRIANGLEEDGEHASH from 16384 bins to 8192 to avoid a stack overflow on MSVC x64
[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 static 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                 num = LittleLong(*((int *)buf));
193                 // call the apropriate loader
194                 loadmodel = mod;
195                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
196                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
197                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
198                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
199                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf);
200                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
201                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
202                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
203                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
204                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
205                 Mem_Free(buf);
206         }
207         else if (crash)
208         {
209                 // LordHavoc: Sys_Error was *ANNOYING*
210                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
211         }
212
213         // no errors occurred
214         mod->loaded = true;
215         return mod;
216 }
217
218 void Mod_CheckLoaded(model_t *mod)
219 {
220         if (mod)
221         {
222                 if (!mod->loaded)
223                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
224                 else
225                 {
226                         //if (mod->type == mod_invalid)
227                         //      Host_Error("Mod_CheckLoaded: invalid model\n");
228                         mod->used = true;
229                         return;
230                 }
231         }
232 }
233
234 /*
235 ===================
236 Mod_ClearAll
237 ===================
238 */
239 void Mod_ClearAll(void)
240 {
241 }
242
243 void Mod_ClearUsed(void)
244 {
245         int i;
246         model_t *mod;
247
248         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
249                 if (mod->name[0])
250                         mod->used = false;
251 }
252
253 void Mod_PurgeUnused(void)
254 {
255         int i;
256         model_t *mod;
257
258         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
259                 if (mod->name[0])
260                         if (!mod->used)
261                                 Mod_FreeModel(mod);
262 }
263
264 // only used during loading!
265 void Mod_RemoveStaleWorldModels(model_t *skip)
266 {
267         int i;
268         for (i = 0;i < MAX_MOD_KNOWN;i++)
269                 if (mod_known[i].isworldmodel && skip != &mod_known[i])
270                         Mod_UnloadModel(mod_known + i);
271 }
272
273 void Mod_LoadModels(void)
274 {
275         int i;
276         model_t *mod;
277
278         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
279                 if (mod->name[0])
280                         if (mod->used)
281                                 Mod_CheckLoaded(mod);
282 }
283
284 /*
285 ==================
286 Mod_FindName
287
288 ==================
289 */
290 model_t *Mod_FindName(const char *name)
291 {
292         int i;
293         model_t *mod, *freemod;
294
295         if (!name[0])
296                 Host_Error ("Mod_ForName: NULL name");
297
298 // search the currently loaded models
299         freemod = NULL;
300         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
301         {
302                 if (mod->name[0])
303                 {
304                         if (!strcmp (mod->name, name))
305                         {
306                                 mod->used = true;
307                                 return mod;
308                         }
309                 }
310                 else if (freemod == NULL)
311                         freemod = mod;
312         }
313
314         if (freemod)
315         {
316                 mod = freemod;
317                 strcpy (mod->name, name);
318                 mod->loaded = false;
319                 mod->used = true;
320                 return mod;
321         }
322
323         Host_Error ("Mod_FindName: ran out of models\n");
324         return NULL;
325 }
326
327 /*
328 ==================
329 Mod_ForName
330
331 Loads in a model for the given name
332 ==================
333 */
334 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
335 {
336         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
337 }
338
339 qbyte *mod_base;
340
341
342 //=============================================================================
343
344 /*
345 ================
346 Mod_Print
347 ================
348 */
349 static void Mod_Print(void)
350 {
351         int             i;
352         model_t *mod;
353
354         Con_Print("Loaded models:\n");
355         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
356                 if (mod->name[0])
357                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
358 }
359
360 /*
361 ================
362 Mod_Precache
363 ================
364 */
365 static void Mod_Precache(void)
366 {
367         if (Cmd_Argc() == 2)
368                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
369         else
370                 Con_Print("usage: modelprecache <filename>\n");
371 }
372
373 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
374 {
375         int i, count;
376         qbyte *used;
377         used = Mem_Alloc(tempmempool, numvertices);
378         memset(used, 0, numvertices);
379         for (i = 0;i < numelements;i++)
380                 used[elements[i]] = 1;
381         for (i = 0, count = 0;i < numvertices;i++)
382                 remapvertices[i] = used[i] ? count++ : -1;
383         Mem_Free(used);
384         return count;
385 }
386
387 #if 1
388 // fast way, using an edge hash
389 #define TRIANGLEEDGEHASH 8192
390 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
391 {
392         int i, j, p, e1, e2, *n, hashindex, count, match;
393         const int *e;
394         typedef struct edgehashentry_s
395         {
396                 struct edgehashentry_s *next;
397                 int triangle;
398                 int element[2];
399         }
400         edgehashentry_t;
401         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
402         memset(edgehash, 0, sizeof(edgehash));
403         edgehashentries = edgehashentriesbuffer;
404         // if there are too many triangles for the stack array, allocate larger buffer
405         if (numtriangles > TRIANGLEEDGEHASH)
406                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
407         // find neighboring triangles
408         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
409         {
410                 for (j = 0, p = 2;j < 3;p = j, j++)
411                 {
412                         e1 = e[p];
413                         e2 = e[j];
414                         // this hash index works for both forward and backward edges
415                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
416                         hash = edgehashentries + i * 3 + j;
417                         hash->next = edgehash[hashindex];
418                         edgehash[hashindex] = hash;
419                         hash->triangle = i;
420                         hash->element[0] = e1;
421                         hash->element[1] = e2;
422                 }
423         }
424         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
425         {
426                 for (j = 0, p = 2;j < 3;p = j, j++)
427                 {
428                         e1 = e[p];
429                         e2 = e[j];
430                         // this hash index works for both forward and backward edges
431                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
432                         count = 0;
433                         match = -1;
434                         for (hash = edgehash[hashindex];hash;hash = hash->next)
435                         {
436                                 if (hash->element[0] == e2 && hash->element[1] == e1)
437                                 {
438                                         if (hash->triangle != i)
439                                                 match = hash->triangle;
440                                         count++;
441                                 }
442                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
443                                         count++;
444                         }
445                         // detect edges shared by three triangles and make them seams
446                         if (count > 2)
447                                 match = -1;
448                         n[p] = match;
449                 }
450         }
451         // free the allocated buffer
452         if (edgehashentries != edgehashentriesbuffer)
453                 Mem_Free(edgehashentries);
454 }
455 #else
456 // very slow but simple way
457 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
458 {
459         int i, match, count;
460         count = 0;
461         match = -1;
462         for (i = 0;i < numtriangles;i++, elements += 3)
463         {
464                      if ((elements[0] == start && elements[1] == end)
465                       || (elements[1] == start && elements[2] == end)
466                       || (elements[2] == start && elements[0] == end))
467                 {
468                         if (i != ignore)
469                                 match = i;
470                         count++;
471                 }
472                 else if ((elements[1] == start && elements[0] == end)
473                       || (elements[2] == start && elements[1] == end)
474                       || (elements[0] == start && elements[2] == end))
475                         count++;
476         }
477         // detect edges shared by three triangles and make them seams
478         if (count > 2)
479                 match = -1;
480         return match;
481 }
482
483 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
484 {
485         int i, *n;
486         const int *e;
487         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
488         {
489                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
490                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
491                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
492         }
493 }
494 #endif
495
496 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
497 {
498         int i;
499         for (i = 0;i < numtriangles * 3;i++)
500                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
501                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
502 }
503
504 // warning: this is an expensive function!
505 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
506 {
507         int i, tnum;
508         float normal[3], *v;
509         const int *e;
510         // clear the vectors
511         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
512         // process each vertex of each triangle and accumulate the results
513         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
514         {
515                 TriangleNormal(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, normal);
516                 VectorNormalize(normal);
517                 v = normal3f + e[0] * 3;
518                 v[0] += normal[0];
519                 v[1] += normal[1];
520                 v[2] += normal[2];
521                 v = normal3f + e[1] * 3;
522                 v[0] += normal[0];
523                 v[1] += normal[1];
524                 v[2] += normal[2];
525                 v = normal3f + e[2] * 3;
526                 v[0] += normal[0];
527                 v[1] += normal[1];
528                 v[2] += normal[2];
529         }
530         // now we could divide the vectors by the number of averaged values on
531         // each vertex...  but instead normalize them
532         for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
533                 VectorNormalize(v);
534 }
535
536 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)
537 {
538         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
539         // 103 add/sub/negate/multiply (1 cycle), 3 divide (20 cycle), 3 sqrt (22 cycle), 4 compare (3 cycle?), total cycles not counting load/store/exchange roughly 241 cycles
540         // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
541
542         // 6 multiply, 9 subtract
543         VectorSubtract(v1, v0, v10);
544         VectorSubtract(v2, v0, v20);
545         normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
546         normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
547         normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
548         // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
549         VectorNormalize(normal3f);
550         // 12 multiply, 10 subtract
551         tc10[1] = tc1[1] - tc0[1];
552         tc20[1] = tc2[1] - tc0[1];
553         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
554         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
555         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
556         tc10[0] = tc1[0] - tc0[0];
557         tc20[0] = tc2[0] - tc0[0];
558         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
559         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
560         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
561         // 12 multiply, 4 add, 6 subtract
562         f = DotProduct(svector3f, normal3f);
563         svector3f[0] -= f * normal3f[0];
564         svector3f[1] -= f * normal3f[1];
565         svector3f[2] -= f * normal3f[2];
566         f = DotProduct(tvector3f, normal3f);
567         tvector3f[0] -= f * normal3f[0];
568         tvector3f[1] -= f * normal3f[1];
569         tvector3f[2] -= f * normal3f[2];
570         // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
571         VectorNormalize(svector3f);
572         VectorNormalize(tvector3f);
573         // if texture is mapped the wrong way (counterclockwise), the tangents
574         // have to be flipped, this is detected by calculating a normal from the
575         // two tangents, and seeing if it is opposite the surface normal
576         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
577         CrossProduct(tvector3f, svector3f, tangentcross);
578         if (DotProduct(tangentcross, normal3f) < 0)
579         {
580                 VectorNegate(svector3f, svector3f);
581                 VectorNegate(tvector3f, tvector3f);
582         }
583 }
584
585 // warning: this is a very expensive function!
586 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
587 {
588         int i, tnum;
589         float sdir[3], tdir[3], normal[3], *v;
590         const int *e;
591         // clear the vectors
592         if (svector3f)
593                 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
594         if (tvector3f)
595                 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
596         if (normal3f)
597                 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
598         // process each vertex of each triangle and accumulate the results
599         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
600         {
601                 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);
602                 if (svector3f)
603                 {
604                         for (i = 0;i < 3;i++)
605                         {
606                                 svector3f[e[i]*3  ] += sdir[0];
607                                 svector3f[e[i]*3+1] += sdir[1];
608                                 svector3f[e[i]*3+2] += sdir[2];
609                         }
610                 }
611                 if (tvector3f)
612                 {
613                         for (i = 0;i < 3;i++)
614                         {
615                                 tvector3f[e[i]*3  ] += tdir[0];
616                                 tvector3f[e[i]*3+1] += tdir[1];
617                                 tvector3f[e[i]*3+2] += tdir[2];
618                         }
619                 }
620                 if (normal3f)
621                 {
622                         for (i = 0;i < 3;i++)
623                         {
624                                 normal3f[e[i]*3  ] += normal[0];
625                                 normal3f[e[i]*3+1] += normal[1];
626                                 normal3f[e[i]*3+2] += normal[2];
627                         }
628                 }
629         }
630         // now we could divide the vectors by the number of averaged values on
631         // each vertex...  but instead normalize them
632         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
633         if (svector3f)
634                 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
635                         VectorNormalize(v);
636         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
637         if (tvector3f)
638                 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
639                         VectorNormalize(v);
640         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
641         if (normal3f)
642                 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
643                         VectorNormalize(v);
644 }
645
646 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
647 {
648         surfmesh_t *mesh;
649         qbyte *data;
650         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));
651         mesh->num_vertices = numvertices;
652         mesh->num_triangles = numtriangles;
653         data = (qbyte *)(mesh + 1);
654         if (mesh->num_vertices)
655         {
656                 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
657                 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
658                 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
659                 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
660                 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
661                 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
662                 if (detailtexcoords)
663                         mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
664                 if (vertexcolors)
665                         mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
666                 if (lightmapoffsets)
667                         mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
668         }
669         if (mesh->num_triangles)
670         {
671                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
672                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
673                 if (neighbors)
674                         mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
675         }
676         return mesh;
677 }
678
679 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)
680 {
681         shadowmesh_t *newmesh;
682         qbyte *data;
683         int size;
684         size = sizeof(shadowmesh_t);
685         size += maxverts * sizeof(float[3]);
686         if (light)
687                 size += maxverts * sizeof(float[11]);
688         size += maxtriangles * sizeof(int[3]);
689         if (neighbors)
690                 size += maxtriangles * sizeof(int[3]);
691         if (expandable)
692                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
693         data = Mem_Alloc(mempool, size);
694         newmesh = (void *)data;data += sizeof(*newmesh);
695         newmesh->map_diffuse = map_diffuse;
696         newmesh->map_specular = map_specular;
697         newmesh->map_normal = map_normal;
698         newmesh->maxverts = maxverts;
699         newmesh->maxtriangles = maxtriangles;
700         newmesh->numverts = 0;
701         newmesh->numtriangles = 0;
702
703         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
704         if (light)
705         {
706                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
707                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
708                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
709                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
710         }
711         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
712         if (neighbors)
713         {
714                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
715         }
716         if (expandable)
717         {
718                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
719                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
720         }
721         return newmesh;
722 }
723
724 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
725 {
726         shadowmesh_t *newmesh;
727         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
728         newmesh->numverts = oldmesh->numverts;
729         newmesh->numtriangles = oldmesh->numtriangles;
730
731         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
732         if (newmesh->svector3f && oldmesh->svector3f)
733         {
734                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
735                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
736                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
737                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
738         }
739         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
740         if (newmesh->neighbor3i && oldmesh->neighbor3i)
741                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
742         return newmesh;
743 }
744
745 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
746 {
747         int hashindex, vnum;
748         shadowmeshvertexhash_t *hash;
749         // this uses prime numbers intentionally
750         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
751         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
752         {
753                 vnum = (hash - mesh->vertexhashentries);
754                 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]))
755                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
756                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
757                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
758                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
759                         return hash - mesh->vertexhashentries;
760         }
761         vnum = mesh->numverts++;
762         hash = mesh->vertexhashentries + vnum;
763         hash->next = mesh->vertexhashtable[hashindex];
764         mesh->vertexhashtable[hashindex] = hash;
765         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
766         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
767         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
768         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
769         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
770         return vnum;
771 }
772
773 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
774 {
775         if (mesh->numtriangles == 0)
776         {
777                 // set the properties on this empty mesh to be more favorable...
778                 // (note: this case only occurs for the first triangle added to a new mesh chain)
779                 mesh->map_diffuse = map_diffuse;
780                 mesh->map_specular = map_specular;
781                 mesh->map_normal = map_normal;
782         }
783         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)
784         {
785                 if (mesh->next == NULL)
786                         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);
787                 mesh = mesh->next;
788         }
789         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
790         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
791         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
792         mesh->numtriangles++;
793 }
794
795 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)
796 {
797         int i, j, e;
798         float vbuf[3*14], *v;
799         memset(vbuf, 0, sizeof(vbuf));
800         for (i = 0;i < numtris;i++)
801         {
802                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
803                 {
804                         e = *element3i++;
805                         if (vertex3f)
806                         {
807                                 v[0] = vertex3f[e * 3 + 0];
808                                 v[1] = vertex3f[e * 3 + 1];
809                                 v[2] = vertex3f[e * 3 + 2];
810                         }
811                         if (svector3f)
812                         {
813                                 v[3] = svector3f[e * 3 + 0];
814                                 v[4] = svector3f[e * 3 + 1];
815                                 v[5] = svector3f[e * 3 + 2];
816                         }
817                         if (tvector3f)
818                         {
819                                 v[6] = tvector3f[e * 3 + 0];
820                                 v[7] = tvector3f[e * 3 + 1];
821                                 v[8] = tvector3f[e * 3 + 2];
822                         }
823                         if (normal3f)
824                         {
825                                 v[9] = normal3f[e * 3 + 0];
826                                 v[10] = normal3f[e * 3 + 1];
827                                 v[11] = normal3f[e * 3 + 2];
828                         }
829                         if (texcoord2f)
830                         {
831                                 v[12] = texcoord2f[e * 2 + 0];
832                                 v[13] = texcoord2f[e * 2 + 1];
833                         }
834                 }
835                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
836         }
837 }
838
839 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)
840 {
841         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
842 }
843
844 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
845 {
846         shadowmesh_t *mesh, *newmesh, *nextmesh;
847         // reallocate meshs to conserve space
848         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
849         {
850                 nextmesh = mesh->next;
851                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
852                 {
853                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
854                         newmesh->next = firstmesh;
855                         firstmesh = newmesh;
856                 }
857                 Mem_Free(mesh);
858         }
859         return firstmesh;
860 }
861
862 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
863 {
864         int i;
865         shadowmesh_t *mesh;
866         vec3_t nmins, nmaxs, ncenter, temp;
867         float nradius2, dist2, *v;
868         // calculate bbox
869         for (mesh = firstmesh;mesh;mesh = mesh->next)
870         {
871                 if (mesh == firstmesh)
872                 {
873                         VectorCopy(mesh->vertex3f, nmins);
874                         VectorCopy(mesh->vertex3f, nmaxs);
875                 }
876                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
877                 {
878                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
879                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
880                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
881                 }
882         }
883         // calculate center and radius
884         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
885         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
886         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
887         nradius2 = 0;
888         for (mesh = firstmesh;mesh;mesh = mesh->next)
889         {
890                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
891                 {
892                         VectorSubtract(v, ncenter, temp);
893                         dist2 = DotProduct(temp, temp);
894                         if (nradius2 < dist2)
895                                 nradius2 = dist2;
896                 }
897         }
898         // return data
899         if (mins)
900                 VectorCopy(nmins, mins);
901         if (maxs)
902                 VectorCopy(nmaxs, maxs);
903         if (center)
904                 VectorCopy(ncenter, center);
905         if (radius)
906                 *radius = sqrt(nradius2);
907 }
908
909 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
910 {
911         shadowmesh_t *nextmesh;
912         for (;mesh;mesh = nextmesh)
913         {
914                 nextmesh = mesh->next;
915                 Mem_Free(mesh);
916         }
917 }
918
919 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
920 {
921         int i;
922         for (i = 0;i < width*height;i++)
923                 if (((qbyte *)&palette[in[i]])[3] > 0)
924                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
925         return NULL;
926 }
927
928 static int detailtexturecycle = 0;
929 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
930 {
931         imageskin_t s;
932         memset(skinframe, 0, sizeof(*skinframe));
933         if (!image_loadskin(&s, basename))
934                 return false;
935         if (usedetailtexture)
936                 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
937         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
938         if (s.nmappixels != NULL)
939                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
940         if (s.glosspixels != NULL)
941                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
942         if (s.glowpixels != NULL && loadglowtexture)
943                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
944         if (s.maskpixels != NULL)
945                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
946         if (loadpantsandshirt)
947         {
948                 if (s.pantspixels != NULL)
949                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
950                 if (s.shirtpixels != NULL)
951                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
952         }
953         image_freeskin(&s);
954         return true;
955 }
956
957 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
958 {
959         qbyte *temp1, *temp2;
960         memset(skinframe, 0, sizeof(*skinframe));
961         if (!skindata)
962                 return false;
963         if (usedetailtexture)
964                 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
965         if (r_shadow_bumpscale_basetexture.value > 0)
966         {
967                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
968                 temp2 = temp1 + width * height * 4;
969                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
970                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
971                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
972                 Mem_Free(temp1);
973         }
974         if (loadglowtexture)
975         {
976                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
977                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
978                 if (loadpantsandshirt)
979                 {
980                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
981                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
982                         if (skinframe->pants || skinframe->shirt)
983                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
984                 }
985         }
986         else
987         {
988                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
989                 if (loadpantsandshirt)
990                 {
991                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
992                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
993                         if (skinframe->pants || skinframe->shirt)
994                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
995                 }
996         }
997         return true;
998 }
999
1000 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1001 {
1002         float v[3], tc[3];
1003         v[0] = ix;
1004         v[1] = iy;
1005         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1006                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1007         else
1008                 v[2] = 0;
1009         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1010         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1011         texcoord2f[0] = tc[0];
1012         texcoord2f[1] = tc[1];
1013 }
1014
1015 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)
1016 {
1017         float vup[3], vdown[3], vleft[3], vright[3];
1018         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1019         float sv[3], tv[3], nl[3];
1020         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1021         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1022         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1023         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1024         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1025         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1026         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1027         VectorAdd(svector3f, sv, svector3f);
1028         VectorAdd(tvector3f, tv, tvector3f);
1029         VectorAdd(normal3f, nl, normal3f);
1030         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1031         VectorAdd(svector3f, sv, svector3f);
1032         VectorAdd(tvector3f, tv, tvector3f);
1033         VectorAdd(normal3f, nl, normal3f);
1034         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1035         VectorAdd(svector3f, sv, svector3f);
1036         VectorAdd(tvector3f, tv, tvector3f);
1037         VectorAdd(normal3f, nl, normal3f);
1038 }
1039
1040 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)
1041 {
1042         int x, y, ix, iy, *e;
1043         e = element3i;
1044         for (y = 0;y < height;y++)
1045         {
1046                 for (x = 0;x < width;x++)
1047                 {
1048                         e[0] = (y + 1) * (width + 1) + (x + 0);
1049                         e[1] = (y + 0) * (width + 1) + (x + 0);
1050                         e[2] = (y + 1) * (width + 1) + (x + 1);
1051                         e[3] = (y + 0) * (width + 1) + (x + 0);
1052                         e[4] = (y + 0) * (width + 1) + (x + 1);
1053                         e[5] = (y + 1) * (width + 1) + (x + 1);
1054                         e += 6;
1055                 }
1056         }
1057         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1058         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1059                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1060                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1061 }
1062
1063 skinfile_t *Mod_LoadSkinFiles(void)
1064 {
1065         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1066         char *text;
1067         const char *data;
1068         skinfile_t *skinfile = NULL, *first = NULL;
1069         skinfileitem_t *skinfileitem;
1070         char word[10][MAX_QPATH];
1071         overridetagnameset_t tagsets[MAX_SKINS];
1072         overridetagname_t tags[256];
1073
1074 /*
1075 sample file:
1076 U_bodyBox,models/players/Legoman/BikerA2.tga
1077 U_RArm,models/players/Legoman/BikerA1.tga
1078 U_LArm,models/players/Legoman/BikerA1.tga
1079 U_armor,common/nodraw
1080 U_sword,common/nodraw
1081 U_shield,common/nodraw
1082 U_homb,common/nodraw
1083 U_backpack,common/nodraw
1084 U_colcha,common/nodraw
1085 tag_head,
1086 tag_weapon,
1087 tag_torso,
1088 */
1089         memset(tagsets, 0, sizeof(tagsets));
1090         memset(word, 0, sizeof(word));
1091         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1092         {
1093                 numtags = 0;
1094
1095                 // If it's the first file we parse
1096                 if (skinfile == NULL)
1097                 {
1098                         skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1099                         first = skinfile;
1100                 }
1101                 else
1102                 {
1103                         skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1104                         skinfile = skinfile->next;
1105                 }
1106                 skinfile->next = NULL;
1107
1108                 for(line = 0;;line++)
1109                 {
1110                         // parse line
1111                         if (!COM_ParseToken(&data, true))
1112                                 break;
1113                         if (!strcmp(com_token, "\n"))
1114                                 continue;
1115                         words = 0;
1116                         wordsoverflow = false;
1117                         do
1118                         {
1119                                 if (words < 10)
1120                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1121                                 else
1122                                         wordsoverflow = true;
1123                         }
1124                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1125                         if (wordsoverflow)
1126                         {
1127                                 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);
1128                                 continue;
1129                         }
1130                         // words is always >= 1
1131                         if (!strcmp(word[0], "replace"))
1132                         {
1133                                 if (words == 3)
1134                                 {
1135                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1136                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1137                                         skinfileitem->next = skinfile->items;
1138                                         skinfile->items = skinfileitem;
1139                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1140                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1141                                 }
1142                                 else
1143                                         Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
1144                         }
1145                         else if (words == 2 && !strcmp(word[1], ","))
1146                         {
1147                                 // tag name, like "tag_weapon,"
1148                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1149                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1150                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1151                                 numtags++;
1152                         }
1153                         else if (words == 3 && !strcmp(word[1], ","))
1154                         {
1155                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1156                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1157                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1158                                 skinfileitem->next = skinfile->items;
1159                                 skinfile->items = skinfileitem;
1160                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1161                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1162                         }
1163                         else
1164                                 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);
1165                 }
1166                 Mem_Free(text);
1167
1168                 if (numtags)
1169                 {
1170                         overridetagnameset_t *t;
1171                         t = tagsets + i;
1172                         t->num_overridetagnames = numtags;
1173                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1174                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1175                         tagsetsused = true;
1176                 }
1177         }
1178         if (tagsetsused)
1179         {
1180                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1181                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1182         }
1183         if (i)
1184                 loadmodel->numskins = i;
1185         return first;
1186 }
1187
1188 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1189 {
1190         skinfile_t *next;
1191         skinfileitem_t *skinfileitem, *nextitem;
1192         for (;skinfile;skinfile = next)
1193         {
1194                 next = skinfile->next;
1195                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1196                 {
1197                         nextitem = skinfileitem->next;
1198                         Mem_Free(skinfileitem);
1199                 }
1200                 Mem_Free(skinfile);
1201         }
1202 }
1203
1204 int Mod_CountSkinFiles(skinfile_t *skinfile)
1205 {
1206         int i;
1207         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1208         return i;
1209 }
1210
1211 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1212 {
1213         int i;
1214         double isnap = 1.0 / snap;
1215         for (i = 0;i < numvertices*numcomponents;i++)
1216                 vertices[i] = floor(vertices[i]*isnap)*snap;
1217 }
1218
1219 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1220 {
1221         int i, outtriangles;
1222         float d, edgedir[3], temp[3];
1223         // a degenerate triangle is one with no width (thickness, surface area)
1224         // these are characterized by having all 3 points colinear (along a line)
1225         // or having two points identical
1226         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1227         {
1228                 // calculate first edge
1229                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1230                 if (VectorLength2(edgedir) < 0.0001f)
1231                         continue; // degenerate first edge (no length)
1232                 VectorNormalize(edgedir);
1233                 // check if third point is on the edge (colinear)
1234                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1235                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1236                 if (VectorLength2(temp) < 0.0001f)
1237                         continue; // third point colinear with first edge
1238                 // valid triangle (no colinear points, no duplicate points)
1239                 VectorCopy(inelement3i, outelement3i);
1240                 outelement3i += 3;
1241                 outtriangles++;
1242         }
1243         return outtriangles;
1244 }
1245