save some memory by not allocating neighbors for q1bsp and q3bsp meshlists
[divverent/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
30
31 model_t *loadmodel;
32
33 // LordHavoc: increased from 512 to 2048
34 #define MAX_MOD_KNOWN   2048
35 static model_t mod_known[MAX_MOD_KNOWN];
36
37 rtexturepool_t *mod_shared_texturepool;
38 rtexture_t *r_texture_notexture;
39 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
40 rtexture_t *mod_shared_distorttexture[64];
41
42 void Mod_BuildDetailTextures (void)
43 {
44         int i, x, y, light;
45         float vc[3], vx[3], vy[3], vn[3], lightdir[3];
46 #define DETAILRESOLUTION 256
47         qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
48         lightdir[0] = 0.5;
49         lightdir[1] = 1;
50         lightdir[2] = -0.25;
51         VectorNormalize(lightdir);
52         for (i = 0;i < NUM_DETAILTEXTURES;i++)
53         {
54                 fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
55                 for (y = 0;y < DETAILRESOLUTION;y++)
56                 {
57                         for (x = 0;x < DETAILRESOLUTION;x++)
58                         {
59                                 vc[0] = x;
60                                 vc[1] = y;
61                                 vc[2] = noise[y][x] * (1.0f / 32.0f);
62                                 vx[0] = x + 1;
63                                 vx[1] = y;
64                                 vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
65                                 vy[0] = x;
66                                 vy[1] = y + 1;
67                                 vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
68                                 VectorSubtract(vx, vc, vx);
69                                 VectorSubtract(vy, vc, vy);
70                                 CrossProduct(vx, vy, vn);
71                                 VectorNormalize(vn);
72                                 light = 128 - DotProduct(vn, lightdir) * 128;
73                                 light = bound(0, light, 255);
74                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
75                                 data[y][x][3] = 255;
76                         }
77                 }
78                 mod_shared_detailtextures[i] = R_LoadTexture2D(mod_shared_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
79         }
80 }
81
82 qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
83 {
84         int     value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
85                                 ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
86                                 ((y2 - y0) * morph) +
87                                 (y1));
88
89         if (value > 255)
90                 value = 255;
91         if (value < 0)
92                 value = 0;
93
94         return (qbyte)value;
95 }
96
97 void Mod_BuildDistortTexture (void)
98 {
99         int x, y, i, j;
100 #define DISTORTRESOLUTION 32
101         qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
102
103         for (i=0; i<4; i++)
104         {
105                 for (y=0; y<DISTORTRESOLUTION; y++)
106                 {
107                         for (x=0; x<DISTORTRESOLUTION; x++)
108                         {
109                                 data[i][y][x][0] = rand () & 255;
110                                 data[i][y][x][1] = rand () & 255;
111                         }
112                 }
113         }
114
115
116         for (i=0; i<4; i++)
117         {
118                 for (j=0; j<16; j++)
119                 {
120                         mod_shared_distorttexture[i*16+j] = NULL;
121                         if (gl_textureshader)
122                         {
123                                 for (y=0; y<DISTORTRESOLUTION; y++)
124                                 {
125                                         for (x=0; x<DISTORTRESOLUTION; x++)
126                                         {
127                                                 data[4][y][x][0] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
128                                                 data[4][y][x][1] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
129                                         }
130                                 }
131                                 mod_shared_distorttexture[i*16+j] = R_LoadTexture2D(mod_shared_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
132                         }
133                 }
134         }
135
136         return;
137 }
138
139 void Mod_SetupNoTexture(void)
140 {
141 }
142
143 static void mod_start(void)
144 {
145         int i;
146         for (i = 0;i < MAX_MOD_KNOWN;i++)
147                 if (mod_known[i].name[0])
148                         Mod_UnloadModel(&mod_known[i]);
149         Mod_LoadModels();
150
151         mod_shared_texturepool = R_AllocTexturePool();
152         Mod_SetupNoTexture();
153         Mod_BuildDetailTextures();
154         Mod_BuildDistortTexture();
155 }
156
157 static void mod_shutdown(void)
158 {
159         int i;
160         for (i = 0;i < MAX_MOD_KNOWN;i++)
161                 if (mod_known[i].name[0])
162                         Mod_UnloadModel(&mod_known[i]);
163
164         R_FreeTexturePool(&mod_shared_texturepool);
165 }
166
167 static void mod_newmap(void)
168 {
169         msurface_t *surface;
170         int i, surfacenum, ssize, tsize;
171
172         if (!cl_stainmaps_clearonload.integer)
173                 return;
174
175         for (i = 0;i < MAX_MOD_KNOWN;i++)
176         {
177                 if (mod_known[i].name[0])
178                 {
179                         for (surfacenum = 0, surface = mod_known[i].brush.data_surfaces;surfacenum < mod_known[i].brush.num_surfaces;surfacenum++, surface++)
180                         {
181                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
182                                 {
183                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
184                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
185                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
186                                         surface->cached_dlight = true;
187                                 }
188                         }
189                 }
190         }
191 }
192
193 /*
194 ===============
195 Mod_Init
196 ===============
197 */
198 static void Mod_Print(void);
199 static void Mod_Precache (void);
200 void Mod_Init (void)
201 {
202         Mod_BrushInit();
203         Mod_AliasInit();
204         Mod_SpriteInit();
205
206         Cvar_RegisterVariable(&r_mipskins);
207         Cmd_AddCommand ("modellist", Mod_Print);
208         Cmd_AddCommand ("modelprecache", Mod_Precache);
209 }
210
211 void Mod_RenderInit(void)
212 {
213         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
214 }
215
216 void Mod_FreeModel (model_t *mod)
217 {
218         R_FreeTexturePool(&mod->texturepool);
219         Mem_FreePool(&mod->mempool);
220
221         // clear the struct to make it available
222         memset(mod, 0, sizeof(model_t));
223 }
224
225 void Mod_UnloadModel (model_t *mod)
226 {
227         char name[MAX_QPATH];
228         qboolean isworldmodel;
229         strcpy(name, mod->name);
230         isworldmodel = mod->isworldmodel;
231         Mod_FreeModel(mod);
232         strcpy(mod->name, name);
233         mod->isworldmodel = isworldmodel;
234         mod->loaded = false;
235 }
236
237 /*
238 ==================
239 Mod_LoadModel
240
241 Loads a model
242 ==================
243 */
244 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
245 {
246         int num;
247         unsigned int crc;
248         void *buf;
249
250         mod->used = true;
251
252         if (mod->name[0] == '*') // submodel
253                 return mod;
254
255         crc = 0;
256         buf = NULL;
257         if (mod->isworldmodel != isworldmodel)
258                 mod->loaded = false;
259         if (!mod->loaded || checkdisk)
260         {
261                 if (checkdisk && mod->loaded)
262                         Con_DPrintf("checking model %s\n", mod->name);
263                 buf = FS_LoadFile (mod->name, tempmempool, false);
264                 if (buf)
265                 {
266                         crc = CRC_Block(buf, fs_filesize);
267                         if (mod->crc != crc)
268                                 mod->loaded = false;
269                 }
270         }
271         if (mod->loaded)
272                 return mod; // already loaded
273
274         Con_DPrintf("loading model %s\n", mod->name);
275         // LordHavoc: unload the existing model in this slot (if there is one)
276         Mod_UnloadModel(mod);
277
278         // load the model
279         mod->isworldmodel = isworldmodel;
280         mod->used = true;
281         mod->crc = crc;
282         // errors can prevent the corresponding mod->loaded = true;
283         mod->loaded = false;
284
285         // default model radius and bounding box (mainly for missing models)
286         mod->radius = 16;
287         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
288         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
289         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
290         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
291         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
292         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
293
294         // all models use memory, so allocate a memory pool
295         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
296         // all models load textures, so allocate a texture pool
297         if (cls.state != ca_dedicated)
298                 mod->texturepool = R_AllocTexturePool();
299
300         if (buf)
301         {
302                 num = LittleLong(*((int *)buf));
303                 // call the apropriate loader
304                 loadmodel = mod;
305                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
306                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
307                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
308                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
309                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
310                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
311                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
312                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
313                 else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
314                 Mem_Free(buf);
315         }
316         else if (crash)
317         {
318                 // LordHavoc: Sys_Error was *ANNOYING*
319                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
320         }
321
322         // no errors occurred
323         mod->loaded = true;
324         return mod;
325 }
326
327 void Mod_CheckLoaded(model_t *mod)
328 {
329         if (mod)
330         {
331                 if (!mod->loaded)
332                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
333                 else
334                 {
335                         //if (mod->type == mod_invalid)
336                         //      Host_Error("Mod_CheckLoaded: invalid model\n");
337                         mod->used = true;
338                         return;
339                 }
340         }
341 }
342
343 /*
344 ===================
345 Mod_ClearAll
346 ===================
347 */
348 void Mod_ClearAll(void)
349 {
350 }
351
352 void Mod_ClearUsed(void)
353 {
354         int i;
355         model_t *mod;
356
357         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
358                 if (mod->name[0])
359                         mod->used = false;
360 }
361
362 void Mod_PurgeUnused(void)
363 {
364         int i;
365         model_t *mod;
366
367         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
368                 if (mod->name[0])
369                         if (!mod->used)
370                                 Mod_FreeModel(mod);
371 }
372
373 // only used during loading!
374 void Mod_RemoveStaleWorldModels(model_t *skip)
375 {
376         int i;
377         for (i = 0;i < MAX_MOD_KNOWN;i++)
378                 if (mod_known[i].isworldmodel && skip != &mod_known[i])
379                         Mod_UnloadModel(mod_known + i);
380 }
381
382 void Mod_LoadModels(void)
383 {
384         int i;
385         model_t *mod;
386
387         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
388                 if (mod->name[0])
389                         if (mod->used)
390                                 Mod_CheckLoaded(mod);
391 }
392
393 /*
394 ==================
395 Mod_FindName
396
397 ==================
398 */
399 model_t *Mod_FindName(const char *name)
400 {
401         int i;
402         model_t *mod, *freemod;
403
404         if (!name[0])
405                 Host_Error ("Mod_ForName: NULL name");
406
407 // search the currently loaded models
408         freemod = NULL;
409         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
410         {
411                 if (mod->name[0])
412                 {
413                         if (!strcmp (mod->name, name))
414                         {
415                                 mod->used = true;
416                                 return mod;
417                         }
418                 }
419                 else if (freemod == NULL)
420                         freemod = mod;
421         }
422
423         if (freemod)
424         {
425                 mod = freemod;
426                 strcpy (mod->name, name);
427                 mod->loaded = false;
428                 mod->used = true;
429                 return mod;
430         }
431
432         Host_Error ("Mod_FindName: ran out of models\n");
433         return NULL;
434 }
435
436 /*
437 ==================
438 Mod_ForName
439
440 Loads in a model for the given name
441 ==================
442 */
443 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
444 {
445         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
446 }
447
448 qbyte *mod_base;
449
450
451 //=============================================================================
452
453 /*
454 ================
455 Mod_Print
456 ================
457 */
458 static void Mod_Print(void)
459 {
460         int             i;
461         model_t *mod;
462
463         Con_Print("Loaded models:\n");
464         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
465                 if (mod->name[0])
466                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
467 }
468
469 /*
470 ================
471 Mod_Precache
472 ================
473 */
474 static void Mod_Precache(void)
475 {
476         if (Cmd_Argc() == 2)
477                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
478         else
479                 Con_Print("usage: modelprecache <filename>\n");
480 }
481
482 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
483 {
484         int i, count;
485         qbyte *used;
486         used = Mem_Alloc(tempmempool, numvertices);
487         memset(used, 0, numvertices);
488         for (i = 0;i < numelements;i++)
489                 used[elements[i]] = 1;
490         for (i = 0, count = 0;i < numvertices;i++)
491                 remapvertices[i] = used[i] ? count++ : -1;
492         Mem_Free(used);
493         return count;
494 }
495
496 #if 1
497 // fast way, using an edge hash
498 #define TRIANGLEEDGEHASH 16384
499 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
500 {
501         int i, j, p, e1, e2, *n, hashindex, count, match;
502         const int *e;
503         typedef struct edgehashentry_s
504         {
505                 struct edgehashentry_s *next;
506                 int triangle;
507                 int element[2];
508         }
509         edgehashentry_t;
510         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
511         memset(edgehash, 0, sizeof(edgehash));
512         edgehashentries = edgehashentriesbuffer;
513         // if there are too many triangles for the stack array, allocate larger buffer
514         if (numtriangles > TRIANGLEEDGEHASH)
515                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
516         // find neighboring triangles
517         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
518         {
519                 for (j = 0, p = 2;j < 3;p = j, j++)
520                 {
521                         e1 = e[p];
522                         e2 = e[j];
523                         // this hash index works for both forward and backward edges
524                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
525                         hash = edgehashentries + i * 3 + j;
526                         hash->next = edgehash[hashindex];
527                         edgehash[hashindex] = hash;
528                         hash->triangle = i;
529                         hash->element[0] = e1;
530                         hash->element[1] = e2;
531                 }
532         }
533         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
534         {
535                 for (j = 0, p = 2;j < 3;p = j, j++)
536                 {
537                         e1 = e[p];
538                         e2 = e[j];
539                         // this hash index works for both forward and backward edges
540                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
541                         count = 0;
542                         match = -1;
543                         for (hash = edgehash[hashindex];hash;hash = hash->next)
544                         {
545                                 if (hash->element[0] == e2 && hash->element[1] == e1)
546                                 {
547                                         if (hash->triangle != i)
548                                                 match = hash->triangle;
549                                         count++;
550                                 }
551                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
552                                         count++;
553                         }
554                         // detect edges shared by three triangles and make them seams
555                         if (count > 2)
556                                 match = -1;
557                         n[p] = match;
558                 }
559         }
560         // free the allocated buffer
561         if (edgehashentries != edgehashentriesbuffer)
562                 Mem_Free(edgehashentries);
563 }
564 #else
565 // very slow but simple way
566 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
567 {
568         int i, match, count;
569         count = 0;
570         match = -1;
571         for (i = 0;i < numtriangles;i++, elements += 3)
572         {
573                      if ((elements[0] == start && elements[1] == end)
574                       || (elements[1] == start && elements[2] == end)
575                       || (elements[2] == start && elements[0] == end))
576                 {
577                         if (i != ignore)
578                                 match = i;
579                         count++;
580                 }
581                 else if ((elements[1] == start && elements[0] == end)
582                       || (elements[2] == start && elements[1] == end)
583                       || (elements[0] == start && elements[2] == end))
584                         count++;
585         }
586         // detect edges shared by three triangles and make them seams
587         if (count > 2)
588                 match = -1;
589         return match;
590 }
591
592 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
593 {
594         int i, *n;
595         const int *e;
596         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
597         {
598                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
599                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
600                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
601         }
602 }
603 #endif
604
605 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
606 {
607         int i;
608         for (i = 0;i < numtriangles * 3;i++)
609                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
610                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
611 }
612
613 // warning: this is an expensive function!
614 void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
615 {
616         int i, tnum;
617         float normal[3], *v;
618         const int *e;
619         // clear the vectors
620         memset(normal3f, 0, numverts * sizeof(float[3]));
621         // process each vertex of each triangle and accumulate the results
622         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
623         {
624                 TriangleNormal(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, normal);
625                 VectorNormalize(normal);
626                 v = normal3f + e[0] * 3;
627                 v[0] += normal[0];
628                 v[1] += normal[1];
629                 v[2] += normal[2];
630                 v = normal3f + e[1] * 3;
631                 v[0] += normal[0];
632                 v[1] += normal[1];
633                 v[2] += normal[2];
634                 v = normal3f + e[2] * 3;
635                 v[0] += normal[0];
636                 v[1] += normal[1];
637                 v[2] += normal[2];
638         }
639         // now we could divide the vectors by the number of averaged values on
640         // each vertex...  but instead normalize them
641         for (i = 0, v = normal3f;i < numverts;i++, v += 3)
642                 VectorNormalize(v);
643 }
644
645 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)
646 {
647         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
648         // 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
649         // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
650
651         // 6 multiply, 9 subtract
652         VectorSubtract(v1, v0, v10);
653         VectorSubtract(v2, v0, v20);
654         normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
655         normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
656         normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
657         // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
658         VectorNormalize(normal3f);
659         // 12 multiply, 10 subtract
660         tc10[1] = tc1[1] - tc0[1];
661         tc20[1] = tc2[1] - tc0[1];
662         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
663         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
664         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
665         tc10[0] = tc1[0] - tc0[0];
666         tc20[0] = tc2[0] - tc0[0];
667         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
668         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
669         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
670         // 12 multiply, 4 add, 6 subtract
671         f = DotProduct(svector3f, normal3f);
672         svector3f[0] -= f * normal3f[0];
673         svector3f[1] -= f * normal3f[1];
674         svector3f[2] -= f * normal3f[2];
675         f = DotProduct(tvector3f, normal3f);
676         tvector3f[0] -= f * normal3f[0];
677         tvector3f[1] -= f * normal3f[1];
678         tvector3f[2] -= f * normal3f[2];
679         // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
680         VectorNormalize(svector3f);
681         VectorNormalize(tvector3f);
682         // if texture is mapped the wrong way (counterclockwise), the tangents
683         // have to be flipped, this is detected by calculating a normal from the
684         // two tangents, and seeing if it is opposite the surface normal
685         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
686         CrossProduct(tvector3f, svector3f, tangentcross);
687         if (DotProduct(tangentcross, normal3f) < 0)
688         {
689                 VectorNegate(svector3f, svector3f);
690                 VectorNegate(tvector3f, tvector3f);
691         }
692 }
693
694 // warning: this is a very expensive function!
695 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
696 {
697         int i, tnum;
698         float sdir[3], tdir[3], normal[3], *v;
699         const int *e;
700         // clear the vectors
701         if (svector3f)
702                 memset(svector3f, 0, numverts * sizeof(float[3]));
703         if (tvector3f)
704                 memset(tvector3f, 0, numverts * sizeof(float[3]));
705         if (normal3f)
706                 memset(normal3f, 0, numverts * sizeof(float[3]));
707         // process each vertex of each triangle and accumulate the results
708         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
709         {
710                 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);
711                 if (svector3f)
712                 {
713                         for (i = 0;i < 3;i++)
714                         {
715                                 svector3f[e[i]*3  ] += sdir[0];
716                                 svector3f[e[i]*3+1] += sdir[1];
717                                 svector3f[e[i]*3+2] += sdir[2];
718                         }
719                 }
720                 if (tvector3f)
721                 {
722                         for (i = 0;i < 3;i++)
723                         {
724                                 tvector3f[e[i]*3  ] += tdir[0];
725                                 tvector3f[e[i]*3+1] += tdir[1];
726                                 tvector3f[e[i]*3+2] += tdir[2];
727                         }
728                 }
729                 if (normal3f)
730                 {
731                         for (i = 0;i < 3;i++)
732                         {
733                                 normal3f[e[i]*3  ] += normal[0];
734                                 normal3f[e[i]*3+1] += normal[1];
735                                 normal3f[e[i]*3+2] += normal[2];
736                         }
737                 }
738         }
739         // now we could divide the vectors by the number of averaged values on
740         // each vertex...  but instead normalize them
741         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
742         if (svector3f)
743                 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
744                         VectorNormalize(v);
745         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
746         if (tvector3f)
747                 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
748                         VectorNormalize(v);
749         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
750         if (normal3f)
751                 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
752                         VectorNormalize(v);
753 }
754
755 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
756 {
757         surfmesh_t *mesh;
758         qbyte *data;
759         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 + (neighbors ? 3 : 0)) * sizeof(int));
760         mesh->num_vertices = numvertices;
761         mesh->num_triangles = numtriangles;
762         data = (qbyte *)(mesh + 1);
763         if (mesh->num_vertices)
764         {
765                 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
766                 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
767                 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
768                 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
769                 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
770                 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
771                 if (detailtexcoords)
772                         mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
773                 if (vertexcolors)
774                         mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
775                 if (lightmapoffsets)
776                         mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
777         }
778         if (mesh->num_triangles)
779         {
780                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
781                 if (neighbors)
782                         mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
783         }
784         return mesh;
785 }
786
787 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)
788 {
789         shadowmesh_t *newmesh;
790         qbyte *data;
791         int size;
792         size = sizeof(shadowmesh_t);
793         size += maxverts * sizeof(float[3]);
794         if (light)
795                 size += maxverts * sizeof(float[11]);
796         size += maxtriangles * sizeof(int[3]);
797         if (neighbors)
798                 size += maxtriangles * sizeof(int[3]);
799         if (expandable)
800                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
801         data = Mem_Alloc(mempool, size);
802         newmesh = (void *)data;data += sizeof(*newmesh);
803         newmesh->map_diffuse = map_diffuse;
804         newmesh->map_specular = map_specular;
805         newmesh->map_normal = map_normal;
806         newmesh->maxverts = maxverts;
807         newmesh->maxtriangles = maxtriangles;
808         newmesh->numverts = 0;
809         newmesh->numtriangles = 0;
810
811         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
812         if (light)
813         {
814                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
815                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
816                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
817                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
818         }
819         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
820         if (neighbors)
821         {
822                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
823         }
824         if (expandable)
825         {
826                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
827                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
828         }
829         return newmesh;
830 }
831
832 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
833 {
834         shadowmesh_t *newmesh;
835         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
836         newmesh->numverts = oldmesh->numverts;
837         newmesh->numtriangles = oldmesh->numtriangles;
838
839         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
840         if (newmesh->svector3f && oldmesh->svector3f)
841         {
842                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
843                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
844                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
845                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
846         }
847         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
848         if (newmesh->neighbor3i && oldmesh->neighbor3i)
849                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
850         return newmesh;
851 }
852
853 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
854 {
855         int hashindex, vnum;
856         shadowmeshvertexhash_t *hash;
857         // this uses prime numbers intentionally
858         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
859         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
860         {
861                 vnum = (hash - mesh->vertexhashentries);
862                 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]))
863                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
864                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
865                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
866                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
867                         return hash - mesh->vertexhashentries;
868         }
869         vnum = mesh->numverts++;
870         hash = mesh->vertexhashentries + vnum;
871         hash->next = mesh->vertexhashtable[hashindex];
872         mesh->vertexhashtable[hashindex] = hash;
873         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
874         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
875         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
876         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
877         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
878         return vnum;
879 }
880
881 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
882 {
883         if (mesh->numtriangles == 0)
884         {
885                 // set the properties on this empty mesh to be more favorable...
886                 // (note: this case only occurs for the first triangle added to a new mesh chain)
887                 mesh->map_diffuse = map_diffuse;
888                 mesh->map_specular = map_specular;
889                 mesh->map_normal = map_normal;
890         }
891         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)
892         {
893                 if (mesh->next == NULL)
894                         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);
895                 mesh = mesh->next;
896         }
897         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
898         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
899         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
900         mesh->numtriangles++;
901 }
902
903 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)
904 {
905         int i, j, e;
906         float vbuf[3*14], *v;
907         memset(vbuf, 0, sizeof(vbuf));
908         for (i = 0;i < numtris;i++)
909         {
910                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
911                 {
912                         e = *element3i++;
913                         if (vertex3f)
914                         {
915                                 v[0] = vertex3f[e * 3 + 0];
916                                 v[1] = vertex3f[e * 3 + 1];
917                                 v[2] = vertex3f[e * 3 + 2];
918                         }
919                         if (svector3f)
920                         {
921                                 v[3] = svector3f[e * 3 + 0];
922                                 v[4] = svector3f[e * 3 + 1];
923                                 v[5] = svector3f[e * 3 + 2];
924                         }
925                         if (tvector3f)
926                         {
927                                 v[6] = tvector3f[e * 3 + 0];
928                                 v[7] = tvector3f[e * 3 + 1];
929                                 v[8] = tvector3f[e * 3 + 2];
930                         }
931                         if (normal3f)
932                         {
933                                 v[9] = normal3f[e * 3 + 0];
934                                 v[10] = normal3f[e * 3 + 1];
935                                 v[11] = normal3f[e * 3 + 2];
936                         }
937                         if (texcoord2f)
938                         {
939                                 v[12] = texcoord2f[e * 2 + 0];
940                                 v[13] = texcoord2f[e * 2 + 1];
941                         }
942                 }
943                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
944         }
945 }
946
947 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)
948 {
949         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
950 }
951
952 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
953 {
954         shadowmesh_t *mesh, *newmesh, *nextmesh;
955         // reallocate meshs to conserve space
956         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
957         {
958                 nextmesh = mesh->next;
959                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
960                 {
961                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
962                         newmesh->next = firstmesh;
963                         firstmesh = newmesh;
964                 }
965                 Mem_Free(mesh);
966         }
967         return firstmesh;
968 }
969
970 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
971 {
972         int i;
973         shadowmesh_t *mesh;
974         vec3_t nmins, nmaxs, ncenter, temp;
975         float nradius2, dist2, *v;
976         // calculate bbox
977         for (mesh = firstmesh;mesh;mesh = mesh->next)
978         {
979                 if (mesh == firstmesh)
980                 {
981                         VectorCopy(mesh->vertex3f, nmins);
982                         VectorCopy(mesh->vertex3f, nmaxs);
983                 }
984                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
985                 {
986                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
987                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
988                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
989                 }
990         }
991         // calculate center and radius
992         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
993         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
994         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
995         nradius2 = 0;
996         for (mesh = firstmesh;mesh;mesh = mesh->next)
997         {
998                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
999                 {
1000                         VectorSubtract(v, ncenter, temp);
1001                         dist2 = DotProduct(temp, temp);
1002                         if (nradius2 < dist2)
1003                                 nradius2 = dist2;
1004                 }
1005         }
1006         // return data
1007         if (mins)
1008                 VectorCopy(nmins, mins);
1009         if (maxs)
1010                 VectorCopy(nmaxs, maxs);
1011         if (center)
1012                 VectorCopy(ncenter, center);
1013         if (radius)
1014                 *radius = sqrt(nradius2);
1015 }
1016
1017 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1018 {
1019         shadowmesh_t *nextmesh;
1020         for (;mesh;mesh = nextmesh)
1021         {
1022                 nextmesh = mesh->next;
1023                 Mem_Free(mesh);
1024         }
1025 }
1026
1027 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
1028 {
1029         int i;
1030         for (i = 0;i < width*height;i++)
1031                 if (((qbyte *)&palette[in[i]])[3] > 0)
1032                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1033         return NULL;
1034 }
1035
1036 static int detailtexturecycle = 0;
1037 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
1038 {
1039         imageskin_t s;
1040         memset(skinframe, 0, sizeof(*skinframe));
1041         if (!image_loadskin(&s, basename))
1042                 return false;
1043         if (usedetailtexture)
1044                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1045         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
1046         if (s.nmappixels != NULL)
1047                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
1048         if (s.glosspixels != NULL)
1049                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
1050         if (s.glowpixels != NULL && loadglowtexture)
1051                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
1052         if (s.maskpixels != NULL)
1053                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
1054         if (loadpantsandshirt)
1055         {
1056                 if (s.pantspixels != NULL)
1057                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1058                 if (s.shirtpixels != NULL)
1059                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1060         }
1061         image_freeskin(&s);
1062         return true;
1063 }
1064
1065 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
1066 {
1067         qbyte *temp1, *temp2;
1068         memset(skinframe, 0, sizeof(*skinframe));
1069         if (!skindata)
1070                 return false;
1071         if (usedetailtexture)
1072                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1073         if (r_shadow_bumpscale_basetexture.value > 0)
1074         {
1075                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
1076                 temp2 = temp1 + width * height * 4;
1077                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
1078                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1079                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
1080                 Mem_Free(temp1);
1081         }
1082         if (loadglowtexture)
1083         {
1084                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
1085                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
1086                 if (loadpantsandshirt)
1087                 {
1088                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1089                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1090                         if (skinframe->pants || skinframe->shirt)
1091                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
1092                 }
1093         }
1094         else
1095         {
1096                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
1097                 if (loadpantsandshirt)
1098                 {
1099                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1100                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1101                         if (skinframe->pants || skinframe->shirt)
1102                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
1103                 }
1104         }
1105         return true;
1106 }
1107
1108 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1109 {
1110         float v[3], tc[3];
1111         v[0] = ix;
1112         v[1] = iy;
1113         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1114                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1115         else
1116                 v[2] = 0;
1117         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1118         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1119         texcoord2f[0] = tc[0];
1120         texcoord2f[1] = tc[1];
1121 }
1122
1123 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)
1124 {
1125         float vup[3], vdown[3], vleft[3], vright[3];
1126         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1127         float sv[3], tv[3], nl[3];
1128         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1129         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1130         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1131         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1132         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1133         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1134         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1135         VectorAdd(svector3f, sv, svector3f);
1136         VectorAdd(tvector3f, tv, tvector3f);
1137         VectorAdd(normal3f, nl, normal3f);
1138         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1139         VectorAdd(svector3f, sv, svector3f);
1140         VectorAdd(tvector3f, tv, tvector3f);
1141         VectorAdd(normal3f, nl, normal3f);
1142         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1143         VectorAdd(svector3f, sv, svector3f);
1144         VectorAdd(tvector3f, tv, tvector3f);
1145         VectorAdd(normal3f, nl, normal3f);
1146 }
1147
1148 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)
1149 {
1150         int x, y, ix, iy, *e;
1151         e = element3i;
1152         for (y = 0;y < height;y++)
1153         {
1154                 for (x = 0;x < width;x++)
1155                 {
1156                         e[0] = (y + 1) * (width + 1) + (x + 0);
1157                         e[1] = (y + 0) * (width + 1) + (x + 0);
1158                         e[2] = (y + 1) * (width + 1) + (x + 1);
1159                         e[3] = (y + 0) * (width + 1) + (x + 0);
1160                         e[4] = (y + 0) * (width + 1) + (x + 1);
1161                         e[5] = (y + 1) * (width + 1) + (x + 1);
1162                         e += 6;
1163                 }
1164         }
1165         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1166         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1167                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1168                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1169 }
1170
1171 skinfile_t *Mod_LoadSkinFiles(void)
1172 {
1173         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1174         char *text;
1175         const char *data;
1176         skinfile_t *skinfile = NULL, *first = NULL;
1177         skinfileitem_t *skinfileitem;
1178         char word[10][MAX_QPATH];
1179         overridetagnameset_t tagsets[MAX_SKINS];
1180         overridetagname_t tags[256];
1181
1182 /*
1183 sample file:
1184 U_bodyBox,models/players/Legoman/BikerA2.tga
1185 U_RArm,models/players/Legoman/BikerA1.tga
1186 U_LArm,models/players/Legoman/BikerA1.tga
1187 U_armor,common/nodraw
1188 U_sword,common/nodraw
1189 U_shield,common/nodraw
1190 U_homb,common/nodraw
1191 U_backpack,common/nodraw
1192 U_colcha,common/nodraw
1193 tag_head,
1194 tag_weapon,
1195 tag_torso,
1196 */
1197         memset(tagsets, 0, sizeof(tagsets));
1198         memset(word, 0, sizeof(word));
1199         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1200         {
1201                 numtags = 0;
1202
1203                 // If it's the first file we parse
1204                 if (skinfile == NULL)
1205                 {
1206                         skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1207                         first = skinfile;
1208                 }
1209                 else
1210                 {
1211                         skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1212                         skinfile = skinfile->next;
1213                 }
1214                 skinfile->next = NULL;
1215
1216                 for(line = 0;;line++)
1217                 {
1218                         // parse line
1219                         if (!COM_ParseToken(&data, true))
1220                                 break;
1221                         if (!strcmp(com_token, "\n"))
1222                                 continue;
1223                         words = 0;
1224                         wordsoverflow = false;
1225                         do
1226                         {
1227                                 if (words < 10)
1228                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1229                                 else
1230                                         wordsoverflow = true;
1231                         }
1232                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1233                         if (wordsoverflow)
1234                         {
1235                                 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);
1236                                 continue;
1237                         }
1238                         // words is always >= 1
1239                         if (!strcmp(word[0], "replace"))
1240                         {
1241                                 if (words == 3)
1242                                 {
1243                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1244                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1245                                         skinfileitem->next = skinfile->items;
1246                                         skinfile->items = skinfileitem;
1247                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1248                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1249                                 }
1250                                 else
1251                                         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]);
1252                         }
1253                         else if (words == 2 && !strcmp(word[1], ","))
1254                         {
1255                                 // tag name, like "tag_weapon,"
1256                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1257                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1258                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1259                                 numtags++;
1260                         }
1261                         else if (words == 3 && !strcmp(word[1], ","))
1262                         {
1263                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1264                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1265                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1266                                 skinfileitem->next = skinfile->items;
1267                                 skinfile->items = skinfileitem;
1268                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1269                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1270                         }
1271                         else
1272                                 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);
1273                 }
1274                 Mem_Free(text);
1275
1276                 if (numtags)
1277                 {
1278                         overridetagnameset_t *t;
1279                         t = tagsets + i;
1280                         t->num_overridetagnames = numtags;
1281                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1282                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1283                         tagsetsused = true;
1284                 }
1285         }
1286         if (tagsetsused)
1287         {
1288                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1289                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1290         }
1291         if (i)
1292                 loadmodel->numskins = i;
1293         return first;
1294 }
1295
1296 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1297 {
1298         skinfile_t *next;
1299         skinfileitem_t *skinfileitem, *nextitem;
1300         for (;skinfile;skinfile = next)
1301         {
1302                 next = skinfile->next;
1303                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1304                 {
1305                         nextitem = skinfileitem->next;
1306                         Mem_Free(skinfileitem);
1307                 }
1308                 Mem_Free(skinfile);
1309         }
1310 }
1311
1312 int Mod_CountSkinFiles(skinfile_t *skinfile)
1313 {
1314         int i;
1315         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1316         return i;
1317 }
1318
1319 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1320 {
1321         int i;
1322         double isnap = 1.0 / snap;
1323         for (i = 0;i < numvertices*numcomponents;i++)
1324                 vertices[i] = floor(vertices[i]*isnap)*snap;
1325 }
1326
1327 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1328 {
1329         int i, outtriangles;
1330         float d, edgedir[3], temp[3];
1331         // a degenerate triangle is one with no width (thickness, surface area)
1332         // these are characterized by having all 3 points colinear (along a line)
1333         // or having two points identical
1334         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1335         {
1336                 // calculate first edge
1337                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1338                 if (VectorLength2(edgedir) < 0.0001f)
1339                         continue; // degenerate first edge (no length)
1340                 VectorNormalize(edgedir);
1341                 // check if third point is on the edge (colinear)
1342                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1343                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1344                 if (VectorLength2(temp) < 0.0001f)
1345                         continue; // third point colinear with first edge
1346                 // valid triangle (no colinear points, no duplicate points)
1347                 VectorCopy(inelement3i, outelement3i);
1348                 outelement3i += 3;
1349                 outtriangles++;
1350         }
1351         return outtriangles;
1352 }
1353