removed detail texturing (it only worked in q1bsp and hlbsp maps, did not work proper...
[divverent/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
30
31 model_t *loadmodel;
32
33 // LordHavoc: was 512
34 #define MAX_MOD_KNOWN (MAX_MODELS + 256)
35 static model_t mod_known[MAX_MOD_KNOWN];
36
37 static void mod_start(void)
38 {
39         int i;
40         for (i = 0;i < MAX_MOD_KNOWN;i++)
41                 if (mod_known[i].name[0])
42                         Mod_UnloadModel(&mod_known[i]);
43         Mod_LoadModels();
44 }
45
46 static void mod_shutdown(void)
47 {
48         int i;
49         for (i = 0;i < MAX_MOD_KNOWN;i++)
50                 if (mod_known[i].name[0])
51                         Mod_UnloadModel(&mod_known[i]);
52 }
53
54 static void mod_newmap(void)
55 {
56         msurface_t *surface;
57         int i, surfacenum, ssize, tsize;
58
59         if (!cl_stainmaps_clearonload.integer)
60                 return;
61
62         for (i = 0;i < MAX_MOD_KNOWN;i++)
63         {
64                 if (mod_known[i].name[0])
65                 {
66                         for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
67                         {
68                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
69                                 {
70                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
71                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
72                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
73                                         surface->cached_dlight = true;
74                                 }
75                         }
76                 }
77         }
78 }
79
80 /*
81 ===============
82 Mod_Init
83 ===============
84 */
85 static void Mod_Print(void);
86 static void Mod_Precache (void);
87 void Mod_Init (void)
88 {
89         Mod_BrushInit();
90         Mod_AliasInit();
91         Mod_SpriteInit();
92
93         Cvar_RegisterVariable(&r_mipskins);
94         Cmd_AddCommand ("modellist", Mod_Print);
95         Cmd_AddCommand ("modelprecache", Mod_Precache);
96 }
97
98 void Mod_RenderInit(void)
99 {
100         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
101 }
102
103 void Mod_FreeModel (model_t *mod)
104 {
105         R_FreeTexturePool(&mod->texturepool);
106         Mem_FreePool(&mod->mempool);
107
108         // clear the struct to make it available
109         memset(mod, 0, sizeof(model_t));
110 }
111
112 void Mod_UnloadModel (model_t *mod)
113 {
114         char name[MAX_QPATH];
115         qboolean isworldmodel;
116         qboolean used;
117         strcpy(name, mod->name);
118         isworldmodel = mod->isworldmodel;
119         used = mod->used;
120         Mod_FreeModel(mod);
121         strcpy(mod->name, name);
122         mod->isworldmodel = isworldmodel;
123         mod->used = used;
124         mod->loaded = false;
125 }
126
127 /*
128 ==================
129 Mod_LoadModel
130
131 Loads a model
132 ==================
133 */
134 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
135 {
136         int num;
137         unsigned int crc;
138         void *buf;
139
140         mod->used = true;
141
142         if (mod->name[0] == '*') // submodel
143                 return mod;
144
145         crc = 0;
146         buf = NULL;
147         if (mod->isworldmodel != isworldmodel)
148                 mod->loaded = false;
149         if (!mod->loaded || checkdisk)
150         {
151                 if (checkdisk && mod->loaded)
152                         Con_DPrintf("checking model %s\n", mod->name);
153                 buf = FS_LoadFile (mod->name, tempmempool, false);
154                 if (buf)
155                 {
156                         crc = CRC_Block(buf, fs_filesize);
157                         if (mod->crc != crc)
158                                 mod->loaded = false;
159                 }
160         }
161         if (mod->loaded)
162                 return mod; // already loaded
163
164         Con_DPrintf("loading model %s\n", mod->name);
165         // LordHavoc: unload the existing model in this slot (if there is one)
166         Mod_UnloadModel(mod);
167
168         // load the model
169         mod->isworldmodel = isworldmodel;
170         mod->used = true;
171         mod->crc = crc;
172         // errors can prevent the corresponding mod->loaded = true;
173         mod->loaded = false;
174
175         // default model radius and bounding box (mainly for missing models)
176         mod->radius = 16;
177         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
178         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
179         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
180         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
181         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
182         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
183
184         // all models use memory, so allocate a memory pool
185         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
186         // all models load textures, so allocate a texture pool
187         if (cls.state != ca_dedicated)
188                 mod->texturepool = R_AllocTexturePool();
189
190         if (buf)
191         {
192                 char *bufend = (char *)buf + fs_filesize;
193                 num = LittleLong(*((int *)buf));
194                 // call the apropriate loader
195                 loadmodel = mod;
196                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
197                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
198                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
199                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
200                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
201                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
202                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
203                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
204                 else if (!strcmp(buf, "ACTRHEAD")) Mod_PSKMODEL_Load(mod, buf, bufend);
205                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
206                 else if (!memcmp(buf, "MCBSP", 5)) Mod_Q1BSP_Load(mod, buf, bufend);
207                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
208                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
209                 Mem_Free(buf);
210         }
211         else if (crash)
212         {
213                 // LordHavoc: Sys_Error was *ANNOYING*
214                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
215         }
216
217         // no errors occurred
218         mod->loaded = true;
219         return mod;
220 }
221
222 /*
223 ===================
224 Mod_ClearAll
225 ===================
226 */
227 void Mod_ClearAll(void)
228 {
229 }
230
231 void Mod_ClearUsed(void)
232 {
233         int i;
234         model_t *mod;
235
236         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
237                 if (mod->name[0])
238                         mod->used = false;
239 }
240
241 void Mod_PurgeUnused(void)
242 {
243         int i;
244         model_t *mod;
245
246         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
247                 if (mod->name[0])
248                         if (!mod->used)
249                                 Mod_FreeModel(mod);
250 }
251
252 // only used during loading!
253 void Mod_RemoveStaleWorldModels(model_t *skip)
254 {
255         int i;
256         for (i = 0;i < MAX_MOD_KNOWN;i++)
257                 if (mod_known[i].isworldmodel && skip != &mod_known[i])
258                         Mod_UnloadModel(mod_known + i);
259 }
260
261 void Mod_LoadModels(void)
262 {
263         int i;
264         model_t *mod;
265
266         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
267                 if (mod->name[0])
268                         if (mod->used)
269                                 Mod_CheckLoaded(mod);
270 }
271
272 /*
273 ==================
274 Mod_FindName
275
276 ==================
277 */
278 model_t *Mod_FindName(const char *name)
279 {
280         int i;
281         model_t *mod, *freemod;
282
283         if (!name[0])
284                 Host_Error ("Mod_ForName: NULL name");
285
286 // search the currently loaded models
287         freemod = NULL;
288         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
289         {
290                 if (mod->name[0])
291                 {
292                         if (!strcmp (mod->name, name))
293                         {
294                                 mod->used = true;
295                                 return mod;
296                         }
297                 }
298                 else if (freemod == NULL)
299                         freemod = mod;
300         }
301
302         if (freemod)
303         {
304                 mod = freemod;
305                 strcpy (mod->name, name);
306                 mod->loaded = false;
307                 mod->used = true;
308                 return mod;
309         }
310
311         Host_Error ("Mod_FindName: ran out of models\n");
312         return NULL;
313 }
314
315 /*
316 ==================
317 Mod_ForName
318
319 Loads in a model for the given name
320 ==================
321 */
322 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
323 {
324         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
325 }
326
327 qbyte *mod_base;
328
329
330 //=============================================================================
331
332 /*
333 ================
334 Mod_Print
335 ================
336 */
337 static void Mod_Print(void)
338 {
339         int             i;
340         model_t *mod;
341
342         Con_Print("Loaded models:\n");
343         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
344                 if (mod->name[0])
345                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
346 }
347
348 /*
349 ================
350 Mod_Precache
351 ================
352 */
353 static void Mod_Precache(void)
354 {
355         if (Cmd_Argc() == 2)
356                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
357         else
358                 Con_Print("usage: modelprecache <filename>\n");
359 }
360
361 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
362 {
363         int i, count;
364         qbyte *used;
365         used = Mem_Alloc(tempmempool, numvertices);
366         memset(used, 0, numvertices);
367         for (i = 0;i < numelements;i++)
368                 used[elements[i]] = 1;
369         for (i = 0, count = 0;i < numvertices;i++)
370                 remapvertices[i] = used[i] ? count++ : -1;
371         Mem_Free(used);
372         return count;
373 }
374
375 #if 1
376 // fast way, using an edge hash
377 #define TRIANGLEEDGEHASH 8192
378 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
379 {
380         int i, j, p, e1, e2, *n, hashindex, count, match;
381         const int *e;
382         typedef struct edgehashentry_s
383         {
384                 struct edgehashentry_s *next;
385                 int triangle;
386                 int element[2];
387         }
388         edgehashentry_t;
389         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
390         memset(edgehash, 0, sizeof(edgehash));
391         edgehashentries = edgehashentriesbuffer;
392         // if there are too many triangles for the stack array, allocate larger buffer
393         if (numtriangles > TRIANGLEEDGEHASH)
394                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
395         // find neighboring triangles
396         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
397         {
398                 for (j = 0, p = 2;j < 3;p = j, j++)
399                 {
400                         e1 = e[p];
401                         e2 = e[j];
402                         // this hash index works for both forward and backward edges
403                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
404                         hash = edgehashentries + i * 3 + j;
405                         hash->next = edgehash[hashindex];
406                         edgehash[hashindex] = hash;
407                         hash->triangle = i;
408                         hash->element[0] = e1;
409                         hash->element[1] = e2;
410                 }
411         }
412         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
413         {
414                 for (j = 0, p = 2;j < 3;p = j, j++)
415                 {
416                         e1 = e[p];
417                         e2 = e[j];
418                         // this hash index works for both forward and backward edges
419                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
420                         count = 0;
421                         match = -1;
422                         for (hash = edgehash[hashindex];hash;hash = hash->next)
423                         {
424                                 if (hash->element[0] == e2 && hash->element[1] == e1)
425                                 {
426                                         if (hash->triangle != i)
427                                                 match = hash->triangle;
428                                         count++;
429                                 }
430                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
431                                         count++;
432                         }
433                         // detect edges shared by three triangles and make them seams
434                         if (count > 2)
435                                 match = -1;
436                         n[p] = match;
437                 }
438         }
439         // free the allocated buffer
440         if (edgehashentries != edgehashentriesbuffer)
441                 Mem_Free(edgehashentries);
442 }
443 #else
444 // very slow but simple way
445 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
446 {
447         int i, match, count;
448         count = 0;
449         match = -1;
450         for (i = 0;i < numtriangles;i++, elements += 3)
451         {
452                      if ((elements[0] == start && elements[1] == end)
453                       || (elements[1] == start && elements[2] == end)
454                       || (elements[2] == start && elements[0] == end))
455                 {
456                         if (i != ignore)
457                                 match = i;
458                         count++;
459                 }
460                 else if ((elements[1] == start && elements[0] == end)
461                       || (elements[2] == start && elements[1] == end)
462                       || (elements[0] == start && elements[2] == end))
463                         count++;
464         }
465         // detect edges shared by three triangles and make them seams
466         if (count > 2)
467                 match = -1;
468         return match;
469 }
470
471 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
472 {
473         int i, *n;
474         const int *e;
475         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
476         {
477                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
478                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
479                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
480         }
481 }
482 #endif
483
484 void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline)
485 {
486         int i, warned = false;
487         for (i = 0;i < numtriangles * 3;i++)
488         {
489                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
490                 {
491                         if (!warned)
492                         {
493                                 warned = true;
494                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
495                         }
496                         elements[i] = 0;
497                 }
498         }
499 }
500
501 // warning: this is an expensive function!
502 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
503 {
504         int i, j;
505         const int *element;
506         float *vectorNormal;
507         float areaNormal[3];
508         // clear the vectors
509         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
510         // process each vertex of each triangle and accumulate the results
511         // use area-averaging, to make triangles with a big area have a bigger
512         // weighting on the vertex normal than triangles with a small area
513         // to do so, just add the 'normals' together (the bigger the area
514         // the greater the length of the normal is
515         element = elements;
516         for (i = 0; i < numtriangles; i++, element += 3)
517         {
518                 TriangleNormal(
519                         vertex3f + element[0] * 3,
520                         vertex3f + element[1] * 3,
521                         vertex3f + element[2] * 3,
522                         areaNormal
523                         );
524
525                 if (!areaweighting)
526                         VectorNormalize(areaNormal);
527
528                 for (j = 0;j < 3;j++)
529                 {
530                         vectorNormal = normal3f + element[j] * 3;
531                         vectorNormal[0] += areaNormal[0];
532                         vectorNormal[1] += areaNormal[1];
533                         vectorNormal[2] += areaNormal[2];
534                 }
535         }
536         // and just normalize the accumulated vertex normal in the end
537         vectorNormal = normal3f + 3 * firstvertex;
538         for (i = 0; i < numvertices; i++, vectorNormal += 3)
539                 VectorNormalize(vectorNormal);
540 }
541
542 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)
543 {
544         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
545         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
546         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
547
548         // 6 multiply, 9 subtract
549         VectorSubtract(v1, v0, v10);
550         VectorSubtract(v2, v0, v20);
551         normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
552         normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
553         normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
554         // 12 multiply, 10 subtract
555         tc10[1] = tc1[1] - tc0[1];
556         tc20[1] = tc2[1] - tc0[1];
557         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
558         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
559         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
560         tc10[0] = tc1[0] - tc0[0];
561         tc20[0] = tc2[0] - tc0[0];
562         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
563         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
564         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
565         // 12 multiply, 4 add, 6 subtract
566         f = DotProduct(svector3f, normal3f);
567         svector3f[0] -= f * normal3f[0];
568         svector3f[1] -= f * normal3f[1];
569         svector3f[2] -= f * normal3f[2];
570         f = DotProduct(tvector3f, normal3f);
571         tvector3f[0] -= f * normal3f[0];
572         tvector3f[1] -= f * normal3f[1];
573         tvector3f[2] -= f * normal3f[2];
574         // if texture is mapped the wrong way (counterclockwise), the tangents
575         // have to be flipped, this is detected by calculating a normal from the
576         // two tangents, and seeing if it is opposite the surface normal
577         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
578         CrossProduct(tvector3f, svector3f, tangentcross);
579         if (DotProduct(tangentcross, normal3f) < 0)
580         {
581                 VectorNegate(svector3f, svector3f);
582                 VectorNegate(tvector3f, tvector3f);
583         }
584 }
585
586 // warning: this is a very expensive function!
587 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f, qboolean areaweighting)
588 {
589         int i, tnum;
590         float sdir[3], tdir[3], normal[3], *v;
591         const int *e;
592         // clear the vectors
593         if (svector3f)
594                 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
595         if (tvector3f)
596                 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
597         if (normal3f)
598                 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
599         // process each vertex of each triangle and accumulate the results
600         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
601         {
602                 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);
603                 if (!areaweighting)
604                 {
605                         VectorNormalize(sdir);
606                         VectorNormalize(tdir);
607                         VectorNormalize(normal);
608                 }
609                 if (svector3f)
610                         for (i = 0;i < 3;i++)
611                                 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
612                 if (tvector3f)
613                         for (i = 0;i < 3;i++)
614                                 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
615                 if (normal3f)
616                         for (i = 0;i < 3;i++)
617                                 VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
618         }
619         // now we could divide the vectors by the number of averaged values on
620         // each vertex...  but instead normalize them
621         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
622         if (svector3f)
623                 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
624                         VectorNormalize(v);
625         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
626         if (tvector3f)
627                 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
628                         VectorNormalize(v);
629         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
630         if (normal3f)
631                 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
632                         VectorNormalize(v);
633 }
634
635 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
636 {
637         surfmesh_t *mesh;
638         qbyte *data;
639         mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3 + (neighbors ? 3 : 0)) * sizeof(int));
640         mesh->num_vertices = numvertices;
641         mesh->num_triangles = numtriangles;
642         data = (qbyte *)(mesh + 1);
643         if (mesh->num_vertices)
644         {
645                 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
646                 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
647                 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
648                 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
649                 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
650                 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
651                 if (vertexcolors)
652                         mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
653                 if (lightmapoffsets)
654                         mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
655         }
656         if (mesh->num_triangles)
657         {
658                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
659                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
660                 if (neighbors)
661                         mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
662         }
663         return mesh;
664 }
665
666 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)
667 {
668         shadowmesh_t *newmesh;
669         qbyte *data;
670         int size;
671         size = sizeof(shadowmesh_t);
672         size += maxverts * sizeof(float[3]);
673         if (light)
674                 size += maxverts * sizeof(float[11]);
675         size += maxtriangles * sizeof(int[3]);
676         if (neighbors)
677                 size += maxtriangles * sizeof(int[3]);
678         if (expandable)
679                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
680         data = Mem_Alloc(mempool, size);
681         newmesh = (void *)data;data += sizeof(*newmesh);
682         newmesh->map_diffuse = map_diffuse;
683         newmesh->map_specular = map_specular;
684         newmesh->map_normal = map_normal;
685         newmesh->maxverts = maxverts;
686         newmesh->maxtriangles = maxtriangles;
687         newmesh->numverts = 0;
688         newmesh->numtriangles = 0;
689
690         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
691         if (light)
692         {
693                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
694                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
695                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
696                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
697         }
698         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
699         if (neighbors)
700         {
701                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
702         }
703         if (expandable)
704         {
705                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
706                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
707         }
708         return newmesh;
709 }
710
711 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
712 {
713         shadowmesh_t *newmesh;
714         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
715         newmesh->numverts = oldmesh->numverts;
716         newmesh->numtriangles = oldmesh->numtriangles;
717
718         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
719         if (newmesh->svector3f && oldmesh->svector3f)
720         {
721                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
722                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
723                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
724                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
725         }
726         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
727         if (newmesh->neighbor3i && oldmesh->neighbor3i)
728                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
729         return newmesh;
730 }
731
732 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
733 {
734         int hashindex, vnum;
735         shadowmeshvertexhash_t *hash;
736         // this uses prime numbers intentionally
737         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
738         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
739         {
740                 vnum = (hash - mesh->vertexhashentries);
741                 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]))
742                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
743                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
744                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
745                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
746                         return hash - mesh->vertexhashentries;
747         }
748         vnum = mesh->numverts++;
749         hash = mesh->vertexhashentries + vnum;
750         hash->next = mesh->vertexhashtable[hashindex];
751         mesh->vertexhashtable[hashindex] = hash;
752         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
753         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
754         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
755         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
756         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
757         return vnum;
758 }
759
760 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
761 {
762         if (mesh->numtriangles == 0)
763         {
764                 // set the properties on this empty mesh to be more favorable...
765                 // (note: this case only occurs for the first triangle added to a new mesh chain)
766                 mesh->map_diffuse = map_diffuse;
767                 mesh->map_specular = map_specular;
768                 mesh->map_normal = map_normal;
769         }
770         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)
771         {
772                 if (mesh->next == NULL)
773                         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);
774                 mesh = mesh->next;
775         }
776         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
777         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
778         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
779         mesh->numtriangles++;
780 }
781
782 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)
783 {
784         int i, j, e;
785         float vbuf[3*14], *v;
786         memset(vbuf, 0, sizeof(vbuf));
787         for (i = 0;i < numtris;i++)
788         {
789                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
790                 {
791                         e = *element3i++;
792                         if (vertex3f)
793                         {
794                                 v[0] = vertex3f[e * 3 + 0];
795                                 v[1] = vertex3f[e * 3 + 1];
796                                 v[2] = vertex3f[e * 3 + 2];
797                         }
798                         if (svector3f)
799                         {
800                                 v[3] = svector3f[e * 3 + 0];
801                                 v[4] = svector3f[e * 3 + 1];
802                                 v[5] = svector3f[e * 3 + 2];
803                         }
804                         if (tvector3f)
805                         {
806                                 v[6] = tvector3f[e * 3 + 0];
807                                 v[7] = tvector3f[e * 3 + 1];
808                                 v[8] = tvector3f[e * 3 + 2];
809                         }
810                         if (normal3f)
811                         {
812                                 v[9] = normal3f[e * 3 + 0];
813                                 v[10] = normal3f[e * 3 + 1];
814                                 v[11] = normal3f[e * 3 + 2];
815                         }
816                         if (texcoord2f)
817                         {
818                                 v[12] = texcoord2f[e * 2 + 0];
819                                 v[13] = texcoord2f[e * 2 + 1];
820                         }
821                 }
822                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
823         }
824 }
825
826 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)
827 {
828         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
829 }
830
831 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
832 {
833         shadowmesh_t *mesh, *newmesh, *nextmesh;
834         // reallocate meshs to conserve space
835         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
836         {
837                 nextmesh = mesh->next;
838                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
839                 {
840                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
841                         newmesh->next = firstmesh;
842                         firstmesh = newmesh;
843                 }
844                 Mem_Free(mesh);
845         }
846         return firstmesh;
847 }
848
849 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
850 {
851         int i;
852         shadowmesh_t *mesh;
853         vec3_t nmins, nmaxs, ncenter, temp;
854         float nradius2, dist2, *v;
855         // calculate bbox
856         for (mesh = firstmesh;mesh;mesh = mesh->next)
857         {
858                 if (mesh == firstmesh)
859                 {
860                         VectorCopy(mesh->vertex3f, nmins);
861                         VectorCopy(mesh->vertex3f, nmaxs);
862                 }
863                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
864                 {
865                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
866                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
867                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
868                 }
869         }
870         // calculate center and radius
871         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
872         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
873         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
874         nradius2 = 0;
875         for (mesh = firstmesh;mesh;mesh = mesh->next)
876         {
877                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
878                 {
879                         VectorSubtract(v, ncenter, temp);
880                         dist2 = DotProduct(temp, temp);
881                         if (nradius2 < dist2)
882                                 nradius2 = dist2;
883                 }
884         }
885         // return data
886         if (mins)
887                 VectorCopy(nmins, mins);
888         if (maxs)
889                 VectorCopy(nmaxs, maxs);
890         if (center)
891                 VectorCopy(ncenter, center);
892         if (radius)
893                 *radius = sqrt(nradius2);
894 }
895
896 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
897 {
898         shadowmesh_t *nextmesh;
899         for (;mesh;mesh = nextmesh)
900         {
901                 nextmesh = mesh->next;
902                 Mem_Free(mesh);
903         }
904 }
905
906 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
907 {
908         int i;
909         for (i = 0;i < width*height;i++)
910                 if (((qbyte *)&palette[in[i]])[3] > 0)
911                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
912         return NULL;
913 }
914
915 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
916 {
917         imageskin_t s;
918         memset(skinframe, 0, sizeof(*skinframe));
919         if (!image_loadskin(&s, basename))
920                 return false;
921         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
922         if (s.nmappixels != NULL)
923                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
924         if (s.glosspixels != NULL)
925                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
926         if (s.glowpixels != NULL && loadglowtexture)
927                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
928         if (s.maskpixels != NULL)
929                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
930         if (loadpantsandshirt)
931         {
932                 if (s.pantspixels != NULL)
933                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
934                 if (s.shirtpixels != NULL)
935                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
936         }
937         if (!skinframe->base)
938                 skinframe->base = r_texture_notexture;
939         if (!skinframe->nmap)
940                 skinframe->nmap = r_texture_blanknormalmap;
941         image_freeskin(&s);
942         return true;
943 }
944
945 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, qbyte *skindata, int width, int height)
946 {
947         qbyte *temp1, *temp2;
948         memset(skinframe, 0, sizeof(*skinframe));
949         if (!skindata)
950                 return false;
951         if (r_shadow_bumpscale_basetexture.value > 0)
952         {
953                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
954                 temp2 = temp1 + width * height * 4;
955                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
956                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
957                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
958                 Mem_Free(temp1);
959         }
960         if (loadglowtexture)
961         {
962                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
963                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
964                 if (loadpantsandshirt)
965                 {
966                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
967                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
968                         if (skinframe->pants || skinframe->shirt)
969                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
970                 }
971         }
972         else
973         {
974                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
975                 if (loadpantsandshirt)
976                 {
977                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
978                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
979                         if (skinframe->pants || skinframe->shirt)
980                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
981                 }
982         }
983         if (!skinframe->nmap)
984                 skinframe->nmap = r_texture_blanknormalmap;
985         return true;
986 }
987
988 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
989 {
990         float v[3], tc[3];
991         v[0] = ix;
992         v[1] = iy;
993         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
994                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
995         else
996                 v[2] = 0;
997         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
998         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
999         texcoord2f[0] = tc[0];
1000         texcoord2f[1] = tc[1];
1001 }
1002
1003 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)
1004 {
1005         float vup[3], vdown[3], vleft[3], vright[3];
1006         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1007         float sv[3], tv[3], nl[3];
1008         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1009         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1010         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1011         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1012         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1013         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1014         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1015         VectorAdd(svector3f, sv, svector3f);
1016         VectorAdd(tvector3f, tv, tvector3f);
1017         VectorAdd(normal3f, nl, normal3f);
1018         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1019         VectorAdd(svector3f, sv, svector3f);
1020         VectorAdd(tvector3f, tv, tvector3f);
1021         VectorAdd(normal3f, nl, normal3f);
1022         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1023         VectorAdd(svector3f, sv, svector3f);
1024         VectorAdd(tvector3f, tv, tvector3f);
1025         VectorAdd(normal3f, nl, normal3f);
1026 }
1027
1028 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)
1029 {
1030         int x, y, ix, iy, *e;
1031         e = element3i;
1032         for (y = 0;y < height;y++)
1033         {
1034                 for (x = 0;x < width;x++)
1035                 {
1036                         e[0] = (y + 1) * (width + 1) + (x + 0);
1037                         e[1] = (y + 0) * (width + 1) + (x + 0);
1038                         e[2] = (y + 1) * (width + 1) + (x + 1);
1039                         e[3] = (y + 0) * (width + 1) + (x + 0);
1040                         e[4] = (y + 0) * (width + 1) + (x + 1);
1041                         e[5] = (y + 1) * (width + 1) + (x + 1);
1042                         e += 6;
1043                 }
1044         }
1045         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1046         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1047                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1048                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1049 }
1050
1051 skinfile_t *Mod_LoadSkinFiles(void)
1052 {
1053         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1054         char *text;
1055         const char *data;
1056         skinfile_t *skinfile = NULL, *first = NULL;
1057         skinfileitem_t *skinfileitem;
1058         char word[10][MAX_QPATH];
1059         overridetagnameset_t tagsets[MAX_SKINS];
1060         overridetagname_t tags[256];
1061
1062 /*
1063 sample file:
1064 U_bodyBox,models/players/Legoman/BikerA2.tga
1065 U_RArm,models/players/Legoman/BikerA1.tga
1066 U_LArm,models/players/Legoman/BikerA1.tga
1067 U_armor,common/nodraw
1068 U_sword,common/nodraw
1069 U_shield,common/nodraw
1070 U_homb,common/nodraw
1071 U_backpack,common/nodraw
1072 U_colcha,common/nodraw
1073 tag_head,
1074 tag_weapon,
1075 tag_torso,
1076 */
1077         memset(tagsets, 0, sizeof(tagsets));
1078         memset(word, 0, sizeof(word));
1079         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1080         {
1081                 numtags = 0;
1082
1083                 // If it's the first file we parse
1084                 if (skinfile == NULL)
1085                 {
1086                         skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1087                         first = skinfile;
1088                 }
1089                 else
1090                 {
1091                         skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1092                         skinfile = skinfile->next;
1093                 }
1094                 skinfile->next = NULL;
1095
1096                 for(line = 0;;line++)
1097                 {
1098                         // parse line
1099                         if (!COM_ParseToken(&data, true))
1100                                 break;
1101                         if (!strcmp(com_token, "\n"))
1102                                 continue;
1103                         words = 0;
1104                         wordsoverflow = false;
1105                         do
1106                         {
1107                                 if (words < 10)
1108                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1109                                 else
1110                                         wordsoverflow = true;
1111                         }
1112                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1113                         if (wordsoverflow)
1114                         {
1115                                 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);
1116                                 continue;
1117                         }
1118                         // words is always >= 1
1119                         if (!strcmp(word[0], "replace"))
1120                         {
1121                                 if (words == 3)
1122                                 {
1123                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1124                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1125                                         skinfileitem->next = skinfile->items;
1126                                         skinfile->items = skinfileitem;
1127                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1128                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1129                                 }
1130                                 else
1131                                         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]);
1132                         }
1133                         else if (words == 2 && !strcmp(word[1], ","))
1134                         {
1135                                 // tag name, like "tag_weapon,"
1136                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1137                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1138                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1139                                 numtags++;
1140                         }
1141                         else if (words == 3 && !strcmp(word[1], ","))
1142                         {
1143                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1144                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1145                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1146                                 skinfileitem->next = skinfile->items;
1147                                 skinfile->items = skinfileitem;
1148                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1149                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1150                         }
1151                         else
1152                                 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);
1153                 }
1154                 Mem_Free(text);
1155
1156                 if (numtags)
1157                 {
1158                         overridetagnameset_t *t;
1159                         t = tagsets + i;
1160                         t->num_overridetagnames = numtags;
1161                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1162                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1163                         tagsetsused = true;
1164                 }
1165         }
1166         if (tagsetsused)
1167         {
1168                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1169                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1170         }
1171         if (i)
1172                 loadmodel->numskins = i;
1173         return first;
1174 }
1175
1176 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1177 {
1178         skinfile_t *next;
1179         skinfileitem_t *skinfileitem, *nextitem;
1180         for (;skinfile;skinfile = next)
1181         {
1182                 next = skinfile->next;
1183                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1184                 {
1185                         nextitem = skinfileitem->next;
1186                         Mem_Free(skinfileitem);
1187                 }
1188                 Mem_Free(skinfile);
1189         }
1190 }
1191
1192 int Mod_CountSkinFiles(skinfile_t *skinfile)
1193 {
1194         int i;
1195         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1196         return i;
1197 }
1198
1199 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1200 {
1201         int i;
1202         double isnap = 1.0 / snap;
1203         for (i = 0;i < numvertices*numcomponents;i++)
1204                 vertices[i] = floor(vertices[i]*isnap)*snap;
1205 }
1206
1207 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1208 {
1209         int i, outtriangles;
1210         float d, edgedir[3], temp[3];
1211         // a degenerate triangle is one with no width (thickness, surface area)
1212         // these are characterized by having all 3 points colinear (along a line)
1213         // or having two points identical
1214         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1215         {
1216                 // calculate first edge
1217                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1218                 if (VectorLength2(edgedir) < 0.0001f)
1219                         continue; // degenerate first edge (no length)
1220                 VectorNormalize(edgedir);
1221                 // check if third point is on the edge (colinear)
1222                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1223                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1224                 if (VectorLength2(temp) < 0.0001f)
1225                         continue; // third point colinear with first edge
1226                 // valid triangle (no colinear points, no duplicate points)
1227                 VectorCopy(inelement3i, outelement3i);
1228                 outelement3i += 3;
1229                 outtriangles++;
1230         }
1231         return outtriangles;
1232 }
1233