renamed varray_ arrays to rsurface_array_, and they are no longer used outside the...
[divverent/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps skins (so they become blurrier in the distance), disabled by default because it tends to blur with strange border colors from the skin"};
30
31 model_t *loadmodel;
32
33 #if 0
34 // LordHavoc: was 512
35 static int mod_numknown = 0;
36 static int mod_maxknown = 0;
37 static model_t *mod_known = NULL;
38 #else
39 // LordHavoc: was 512
40 #define MAX_MOD_KNOWN (MAX_MODELS + 256)
41 static int mod_numknown = 0;
42 static int mod_maxknown = MAX_MOD_KNOWN;
43 static model_t mod_known[MAX_MOD_KNOWN];
44 #endif
45
46 static void mod_start(void)
47 {
48         int i;
49         model_t *mod;
50
51         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
52                 if (mod->name[0])
53                         if (mod->used)
54                                 Mod_LoadModel(mod, true, false, mod->isworldmodel);
55 }
56
57 static void mod_shutdown(void)
58 {
59         int i;
60         model_t *mod;
61
62         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
63                 if (mod->loaded)
64                         Mod_UnloadModel(mod);
65 }
66
67 static void mod_newmap(void)
68 {
69         msurface_t *surface;
70         int i, surfacenum, ssize, tsize;
71
72         if (!cl_stainmaps_clearonload.integer)
73                 return;
74
75         for (i = 0;i < mod_numknown;i++)
76         {
77                 if (mod_known[i].mempool && mod_known[i].data_surfaces)
78                 {
79                         for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
80                         {
81                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
82                                 {
83                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
84                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
85                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
86                                         surface->cached_dlight = true;
87                                 }
88                         }
89                 }
90         }
91 }
92
93 /*
94 ===============
95 Mod_Init
96 ===============
97 */
98 static void Mod_Print(void);
99 static void Mod_Precache (void);
100 void Mod_Init (void)
101 {
102         Mod_BrushInit();
103         Mod_AliasInit();
104         Mod_SpriteInit();
105
106         Cvar_RegisterVariable(&r_mipskins);
107         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
108         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
109 }
110
111 void Mod_RenderInit(void)
112 {
113         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
114 }
115
116 void Mod_UnloadModel (model_t *mod)
117 {
118         char name[MAX_QPATH];
119         qboolean isworldmodel;
120         qboolean used;
121         strcpy(name, mod->name);
122         isworldmodel = mod->isworldmodel;
123         used = mod->used;
124         // free textures/memory attached to the model
125         R_FreeTexturePool(&mod->texturepool);
126         Mem_FreePool(&mod->mempool);
127         // clear the struct to make it available
128         memset(mod, 0, sizeof(model_t));
129         // restore the fields we want to preserve
130         strcpy(mod->name, name);
131         mod->isworldmodel = isworldmodel;
132         mod->used = used;
133         mod->loaded = false;
134 }
135
136 /*
137 ==================
138 Mod_LoadModel
139
140 Loads a model
141 ==================
142 */
143 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
144 {
145         int num;
146         unsigned int crc;
147         void *buf;
148         fs_offset_t filesize;
149
150         mod->used = true;
151
152         if (mod->name[0] == '*') // submodel
153                 return mod;
154
155         crc = 0;
156         buf = NULL;
157         if (mod->isworldmodel != isworldmodel)
158                 mod->loaded = false;
159         if (!mod->loaded || checkdisk)
160         {
161                 if (checkdisk && mod->loaded)
162                         Con_DPrintf("checking model %s\n", mod->name);
163                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
164                 if (buf)
165                 {
166                         crc = CRC_Block((unsigned char *)buf, filesize);
167                         if (mod->crc != crc)
168                                 mod->loaded = false;
169                 }
170         }
171         if (mod->loaded)
172         {
173                 // already loaded
174                 if (buf)
175                         Mem_Free(buf);
176                 return mod;
177         }
178
179         Con_DPrintf("loading model %s\n", mod->name);
180         // LordHavoc: unload the existing model in this slot (if there is one)
181         if (mod->loaded)
182                 Mod_UnloadModel(mod);
183
184         // load the model
185         mod->isworldmodel = isworldmodel;
186         mod->used = true;
187         mod->crc = crc;
188         // errors can prevent the corresponding mod->loaded = true;
189         mod->loaded = false;
190
191         // default model radius and bounding box (mainly for missing models)
192         mod->radius = 16;
193         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
194         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
195         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
196         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
197         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
198         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
199
200         // all models use memory, so allocate a memory pool
201         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
202         // all models load textures, so allocate a texture pool
203         if (cls.state != ca_dedicated)
204                 mod->texturepool = R_AllocTexturePool();
205
206         if (buf)
207         {
208                 char *bufend = (char *)buf + filesize;
209                 num = LittleLong(*((int *)buf));
210                 // call the apropriate loader
211                 loadmodel = mod;
212                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
213                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
214                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
215                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
216                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
217                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
218                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
219                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
220                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
221                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
222                 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
223                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
224                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
225                 Mem_Free(buf);
226         }
227         else if (crash)
228         {
229                 // LordHavoc: Sys_Error was *ANNOYING*
230                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
231         }
232
233         // no errors occurred
234         mod->loaded = true;
235         return mod;
236 }
237
238 void Mod_ClearUsed(void)
239 {
240 #if 0
241         int i;
242         model_t *mod;
243
244         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
245                 if (mod->name[0])
246                         mod->used = false;
247 #endif
248 }
249
250 void Mod_PurgeUnused(void)
251 {
252         int i;
253         model_t *mod;
254
255         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
256                 if (mod->name[0])
257                         if (!mod->used)
258                                 Mod_UnloadModel(mod);
259 }
260
261 // only used during loading!
262 void Mod_RemoveStaleWorldModels(model_t *skip)
263 {
264         int i;
265         model_t *mod;
266
267         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
268         {
269                 if (mod->isworldmodel && mod->loaded && skip != mod)
270                 {
271                         Mod_UnloadModel(mod);
272                         mod->isworldmodel = false;
273                         mod->used = false;
274                 }
275         }
276 }
277
278 /*
279 ==================
280 Mod_FindName
281
282 ==================
283 */
284 model_t *Mod_FindName(const char *name)
285 {
286         int i;
287         model_t *mod;
288
289         if (!name[0])
290                 Host_Error ("Mod_ForName: NULL name");
291
292 // search the currently loaded models
293         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
294         {
295                 if (mod->name[0] && !strcmp(mod->name, name))
296                 {
297                         mod->used = true;
298                         return mod;
299                 }
300         }
301
302         // no match found, find room for a new one
303         for (i = 0;i < mod_numknown;i++)
304                 if (!mod_known[i].name[0])
305                         break;
306
307         if (mod_maxknown == i)
308         {
309 #if 0
310                 model_t *old;
311                 mod_maxknown += 256;
312                 old = mod_known;
313                 mod_known = Mem_Alloc(mod_mempool, mod_maxknown * sizeof(model_t));
314                 if (old)
315                 {
316                         memcpy(mod_known, old, mod_numknown * sizeof(model_t));
317                         Mem_Free(old);
318                 }
319 #else
320                 Host_Error ("Mod_FindName: ran out of models");
321 #endif
322         }
323         if (mod_numknown == i)
324                 mod_numknown++;
325         mod = mod_known + i;
326         strcpy (mod->name, name);
327         mod->loaded = false;
328         mod->used = true;
329         return mod;
330 }
331
332 /*
333 ==================
334 Mod_ForName
335
336 Loads in a model for the given name
337 ==================
338 */
339 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
340 {
341         model_t *model;
342         model = Mod_FindName(name);
343         if (model->name[0] != '*' && (!model->loaded || checkdisk))
344                 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
345         return model;
346 }
347
348 unsigned char *mod_base;
349
350
351 //=============================================================================
352
353 /*
354 ================
355 Mod_Print
356 ================
357 */
358 static void Mod_Print(void)
359 {
360         int             i;
361         model_t *mod;
362
363         Con_Print("Loaded models:\n");
364         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
365                 if (mod->name[0])
366                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
367 }
368
369 /*
370 ================
371 Mod_Precache
372 ================
373 */
374 static void Mod_Precache(void)
375 {
376         if (Cmd_Argc() == 2)
377                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
378         else
379                 Con_Print("usage: modelprecache <filename>\n");
380 }
381
382 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
383 {
384         int i, count;
385         unsigned char *used;
386         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
387         memset(used, 0, numvertices);
388         for (i = 0;i < numelements;i++)
389                 used[elements[i]] = 1;
390         for (i = 0, count = 0;i < numvertices;i++)
391                 remapvertices[i] = used[i] ? count++ : -1;
392         Mem_Free(used);
393         return count;
394 }
395
396 #if 1
397 // fast way, using an edge hash
398 #define TRIANGLEEDGEHASH 8192
399 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
400 {
401         int i, j, p, e1, e2, *n, hashindex, count, match;
402         const int *e;
403         typedef struct edgehashentry_s
404         {
405                 struct edgehashentry_s *next;
406                 int triangle;
407                 int element[2];
408         }
409         edgehashentry_t;
410         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
411         memset(edgehash, 0, sizeof(edgehash));
412         edgehashentries = edgehashentriesbuffer;
413         // if there are too many triangles for the stack array, allocate larger buffer
414         if (numtriangles > TRIANGLEEDGEHASH)
415                 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
416         // find neighboring triangles
417         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
418         {
419                 for (j = 0, p = 2;j < 3;p = j, j++)
420                 {
421                         e1 = e[p];
422                         e2 = e[j];
423                         // this hash index works for both forward and backward edges
424                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
425                         hash = edgehashentries + i * 3 + j;
426                         hash->next = edgehash[hashindex];
427                         edgehash[hashindex] = hash;
428                         hash->triangle = i;
429                         hash->element[0] = e1;
430                         hash->element[1] = e2;
431                 }
432         }
433         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
434         {
435                 for (j = 0, p = 2;j < 3;p = j, j++)
436                 {
437                         e1 = e[p];
438                         e2 = e[j];
439                         // this hash index works for both forward and backward edges
440                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
441                         count = 0;
442                         match = -1;
443                         for (hash = edgehash[hashindex];hash;hash = hash->next)
444                         {
445                                 if (hash->element[0] == e2 && hash->element[1] == e1)
446                                 {
447                                         if (hash->triangle != i)
448                                                 match = hash->triangle;
449                                         count++;
450                                 }
451                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
452                                         count++;
453                         }
454                         // detect edges shared by three triangles and make them seams
455                         if (count > 2)
456                                 match = -1;
457                         n[p] = match;
458                 }
459         }
460         // free the allocated buffer
461         if (edgehashentries != edgehashentriesbuffer)
462                 Mem_Free(edgehashentries);
463 }
464 #else
465 // very slow but simple way
466 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
467 {
468         int i, match, count;
469         count = 0;
470         match = -1;
471         for (i = 0;i < numtriangles;i++, elements += 3)
472         {
473                      if ((elements[0] == start && elements[1] == end)
474                       || (elements[1] == start && elements[2] == end)
475                       || (elements[2] == start && elements[0] == end))
476                 {
477                         if (i != ignore)
478                                 match = i;
479                         count++;
480                 }
481                 else if ((elements[1] == start && elements[0] == end)
482                       || (elements[2] == start && elements[1] == end)
483                       || (elements[0] == start && elements[2] == end))
484                         count++;
485         }
486         // detect edges shared by three triangles and make them seams
487         if (count > 2)
488                 match = -1;
489         return match;
490 }
491
492 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
493 {
494         int i, *n;
495         const int *e;
496         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
497         {
498                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
499                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
500                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
501         }
502 }
503 #endif
504
505 void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline)
506 {
507         int i, warned = false;
508         for (i = 0;i < numtriangles * 3;i++)
509         {
510                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
511                 {
512                         if (!warned)
513                         {
514                                 warned = true;
515                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
516                         }
517                         elements[i] = 0;
518                 }
519         }
520 }
521
522 // warning: this is an expensive function!
523 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
524 {
525         int i, j;
526         const int *element;
527         float *vectorNormal;
528         float areaNormal[3];
529         // clear the vectors
530         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
531         // process each vertex of each triangle and accumulate the results
532         // use area-averaging, to make triangles with a big area have a bigger
533         // weighting on the vertex normal than triangles with a small area
534         // to do so, just add the 'normals' together (the bigger the area
535         // the greater the length of the normal is
536         element = elements;
537         for (i = 0; i < numtriangles; i++, element += 3)
538         {
539                 TriangleNormal(
540                         vertex3f + element[0] * 3,
541                         vertex3f + element[1] * 3,
542                         vertex3f + element[2] * 3,
543                         areaNormal
544                         );
545
546                 if (!areaweighting)
547                         VectorNormalize(areaNormal);
548
549                 for (j = 0;j < 3;j++)
550                 {
551                         vectorNormal = normal3f + element[j] * 3;
552                         vectorNormal[0] += areaNormal[0];
553                         vectorNormal[1] += areaNormal[1];
554                         vectorNormal[2] += areaNormal[2];
555                 }
556         }
557         // and just normalize the accumulated vertex normal in the end
558         vectorNormal = normal3f + 3 * firstvertex;
559         for (i = 0; i < numvertices; i++, vectorNormal += 3)
560                 VectorNormalize(vectorNormal);
561 }
562
563 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)
564 {
565         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
566         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
567         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
568
569         // 6 multiply, 9 subtract
570         VectorSubtract(v1, v0, v10);
571         VectorSubtract(v2, v0, v20);
572         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
573         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
574         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
575         // 12 multiply, 10 subtract
576         tc10[1] = tc1[1] - tc0[1];
577         tc20[1] = tc2[1] - tc0[1];
578         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
579         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
580         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
581         tc10[0] = tc1[0] - tc0[0];
582         tc20[0] = tc2[0] - tc0[0];
583         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
584         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
585         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
586         // 12 multiply, 4 add, 6 subtract
587         f = DotProduct(svector3f, normal3f);
588         svector3f[0] -= f * normal3f[0];
589         svector3f[1] -= f * normal3f[1];
590         svector3f[2] -= f * normal3f[2];
591         f = DotProduct(tvector3f, normal3f);
592         tvector3f[0] -= f * normal3f[0];
593         tvector3f[1] -= f * normal3f[1];
594         tvector3f[2] -= f * normal3f[2];
595         // if texture is mapped the wrong way (counterclockwise), the tangents
596         // have to be flipped, this is detected by calculating a normal from the
597         // two tangents, and seeing if it is opposite the surface normal
598         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
599         CrossProduct(tvector3f, svector3f, tangentcross);
600         if (DotProduct(tangentcross, normal3f) < 0)
601         {
602                 VectorNegate(svector3f, svector3f);
603                 VectorNegate(tvector3f, tvector3f);
604         }
605 }
606
607 // warning: this is a very expensive function!
608 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)
609 {
610         int i, tnum;
611         float sdir[3], tdir[3], normal[3], *v;
612         const float *v0, *v1, *v2, *tc0, *tc1, *tc2;
613         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
614         const int *e;
615         // clear the vectors
616         if (svector3f)
617                 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
618         if (tvector3f)
619                 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
620         if (normal3f)
621                 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
622         // process each vertex of each triangle and accumulate the results
623         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
624         {
625                 v0 = vertex3f + e[0] * 3;
626                 v1 = vertex3f + e[1] * 3;
627                 v2 = vertex3f + e[2] * 3;
628                 tc0 = texcoord2f + e[0] * 2;
629                 tc1 = texcoord2f + e[1] * 2;
630                 tc2 = texcoord2f + e[2] * 2;
631
632                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
633                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
634
635                 // calculate the edge directions and surface normal
636                 // 6 multiply, 9 subtract
637                 VectorSubtract(v1, v0, v10);
638                 VectorSubtract(v2, v0, v20);
639                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
640                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
641                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
642
643                 // calculate the tangents
644                 // 12 multiply, 10 subtract
645                 tc10[1] = tc1[1] - tc0[1];
646                 tc20[1] = tc2[1] - tc0[1];
647                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
648                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
649                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
650                 tc10[0] = tc1[0] - tc0[0];
651                 tc20[0] = tc2[0] - tc0[0];
652                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
653                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
654                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
655
656                 // make the tangents completely perpendicular to the surface normal
657                 // 12 multiply, 4 add, 6 subtract
658                 f = DotProduct(sdir, normal);
659                 sdir[0] -= f * normal[0];
660                 sdir[1] -= f * normal[1];
661                 sdir[2] -= f * normal[2];
662                 f = DotProduct(tdir, normal);
663                 tdir[0] -= f * normal[0];
664                 tdir[1] -= f * normal[1];
665                 tdir[2] -= f * normal[2];
666
667                 // if texture is mapped the wrong way (counterclockwise), the tangents
668                 // have to be flipped, this is detected by calculating a normal from the
669                 // two tangents, and seeing if it is opposite the surface normal
670                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
671                 CrossProduct(tdir, sdir, tangentcross);
672                 if (DotProduct(tangentcross, normal) < 0)
673                 {
674                         VectorNegate(sdir, sdir);
675                         VectorNegate(tdir, tdir);
676                 }
677
678                 if (!areaweighting)
679                 {
680                         VectorNormalize(sdir);
681                         VectorNormalize(tdir);
682                         VectorNormalize(normal);
683                 }
684                 if (svector3f)
685                         for (i = 0;i < 3;i++)
686                                 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
687                 if (tvector3f)
688                         for (i = 0;i < 3;i++)
689                                 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
690                 if (normal3f)
691                         for (i = 0;i < 3;i++)
692                                 VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
693         }
694         // now we could divide the vectors by the number of averaged values on
695         // each vertex...  but instead normalize them
696         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
697         if (svector3f)
698                 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
699                         VectorNormalize(v);
700         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
701         if (tvector3f)
702                 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
703                         VectorNormalize(v);
704         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
705         if (normal3f)
706                 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
707                         VectorNormalize(v);
708 }
709
710 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
711 {
712         surfmesh_t *mesh;
713         unsigned char *data;
714         mesh = (surfmesh_t *)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 + (neighbors ? 3 : 0)) * sizeof(int));
715         mesh->num_vertices = numvertices;
716         mesh->num_triangles = numtriangles;
717         data = (unsigned char *)(mesh + 1);
718         if (mesh->num_vertices)
719         {
720                 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
721                 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
722                 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
723                 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
724                 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
725                 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
726                 if (vertexcolors)
727                         mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
728                 if (lightmapoffsets)
729                         mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
730         }
731         if (mesh->num_triangles)
732         {
733                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
734                 if (neighbors)
735                         mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
736         }
737         return mesh;
738 }
739
740 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)
741 {
742         shadowmesh_t *newmesh;
743         unsigned char *data;
744         int size;
745         size = sizeof(shadowmesh_t);
746         size += maxverts * sizeof(float[3]);
747         if (light)
748                 size += maxverts * sizeof(float[11]);
749         size += maxtriangles * sizeof(int[3]);
750         if (neighbors)
751                 size += maxtriangles * sizeof(int[3]);
752         if (expandable)
753                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
754         data = (unsigned char *)Mem_Alloc(mempool, size);
755         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
756         newmesh->map_diffuse = map_diffuse;
757         newmesh->map_specular = map_specular;
758         newmesh->map_normal = map_normal;
759         newmesh->maxverts = maxverts;
760         newmesh->maxtriangles = maxtriangles;
761         newmesh->numverts = 0;
762         newmesh->numtriangles = 0;
763
764         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
765         if (light)
766         {
767                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
768                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
769                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
770                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
771         }
772         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
773         if (neighbors)
774         {
775                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
776         }
777         if (expandable)
778         {
779                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
780                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
781         }
782         return newmesh;
783 }
784
785 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
786 {
787         shadowmesh_t *newmesh;
788         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
789         newmesh->numverts = oldmesh->numverts;
790         newmesh->numtriangles = oldmesh->numtriangles;
791
792         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
793         if (newmesh->svector3f && oldmesh->svector3f)
794         {
795                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
796                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
797                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
798                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
799         }
800         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
801         if (newmesh->neighbor3i && oldmesh->neighbor3i)
802                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
803         return newmesh;
804 }
805
806 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
807 {
808         int hashindex, vnum;
809         shadowmeshvertexhash_t *hash;
810         // this uses prime numbers intentionally
811         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
812         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
813         {
814                 vnum = (hash - mesh->vertexhashentries);
815                 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]))
816                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
817                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
818                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
819                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
820                         return hash - mesh->vertexhashentries;
821         }
822         vnum = mesh->numverts++;
823         hash = mesh->vertexhashentries + vnum;
824         hash->next = mesh->vertexhashtable[hashindex];
825         mesh->vertexhashtable[hashindex] = hash;
826         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
827         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
828         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
829         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
830         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
831         return vnum;
832 }
833
834 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
835 {
836         if (mesh->numtriangles == 0)
837         {
838                 // set the properties on this empty mesh to be more favorable...
839                 // (note: this case only occurs for the first triangle added to a new mesh chain)
840                 mesh->map_diffuse = map_diffuse;
841                 mesh->map_specular = map_specular;
842                 mesh->map_normal = map_normal;
843         }
844         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)
845         {
846                 if (mesh->next == NULL)
847                         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);
848                 mesh = mesh->next;
849         }
850         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
851         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
852         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
853         mesh->numtriangles++;
854 }
855
856 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)
857 {
858         int i, j, e;
859         float vbuf[3*14], *v;
860         memset(vbuf, 0, sizeof(vbuf));
861         for (i = 0;i < numtris;i++)
862         {
863                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
864                 {
865                         e = *element3i++;
866                         if (vertex3f)
867                         {
868                                 v[0] = vertex3f[e * 3 + 0];
869                                 v[1] = vertex3f[e * 3 + 1];
870                                 v[2] = vertex3f[e * 3 + 2];
871                         }
872                         if (svector3f)
873                         {
874                                 v[3] = svector3f[e * 3 + 0];
875                                 v[4] = svector3f[e * 3 + 1];
876                                 v[5] = svector3f[e * 3 + 2];
877                         }
878                         if (tvector3f)
879                         {
880                                 v[6] = tvector3f[e * 3 + 0];
881                                 v[7] = tvector3f[e * 3 + 1];
882                                 v[8] = tvector3f[e * 3 + 2];
883                         }
884                         if (normal3f)
885                         {
886                                 v[9] = normal3f[e * 3 + 0];
887                                 v[10] = normal3f[e * 3 + 1];
888                                 v[11] = normal3f[e * 3 + 2];
889                         }
890                         if (texcoord2f)
891                         {
892                                 v[12] = texcoord2f[e * 2 + 0];
893                                 v[13] = texcoord2f[e * 2 + 1];
894                         }
895                 }
896                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
897         }
898 }
899
900 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)
901 {
902         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
903 }
904
905 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
906 {
907         shadowmesh_t *mesh, *newmesh, *nextmesh;
908         // reallocate meshs to conserve space
909         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
910         {
911                 nextmesh = mesh->next;
912                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
913                 {
914                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
915                         newmesh->next = firstmesh;
916                         firstmesh = newmesh;
917                 }
918                 Mem_Free(mesh);
919         }
920         return firstmesh;
921 }
922
923 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
924 {
925         int i;
926         shadowmesh_t *mesh;
927         vec3_t nmins, nmaxs, ncenter, temp;
928         float nradius2, dist2, *v;
929         VectorClear(nmins);
930         VectorClear(nmaxs);
931         // calculate bbox
932         for (mesh = firstmesh;mesh;mesh = mesh->next)
933         {
934                 if (mesh == firstmesh)
935                 {
936                         VectorCopy(mesh->vertex3f, nmins);
937                         VectorCopy(mesh->vertex3f, nmaxs);
938                 }
939                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
940                 {
941                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
942                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
943                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
944                 }
945         }
946         // calculate center and radius
947         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
948         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
949         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
950         nradius2 = 0;
951         for (mesh = firstmesh;mesh;mesh = mesh->next)
952         {
953                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
954                 {
955                         VectorSubtract(v, ncenter, temp);
956                         dist2 = DotProduct(temp, temp);
957                         if (nradius2 < dist2)
958                                 nradius2 = dist2;
959                 }
960         }
961         // return data
962         if (mins)
963                 VectorCopy(nmins, mins);
964         if (maxs)
965                 VectorCopy(nmaxs, maxs);
966         if (center)
967                 VectorCopy(ncenter, center);
968         if (radius)
969                 *radius = sqrt(nradius2);
970 }
971
972 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
973 {
974         shadowmesh_t *nextmesh;
975         for (;mesh;mesh = nextmesh)
976         {
977                 nextmesh = mesh->next;
978                 Mem_Free(mesh);
979         }
980 }
981
982 static rtexture_t *GL_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
983 {
984         int i;
985         for (i = 0;i < width*height;i++)
986                 if (((unsigned char *)&palette[in[i]])[3] > 0)
987                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
988         return NULL;
989 }
990
991 int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
992 {
993         imageskin_t s;
994         memset(skinframe, 0, sizeof(*skinframe));
995         if (cls.state == ca_dedicated)
996                 return false;
997         if (!image_loadskin(&s, basename))
998                 return false;
999         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
1000         if (s.nmappixels != NULL)
1001                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
1002         if (s.glosspixels != NULL)
1003                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
1004         if (s.glowpixels != NULL && loadglowtexture)
1005                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
1006         if (s.maskpixels != NULL)
1007                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
1008         if (loadpantsandshirt)
1009         {
1010                 if (s.pantspixels != NULL)
1011                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1012                 if (s.shirtpixels != NULL)
1013                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1014         }
1015         if (!skinframe->base)
1016                 skinframe->base = r_texture_notexture;
1017         if (!skinframe->nmap)
1018                 skinframe->nmap = r_texture_blanknormalmap;
1019         image_freeskin(&s);
1020         return true;
1021 }
1022
1023 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1024 {
1025         int i;
1026         unsigned char *temp1, *temp2;
1027         memset(skinframe, 0, sizeof(*skinframe));
1028         if (cls.state == ca_dedicated)
1029                 return false;
1030         if (!skindata)
1031                 return false;
1032         if (bitsperpixel == 32)
1033         {
1034                 if (r_shadow_bumpscale_basetexture.value > 0)
1035                 {
1036                         temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1037                         temp2 = temp1 + width * height * 4;
1038                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1039                         skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1040                         Mem_Free(temp1);
1041                 }
1042                 skinframe->base = skinframe->merged = R_LoadTexture2D(loadmodel->texturepool, basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1043                 if (textureflags & TEXF_ALPHA)
1044                 {
1045                         for (i = 3;i < width * height * 4;i += 4)
1046                                 if (skindata[i] < 255)
1047                                         break;
1048                         if (i < width * height * 4)
1049                         {
1050                                 unsigned char *fogpixels = Mem_Alloc(loadmodel->mempool, width * height * 4);
1051                                 memcpy(fogpixels, skindata, width * height * 4);
1052                                 for (i = 0;i < width * height * 4;i += 4)
1053                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1054                                 skinframe->fog = R_LoadTexture2D(loadmodel->texturepool, va("%s_fog", basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1055                                 Mem_Free(fogpixels);
1056                         }
1057                 }
1058         }
1059         else if (bitsperpixel == 8)
1060         {
1061                 if (r_shadow_bumpscale_basetexture.value > 0)
1062                 {
1063                         temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1064                         temp2 = temp1 + width * height * 4;
1065                         if (bitsperpixel == 32)
1066                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1067                         else
1068                         {
1069                                 // use either a custom palette or the quake palette
1070                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1071                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1072                         }
1073                         skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1074                         Mem_Free(temp1);
1075                 }
1076                 // use either a custom palette, or the quake palette
1077                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags); // all
1078                 if (!palette && loadglowtexture)
1079                         skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
1080                 if (!palette && loadpantsandshirt)
1081                 {
1082                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1083                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1084                 }
1085                 if (skinframe->pants || skinframe->shirt)
1086                         skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags); // no special colors
1087                 if (textureflags & TEXF_ALPHA)
1088                 {
1089                         // if not using a custom alphapalette, use the quake one
1090                         if (!alphapalette)
1091                                 alphapalette = palette_alpha;
1092                         for (i = 0;i < width * height;i++)
1093                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1094                                         break;
1095                         if (i < width * height)
1096                                 skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags); // fog mask
1097                 }
1098         }
1099         else
1100                 return false;
1101         if (!skinframe->nmap)
1102                 skinframe->nmap = r_texture_blanknormalmap;
1103         return true;
1104 }
1105
1106 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1107 {
1108         float v[3], tc[3];
1109         v[0] = ix;
1110         v[1] = iy;
1111         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1112                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1113         else
1114                 v[2] = 0;
1115         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1116         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1117         texcoord2f[0] = tc[0];
1118         texcoord2f[1] = tc[1];
1119 }
1120
1121 void Mod_GetTerrainVertexFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1122 {
1123         float vup[3], vdown[3], vleft[3], vright[3];
1124         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1125         float sv[3], tv[3], nl[3];
1126         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1127         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1128         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1129         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1130         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1131         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1132         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1133         VectorAdd(svector3f, sv, svector3f);
1134         VectorAdd(tvector3f, tv, tvector3f);
1135         VectorAdd(normal3f, nl, normal3f);
1136         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1137         VectorAdd(svector3f, sv, svector3f);
1138         VectorAdd(tvector3f, tv, tvector3f);
1139         VectorAdd(normal3f, nl, normal3f);
1140         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1141         VectorAdd(svector3f, sv, svector3f);
1142         VectorAdd(tvector3f, tv, tvector3f);
1143         VectorAdd(normal3f, nl, normal3f);
1144 }
1145
1146 void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1147 {
1148         int x, y, ix, iy, *e;
1149         e = element3i;
1150         for (y = 0;y < height;y++)
1151         {
1152                 for (x = 0;x < width;x++)
1153                 {
1154                         e[0] = (y + 1) * (width + 1) + (x + 0);
1155                         e[1] = (y + 0) * (width + 1) + (x + 0);
1156                         e[2] = (y + 1) * (width + 1) + (x + 1);
1157                         e[3] = (y + 0) * (width + 1) + (x + 0);
1158                         e[4] = (y + 0) * (width + 1) + (x + 1);
1159                         e[5] = (y + 1) * (width + 1) + (x + 1);
1160                         e += 6;
1161                 }
1162         }
1163         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1164         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1165                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1166                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1167 }
1168
1169 skinfile_t *Mod_LoadSkinFiles(void)
1170 {
1171         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1172         char *text;
1173         const char *data;
1174         skinfile_t *skinfile = NULL, *first = NULL;
1175         skinfileitem_t *skinfileitem;
1176         char word[10][MAX_QPATH];
1177         overridetagnameset_t tagsets[MAX_SKINS];
1178         overridetagname_t tags[256];
1179
1180 /*
1181 sample file:
1182 U_bodyBox,models/players/Legoman/BikerA2.tga
1183 U_RArm,models/players/Legoman/BikerA1.tga
1184 U_LArm,models/players/Legoman/BikerA1.tga
1185 U_armor,common/nodraw
1186 U_sword,common/nodraw
1187 U_shield,common/nodraw
1188 U_homb,common/nodraw
1189 U_backpack,common/nodraw
1190 U_colcha,common/nodraw
1191 tag_head,
1192 tag_weapon,
1193 tag_torso,
1194 */
1195         memset(tagsets, 0, sizeof(tagsets));
1196         memset(word, 0, sizeof(word));
1197         for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1198         {
1199                 numtags = 0;
1200
1201                 // If it's the first file we parse
1202                 if (skinfile == NULL)
1203                 {
1204                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1205                         first = skinfile;
1206                 }
1207                 else
1208                 {
1209                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1210                         skinfile = skinfile->next;
1211                 }
1212                 skinfile->next = NULL;
1213
1214                 for(line = 0;;line++)
1215                 {
1216                         // parse line
1217                         if (!COM_ParseToken(&data, true))
1218                                 break;
1219                         if (!strcmp(com_token, "\n"))
1220                                 continue;
1221                         words = 0;
1222                         wordsoverflow = false;
1223                         do
1224                         {
1225                                 if (words < 10)
1226                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1227                                 else
1228                                         wordsoverflow = true;
1229                         }
1230                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1231                         if (wordsoverflow)
1232                         {
1233                                 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);
1234                                 continue;
1235                         }
1236                         // words is always >= 1
1237                         if (!strcmp(word[0], "replace"))
1238                         {
1239                                 if (words == 3)
1240                                 {
1241                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1242                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1243                                         skinfileitem->next = skinfile->items;
1244                                         skinfile->items = skinfileitem;
1245                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1246                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1247                                 }
1248                                 else
1249                                         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]);
1250                         }
1251                         else if (words == 2 && !strcmp(word[1], ","))
1252                         {
1253                                 // tag name, like "tag_weapon,"
1254                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1255                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1256                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1257                                 numtags++;
1258                         }
1259                         else if (words == 3 && !strcmp(word[1], ","))
1260                         {
1261                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1262                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1263                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1264                                 skinfileitem->next = skinfile->items;
1265                                 skinfile->items = skinfileitem;
1266                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1267                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1268                         }
1269                         else
1270                                 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);
1271                 }
1272                 Mem_Free(text);
1273
1274                 if (numtags)
1275                 {
1276                         overridetagnameset_t *t;
1277                         t = tagsets + i;
1278                         t->num_overridetagnames = numtags;
1279                         t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1280                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1281                         tagsetsused = true;
1282                 }
1283         }
1284         if (tagsetsused)
1285         {
1286                 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1287                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1288         }
1289         if (i)
1290                 loadmodel->numskins = i;
1291         return first;
1292 }
1293
1294 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1295 {
1296         skinfile_t *next;
1297         skinfileitem_t *skinfileitem, *nextitem;
1298         for (;skinfile;skinfile = next)
1299         {
1300                 next = skinfile->next;
1301                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1302                 {
1303                         nextitem = skinfileitem->next;
1304                         Mem_Free(skinfileitem);
1305                 }
1306                 Mem_Free(skinfile);
1307         }
1308 }
1309
1310 int Mod_CountSkinFiles(skinfile_t *skinfile)
1311 {
1312         int i;
1313         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1314         return i;
1315 }
1316
1317 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1318 {
1319         int i;
1320         double isnap = 1.0 / snap;
1321         for (i = 0;i < numvertices*numcomponents;i++)
1322                 vertices[i] = floor(vertices[i]*isnap)*snap;
1323 }
1324
1325 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1326 {
1327         int i, outtriangles;
1328         float d, edgedir[3], temp[3];
1329         // a degenerate triangle is one with no width (thickness, surface area)
1330         // these are characterized by having all 3 points colinear (along a line)
1331         // or having two points identical
1332         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1333         {
1334                 // calculate first edge
1335                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1336                 if (VectorLength2(edgedir) < 0.0001f)
1337                         continue; // degenerate first edge (no length)
1338                 VectorNormalize(edgedir);
1339                 // check if third point is on the edge (colinear)
1340                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1341                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1342                 if (VectorLength2(temp) < 0.0001f)
1343                         continue; // third point colinear with first edge
1344                 // valid triangle (no colinear points, no duplicate points)
1345                 VectorCopy(inelement3i, outelement3i);
1346                 outelement3i += 3;
1347                 outtriangles++;
1348         }
1349         return outtriangles;
1350 }
1351