increased edge hash size from 1024 items to 16384, cutting down on long q3bsp load...
[divverent/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
30
31 model_t *loadmodel;
32
33 // LordHavoc: increased from 512 to 2048
34 #define MAX_MOD_KNOWN   2048
35 static model_t mod_known[MAX_MOD_KNOWN];
36
37 rtexturepool_t *mod_shared_texturepool;
38 rtexture_t *r_notexture;
39 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
40 rtexture_t *mod_shared_distorttexture[64];
41
42 void Mod_BuildDetailTextures (void)
43 {
44         int i, x, y, light;
45         float vc[3], vx[3], vy[3], vn[3], lightdir[3];
46 #define DETAILRESOLUTION 256
47         qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
48         lightdir[0] = 0.5;
49         lightdir[1] = 1;
50         lightdir[2] = -0.25;
51         VectorNormalize(lightdir);
52         for (i = 0;i < NUM_DETAILTEXTURES;i++)
53         {
54                 fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
55                 for (y = 0;y < DETAILRESOLUTION;y++)
56                 {
57                         for (x = 0;x < DETAILRESOLUTION;x++)
58                         {
59                                 vc[0] = x;
60                                 vc[1] = y;
61                                 vc[2] = noise[y][x] * (1.0f / 32.0f);
62                                 vx[0] = x + 1;
63                                 vx[1] = y;
64                                 vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
65                                 vy[0] = x;
66                                 vy[1] = y + 1;
67                                 vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
68                                 VectorSubtract(vx, vc, vx);
69                                 VectorSubtract(vy, vc, vy);
70                                 CrossProduct(vx, vy, vn);
71                                 VectorNormalize(vn);
72                                 light = 128 - DotProduct(vn, lightdir) * 128;
73                                 light = bound(0, light, 255);
74                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
75                                 data[y][x][3] = 255;
76                         }
77                 }
78                 mod_shared_detailtextures[i] = R_LoadTexture2D(mod_shared_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
79         }
80 }
81
82 qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
83 {
84         int     value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
85                                 ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
86                                 ((y2 - y0) * morph) +
87                                 (y1));
88
89         if (value > 255)
90                 value = 255;
91         if (value < 0)
92                 value = 0;
93
94         return (qbyte)value;
95 }
96
97 void Mod_BuildDistortTexture (void)
98 {
99         int x, y, i, j;
100 #define DISTORTRESOLUTION 32
101         qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
102
103         for (i=0; i<4; i++)
104         {
105                 for (y=0; y<DISTORTRESOLUTION; y++)
106                 {
107                         for (x=0; x<DISTORTRESOLUTION; x++)
108                         {
109                                 data[i][y][x][0] = rand () & 255;
110                                 data[i][y][x][1] = rand () & 255;
111                         }
112                 }
113         }
114
115
116         for (i=0; i<4; i++)
117         {
118                 for (j=0; j<16; j++)
119                 {
120                         mod_shared_distorttexture[i*16+j] = NULL;
121                         if (gl_textureshader)
122                         {
123                                 for (y=0; y<DISTORTRESOLUTION; y++)
124                                 {
125                                         for (x=0; x<DISTORTRESOLUTION; x++)
126                                         {
127                                                 data[4][y][x][0] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
128                                                 data[4][y][x][1] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
129                                         }
130                                 }
131                                 mod_shared_distorttexture[i*16+j] = R_LoadTexture2D(mod_shared_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
132                         }
133                 }
134         }
135
136         return;
137 }
138
139 texture_t r_surf_notexture;
140
141 void Mod_SetupNoTexture(void)
142 {
143         int x, y;
144         qbyte pix[16][16][4];
145
146         // this makes a light grey/dark grey checkerboard texture
147         for (y = 0;y < 16;y++)
148         {
149                 for (x = 0;x < 16;x++)
150                 {
151                         if ((y < 8) ^ (x < 8))
152                         {
153                                 pix[y][x][0] = 128;
154                                 pix[y][x][1] = 128;
155                                 pix[y][x][2] = 128;
156                                 pix[y][x][3] = 255;
157                         }
158                         else
159                         {
160                                 pix[y][x][0] = 64;
161                                 pix[y][x][1] = 64;
162                                 pix[y][x][2] = 64;
163                                 pix[y][x][3] = 255;
164                         }
165                 }
166         }
167
168         r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
169 }
170
171 static void mod_start(void)
172 {
173         int i;
174         for (i = 0;i < MAX_MOD_KNOWN;i++)
175                 if (mod_known[i].name[0])
176                         Mod_UnloadModel(&mod_known[i]);
177         Mod_LoadModels();
178
179         mod_shared_texturepool = R_AllocTexturePool();
180         Mod_SetupNoTexture();
181         Mod_BuildDetailTextures();
182         Mod_BuildDistortTexture();
183 }
184
185 static void mod_shutdown(void)
186 {
187         int i;
188         for (i = 0;i < MAX_MOD_KNOWN;i++)
189                 if (mod_known[i].name[0])
190                         Mod_UnloadModel(&mod_known[i]);
191
192         R_FreeTexturePool(&mod_shared_texturepool);
193 }
194
195 static void mod_newmap(void)
196 {
197         msurface_t *surf;
198         int i, surfnum, ssize, tsize;
199
200         if (!cl_stainmapsclearonload.integer)
201                 return;
202
203         for (i=0; i<MAX_MOD_KNOWN; i++)
204         {
205                 if (mod_known[i].name[0] && mod_known[i].type == mod_brushq1)
206                 {
207                         for (surfnum=0, surf=mod_known[i].brushq1.surfaces; surfnum<mod_known[i].brushq1.numsurfaces;surfnum++, surf++)
208                         {
209                                 if (surf->texinfo->texture->flags & SURF_LIGHTMAP)
210                                 {
211                                         ssize = (surf->extents[0] >> 4) + 1;
212                                         tsize = (surf->extents[1] >> 4) + 1;
213                                         
214                                         if (ssize > 256 || tsize > 256)
215                                                 Host_Error("Bad surface extents");
216
217                                         if (surf->stainsamples)
218                                                 memset(surf->stainsamples, 255, ssize * tsize * 3);
219
220                                         surf->cached_dlight = true;
221                                 }
222                         }
223                 }
224         }
225 }
226
227 /*
228 ===============
229 Mod_Init
230 ===============
231 */
232 static void Mod_Print(void);
233 static void Mod_Precache (void);
234 void Mod_Init (void)
235 {
236         Mod_BrushInit();
237         Mod_AliasInit();
238         Mod_SpriteInit();
239
240         Cvar_RegisterVariable(&r_mipskins);
241         Cmd_AddCommand ("modellist", Mod_Print);
242         Cmd_AddCommand ("modelprecache", Mod_Precache);
243 }
244
245 void Mod_RenderInit(void)
246 {
247         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
248 }
249
250 void Mod_FreeModel (model_t *mod)
251 {
252         R_FreeTexturePool(&mod->texturepool);
253         Mem_FreePool(&mod->mempool);
254
255         // clear the struct to make it available
256         memset(mod, 0, sizeof(model_t));
257 }
258
259 void Mod_UnloadModel (model_t *mod)
260 {
261         char name[MAX_QPATH];
262         qboolean isworldmodel;
263         strcpy(name, mod->name);
264         isworldmodel = mod->isworldmodel;
265         Mod_FreeModel(mod);
266         strcpy(mod->name, name);
267         mod->isworldmodel = isworldmodel;
268         mod->needload = true;
269 }
270
271 /*
272 ==================
273 Mod_LoadModel
274
275 Loads a model
276 ==================
277 */
278 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
279 {
280         int num;
281         unsigned int crc;
282         void *buf;
283
284         mod->used = true;
285
286         if (mod->name[0] == '*') // submodel
287                 return mod;
288
289         crc = 0;
290         buf = NULL;
291         if (mod->isworldmodel != isworldmodel)
292                 mod->needload = true;
293         if (mod->needload || checkdisk)
294         {
295                 if (checkdisk && !mod->needload)
296                         Con_DPrintf("checking model %s\n", mod->name);
297                 buf = FS_LoadFile (mod->name, tempmempool, false);
298                 if (buf)
299                 {
300                         crc = CRC_Block(buf, fs_filesize);
301                         if (mod->crc != crc)
302                                 mod->needload = true;
303                 }
304         }
305         if (!mod->needload)
306                 return mod; // already loaded
307
308         Con_DPrintf("loading model %s\n", mod->name);
309         // LordHavoc: unload the existing model in this slot (if there is one)
310         Mod_UnloadModel(mod);
311         // load the model
312         mod->isworldmodel = isworldmodel;
313         mod->used = true;
314         mod->crc = crc;
315         // errors can prevent the corresponding mod->needload = false;
316         mod->needload = true;
317
318         // default model radius and bounding box (mainly for missing models)
319         mod->radius = 16;
320         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
321         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
322         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
323         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
324         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
325         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
326
327         // all models use memory, so allocate a memory pool
328         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
329         // all models load textures, so allocate a texture pool
330         if (cls.state != ca_dedicated)
331                 mod->texturepool = R_AllocTexturePool();
332
333         if (buf)
334         {
335                 num = LittleLong(*((int *)buf));
336                 // call the apropriate loader
337                 loadmodel = mod;
338                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
339                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
340                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
341                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
342                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
343                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
344                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
345                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
346                 else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
347                 Mem_Free(buf);
348         }
349         else if (crash)
350         {
351                 // LordHavoc: Sys_Error was *ANNOYING*
352                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
353         }
354
355         // no errors occurred
356         mod->needload = false;
357         return mod;
358 }
359
360 void Mod_CheckLoaded(model_t *mod)
361 {
362         if (mod)
363         {
364                 if (mod->needload)
365                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
366                 else
367                 {
368                         //if (mod->type == mod_invalid)
369                         //      Host_Error("Mod_CheckLoaded: invalid model\n");
370                         mod->used = true;
371                         return;
372                 }
373         }
374 }
375
376 /*
377 ===================
378 Mod_ClearAll
379 ===================
380 */
381 void Mod_ClearAll(void)
382 {
383 }
384
385 void Mod_ClearUsed(void)
386 {
387         int i;
388         model_t *mod;
389
390         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
391                 if (mod->name[0])
392                         mod->used = false;
393 }
394
395 void Mod_PurgeUnused(void)
396 {
397         int i;
398         model_t *mod;
399
400         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
401                 if (mod->name[0])
402                         if (!mod->used)
403                                 Mod_FreeModel(mod);
404 }
405
406 void Mod_LoadModels(void)
407 {
408         int i;
409         model_t *mod;
410
411         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
412                 if (mod->name[0])
413                         if (mod->used)
414                                 Mod_CheckLoaded(mod);
415 }
416
417 /*
418 ==================
419 Mod_FindName
420
421 ==================
422 */
423 model_t *Mod_FindName(const char *name)
424 {
425         int i;
426         model_t *mod, *freemod;
427
428         if (!name[0])
429                 Host_Error ("Mod_ForName: NULL name");
430
431 // search the currently loaded models
432         freemod = NULL;
433         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
434         {
435                 if (mod->name[0])
436                 {
437                         if (!strcmp (mod->name, name))
438                         {
439                                 mod->used = true;
440                                 return mod;
441                         }
442                 }
443                 else if (freemod == NULL)
444                         freemod = mod;
445         }
446
447         if (freemod)
448         {
449                 mod = freemod;
450                 strcpy (mod->name, name);
451                 mod->needload = true;
452                 mod->used = true;
453                 return mod;
454         }
455
456         Host_Error ("Mod_FindName: ran out of models\n");
457         return NULL;
458 }
459
460 /*
461 ==================
462 Mod_TouchModel
463
464 ==================
465 */
466 void Mod_TouchModel(const char *name)
467 {
468         model_t *mod;
469
470         mod = Mod_FindName(name);
471         mod->used = true;
472 }
473
474 /*
475 ==================
476 Mod_ForName
477
478 Loads in a model for the given name
479 ==================
480 */
481 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
482 {
483         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
484 }
485
486 qbyte *mod_base;
487
488
489 //=============================================================================
490
491 /*
492 ================
493 Mod_Print
494 ================
495 */
496 static void Mod_Print(void)
497 {
498         int             i;
499         model_t *mod;
500
501         Con_Print("Loaded models:\n");
502         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
503                 if (mod->name[0])
504                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
505 }
506
507 /*
508 ================
509 Mod_Precache
510 ================
511 */
512 static void Mod_Precache(void)
513 {
514         if (Cmd_Argc() == 2)
515                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
516         else
517                 Con_Print("usage: modelprecache <filename>\n");
518 }
519
520 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
521 {
522         int i, count;
523         qbyte *used;
524         used = Mem_Alloc(tempmempool, numvertices);
525         memset(used, 0, numvertices);
526         for (i = 0;i < numelements;i++)
527                 used[elements[i]] = 1;
528         for (i = 0, count = 0;i < numvertices;i++)
529                 remapvertices[i] = used[i] ? count++ : -1;
530         Mem_Free(used);
531         return count;
532 }
533
534 #if 1
535 // fast way, using an edge hash
536 #define TRIANGLEEDGEHASH 16384
537 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
538 {
539         int i, j, p, e1, e2, *n, hashindex, count, match;
540         const int *e;
541         typedef struct edgehashentry_s
542         {
543                 struct edgehashentry_s *next;
544                 int triangle;
545                 int element[2];
546         }
547         edgehashentry_t;
548         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
549         memset(edgehash, 0, sizeof(edgehash));
550         edgehashentries = edgehashentriesbuffer;
551         // if there are too many triangles for the stack array, allocate larger buffer
552         if (numtriangles > TRIANGLEEDGEHASH)
553                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
554         // find neighboring triangles
555         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
556         {
557                 for (j = 0, p = 2;j < 3;p = j, j++)
558                 {
559                         e1 = e[p];
560                         e2 = e[j];
561                         // this hash index works for both forward and backward edges
562                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
563                         hash = edgehashentries + i * 3 + j;
564                         hash->next = edgehash[hashindex];
565                         edgehash[hashindex] = hash;
566                         hash->triangle = i;
567                         hash->element[0] = e1;
568                         hash->element[1] = e2;
569                 }
570         }
571         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
572         {
573                 for (j = 0, p = 2;j < 3;p = j, j++)
574                 {
575                         e1 = e[p];
576                         e2 = e[j];
577                         // this hash index works for both forward and backward edges
578                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
579                         count = 0;
580                         match = -1;
581                         for (hash = edgehash[hashindex];hash;hash = hash->next)
582                         {
583                                 if (hash->element[0] == e2 && hash->element[1] == e1)
584                                 {
585                                         if (hash->triangle != i)
586                                                 match = hash->triangle;
587                                         count++;
588                                 }
589                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
590                                         count++;
591                         }
592                         // detect edges shared by three triangles and make them seams
593                         if (count > 2)
594                                 match = -1;
595                         n[p] = match;
596                 }
597         }
598         // free the allocated buffer
599         if (edgehashentries != edgehashentriesbuffer)
600                 Mem_Free(edgehashentries);
601 }
602 #else
603 // very slow but simple way
604 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
605 {
606         int i, match, count;
607         count = 0;
608         match = -1;
609         for (i = 0;i < numtriangles;i++, elements += 3)
610         {
611                      if ((elements[0] == start && elements[1] == end)
612                       || (elements[1] == start && elements[2] == end)
613                       || (elements[2] == start && elements[0] == end))
614                 {
615                         if (i != ignore)
616                                 match = i;
617                         count++;
618                 }
619                 else if ((elements[1] == start && elements[0] == end)
620                       || (elements[2] == start && elements[1] == end)
621                       || (elements[0] == start && elements[2] == end))
622                         count++;
623         }
624         // detect edges shared by three triangles and make them seams
625         if (count > 2)
626                 match = -1;
627         return match;
628 }
629
630 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
631 {
632         int i, *n;
633         const int *e;
634         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
635         {
636                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
637                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
638                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
639         }
640 }
641 #endif
642
643 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
644 {
645         int i;
646         for (i = 0;i < numtriangles * 3;i++)
647                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
648                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
649 }
650
651 // warning: this is an expensive function!
652 void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
653 {
654         int i, tnum;
655         float normal[3], *v;
656         const int *e;
657         // clear the vectors
658         memset(normal3f, 0, numverts * sizeof(float[3]));
659         // process each vertex of each triangle and accumulate the results
660         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
661         {
662                 TriangleNormal(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, normal);
663                 VectorNormalize(normal);
664                 v = normal3f + e[0] * 3;
665                 v[0] += normal[0];
666                 v[1] += normal[1];
667                 v[2] += normal[2];
668                 v = normal3f + e[1] * 3;
669                 v[0] += normal[0];
670                 v[1] += normal[1];
671                 v[2] += normal[2];
672                 v = normal3f + e[2] * 3;
673                 v[0] += normal[0];
674                 v[1] += normal[1];
675                 v[2] += normal[2];
676         }
677         // now we could divide the vectors by the number of averaged values on
678         // each vertex...  but instead normalize them
679         for (i = 0, v = normal3f;i < numverts;i++, v += 3)
680                 VectorNormalize(v);
681 }
682
683 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)
684 {
685         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
686         // 103 add/sub/negate/multiply (1 cycle), 3 divide (20 cycle), 3 sqrt (22 cycle), 4 compare (3 cycle?), total cycles not counting load/store/exchange roughly 241 cycles
687         // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
688
689         // 6 multiply, 9 subtract
690         VectorSubtract(v1, v0, v10);
691         VectorSubtract(v2, v0, v20);
692         normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
693         normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
694         normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
695         // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
696         VectorNormalize(normal3f);
697         // 12 multiply, 10 subtract
698         tc10[1] = tc1[1] - tc0[1];
699         tc20[1] = tc2[1] - tc0[1];
700         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
701         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
702         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
703         tc10[0] = tc1[0] - tc0[0];
704         tc20[0] = tc2[0] - tc0[0];
705         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
706         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
707         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
708         // 12 multiply, 4 add, 6 subtract
709         f = DotProduct(svector3f, normal3f);
710         svector3f[0] -= f * normal3f[0];
711         svector3f[1] -= f * normal3f[1];
712         svector3f[2] -= f * normal3f[2];
713         f = DotProduct(tvector3f, normal3f);
714         tvector3f[0] -= f * normal3f[0];
715         tvector3f[1] -= f * normal3f[1];
716         tvector3f[2] -= f * normal3f[2];
717         // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
718         VectorNormalize(svector3f);
719         VectorNormalize(tvector3f);
720         // if texture is mapped the wrong way (counterclockwise), the tangents
721         // have to be flipped, this is detected by calculating a normal from the
722         // two tangents, and seeing if it is opposite the surface normal
723         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
724         CrossProduct(tvector3f, svector3f, tangentcross);
725         if (DotProduct(tangentcross, normal3f) < 0)
726         {
727                 VectorNegate(svector3f, svector3f);
728                 VectorNegate(tvector3f, tvector3f);
729         }
730 }
731
732 // warning: this is a very expensive function!
733 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
734 {
735         int i, tnum;
736         float sdir[3], tdir[3], normal[3], *v;
737         const int *e;
738         // clear the vectors
739         if (svector3f)
740                 memset(svector3f, 0, numverts * sizeof(float[3]));
741         if (tvector3f)
742                 memset(tvector3f, 0, numverts * sizeof(float[3]));
743         if (normal3f)
744                 memset(normal3f, 0, numverts * sizeof(float[3]));
745         // process each vertex of each triangle and accumulate the results
746         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
747         {
748                 Mod_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal);
749                 if (svector3f)
750                 {
751                         for (i = 0;i < 3;i++)
752                         {
753                                 svector3f[e[i]*3  ] += sdir[0];
754                                 svector3f[e[i]*3+1] += sdir[1];
755                                 svector3f[e[i]*3+2] += sdir[2];
756                         }
757                 }
758                 if (tvector3f)
759                 {
760                         for (i = 0;i < 3;i++)
761                         {
762                                 tvector3f[e[i]*3  ] += tdir[0];
763                                 tvector3f[e[i]*3+1] += tdir[1];
764                                 tvector3f[e[i]*3+2] += tdir[2];
765                         }
766                 }
767                 if (normal3f)
768                 {
769                         for (i = 0;i < 3;i++)
770                         {
771                                 normal3f[e[i]*3  ] += normal[0];
772                                 normal3f[e[i]*3+1] += normal[1];
773                                 normal3f[e[i]*3+2] += normal[2];
774                         }
775                 }
776         }
777         // now we could divide the vectors by the number of averaged values on
778         // each vertex...  but instead normalize them
779         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
780         if (svector3f)
781                 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
782                         VectorNormalize(v);
783         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
784         if (tvector3f)
785                 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
786                         VectorNormalize(v);
787         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
788         if (normal3f)
789                 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
790                         VectorNormalize(v);
791 }
792
793 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)
794 {
795         shadowmesh_t *newmesh;
796         qbyte *data;
797         int size;
798         size = sizeof(shadowmesh_t);
799         size += maxverts * sizeof(float[3]);
800         if (light)
801                 size += maxverts * sizeof(float[11]);
802         size += maxtriangles * sizeof(int[3]);
803         if (neighbors)
804                 size += maxtriangles * sizeof(int[3]);
805         if (expandable)
806                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
807         data = Mem_Alloc(mempool, size);
808         newmesh = (void *)data;data += sizeof(*newmesh);
809         newmesh->map_diffuse = map_diffuse;
810         newmesh->map_specular = map_specular;
811         newmesh->map_normal = map_normal;
812         newmesh->maxverts = maxverts;
813         newmesh->maxtriangles = maxtriangles;
814         newmesh->numverts = 0;
815         newmesh->numtriangles = 0;
816
817         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
818         if (light)
819         {
820                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
821                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
822                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
823                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
824         }
825         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
826         if (neighbors)
827         {
828                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
829         }
830         if (expandable)
831         {
832                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
833                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
834         }
835         return newmesh;
836 }
837
838 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
839 {
840         shadowmesh_t *newmesh;
841         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
842         newmesh->numverts = oldmesh->numverts;
843         newmesh->numtriangles = oldmesh->numtriangles;
844
845         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
846         if (newmesh->svector3f && oldmesh->svector3f)
847         {
848                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
849                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
850                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
851                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
852         }
853         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
854         if (newmesh->neighbor3i && oldmesh->neighbor3i)
855                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
856         return newmesh;
857 }
858
859 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
860 {
861         int hashindex, vnum;
862         shadowmeshvertexhash_t *hash;
863         // this uses prime numbers intentionally
864         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
865         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
866         {
867                 vnum = (hash - mesh->vertexhashentries);
868                 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]))
869                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
870                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
871                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
872                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
873                         return hash - mesh->vertexhashentries;
874         }
875         vnum = mesh->numverts++;
876         hash = mesh->vertexhashentries + vnum;
877         hash->next = mesh->vertexhashtable[hashindex];
878         mesh->vertexhashtable[hashindex] = hash;
879         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
880         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
881         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
882         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
883         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
884         return vnum;
885 }
886
887 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
888 {
889         if (mesh->numtriangles == 0)
890         {
891                 // set the properties on this empty mesh to be more favorable...
892                 // (note: this case only occurs for the first triangle added to a new mesh chain)
893                 mesh->map_diffuse = map_diffuse;
894                 mesh->map_specular = map_specular;
895                 mesh->map_normal = map_normal;
896         }
897         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)
898         {
899                 if (mesh->next == NULL)
900                         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);
901                 mesh = mesh->next;
902         }
903         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
904         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
905         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
906         mesh->numtriangles++;
907 }
908
909 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)
910 {
911         int i, j, e;
912         float vbuf[3*14], *v;
913         memset(vbuf, 0, sizeof(vbuf));
914         for (i = 0;i < numtris;i++)
915         {
916                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
917                 {
918                         e = *element3i++;
919                         if (vertex3f)
920                         {
921                                 v[0] = vertex3f[e * 3 + 0];
922                                 v[1] = vertex3f[e * 3 + 1];
923                                 v[2] = vertex3f[e * 3 + 2];
924                         }
925                         if (svector3f)
926                         {
927                                 v[3] = svector3f[e * 3 + 0];
928                                 v[4] = svector3f[e * 3 + 1];
929                                 v[5] = svector3f[e * 3 + 2];
930                         }
931                         if (tvector3f)
932                         {
933                                 v[6] = tvector3f[e * 3 + 0];
934                                 v[7] = tvector3f[e * 3 + 1];
935                                 v[8] = tvector3f[e * 3 + 2];
936                         }
937                         if (normal3f)
938                         {
939                                 v[9] = normal3f[e * 3 + 0];
940                                 v[10] = normal3f[e * 3 + 1];
941                                 v[11] = normal3f[e * 3 + 2];
942                         }
943                         if (texcoord2f)
944                         {
945                                 v[12] = texcoord2f[e * 2 + 0];
946                                 v[13] = texcoord2f[e * 2 + 1];
947                         }
948                 }
949                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
950         }
951 }
952
953 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)
954 {
955         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
956 }
957
958 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
959 {
960         shadowmesh_t *mesh, *newmesh, *nextmesh;
961         // reallocate meshs to conserve space
962         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
963         {
964                 nextmesh = mesh->next;
965                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
966                 {
967                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
968                         newmesh->next = firstmesh;
969                         firstmesh = newmesh;
970                 }
971                 Mem_Free(mesh);
972         }
973         return firstmesh;
974 }
975
976 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
977 {
978         int i;
979         shadowmesh_t *mesh;
980         vec3_t nmins, nmaxs, ncenter, temp;
981         float nradius2, dist2, *v;
982         // calculate bbox
983         for (mesh = firstmesh;mesh;mesh = mesh->next)
984         {
985                 if (mesh == firstmesh)
986                 {
987                         VectorCopy(mesh->vertex3f, nmins);
988                         VectorCopy(mesh->vertex3f, nmaxs);
989                 }
990                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
991                 {
992                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
993                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
994                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
995                 }
996         }
997         // calculate center and radius
998         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
999         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1000         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1001         nradius2 = 0;
1002         for (mesh = firstmesh;mesh;mesh = mesh->next)
1003         {
1004                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1005                 {
1006                         VectorSubtract(v, ncenter, temp);
1007                         dist2 = DotProduct(temp, temp);
1008                         if (nradius2 < dist2)
1009                                 nradius2 = dist2;
1010                 }
1011         }
1012         // return data
1013         if (mins)
1014                 VectorCopy(nmins, mins);
1015         if (maxs)
1016                 VectorCopy(nmaxs, maxs);
1017         if (center)
1018                 VectorCopy(ncenter, center);
1019         if (radius)
1020                 *radius = sqrt(nradius2);
1021 }
1022
1023 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1024 {
1025         shadowmesh_t *nextmesh;
1026         for (;mesh;mesh = nextmesh)
1027         {
1028                 nextmesh = mesh->next;
1029                 Mem_Free(mesh);
1030         }
1031 }
1032
1033 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
1034 {
1035         int i;
1036         for (i = 0;i < width*height;i++)
1037                 if (((qbyte *)&palette[in[i]])[3] > 0)
1038                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1039         return NULL;
1040 }
1041
1042 static int detailtexturecycle = 0;
1043 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
1044 {
1045         imageskin_t s;
1046         memset(skinframe, 0, sizeof(*skinframe));
1047         if (!image_loadskin(&s, basename))
1048                 return false;
1049         if (usedetailtexture)
1050                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1051         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
1052         if (s.nmappixels != NULL)
1053                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
1054         if (s.glosspixels != NULL)
1055                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
1056         if (s.glowpixels != NULL && loadglowtexture)
1057                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
1058         if (s.maskpixels != NULL)
1059                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
1060         if (loadpantsandshirt)
1061         {
1062                 if (s.pantspixels != NULL)
1063                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1064                 if (s.shirtpixels != NULL)
1065                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1066         }
1067         image_freeskin(&s);
1068         return true;
1069 }
1070
1071 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
1072 {
1073         qbyte *temp1, *temp2;
1074         memset(skinframe, 0, sizeof(*skinframe));
1075         if (!skindata)
1076                 return false;
1077         if (usedetailtexture)
1078                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1079         if (r_shadow_bumpscale_basetexture.value > 0)
1080         {
1081                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
1082                 temp2 = temp1 + width * height * 4;
1083                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
1084                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1085                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
1086                 Mem_Free(temp1);
1087         }
1088         if (loadglowtexture)
1089         {
1090                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
1091                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
1092                 if (loadpantsandshirt)
1093                 {
1094                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1095                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1096                         if (skinframe->pants || skinframe->shirt)
1097                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
1098                 }
1099         }
1100         else
1101         {
1102                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
1103                 if (loadpantsandshirt)
1104                 {
1105                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1106                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1107                         if (skinframe->pants || skinframe->shirt)
1108                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
1109                 }
1110         }
1111         return true;
1112 }
1113
1114 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1115 {
1116         float v[3], tc[3];
1117         v[0] = ix;
1118         v[1] = iy;
1119         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1120                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1121         else
1122                 v[2] = 0;
1123         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1124         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1125         texcoord2f[0] = tc[0];
1126         texcoord2f[1] = tc[1];
1127 }
1128
1129 void Mod_GetTerrainVertexFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1130 {
1131         float vup[3], vdown[3], vleft[3], vright[3];
1132         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1133         float sv[3], tv[3], nl[3];
1134         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1135         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1136         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1137         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1138         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1139         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1140         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1141         VectorAdd(svector3f, sv, svector3f);
1142         VectorAdd(tvector3f, tv, tvector3f);
1143         VectorAdd(normal3f, nl, normal3f);
1144         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1145         VectorAdd(svector3f, sv, svector3f);
1146         VectorAdd(tvector3f, tv, tvector3f);
1147         VectorAdd(normal3f, nl, normal3f);
1148         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1149         VectorAdd(svector3f, sv, svector3f);
1150         VectorAdd(tvector3f, tv, tvector3f);
1151         VectorAdd(normal3f, nl, normal3f);
1152 }
1153
1154 void Mod_ConstructTerrainPatchFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1155 {
1156         int x, y, ix, iy, *e;
1157         e = element3i;
1158         for (y = 0;y < height;y++)
1159         {
1160                 for (x = 0;x < width;x++)
1161                 {
1162                         e[0] = (y + 1) * (width + 1) + (x + 0);
1163                         e[1] = (y + 0) * (width + 1) + (x + 0);
1164                         e[2] = (y + 1) * (width + 1) + (x + 1);
1165                         e[3] = (y + 0) * (width + 1) + (x + 0);
1166                         e[4] = (y + 0) * (width + 1) + (x + 1);
1167                         e[5] = (y + 1) * (width + 1) + (x + 1);
1168                         e += 6;
1169                 }
1170         }
1171         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1172         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1173                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1174                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1175 }
1176
1177 skinfile_t *Mod_LoadSkinFiles(void)
1178 {
1179         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1180         char *text;
1181         const char *data;
1182         skinfile_t *skinfile = NULL, *first = NULL;
1183         skinfileitem_t *skinfileitem;
1184         char word[10][MAX_QPATH];
1185         overridetagnameset_t tagsets[MAX_SKINS];
1186         overridetagname_t tags[256];
1187
1188 /*
1189 sample file:
1190 U_bodyBox,models/players/Legoman/BikerA2.tga
1191 U_RArm,models/players/Legoman/BikerA1.tga
1192 U_LArm,models/players/Legoman/BikerA1.tga
1193 U_armor,common/nodraw
1194 U_sword,common/nodraw
1195 U_shield,common/nodraw
1196 U_homb,common/nodraw
1197 U_backpack,common/nodraw
1198 U_colcha,common/nodraw
1199 tag_head,
1200 tag_weapon,
1201 tag_torso,
1202 */
1203         memset(tagsets, 0, sizeof(tagsets));
1204         memset(word, 0, sizeof(word));
1205         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1206         {
1207                 numtags = 0;
1208
1209                 // If it's the first file we parse
1210                 if (skinfile == NULL)
1211                 {
1212                         skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1213                         first = skinfile;
1214                 }
1215                 else
1216                 {
1217                         skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1218                         skinfile = skinfile->next;
1219                 }
1220                 skinfile->next = NULL;
1221
1222                 for(line = 0;;line++)
1223                 {
1224                         // parse line
1225                         if (!COM_ParseToken(&data, true))
1226                                 break;
1227                         if (!strcmp(com_token, "\n"))
1228                                 continue;
1229                         words = 0;
1230                         wordsoverflow = false;
1231                         do
1232                         {
1233                                 if (words < 10)
1234                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1235                                 else
1236                                         wordsoverflow = true;
1237                         }
1238                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1239                         if (wordsoverflow)
1240                         {
1241                                 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);
1242                                 continue;
1243                         }
1244                         // words is always >= 1
1245                         if (!strcmp(word[0], "replace"))
1246                         {
1247                                 if (words == 3)
1248                                 {
1249                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1250                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1251                                         skinfileitem->next = skinfile->items;
1252                                         skinfile->items = skinfileitem;
1253                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1254                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1255                                 }
1256                                 else
1257                                         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]);
1258                         }
1259                         else if (words == 2 && !strcmp(word[1], ","))
1260                         {
1261                                 // tag name, like "tag_weapon,"
1262                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1263                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1264                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1265                                 numtags++;
1266                         }
1267                         else if (words == 3 && !strcmp(word[1], ","))
1268                         {
1269                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1270                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1271                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1272                                 skinfileitem->next = skinfile->items;
1273                                 skinfile->items = skinfileitem;
1274                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1275                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1276                         }
1277                         else
1278                                 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);
1279                 }
1280                 Mem_Free(text);
1281
1282                 if (numtags)
1283                 {
1284                         overridetagnameset_t *t;
1285                         t = tagsets + i;
1286                         t->num_overridetagnames = numtags;
1287                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1288                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1289                         tagsetsused = true;
1290                 }
1291         }
1292         if (tagsetsused)
1293         {
1294                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1295                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1296         }
1297         if (i)
1298                 loadmodel->numskins = i;
1299         return first;
1300 }
1301
1302 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1303 {
1304         skinfile_t *next;
1305         skinfileitem_t *skinfileitem, *nextitem;
1306         for (;skinfile;skinfile = next)
1307         {
1308                 next = skinfile->next;
1309                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1310                 {
1311                         nextitem = skinfileitem->next;
1312                         Mem_Free(skinfileitem);
1313                 }
1314                 Mem_Free(skinfile);
1315         }
1316 }
1317
1318 int Mod_CountSkinFiles(skinfile_t *skinfile)
1319 {
1320         int i;
1321         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1322         return i;
1323 }
1324
1325 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1326 {
1327         int i, outtriangles;
1328         float d, edgedir[3], temp[3];
1329         // a degenerate triangle is one with no width (thickness, surface area)
1330         // these are characterized by having all 3 points colinear (along a line)
1331         // or having two points identical
1332         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1333         {
1334                 // calculate first edge
1335                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1336                 if (VectorLength2(edgedir) < 0.0001f)
1337                         continue; // degenerate first edge (no length)
1338                 VectorNormalize(edgedir);
1339                 // check if third point is on the edge (colinear)
1340                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1341                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1342                 if (VectorLength2(temp) < 0.0001f)
1343                         continue; // third point colinear with first edge
1344                 // valid triangle (no colinear points, no duplicate points)
1345                 VectorCopy(inelement3i, outelement3i);
1346                 outelement3i += 3;
1347                 outtriangles++;
1348         }
1349         return outtriangles;
1350 }
1351