slight optimization of model purging and the like, and a failed attempt to make mod_k...
[divverent/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps skins (so they become blurrier in the distance), disabled by default because it tends to blur with strange border colors from the skin"};
30
31 model_t *loadmodel;
32
33 #if 0
34 // LordHavoc: was 512
35 static int mod_numknown = 0;
36 static int mod_maxknown = 0;
37 static model_t *mod_known = NULL;
38 #else
39 // LordHavoc: was 512
40 #define MAX_MOD_KNOWN (MAX_MODELS + 256)
41 static int mod_numknown = 0;
42 static int mod_maxknown = MAX_MOD_KNOWN;
43 static model_t mod_known[MAX_MOD_KNOWN];
44 #endif
45
46 static void mod_start(void)
47 {
48         int i;
49         model_t *mod;
50
51         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
52                 if (mod->name[0])
53                         if (mod->used)
54                                 Mod_LoadModel(mod, true, false, mod->isworldmodel);
55 }
56
57 static void mod_shutdown(void)
58 {
59         int i;
60         model_t *mod;
61
62         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
63                 if (mod->loaded)
64                         Mod_UnloadModel(mod);
65 }
66
67 static void mod_newmap(void)
68 {
69         msurface_t *surface;
70         int i, surfacenum, ssize, tsize;
71
72         if (!cl_stainmaps_clearonload.integer)
73                 return;
74
75         for (i = 0;i < mod_numknown;i++)
76         {
77                 if (mod_known[i].mempool && mod_known[i].data_surfaces)
78                 {
79                         for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
80                         {
81                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
82                                 {
83                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
84                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
85                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
86                                         surface->cached_dlight = true;
87                                 }
88                         }
89                 }
90         }
91 }
92
93 /*
94 ===============
95 Mod_Init
96 ===============
97 */
98 static void Mod_Print(void);
99 static void Mod_Precache (void);
100 void Mod_Init (void)
101 {
102         Mod_BrushInit();
103         Mod_AliasInit();
104         Mod_SpriteInit();
105
106         Cvar_RegisterVariable(&r_mipskins);
107         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
108         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
109 }
110
111 void Mod_RenderInit(void)
112 {
113         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
114 }
115
116 void Mod_UnloadModel (model_t *mod)
117 {
118         char name[MAX_QPATH];
119         qboolean isworldmodel;
120         qboolean used;
121         strcpy(name, mod->name);
122         isworldmodel = mod->isworldmodel;
123         used = mod->used;
124         // free textures/memory attached to the model
125         R_FreeTexturePool(&mod->texturepool);
126         Mem_FreePool(&mod->mempool);
127         // clear the struct to make it available
128         memset(mod, 0, sizeof(model_t));
129         // restore the fields we want to preserve
130         strcpy(mod->name, name);
131         mod->isworldmodel = isworldmodel;
132         mod->used = used;
133         mod->loaded = false;
134 }
135
136 /*
137 ==================
138 Mod_LoadModel
139
140 Loads a model
141 ==================
142 */
143 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
144 {
145         int num;
146         unsigned int crc;
147         void *buf;
148         fs_offset_t filesize;
149
150         mod->used = true;
151
152         if (mod->name[0] == '*') // submodel
153                 return mod;
154
155         crc = 0;
156         buf = NULL;
157         if (mod->isworldmodel != isworldmodel)
158                 mod->loaded = false;
159         if (!mod->loaded || checkdisk)
160         {
161                 if (checkdisk && mod->loaded)
162                         Con_DPrintf("checking model %s\n", mod->name);
163                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
164                 if (buf)
165                 {
166                         crc = CRC_Block((unsigned char *)buf, filesize);
167                         if (mod->crc != crc)
168                                 mod->loaded = false;
169                 }
170         }
171         if (mod->loaded)
172                 return mod; // already loaded
173
174         Con_DPrintf("loading model %s\n", mod->name);
175         // LordHavoc: unload the existing model in this slot (if there is one)
176         if (mod->loaded)
177                 Mod_UnloadModel(mod);
178
179         // load the model
180         mod->isworldmodel = isworldmodel;
181         mod->used = true;
182         mod->crc = crc;
183         // errors can prevent the corresponding mod->loaded = true;
184         mod->loaded = false;
185
186         // default model radius and bounding box (mainly for missing models)
187         mod->radius = 16;
188         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
189         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
190         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
191         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
192         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
193         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
194
195         // all models use memory, so allocate a memory pool
196         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
197         // all models load textures, so allocate a texture pool
198         if (cls.state != ca_dedicated)
199                 mod->texturepool = R_AllocTexturePool();
200
201         if (buf)
202         {
203                 char *bufend = (char *)buf + filesize;
204                 num = LittleLong(*((int *)buf));
205                 // call the apropriate loader
206                 loadmodel = mod;
207                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
208                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
209                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
210                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
211                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
212                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
213                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
214                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
215                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
216                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
217                 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
218                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
219                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
220                 Mem_Free(buf);
221         }
222         else if (crash)
223         {
224                 // LordHavoc: Sys_Error was *ANNOYING*
225                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
226         }
227
228         // no errors occurred
229         mod->loaded = true;
230         return mod;
231 }
232
233 /*
234 ===================
235 Mod_ClearAll
236 ===================
237 */
238 void Mod_ClearAll(void)
239 {
240 }
241
242 void Mod_ClearUsed(void)
243 {
244 #if 0
245         int i;
246         model_t *mod;
247
248         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
249                 if (mod->name[0])
250                         mod->used = false;
251 #endif
252 }
253
254 void Mod_PurgeUnused(void)
255 {
256         int i;
257         model_t *mod;
258
259         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
260                 if (mod->name[0])
261                         if (!mod->used)
262                                 Mod_UnloadModel(mod);
263 }
264
265 // only used during loading!
266 void Mod_RemoveStaleWorldModels(model_t *skip)
267 {
268         int i;
269         model_t *mod;
270
271         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
272         {
273                 if (mod->isworldmodel && mod->loaded && skip != mod)
274                 {
275                         Mod_UnloadModel(mod);
276                         mod->isworldmodel = false;
277                         mod->used = false;
278                 }
279         }
280 }
281
282 /*
283 ==================
284 Mod_FindName
285
286 ==================
287 */
288 model_t *Mod_FindName(const char *name)
289 {
290         int i;
291         model_t *mod;
292
293         if (!name[0])
294                 Host_Error ("Mod_ForName: NULL name");
295
296 // search the currently loaded models
297         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
298         {
299                 if (mod->name[0] && !strcmp(mod->name, name))
300                 {
301                         mod->used = true;
302                         return mod;
303                 }
304         }
305
306         // no match found, find room for a new one
307         for (i = 0;i < mod_numknown;i++)
308                 if (!mod_known[i].name[0])
309                         break;
310
311         if (mod_maxknown == i)
312         {
313 #if 0
314                 model_t *old;
315                 mod_maxknown += 256;
316                 old = mod_known;
317                 mod_known = Mem_Alloc(mod_mempool, mod_maxknown * sizeof(model_t));
318                 if (old)
319                 {
320                         memcpy(mod_known, old, mod_numknown * sizeof(model_t));
321                         Mem_Free(old);
322                 }
323 #else
324                 Host_Error ("Mod_FindName: ran out of models");
325 #endif
326         }
327         if (mod_numknown == i)
328                 mod_numknown++;
329         mod = mod_known + i;
330         strcpy (mod->name, name);
331         mod->loaded = false;
332         mod->used = true;
333         return mod;
334 }
335
336 /*
337 ==================
338 Mod_ForName
339
340 Loads in a model for the given name
341 ==================
342 */
343 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
344 {
345         model_t *model;
346         model = Mod_FindName(name);
347         if (model->name[0] != '*' && (!model->loaded || checkdisk))
348                 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
349         return model;
350 }
351
352 unsigned char *mod_base;
353
354
355 //=============================================================================
356
357 /*
358 ================
359 Mod_Print
360 ================
361 */
362 static void Mod_Print(void)
363 {
364         int             i;
365         model_t *mod;
366
367         Con_Print("Loaded models:\n");
368         for (i = 0, mod = mod_known;i < mod_numknown;i++, mod++)
369                 if (mod->name[0])
370                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
371 }
372
373 /*
374 ================
375 Mod_Precache
376 ================
377 */
378 static void Mod_Precache(void)
379 {
380         if (Cmd_Argc() == 2)
381                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
382         else
383                 Con_Print("usage: modelprecache <filename>\n");
384 }
385
386 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
387 {
388         int i, count;
389         unsigned char *used;
390         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
391         memset(used, 0, numvertices);
392         for (i = 0;i < numelements;i++)
393                 used[elements[i]] = 1;
394         for (i = 0, count = 0;i < numvertices;i++)
395                 remapvertices[i] = used[i] ? count++ : -1;
396         Mem_Free(used);
397         return count;
398 }
399
400 #if 1
401 // fast way, using an edge hash
402 #define TRIANGLEEDGEHASH 8192
403 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
404 {
405         int i, j, p, e1, e2, *n, hashindex, count, match;
406         const int *e;
407         typedef struct edgehashentry_s
408         {
409                 struct edgehashentry_s *next;
410                 int triangle;
411                 int element[2];
412         }
413         edgehashentry_t;
414         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
415         memset(edgehash, 0, sizeof(edgehash));
416         edgehashentries = edgehashentriesbuffer;
417         // if there are too many triangles for the stack array, allocate larger buffer
418         if (numtriangles > TRIANGLEEDGEHASH)
419                 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
420         // find neighboring triangles
421         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
422         {
423                 for (j = 0, p = 2;j < 3;p = j, j++)
424                 {
425                         e1 = e[p];
426                         e2 = e[j];
427                         // this hash index works for both forward and backward edges
428                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
429                         hash = edgehashentries + i * 3 + j;
430                         hash->next = edgehash[hashindex];
431                         edgehash[hashindex] = hash;
432                         hash->triangle = i;
433                         hash->element[0] = e1;
434                         hash->element[1] = e2;
435                 }
436         }
437         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
438         {
439                 for (j = 0, p = 2;j < 3;p = j, j++)
440                 {
441                         e1 = e[p];
442                         e2 = e[j];
443                         // this hash index works for both forward and backward edges
444                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
445                         count = 0;
446                         match = -1;
447                         for (hash = edgehash[hashindex];hash;hash = hash->next)
448                         {
449                                 if (hash->element[0] == e2 && hash->element[1] == e1)
450                                 {
451                                         if (hash->triangle != i)
452                                                 match = hash->triangle;
453                                         count++;
454                                 }
455                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
456                                         count++;
457                         }
458                         // detect edges shared by three triangles and make them seams
459                         if (count > 2)
460                                 match = -1;
461                         n[p] = match;
462                 }
463         }
464         // free the allocated buffer
465         if (edgehashentries != edgehashentriesbuffer)
466                 Mem_Free(edgehashentries);
467 }
468 #else
469 // very slow but simple way
470 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
471 {
472         int i, match, count;
473         count = 0;
474         match = -1;
475         for (i = 0;i < numtriangles;i++, elements += 3)
476         {
477                      if ((elements[0] == start && elements[1] == end)
478                       || (elements[1] == start && elements[2] == end)
479                       || (elements[2] == start && elements[0] == end))
480                 {
481                         if (i != ignore)
482                                 match = i;
483                         count++;
484                 }
485                 else if ((elements[1] == start && elements[0] == end)
486                       || (elements[2] == start && elements[1] == end)
487                       || (elements[0] == start && elements[2] == end))
488                         count++;
489         }
490         // detect edges shared by three triangles and make them seams
491         if (count > 2)
492                 match = -1;
493         return match;
494 }
495
496 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
497 {
498         int i, *n;
499         const int *e;
500         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
501         {
502                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
503                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
504                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
505         }
506 }
507 #endif
508
509 void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline)
510 {
511         int i, warned = false;
512         for (i = 0;i < numtriangles * 3;i++)
513         {
514                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
515                 {
516                         if (!warned)
517                         {
518                                 warned = true;
519                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
520                         }
521                         elements[i] = 0;
522                 }
523         }
524 }
525
526 // warning: this is an expensive function!
527 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
528 {
529         int i, j;
530         const int *element;
531         float *vectorNormal;
532         float areaNormal[3];
533         // clear the vectors
534         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
535         // process each vertex of each triangle and accumulate the results
536         // use area-averaging, to make triangles with a big area have a bigger
537         // weighting on the vertex normal than triangles with a small area
538         // to do so, just add the 'normals' together (the bigger the area
539         // the greater the length of the normal is
540         element = elements;
541         for (i = 0; i < numtriangles; i++, element += 3)
542         {
543                 TriangleNormal(
544                         vertex3f + element[0] * 3,
545                         vertex3f + element[1] * 3,
546                         vertex3f + element[2] * 3,
547                         areaNormal
548                         );
549
550                 if (!areaweighting)
551                         VectorNormalize(areaNormal);
552
553                 for (j = 0;j < 3;j++)
554                 {
555                         vectorNormal = normal3f + element[j] * 3;
556                         vectorNormal[0] += areaNormal[0];
557                         vectorNormal[1] += areaNormal[1];
558                         vectorNormal[2] += areaNormal[2];
559                 }
560         }
561         // and just normalize the accumulated vertex normal in the end
562         vectorNormal = normal3f + 3 * firstvertex;
563         for (i = 0; i < numvertices; i++, vectorNormal += 3)
564                 VectorNormalize(vectorNormal);
565 }
566
567 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)
568 {
569         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
570         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
571         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
572
573         // 6 multiply, 9 subtract
574         VectorSubtract(v1, v0, v10);
575         VectorSubtract(v2, v0, v20);
576         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
577         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
578         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
579         // 12 multiply, 10 subtract
580         tc10[1] = tc1[1] - tc0[1];
581         tc20[1] = tc2[1] - tc0[1];
582         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
583         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
584         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
585         tc10[0] = tc1[0] - tc0[0];
586         tc20[0] = tc2[0] - tc0[0];
587         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
588         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
589         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
590         // 12 multiply, 4 add, 6 subtract
591         f = DotProduct(svector3f, normal3f);
592         svector3f[0] -= f * normal3f[0];
593         svector3f[1] -= f * normal3f[1];
594         svector3f[2] -= f * normal3f[2];
595         f = DotProduct(tvector3f, normal3f);
596         tvector3f[0] -= f * normal3f[0];
597         tvector3f[1] -= f * normal3f[1];
598         tvector3f[2] -= f * normal3f[2];
599         // if texture is mapped the wrong way (counterclockwise), the tangents
600         // have to be flipped, this is detected by calculating a normal from the
601         // two tangents, and seeing if it is opposite the surface normal
602         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
603         CrossProduct(tvector3f, svector3f, tangentcross);
604         if (DotProduct(tangentcross, normal3f) < 0)
605         {
606                 VectorNegate(svector3f, svector3f);
607                 VectorNegate(tvector3f, tvector3f);
608         }
609 }
610
611 // warning: this is a very expensive function!
612 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f, qboolean areaweighting)
613 {
614         int i, tnum;
615         float sdir[3], tdir[3], normal[3], *v;
616         const float *v0, *v1, *v2, *tc0, *tc1, *tc2;
617         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
618         const int *e;
619         // clear the vectors
620         if (svector3f)
621                 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
622         if (tvector3f)
623                 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
624         if (normal3f)
625                 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
626         // process each vertex of each triangle and accumulate the results
627         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
628         {
629                 v0 = vertex3f + e[0] * 3;
630                 v1 = vertex3f + e[1] * 3;
631                 v2 = vertex3f + e[2] * 3;
632                 tc0 = texcoord2f + e[0] * 2;
633                 tc1 = texcoord2f + e[1] * 2;
634                 tc2 = texcoord2f + e[2] * 2;
635
636                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
637                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
638
639                 // calculate the edge directions and surface normal
640                 // 6 multiply, 9 subtract
641                 VectorSubtract(v1, v0, v10);
642                 VectorSubtract(v2, v0, v20);
643                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
644                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
645                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
646
647                 // calculate the tangents
648                 // 12 multiply, 10 subtract
649                 tc10[1] = tc1[1] - tc0[1];
650                 tc20[1] = tc2[1] - tc0[1];
651                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
652                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
653                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
654                 tc10[0] = tc1[0] - tc0[0];
655                 tc20[0] = tc2[0] - tc0[0];
656                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
657                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
658                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
659
660                 // make the tangents completely perpendicular to the surface normal
661                 // 12 multiply, 4 add, 6 subtract
662                 f = DotProduct(sdir, normal);
663                 sdir[0] -= f * normal[0];
664                 sdir[1] -= f * normal[1];
665                 sdir[2] -= f * normal[2];
666                 f = DotProduct(tdir, normal);
667                 tdir[0] -= f * normal[0];
668                 tdir[1] -= f * normal[1];
669                 tdir[2] -= f * normal[2];
670
671                 // if texture is mapped the wrong way (counterclockwise), the tangents
672                 // have to be flipped, this is detected by calculating a normal from the
673                 // two tangents, and seeing if it is opposite the surface normal
674                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
675                 CrossProduct(tdir, sdir, tangentcross);
676                 if (DotProduct(tangentcross, normal) < 0)
677                 {
678                         VectorNegate(sdir, sdir);
679                         VectorNegate(tdir, tdir);
680                 }
681
682                 if (!areaweighting)
683                 {
684                         VectorNormalize(sdir);
685                         VectorNormalize(tdir);
686                         VectorNormalize(normal);
687                 }
688                 if (svector3f)
689                         for (i = 0;i < 3;i++)
690                                 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
691                 if (tvector3f)
692                         for (i = 0;i < 3;i++)
693                                 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
694                 if (normal3f)
695                         for (i = 0;i < 3;i++)
696                                 VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
697         }
698         // now we could divide the vectors by the number of averaged values on
699         // each vertex...  but instead normalize them
700         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
701         if (svector3f)
702                 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
703                         VectorNormalize(v);
704         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
705         if (tvector3f)
706                 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
707                         VectorNormalize(v);
708         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
709         if (normal3f)
710                 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
711                         VectorNormalize(v);
712 }
713
714 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
715 {
716         surfmesh_t *mesh;
717         unsigned char *data;
718         mesh = (surfmesh_t *)Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int));
719         mesh->num_vertices = numvertices;
720         mesh->num_triangles = numtriangles;
721         data = (unsigned char *)(mesh + 1);
722         if (mesh->num_vertices)
723         {
724                 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
725                 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
726                 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
727                 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
728                 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
729                 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
730                 if (vertexcolors)
731                         mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
732                 if (lightmapoffsets)
733                         mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
734         }
735         if (mesh->num_triangles)
736         {
737                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
738                 if (neighbors)
739                         mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
740         }
741         return mesh;
742 }
743
744 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)
745 {
746         shadowmesh_t *newmesh;
747         unsigned char *data;
748         int size;
749         size = sizeof(shadowmesh_t);
750         size += maxverts * sizeof(float[3]);
751         if (light)
752                 size += maxverts * sizeof(float[11]);
753         size += maxtriangles * sizeof(int[3]);
754         if (neighbors)
755                 size += maxtriangles * sizeof(int[3]);
756         if (expandable)
757                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
758         data = (unsigned char *)Mem_Alloc(mempool, size);
759         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
760         newmesh->map_diffuse = map_diffuse;
761         newmesh->map_specular = map_specular;
762         newmesh->map_normal = map_normal;
763         newmesh->maxverts = maxverts;
764         newmesh->maxtriangles = maxtriangles;
765         newmesh->numverts = 0;
766         newmesh->numtriangles = 0;
767
768         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
769         if (light)
770         {
771                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
772                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
773                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
774                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
775         }
776         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
777         if (neighbors)
778         {
779                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
780         }
781         if (expandable)
782         {
783                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
784                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
785         }
786         return newmesh;
787 }
788
789 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
790 {
791         shadowmesh_t *newmesh;
792         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
793         newmesh->numverts = oldmesh->numverts;
794         newmesh->numtriangles = oldmesh->numtriangles;
795
796         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
797         if (newmesh->svector3f && oldmesh->svector3f)
798         {
799                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
800                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
801                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
802                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
803         }
804         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
805         if (newmesh->neighbor3i && oldmesh->neighbor3i)
806                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
807         return newmesh;
808 }
809
810 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
811 {
812         int hashindex, vnum;
813         shadowmeshvertexhash_t *hash;
814         // this uses prime numbers intentionally
815         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
816         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
817         {
818                 vnum = (hash - mesh->vertexhashentries);
819                 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]))
820                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
821                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
822                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
823                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
824                         return hash - mesh->vertexhashentries;
825         }
826         vnum = mesh->numverts++;
827         hash = mesh->vertexhashentries + vnum;
828         hash->next = mesh->vertexhashtable[hashindex];
829         mesh->vertexhashtable[hashindex] = hash;
830         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
831         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
832         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
833         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
834         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
835         return vnum;
836 }
837
838 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
839 {
840         if (mesh->numtriangles == 0)
841         {
842                 // set the properties on this empty mesh to be more favorable...
843                 // (note: this case only occurs for the first triangle added to a new mesh chain)
844                 mesh->map_diffuse = map_diffuse;
845                 mesh->map_specular = map_specular;
846                 mesh->map_normal = map_normal;
847         }
848         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)
849         {
850                 if (mesh->next == NULL)
851                         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);
852                 mesh = mesh->next;
853         }
854         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
855         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
856         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
857         mesh->numtriangles++;
858 }
859
860 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)
861 {
862         int i, j, e;
863         float vbuf[3*14], *v;
864         memset(vbuf, 0, sizeof(vbuf));
865         for (i = 0;i < numtris;i++)
866         {
867                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
868                 {
869                         e = *element3i++;
870                         if (vertex3f)
871                         {
872                                 v[0] = vertex3f[e * 3 + 0];
873                                 v[1] = vertex3f[e * 3 + 1];
874                                 v[2] = vertex3f[e * 3 + 2];
875                         }
876                         if (svector3f)
877                         {
878                                 v[3] = svector3f[e * 3 + 0];
879                                 v[4] = svector3f[e * 3 + 1];
880                                 v[5] = svector3f[e * 3 + 2];
881                         }
882                         if (tvector3f)
883                         {
884                                 v[6] = tvector3f[e * 3 + 0];
885                                 v[7] = tvector3f[e * 3 + 1];
886                                 v[8] = tvector3f[e * 3 + 2];
887                         }
888                         if (normal3f)
889                         {
890                                 v[9] = normal3f[e * 3 + 0];
891                                 v[10] = normal3f[e * 3 + 1];
892                                 v[11] = normal3f[e * 3 + 2];
893                         }
894                         if (texcoord2f)
895                         {
896                                 v[12] = texcoord2f[e * 2 + 0];
897                                 v[13] = texcoord2f[e * 2 + 1];
898                         }
899                 }
900                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
901         }
902 }
903
904 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)
905 {
906         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
907 }
908
909 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
910 {
911         shadowmesh_t *mesh, *newmesh, *nextmesh;
912         // reallocate meshs to conserve space
913         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
914         {
915                 nextmesh = mesh->next;
916                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
917                 {
918                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
919                         newmesh->next = firstmesh;
920                         firstmesh = newmesh;
921                 }
922                 Mem_Free(mesh);
923         }
924         return firstmesh;
925 }
926
927 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
928 {
929         int i;
930         shadowmesh_t *mesh;
931         vec3_t nmins, nmaxs, ncenter, temp;
932         float nradius2, dist2, *v;
933         VectorClear(nmins);
934         VectorClear(nmaxs);
935         // calculate bbox
936         for (mesh = firstmesh;mesh;mesh = mesh->next)
937         {
938                 if (mesh == firstmesh)
939                 {
940                         VectorCopy(mesh->vertex3f, nmins);
941                         VectorCopy(mesh->vertex3f, nmaxs);
942                 }
943                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
944                 {
945                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
946                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
947                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
948                 }
949         }
950         // calculate center and radius
951         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
952         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
953         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
954         nradius2 = 0;
955         for (mesh = firstmesh;mesh;mesh = mesh->next)
956         {
957                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
958                 {
959                         VectorSubtract(v, ncenter, temp);
960                         dist2 = DotProduct(temp, temp);
961                         if (nradius2 < dist2)
962                                 nradius2 = dist2;
963                 }
964         }
965         // return data
966         if (mins)
967                 VectorCopy(nmins, mins);
968         if (maxs)
969                 VectorCopy(nmaxs, maxs);
970         if (center)
971                 VectorCopy(ncenter, center);
972         if (radius)
973                 *radius = sqrt(nradius2);
974 }
975
976 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
977 {
978         shadowmesh_t *nextmesh;
979         for (;mesh;mesh = nextmesh)
980         {
981                 nextmesh = mesh->next;
982                 Mem_Free(mesh);
983         }
984 }
985
986 static rtexture_t *GL_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
987 {
988         int i;
989         for (i = 0;i < width*height;i++)
990                 if (((unsigned char *)&palette[in[i]])[3] > 0)
991                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
992         return NULL;
993 }
994
995 int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
996 {
997         imageskin_t s;
998         memset(skinframe, 0, sizeof(*skinframe));
999         if (cls.state == ca_dedicated)
1000                 return false;
1001         if (!image_loadskin(&s, basename))
1002                 return false;
1003         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
1004         if (s.nmappixels != NULL)
1005                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
1006         if (s.glosspixels != NULL)
1007                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
1008         if (s.glowpixels != NULL && loadglowtexture)
1009                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
1010         if (s.maskpixels != NULL)
1011                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
1012         if (loadpantsandshirt)
1013         {
1014                 if (s.pantspixels != NULL)
1015                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1016                 if (s.shirtpixels != NULL)
1017                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1018         }
1019         if (!skinframe->base)
1020                 skinframe->base = r_texture_notexture;
1021         if (!skinframe->nmap)
1022                 skinframe->nmap = r_texture_blanknormalmap;
1023         image_freeskin(&s);
1024         return true;
1025 }
1026
1027 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)
1028 {
1029         int i;
1030         unsigned char *temp1, *temp2;
1031         memset(skinframe, 0, sizeof(*skinframe));
1032         if (cls.state == ca_dedicated)
1033                 return false;
1034         if (!skindata)
1035                 return false;
1036         if (bitsperpixel == 32)
1037         {
1038                 if (r_shadow_bumpscale_basetexture.value > 0)
1039                 {
1040                         temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1041                         temp2 = temp1 + width * height * 4;
1042                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1043                         skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1044                         Mem_Free(temp1);
1045                 }
1046                 skinframe->base = skinframe->merged = R_LoadTexture2D(loadmodel->texturepool, basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1047                 if (textureflags & TEXF_ALPHA)
1048                 {
1049                         for (i = 3;i < width * height * 4;i += 4)
1050                                 if (skindata[i] < 255)
1051                                         break;
1052                         if (i < width * height * 4)
1053                         {
1054                                 unsigned char *fogpixels = Mem_Alloc(loadmodel->mempool, width * height * 4);
1055                                 memcpy(fogpixels, skindata, width * height * 4);
1056                                 for (i = 0;i < width * height * 4;i += 4)
1057                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1058                                 skinframe->fog = R_LoadTexture2D(loadmodel->texturepool, va("%s_fog", basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1059                                 Mem_Free(fogpixels);
1060                         }
1061                 }
1062         }
1063         else if (bitsperpixel == 8)
1064         {
1065                 if (r_shadow_bumpscale_basetexture.value > 0)
1066                 {
1067                         temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1068                         temp2 = temp1 + width * height * 4;
1069                         if (bitsperpixel == 32)
1070                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1071                         else
1072                         {
1073                                 // use either a custom palette or the quake palette
1074                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1075                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1076                         }
1077                         skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1078                         Mem_Free(temp1);
1079                 }
1080                 // use either a custom palette, or the quake palette
1081                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags); // all
1082                 if (!palette && loadglowtexture)
1083                         skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
1084                 if (!palette && loadpantsandshirt)
1085                 {
1086                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1087                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1088                 }
1089                 if (skinframe->pants || skinframe->shirt)
1090                         skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags); // no special colors
1091                 if (textureflags & TEXF_ALPHA)
1092                 {
1093                         // if not using a custom alphapalette, use the quake one
1094                         if (!alphapalette)
1095                                 alphapalette = palette_alpha;
1096                         for (i = 0;i < width * height;i++)
1097                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1098                                         break;
1099                         if (i < width * height)
1100                                 skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags); // fog mask
1101                 }
1102         }
1103         else
1104                 return false;
1105         if (!skinframe->nmap)
1106                 skinframe->nmap = r_texture_blanknormalmap;
1107         return true;
1108 }
1109
1110 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)
1111 {
1112         float v[3], tc[3];
1113         v[0] = ix;
1114         v[1] = iy;
1115         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1116                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1117         else
1118                 v[2] = 0;
1119         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1120         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1121         texcoord2f[0] = tc[0];
1122         texcoord2f[1] = tc[1];
1123 }
1124
1125 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)
1126 {
1127         float vup[3], vdown[3], vleft[3], vright[3];
1128         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1129         float sv[3], tv[3], nl[3];
1130         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1131         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1132         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1133         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1134         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1135         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1136         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1137         VectorAdd(svector3f, sv, svector3f);
1138         VectorAdd(tvector3f, tv, tvector3f);
1139         VectorAdd(normal3f, nl, normal3f);
1140         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1141         VectorAdd(svector3f, sv, svector3f);
1142         VectorAdd(tvector3f, tv, tvector3f);
1143         VectorAdd(normal3f, nl, normal3f);
1144         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1145         VectorAdd(svector3f, sv, svector3f);
1146         VectorAdd(tvector3f, tv, tvector3f);
1147         VectorAdd(normal3f, nl, normal3f);
1148 }
1149
1150 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)
1151 {
1152         int x, y, ix, iy, *e;
1153         e = element3i;
1154         for (y = 0;y < height;y++)
1155         {
1156                 for (x = 0;x < width;x++)
1157                 {
1158                         e[0] = (y + 1) * (width + 1) + (x + 0);
1159                         e[1] = (y + 0) * (width + 1) + (x + 0);
1160                         e[2] = (y + 1) * (width + 1) + (x + 1);
1161                         e[3] = (y + 0) * (width + 1) + (x + 0);
1162                         e[4] = (y + 0) * (width + 1) + (x + 1);
1163                         e[5] = (y + 1) * (width + 1) + (x + 1);
1164                         e += 6;
1165                 }
1166         }
1167         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1168         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1169                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1170                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1171 }
1172
1173 skinfile_t *Mod_LoadSkinFiles(void)
1174 {
1175         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1176         char *text;
1177         const char *data;
1178         skinfile_t *skinfile = NULL, *first = NULL;
1179         skinfileitem_t *skinfileitem;
1180         char word[10][MAX_QPATH];
1181         overridetagnameset_t tagsets[MAX_SKINS];
1182         overridetagname_t tags[256];
1183
1184 /*
1185 sample file:
1186 U_bodyBox,models/players/Legoman/BikerA2.tga
1187 U_RArm,models/players/Legoman/BikerA1.tga
1188 U_LArm,models/players/Legoman/BikerA1.tga
1189 U_armor,common/nodraw
1190 U_sword,common/nodraw
1191 U_shield,common/nodraw
1192 U_homb,common/nodraw
1193 U_backpack,common/nodraw
1194 U_colcha,common/nodraw
1195 tag_head,
1196 tag_weapon,
1197 tag_torso,
1198 */
1199         memset(tagsets, 0, sizeof(tagsets));
1200         memset(word, 0, sizeof(word));
1201         for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1202         {
1203                 numtags = 0;
1204
1205                 // If it's the first file we parse
1206                 if (skinfile == NULL)
1207                 {
1208                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1209                         first = skinfile;
1210                 }
1211                 else
1212                 {
1213                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1214                         skinfile = skinfile->next;
1215                 }
1216                 skinfile->next = NULL;
1217
1218                 for(line = 0;;line++)
1219                 {
1220                         // parse line
1221                         if (!COM_ParseToken(&data, true))
1222                                 break;
1223                         if (!strcmp(com_token, "\n"))
1224                                 continue;
1225                         words = 0;
1226                         wordsoverflow = false;
1227                         do
1228                         {
1229                                 if (words < 10)
1230                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1231                                 else
1232                                         wordsoverflow = true;
1233                         }
1234                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1235                         if (wordsoverflow)
1236                         {
1237                                 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);
1238                                 continue;
1239                         }
1240                         // words is always >= 1
1241                         if (!strcmp(word[0], "replace"))
1242                         {
1243                                 if (words == 3)
1244                                 {
1245                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1246                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1247                                         skinfileitem->next = skinfile->items;
1248                                         skinfile->items = skinfileitem;
1249                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1250                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1251                                 }
1252                                 else
1253                                         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]);
1254                         }
1255                         else if (words == 2 && !strcmp(word[1], ","))
1256                         {
1257                                 // tag name, like "tag_weapon,"
1258                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1259                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1260                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1261                                 numtags++;
1262                         }
1263                         else if (words == 3 && !strcmp(word[1], ","))
1264                         {
1265                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1266                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1267                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1268                                 skinfileitem->next = skinfile->items;
1269                                 skinfile->items = skinfileitem;
1270                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1271                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1272                         }
1273                         else
1274                                 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);
1275                 }
1276                 Mem_Free(text);
1277
1278                 if (numtags)
1279                 {
1280                         overridetagnameset_t *t;
1281                         t = tagsets + i;
1282                         t->num_overridetagnames = numtags;
1283                         t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1284                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1285                         tagsetsused = true;
1286                 }
1287         }
1288         if (tagsetsused)
1289         {
1290                 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1291                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1292         }
1293         if (i)
1294                 loadmodel->numskins = i;
1295         return first;
1296 }
1297
1298 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1299 {
1300         skinfile_t *next;
1301         skinfileitem_t *skinfileitem, *nextitem;
1302         for (;skinfile;skinfile = next)
1303         {
1304                 next = skinfile->next;
1305                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1306                 {
1307                         nextitem = skinfileitem->next;
1308                         Mem_Free(skinfileitem);
1309                 }
1310                 Mem_Free(skinfile);
1311         }
1312 }
1313
1314 int Mod_CountSkinFiles(skinfile_t *skinfile)
1315 {
1316         int i;
1317         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1318         return i;
1319 }
1320
1321 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1322 {
1323         int i;
1324         double isnap = 1.0 / snap;
1325         for (i = 0;i < numvertices*numcomponents;i++)
1326                 vertices[i] = floor(vertices[i]*isnap)*snap;
1327 }
1328
1329 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1330 {
1331         int i, outtriangles;
1332         float d, edgedir[3], temp[3];
1333         // a degenerate triangle is one with no width (thickness, surface area)
1334         // these are characterized by having all 3 points colinear (along a line)
1335         // or having two points identical
1336         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1337         {
1338                 // calculate first edge
1339                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1340                 if (VectorLength2(edgedir) < 0.0001f)
1341                         continue; // degenerate first edge (no length)
1342                 VectorNormalize(edgedir);
1343                 // check if third point is on the edge (colinear)
1344                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1345                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1346                 if (VectorLength2(temp) < 0.0001f)
1347                         continue; // third point colinear with first edge
1348                 // valid triangle (no colinear points, no duplicate points)
1349                 VectorCopy(inelement3i, outelement3i);
1350                 outelement3i += 3;
1351                 outtriangles++;
1352         }
1353         return outtriangles;
1354 }
1355