implemented vbo rendering of map, models, and compiled shadow volumes
[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] && 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 || mod->mempool)
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 static void Mod_BuildVBOs(void);
101 void Mod_Init (void)
102 {
103         Mod_BrushInit();
104         Mod_AliasInit();
105         Mod_SpriteInit();
106
107         Cvar_RegisterVariable(&r_mipskins);
108         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
109         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
110 }
111
112 void Mod_RenderInit(void)
113 {
114         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
115 }
116
117 void Mod_UnloadModel (model_t *mod)
118 {
119         char name[MAX_QPATH];
120         qboolean isworldmodel;
121         qboolean used;
122         strlcpy(name, mod->name, sizeof(name));
123         isworldmodel = mod->isworldmodel;
124         used = mod->used;
125         if (mod->surfmesh.ebo)
126                 R_Mesh_DestroyEBO(mod->surfmesh.ebo);
127         if (mod->surfmesh.vbo)
128                 R_Mesh_DestroyVBO(mod->surfmesh.vbo);
129         // free textures/memory attached to the model
130         R_FreeTexturePool(&mod->texturepool);
131         Mem_FreePool(&mod->mempool);
132         // clear the struct to make it available
133         memset(mod, 0, sizeof(model_t));
134         // restore the fields we want to preserve
135         strlcpy(mod->name, name, sizeof(mod->name));
136         mod->isworldmodel = isworldmodel;
137         mod->used = used;
138         mod->loaded = false;
139 }
140
141 /*
142 ==================
143 Mod_LoadModel
144
145 Loads a model
146 ==================
147 */
148 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
149 {
150         int num;
151         unsigned int crc;
152         void *buf;
153         fs_offset_t filesize;
154
155         mod->used = true;
156
157         if (mod->name[0] == '*') // submodel
158                 return mod;
159
160         crc = 0;
161         buf = NULL;
162
163         // even if the model is loaded it still may need reloading...
164
165         // if the model is a worldmodel and is being referred to as a
166         // non-worldmodel here, then it needs reloading to get rid of the
167         // submodels
168         if (mod->isworldmodel != isworldmodel)
169                 mod->loaded = false;
170
171         // if it is not loaded or checkdisk is true we need to calculate the crc
172         if (!mod->loaded || checkdisk)
173         {
174                 if (checkdisk && mod->loaded)
175                         Con_DPrintf("checking model %s\n", mod->name);
176                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
177                 if (buf)
178                 {
179                         crc = CRC_Block((unsigned char *)buf, filesize);
180                         // we need to reload the model if the crc does not match
181                         if (mod->crc != crc)
182                                 mod->loaded = false;
183                 }
184         }
185
186         // if the model is already loaded and checks passed, just return
187         if (mod->loaded)
188         {
189                 if (buf)
190                         Mem_Free(buf);
191                 return mod;
192         }
193
194         Con_DPrintf("loading model %s\n", mod->name);
195         // LordHavoc: unload the existing model in this slot (if there is one)
196         if (mod->loaded || mod->mempool)
197                 Mod_UnloadModel(mod);
198
199         // load the model
200         mod->isworldmodel = isworldmodel;
201         mod->used = true;
202         mod->crc = crc;
203         // errors can prevent the corresponding mod->loaded = true;
204         mod->loaded = false;
205
206         // default model radius and bounding box (mainly for missing models)
207         mod->radius = 16;
208         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
209         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
210         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
211         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
212         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
213         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
214
215         if (buf)
216         {
217                 char *bufend = (char *)buf + filesize;
218
219                 // all models use memory, so allocate a memory pool
220                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
221                 // all models load textures, so allocate a texture pool
222                 if (cls.state != ca_dedicated)
223                         mod->texturepool = R_AllocTexturePool();
224
225                 num = LittleLong(*((int *)buf));
226                 // call the apropriate loader
227                 loadmodel = mod;
228                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
229                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
230                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
231                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
232                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
233                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
234                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
235                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
236                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
237                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
238                 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
239                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
240                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
241                 Mem_Free(buf);
242
243                 Mod_BuildVBOs();
244
245                 // no fatal errors occurred, so this model is ready to use.
246                 mod->loaded = true;
247         }
248         else if (crash)
249         {
250                 // LordHavoc: Sys_Error was *ANNOYING*
251                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
252         }
253         return mod;
254 }
255
256 void Mod_ClearUsed(void)
257 {
258 #if 0
259         int i;
260         model_t *mod;
261
262         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
263                 if (mod->name[0])
264                         mod->used = false;
265 #endif
266 }
267
268 void Mod_PurgeUnused(void)
269 {
270         int i;
271         model_t *mod;
272
273         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
274                 if (mod->name[0])
275                         if (!mod->used)
276                                 Mod_UnloadModel(mod);
277 }
278
279 // only used during loading!
280 void Mod_RemoveStaleWorldModels(model_t *skip)
281 {
282         int i;
283         model_t *mod;
284
285         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
286         {
287                 if (mod->isworldmodel && mod->loaded && skip != mod)
288                 {
289                         Mod_UnloadModel(mod);
290                         mod->isworldmodel = false;
291                         mod->used = false;
292                 }
293         }
294 }
295
296 /*
297 ==================
298 Mod_FindName
299
300 ==================
301 */
302 model_t *Mod_FindName(const char *name)
303 {
304         int i;
305         model_t *mod;
306
307         if (!name[0])
308                 Host_Error ("Mod_ForName: NULL name");
309
310 // search the currently loaded models
311         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
312         {
313                 if (mod->name[0] && !strcmp(mod->name, name))
314                 {
315                         mod->used = true;
316                         return mod;
317                 }
318         }
319
320         // no match found, find room for a new one
321         for (i = 0;i < mod_numknown;i++)
322                 if (!mod_known[i].name[0])
323                         break;
324
325         if (mod_maxknown == i)
326         {
327 #if 0
328                 model_t *old;
329                 mod_maxknown += 256;
330                 old = mod_known;
331                 mod_known = Mem_Alloc(mod_mempool, mod_maxknown * sizeof(model_t));
332                 if (old)
333                 {
334                         memcpy(mod_known, old, mod_numknown * sizeof(model_t));
335                         Mem_Free(old);
336                 }
337 #else
338                 Host_Error ("Mod_FindName: ran out of models");
339 #endif
340         }
341         if (mod_numknown == i)
342                 mod_numknown++;
343         mod = mod_known + i;
344         strlcpy (mod->name, name, sizeof(mod->name));
345         mod->loaded = false;
346         mod->used = true;
347         return mod;
348 }
349
350 /*
351 ==================
352 Mod_ForName
353
354 Loads in a model for the given name
355 ==================
356 */
357 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
358 {
359         model_t *model;
360         model = Mod_FindName(name);
361         if (model->name[0] != '*' && (!model->loaded || checkdisk))
362                 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
363         return model;
364 }
365
366 /*
367 ==================
368 Mod_Reload
369
370 Reloads all models if they have changed
371 ==================
372 */
373 void Mod_Reload()
374 {
375         int i;
376         model_t *mod;
377
378         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
379                 if (mod->name[0] && mod->name[0] != '*')
380                         if (mod->used)
381                                 Mod_LoadModel(mod, true, true, mod->isworldmodel);
382 }
383
384 unsigned char *mod_base;
385
386
387 //=============================================================================
388
389 /*
390 ================
391 Mod_Print
392 ================
393 */
394 static void Mod_Print(void)
395 {
396         int             i;
397         model_t *mod;
398
399         Con_Print("Loaded models:\n");
400         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
401                 if (mod->name[0])
402                         Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
403 }
404
405 /*
406 ================
407 Mod_Precache
408 ================
409 */
410 static void Mod_Precache(void)
411 {
412         if (Cmd_Argc() == 2)
413                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
414         else
415                 Con_Print("usage: modelprecache <filename>\n");
416 }
417
418 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
419 {
420         int i, count;
421         unsigned char *used;
422         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
423         memset(used, 0, numvertices);
424         for (i = 0;i < numelements;i++)
425                 used[elements[i]] = 1;
426         for (i = 0, count = 0;i < numvertices;i++)
427                 remapvertices[i] = used[i] ? count++ : -1;
428         Mem_Free(used);
429         return count;
430 }
431
432 #if 1
433 // fast way, using an edge hash
434 #define TRIANGLEEDGEHASH 8192
435 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
436 {
437         int i, j, p, e1, e2, *n, hashindex, count, match;
438         const int *e;
439         typedef struct edgehashentry_s
440         {
441                 struct edgehashentry_s *next;
442                 int triangle;
443                 int element[2];
444         }
445         edgehashentry_t;
446         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
447         memset(edgehash, 0, sizeof(edgehash));
448         edgehashentries = edgehashentriesbuffer;
449         // if there are too many triangles for the stack array, allocate larger buffer
450         if (numtriangles > TRIANGLEEDGEHASH)
451                 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
452         // find neighboring triangles
453         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
454         {
455                 for (j = 0, p = 2;j < 3;p = j, j++)
456                 {
457                         e1 = e[p];
458                         e2 = e[j];
459                         // this hash index works for both forward and backward edges
460                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
461                         hash = edgehashentries + i * 3 + j;
462                         hash->next = edgehash[hashindex];
463                         edgehash[hashindex] = hash;
464                         hash->triangle = i;
465                         hash->element[0] = e1;
466                         hash->element[1] = e2;
467                 }
468         }
469         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
470         {
471                 for (j = 0, p = 2;j < 3;p = j, j++)
472                 {
473                         e1 = e[p];
474                         e2 = e[j];
475                         // this hash index works for both forward and backward edges
476                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
477                         count = 0;
478                         match = -1;
479                         for (hash = edgehash[hashindex];hash;hash = hash->next)
480                         {
481                                 if (hash->element[0] == e2 && hash->element[1] == e1)
482                                 {
483                                         if (hash->triangle != i)
484                                                 match = hash->triangle;
485                                         count++;
486                                 }
487                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
488                                         count++;
489                         }
490                         // detect edges shared by three triangles and make them seams
491                         if (count > 2)
492                                 match = -1;
493                         n[p] = match;
494                 }
495         }
496         // free the allocated buffer
497         if (edgehashentries != edgehashentriesbuffer)
498                 Mem_Free(edgehashentries);
499 }
500 #else
501 // very slow but simple way
502 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
503 {
504         int i, match, count;
505         count = 0;
506         match = -1;
507         for (i = 0;i < numtriangles;i++, elements += 3)
508         {
509                      if ((elements[0] == start && elements[1] == end)
510                       || (elements[1] == start && elements[2] == end)
511                       || (elements[2] == start && elements[0] == end))
512                 {
513                         if (i != ignore)
514                                 match = i;
515                         count++;
516                 }
517                 else if ((elements[1] == start && elements[0] == end)
518                       || (elements[2] == start && elements[1] == end)
519                       || (elements[0] == start && elements[2] == end))
520                         count++;
521         }
522         // detect edges shared by three triangles and make them seams
523         if (count > 2)
524                 match = -1;
525         return match;
526 }
527
528 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
529 {
530         int i, *n;
531         const int *e;
532         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
533         {
534                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
535                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
536                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
537         }
538 }
539 #endif
540
541 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
542 {
543         int i, warned = false, endvertex = firstvertex + numverts;
544         for (i = 0;i < numtriangles * 3;i++)
545         {
546                 if (elements[i] < firstvertex || elements[i] >= endvertex)
547                 {
548                         if (!warned)
549                         {
550                                 warned = true;
551                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
552                         }
553                         elements[i] = firstvertex;
554                 }
555         }
556 }
557
558 // warning: this is an expensive function!
559 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
560 {
561         int i, j;
562         const int *element;
563         float *vectorNormal;
564         float areaNormal[3];
565         // clear the vectors
566         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
567         // process each vertex of each triangle and accumulate the results
568         // use area-averaging, to make triangles with a big area have a bigger
569         // weighting on the vertex normal than triangles with a small area
570         // to do so, just add the 'normals' together (the bigger the area
571         // the greater the length of the normal is
572         element = elements;
573         for (i = 0; i < numtriangles; i++, element += 3)
574         {
575                 TriangleNormal(
576                         vertex3f + element[0] * 3,
577                         vertex3f + element[1] * 3,
578                         vertex3f + element[2] * 3,
579                         areaNormal
580                         );
581
582                 if (!areaweighting)
583                         VectorNormalize(areaNormal);
584
585                 for (j = 0;j < 3;j++)
586                 {
587                         vectorNormal = normal3f + element[j] * 3;
588                         vectorNormal[0] += areaNormal[0];
589                         vectorNormal[1] += areaNormal[1];
590                         vectorNormal[2] += areaNormal[2];
591                 }
592         }
593         // and just normalize the accumulated vertex normal in the end
594         vectorNormal = normal3f + 3 * firstvertex;
595         for (i = 0; i < numvertices; i++, vectorNormal += 3)
596                 VectorNormalize(vectorNormal);
597 }
598
599 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)
600 {
601         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
602         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
603         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
604
605         // 6 multiply, 9 subtract
606         VectorSubtract(v1, v0, v10);
607         VectorSubtract(v2, v0, v20);
608         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
609         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
610         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
611         // 12 multiply, 10 subtract
612         tc10[1] = tc1[1] - tc0[1];
613         tc20[1] = tc2[1] - tc0[1];
614         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
615         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
616         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
617         tc10[0] = tc1[0] - tc0[0];
618         tc20[0] = tc2[0] - tc0[0];
619         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
620         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
621         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
622         // 12 multiply, 4 add, 6 subtract
623         f = DotProduct(svector3f, normal3f);
624         svector3f[0] -= f * normal3f[0];
625         svector3f[1] -= f * normal3f[1];
626         svector3f[2] -= f * normal3f[2];
627         f = DotProduct(tvector3f, normal3f);
628         tvector3f[0] -= f * normal3f[0];
629         tvector3f[1] -= f * normal3f[1];
630         tvector3f[2] -= f * normal3f[2];
631         // if texture is mapped the wrong way (counterclockwise), the tangents
632         // have to be flipped, this is detected by calculating a normal from the
633         // two tangents, and seeing if it is opposite the surface normal
634         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
635         CrossProduct(tvector3f, svector3f, tangentcross);
636         if (DotProduct(tangentcross, normal3f) < 0)
637         {
638                 VectorNegate(svector3f, svector3f);
639                 VectorNegate(tvector3f, tvector3f);
640         }
641 }
642
643 // warning: this is a very expensive function!
644 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
645 {
646         int i, tnum;
647         float sdir[3], tdir[3], normal[3], *sv, *tv;
648         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
649         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
650         const int *e;
651         // clear the vectors
652         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
653         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
654         // process each vertex of each triangle and accumulate the results
655         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
656         {
657                 v0 = vertex3f + e[0] * 3;
658                 v1 = vertex3f + e[1] * 3;
659                 v2 = vertex3f + e[2] * 3;
660                 tc0 = texcoord2f + e[0] * 2;
661                 tc1 = texcoord2f + e[1] * 2;
662                 tc2 = texcoord2f + e[2] * 2;
663
664                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
665                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
666
667                 // calculate the edge directions and surface normal
668                 // 6 multiply, 9 subtract
669                 VectorSubtract(v1, v0, v10);
670                 VectorSubtract(v2, v0, v20);
671                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
672                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
673                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
674
675                 // calculate the tangents
676                 // 12 multiply, 10 subtract
677                 tc10[1] = tc1[1] - tc0[1];
678                 tc20[1] = tc2[1] - tc0[1];
679                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
680                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
681                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
682                 tc10[0] = tc1[0] - tc0[0];
683                 tc20[0] = tc2[0] - tc0[0];
684                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
685                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
686                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
687
688                 // if texture is mapped the wrong way (counterclockwise), the tangents
689                 // have to be flipped, this is detected by calculating a normal from the
690                 // two tangents, and seeing if it is opposite the surface normal
691                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
692                 CrossProduct(tdir, sdir, tangentcross);
693                 if (DotProduct(tangentcross, normal) < 0)
694                 {
695                         VectorNegate(sdir, sdir);
696                         VectorNegate(tdir, tdir);
697                 }
698
699                 if (!areaweighting)
700                 {
701                         VectorNormalize(sdir);
702                         VectorNormalize(tdir);
703                 }
704                 for (i = 0;i < 3;i++)
705                 {
706                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
707                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
708                 }
709         }
710         // make the tangents completely perpendicular to the surface normal, and
711         // then normalize them
712         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
713         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
714         {
715                 f = -DotProduct(sv, n);
716                 VectorMA(sv, f, n, sv);
717                 VectorNormalize(sv);
718                 f = -DotProduct(tv, n);
719                 VectorMA(tv, f, n, tv);
720                 VectorNormalize(tv);
721         }
722 }
723
724 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
725 {
726         unsigned char *data;
727         data = (unsigned char *)Mem_Alloc(mempool, 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));
728         loadmodel->surfmesh.num_vertices = numvertices;
729         loadmodel->surfmesh.num_triangles = numtriangles;
730         if (loadmodel->surfmesh.num_vertices)
731         {
732                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
733                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
734                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
735                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
736                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
737                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
738                 if (vertexcolors)
739                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
740                 if (lightmapoffsets)
741                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
742         }
743         if (loadmodel->surfmesh.num_triangles)
744         {
745                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
746                 if (neighbors)
747                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
748         }
749 }
750
751 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)
752 {
753         shadowmesh_t *newmesh;
754         unsigned char *data;
755         int size;
756         size = sizeof(shadowmesh_t);
757         size += maxverts * sizeof(float[3]);
758         if (light)
759                 size += maxverts * sizeof(float[11]);
760         size += maxtriangles * sizeof(int[3]);
761         if (neighbors)
762                 size += maxtriangles * sizeof(int[3]);
763         if (expandable)
764                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
765         data = (unsigned char *)Mem_Alloc(mempool, size);
766         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
767         newmesh->map_diffuse = map_diffuse;
768         newmesh->map_specular = map_specular;
769         newmesh->map_normal = map_normal;
770         newmesh->maxverts = maxverts;
771         newmesh->maxtriangles = maxtriangles;
772         newmesh->numverts = 0;
773         newmesh->numtriangles = 0;
774
775         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
776         if (light)
777         {
778                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
779                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
780                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
781                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
782         }
783         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
784         if (neighbors)
785         {
786                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
787         }
788         if (expandable)
789         {
790                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
791                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
792         }
793         return newmesh;
794 }
795
796 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
797 {
798         shadowmesh_t *newmesh;
799         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
800         newmesh->numverts = oldmesh->numverts;
801         newmesh->numtriangles = oldmesh->numtriangles;
802
803         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
804         if (newmesh->svector3f && oldmesh->svector3f)
805         {
806                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
807                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
808                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
809                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
810         }
811         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
812         if (newmesh->neighbor3i && oldmesh->neighbor3i)
813                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
814         return newmesh;
815 }
816
817 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
818 {
819         int hashindex, vnum;
820         shadowmeshvertexhash_t *hash;
821         // this uses prime numbers intentionally
822         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
823         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
824         {
825                 vnum = (hash - mesh->vertexhashentries);
826                 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]))
827                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
828                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
829                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
830                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
831                         return hash - mesh->vertexhashentries;
832         }
833         vnum = mesh->numverts++;
834         hash = mesh->vertexhashentries + vnum;
835         hash->next = mesh->vertexhashtable[hashindex];
836         mesh->vertexhashtable[hashindex] = hash;
837         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
838         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
839         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
840         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
841         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
842         return vnum;
843 }
844
845 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
846 {
847         if (mesh->numtriangles == 0)
848         {
849                 // set the properties on this empty mesh to be more favorable...
850                 // (note: this case only occurs for the first triangle added to a new mesh chain)
851                 mesh->map_diffuse = map_diffuse;
852                 mesh->map_specular = map_specular;
853                 mesh->map_normal = map_normal;
854         }
855         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)
856         {
857                 if (mesh->next == NULL)
858                         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);
859                 mesh = mesh->next;
860         }
861         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
862         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
863         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
864         mesh->numtriangles++;
865 }
866
867 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)
868 {
869         int i, j, e;
870         float vbuf[3*14], *v;
871         memset(vbuf, 0, sizeof(vbuf));
872         for (i = 0;i < numtris;i++)
873         {
874                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
875                 {
876                         e = *element3i++;
877                         if (vertex3f)
878                         {
879                                 v[0] = vertex3f[e * 3 + 0];
880                                 v[1] = vertex3f[e * 3 + 1];
881                                 v[2] = vertex3f[e * 3 + 2];
882                         }
883                         if (svector3f)
884                         {
885                                 v[3] = svector3f[e * 3 + 0];
886                                 v[4] = svector3f[e * 3 + 1];
887                                 v[5] = svector3f[e * 3 + 2];
888                         }
889                         if (tvector3f)
890                         {
891                                 v[6] = tvector3f[e * 3 + 0];
892                                 v[7] = tvector3f[e * 3 + 1];
893                                 v[8] = tvector3f[e * 3 + 2];
894                         }
895                         if (normal3f)
896                         {
897                                 v[9] = normal3f[e * 3 + 0];
898                                 v[10] = normal3f[e * 3 + 1];
899                                 v[11] = normal3f[e * 3 + 2];
900                         }
901                         if (texcoord2f)
902                         {
903                                 v[12] = texcoord2f[e * 2 + 0];
904                                 v[13] = texcoord2f[e * 2 + 1];
905                         }
906                 }
907                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
908         }
909 }
910
911 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)
912 {
913         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
914 }
915
916 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
917 {
918         if (!gl_support_arb_vertex_buffer_object)
919                 return;
920
921         // element buffer is easy because it's just one array
922         if (mesh->numtriangles)
923                 mesh->ebo = R_Mesh_CreateStaticEBO(mesh->element3i, mesh->numtriangles * sizeof(int[3]));
924
925         // vertex buffer is several arrays and we put them in the same buffer
926         //
927         // is this wise?  the texcoordtexture2f array is used with dynamic
928         // vertex/svector/tvector/normal when rendering animated models, on the
929         // other hand animated models don't use a lot of vertices anyway...
930         if (mesh->numverts)
931         {
932                 size_t size;
933                 unsigned char *mem;
934                 size = 0;
935                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
936                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
937                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
938                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
939                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
940                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
941                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
942                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
943                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
944                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
945                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
946                 mesh->vbo = R_Mesh_CreateStaticVBO(mem, size);
947                 Mem_Free(mem);
948         }
949 }
950
951 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
952 {
953         shadowmesh_t *mesh, *newmesh, *nextmesh;
954         // reallocate meshs to conserve space
955         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
956         {
957                 nextmesh = mesh->next;
958                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
959                 {
960                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
961                         newmesh->next = firstmesh;
962                         firstmesh = newmesh;
963                         if (createvbo)
964                                 Mod_ShadowMesh_CreateVBOs(newmesh);
965                 }
966                 Mem_Free(mesh);
967         }
968         return firstmesh;
969 }
970
971 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
972 {
973         int i;
974         shadowmesh_t *mesh;
975         vec3_t nmins, nmaxs, ncenter, temp;
976         float nradius2, dist2, *v;
977         VectorClear(nmins);
978         VectorClear(nmaxs);
979         // calculate bbox
980         for (mesh = firstmesh;mesh;mesh = mesh->next)
981         {
982                 if (mesh == firstmesh)
983                 {
984                         VectorCopy(mesh->vertex3f, nmins);
985                         VectorCopy(mesh->vertex3f, nmaxs);
986                 }
987                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
988                 {
989                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
990                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
991                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
992                 }
993         }
994         // calculate center and radius
995         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
996         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
997         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
998         nradius2 = 0;
999         for (mesh = firstmesh;mesh;mesh = mesh->next)
1000         {
1001                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1002                 {
1003                         VectorSubtract(v, ncenter, temp);
1004                         dist2 = DotProduct(temp, temp);
1005                         if (nradius2 < dist2)
1006                                 nradius2 = dist2;
1007                 }
1008         }
1009         // return data
1010         if (mins)
1011                 VectorCopy(nmins, mins);
1012         if (maxs)
1013                 VectorCopy(nmaxs, maxs);
1014         if (center)
1015                 VectorCopy(ncenter, center);
1016         if (radius)
1017                 *radius = sqrt(nradius2);
1018 }
1019
1020 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1021 {
1022         shadowmesh_t *nextmesh;
1023         for (;mesh;mesh = nextmesh)
1024         {
1025                 if (mesh->ebo)
1026                         R_Mesh_DestroyEBO(mesh->ebo);
1027                 if (mesh->vbo)
1028                         R_Mesh_DestroyVBO(mesh->vbo);
1029                 nextmesh = mesh->next;
1030                 Mem_Free(mesh);
1031         }
1032 }
1033
1034 static rtexture_t *GL_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
1035 {
1036         int i;
1037         if (!force)
1038         {
1039                 for (i = 0;i < width*height;i++)
1040                         if (((unsigned char *)&palette[in[i]])[3] > 0)
1041                                 break;
1042                 if (i == width*height)
1043                         return NULL;
1044         }
1045         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1046 }
1047
1048 int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
1049 {
1050         imageskin_t s;
1051         memset(skinframe, 0, sizeof(*skinframe));
1052         skinframe->base = r_texture_notexture;
1053         if (cls.state == ca_dedicated)
1054                 return false;
1055         if (!image_loadskin(&s, basename))
1056                 return false;
1057         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
1058         if (s.nmappixels != NULL)
1059                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
1060         if (s.glosspixels != NULL)
1061                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
1062         if (s.glowpixels != NULL && loadglowtexture)
1063                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
1064         if (s.maskpixels != NULL)
1065                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
1066         if (loadpantsandshirt)
1067         {
1068                 if (s.pantspixels != NULL)
1069                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1070                 if (s.shirtpixels != NULL)
1071                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1072         }
1073         if (!skinframe->base)
1074                 skinframe->base = r_texture_notexture;
1075         if (!skinframe->nmap)
1076                 skinframe->nmap = r_texture_blanknormalmap;
1077         image_freeskin(&s);
1078         return true;
1079 }
1080
1081 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)
1082 {
1083         int i;
1084         unsigned char *temp1, *temp2;
1085         memset(skinframe, 0, sizeof(*skinframe));
1086         if (cls.state == ca_dedicated)
1087                 return false;
1088         if (!skindata)
1089                 return false;
1090         if (bitsperpixel == 32)
1091         {
1092                 if (r_shadow_bumpscale_basetexture.value > 0)
1093                 {
1094                         temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1095                         temp2 = temp1 + width * height * 4;
1096                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1097                         skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1098                         Mem_Free(temp1);
1099                 }
1100                 skinframe->base = skinframe->merged = R_LoadTexture2D(loadmodel->texturepool, basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1101                 if (textureflags & TEXF_ALPHA)
1102                 {
1103                         for (i = 3;i < width * height * 4;i += 4)
1104                                 if (skindata[i] < 255)
1105                                         break;
1106                         if (i < width * height * 4)
1107                         {
1108                                 unsigned char *fogpixels = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 4);
1109                                 memcpy(fogpixels, skindata, width * height * 4);
1110                                 for (i = 0;i < width * height * 4;i += 4)
1111                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1112                                 skinframe->fog = R_LoadTexture2D(loadmodel->texturepool, va("%s_fog", basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1113                                 Mem_Free(fogpixels);
1114                         }
1115                 }
1116         }
1117         else if (bitsperpixel == 8)
1118         {
1119                 if (r_shadow_bumpscale_basetexture.value > 0)
1120                 {
1121                         temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1122                         temp2 = temp1 + width * height * 4;
1123                         if (bitsperpixel == 32)
1124                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1125                         else
1126                         {
1127                                 // use either a custom palette or the quake palette
1128                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1129                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1130                         }
1131                         skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1132                         Mem_Free(temp1);
1133                 }
1134                 // use either a custom palette, or the quake palette
1135                 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, true); // all
1136                 if (!palette && loadglowtexture)
1137                         skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags, false); // glow
1138                 if (!palette && loadpantsandshirt)
1139                 {
1140                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags, false); // pants
1141                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags, false); // shirt
1142                 }
1143                 if (skinframe->pants || skinframe->shirt)
1144                         skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags, false); // no special colors
1145                 if (textureflags & TEXF_ALPHA)
1146                 {
1147                         // if not using a custom alphapalette, use the quake one
1148                         if (!alphapalette)
1149                                 alphapalette = palette_alpha;
1150                         for (i = 0;i < width * height;i++)
1151                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1152                                         break;
1153                         if (i < width * height)
1154                                 skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags, true); // fog mask
1155                 }
1156         }
1157         else
1158                 return false;
1159         if (!skinframe->nmap)
1160                 skinframe->nmap = r_texture_blanknormalmap;
1161         return true;
1162 }
1163
1164 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)
1165 {
1166         float v[3], tc[3];
1167         v[0] = ix;
1168         v[1] = iy;
1169         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1170                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1171         else
1172                 v[2] = 0;
1173         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1174         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1175         texcoord2f[0] = tc[0];
1176         texcoord2f[1] = tc[1];
1177 }
1178
1179 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)
1180 {
1181         float vup[3], vdown[3], vleft[3], vright[3];
1182         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1183         float sv[3], tv[3], nl[3];
1184         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1185         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1186         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1187         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1188         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1189         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1190         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1191         VectorAdd(svector3f, sv, svector3f);
1192         VectorAdd(tvector3f, tv, tvector3f);
1193         VectorAdd(normal3f, nl, normal3f);
1194         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1195         VectorAdd(svector3f, sv, svector3f);
1196         VectorAdd(tvector3f, tv, tvector3f);
1197         VectorAdd(normal3f, nl, normal3f);
1198         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1199         VectorAdd(svector3f, sv, svector3f);
1200         VectorAdd(tvector3f, tv, tvector3f);
1201         VectorAdd(normal3f, nl, normal3f);
1202 }
1203
1204 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)
1205 {
1206         int x, y, ix, iy, *e;
1207         e = element3i;
1208         for (y = 0;y < height;y++)
1209         {
1210                 for (x = 0;x < width;x++)
1211                 {
1212                         e[0] = (y + 1) * (width + 1) + (x + 0);
1213                         e[1] = (y + 0) * (width + 1) + (x + 0);
1214                         e[2] = (y + 1) * (width + 1) + (x + 1);
1215                         e[3] = (y + 0) * (width + 1) + (x + 0);
1216                         e[4] = (y + 0) * (width + 1) + (x + 1);
1217                         e[5] = (y + 1) * (width + 1) + (x + 1);
1218                         e += 6;
1219                 }
1220         }
1221         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1222         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1223                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1224                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1225 }
1226
1227 skinfile_t *Mod_LoadSkinFiles(void)
1228 {
1229         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1230         char *text;
1231         const char *data;
1232         skinfile_t *skinfile = NULL, *first = NULL;
1233         skinfileitem_t *skinfileitem;
1234         char word[10][MAX_QPATH];
1235         overridetagnameset_t tagsets[MAX_SKINS];
1236         overridetagname_t tags[256];
1237
1238 /*
1239 sample file:
1240 U_bodyBox,models/players/Legoman/BikerA2.tga
1241 U_RArm,models/players/Legoman/BikerA1.tga
1242 U_LArm,models/players/Legoman/BikerA1.tga
1243 U_armor,common/nodraw
1244 U_sword,common/nodraw
1245 U_shield,common/nodraw
1246 U_homb,common/nodraw
1247 U_backpack,common/nodraw
1248 U_colcha,common/nodraw
1249 tag_head,
1250 tag_weapon,
1251 tag_torso,
1252 */
1253         memset(tagsets, 0, sizeof(tagsets));
1254         memset(word, 0, sizeof(word));
1255         for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1256         {
1257                 numtags = 0;
1258
1259                 // If it's the first file we parse
1260                 if (skinfile == NULL)
1261                 {
1262                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1263                         first = skinfile;
1264                 }
1265                 else
1266                 {
1267                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1268                         skinfile = skinfile->next;
1269                 }
1270                 skinfile->next = NULL;
1271
1272                 for(line = 0;;line++)
1273                 {
1274                         // parse line
1275                         if (!COM_ParseToken(&data, true))
1276                                 break;
1277                         if (!strcmp(com_token, "\n"))
1278                                 continue;
1279                         words = 0;
1280                         wordsoverflow = false;
1281                         do
1282                         {
1283                                 if (words < 10)
1284                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1285                                 else
1286                                         wordsoverflow = true;
1287                         }
1288                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1289                         if (wordsoverflow)
1290                         {
1291                                 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);
1292                                 continue;
1293                         }
1294                         // words is always >= 1
1295                         if (!strcmp(word[0], "replace"))
1296                         {
1297                                 if (words == 3)
1298                                 {
1299                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1300                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1301                                         skinfileitem->next = skinfile->items;
1302                                         skinfile->items = skinfileitem;
1303                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1304                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1305                                 }
1306                                 else
1307                                         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]);
1308                         }
1309                         else if (words == 2 && !strcmp(word[1], ","))
1310                         {
1311                                 // tag name, like "tag_weapon,"
1312                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1313                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1314                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1315                                 numtags++;
1316                         }
1317                         else if (words == 3 && !strcmp(word[1], ","))
1318                         {
1319                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1320                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1321                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1322                                 skinfileitem->next = skinfile->items;
1323                                 skinfile->items = skinfileitem;
1324                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1325                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1326                         }
1327                         else
1328                                 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);
1329                 }
1330                 Mem_Free(text);
1331
1332                 if (numtags)
1333                 {
1334                         overridetagnameset_t *t;
1335                         t = tagsets + i;
1336                         t->num_overridetagnames = numtags;
1337                         t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1338                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1339                         tagsetsused = true;
1340                 }
1341         }
1342         if (tagsetsused)
1343         {
1344                 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1345                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1346         }
1347         if (i)
1348                 loadmodel->numskins = i;
1349         return first;
1350 }
1351
1352 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1353 {
1354         skinfile_t *next;
1355         skinfileitem_t *skinfileitem, *nextitem;
1356         for (;skinfile;skinfile = next)
1357         {
1358                 next = skinfile->next;
1359                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1360                 {
1361                         nextitem = skinfileitem->next;
1362                         Mem_Free(skinfileitem);
1363                 }
1364                 Mem_Free(skinfile);
1365         }
1366 }
1367
1368 int Mod_CountSkinFiles(skinfile_t *skinfile)
1369 {
1370         int i;
1371         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1372         return i;
1373 }
1374
1375 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1376 {
1377         int i;
1378         double isnap = 1.0 / snap;
1379         for (i = 0;i < numvertices*numcomponents;i++)
1380                 vertices[i] = floor(vertices[i]*isnap)*snap;
1381 }
1382
1383 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1384 {
1385         int i, outtriangles;
1386         float d, edgedir[3], temp[3];
1387         // a degenerate triangle is one with no width (thickness, surface area)
1388         // these are characterized by having all 3 points colinear (along a line)
1389         // or having two points identical
1390         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1391         {
1392                 // calculate first edge
1393                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1394                 if (VectorLength2(edgedir) < 0.0001f)
1395                         continue; // degenerate first edge (no length)
1396                 VectorNormalize(edgedir);
1397                 // check if third point is on the edge (colinear)
1398                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1399                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1400                 if (VectorLength2(temp) < 0.0001f)
1401                         continue; // third point colinear with first edge
1402                 // valid triangle (no colinear points, no duplicate points)
1403                 VectorCopy(inelement3i, outelement3i);
1404                 outelement3i += 3;
1405                 outtriangles++;
1406         }
1407         return outtriangles;
1408 }
1409
1410 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
1411 {
1412         int i, e;
1413         int firstvertex, lastvertex;
1414         if (numelements > 0 && elements)
1415         {
1416                 firstvertex = lastvertex = elements[0];
1417                 for (i = 1;i < numelements;i++)
1418                 {
1419                         e = elements[i];
1420                         firstvertex = min(firstvertex, e);
1421                         lastvertex = max(lastvertex, e);
1422                 }
1423         }
1424         else
1425                 firstvertex = lastvertex = 0;
1426         if (firstvertexpointer)
1427                 *firstvertexpointer = firstvertex;
1428         if (lastvertexpointer)
1429                 *lastvertexpointer = lastvertex;
1430 }
1431
1432 static void Mod_BuildVBOs(void)
1433 {
1434         if (!gl_support_arb_vertex_buffer_object)
1435                 return;
1436
1437         // element buffer is easy because it's just one array
1438         if (loadmodel->surfmesh.num_triangles)
1439                 loadmodel->surfmesh.ebo = R_Mesh_CreateStaticEBO(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]));
1440
1441         // vertex buffer is several arrays and we put them in the same buffer
1442         //
1443         // is this wise?  the texcoordtexture2f array is used with dynamic
1444         // vertex/svector/tvector/normal when rendering animated models, on the
1445         // other hand animated models don't use a lot of vertices anyway...
1446         if (loadmodel->surfmesh.num_vertices)
1447         {
1448                 size_t size;
1449                 unsigned char *mem;
1450                 size = 0;
1451                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1452                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1453                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1454                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
1455                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
1456                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
1457                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
1458                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1459                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
1460                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
1461                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
1462                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
1463                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
1464                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
1465                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
1466                 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticVBO(mem, size);
1467                 Mem_Free(mem);
1468         }
1469 }