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