added .dpm model support
[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: was 512
34 #define MAX_MOD_KNOWN (MAX_MODELS + 256)
35 static model_t mod_known[MAX_MOD_KNOWN];
36
37 static void mod_start(void)
38 {
39         int i;
40         for (i = 0;i < MAX_MOD_KNOWN;i++)
41                 if (mod_known[i].name[0])
42                         Mod_UnloadModel(&mod_known[i]);
43         Mod_LoadModels();
44 }
45
46 static void mod_shutdown(void)
47 {
48         int i;
49         for (i = 0;i < MAX_MOD_KNOWN;i++)
50                 if (mod_known[i].name[0])
51                         Mod_UnloadModel(&mod_known[i]);
52 }
53
54 static void mod_newmap(void)
55 {
56         msurface_t *surface;
57         int i, surfacenum, ssize, tsize;
58
59         if (!cl_stainmaps_clearonload.integer)
60                 return;
61
62         for (i = 0;i < MAX_MOD_KNOWN;i++)
63         {
64                 if (mod_known[i].name[0])
65                 {
66                         for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
67                         {
68                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
69                                 {
70                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
71                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
72                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
73                                         surface->cached_dlight = true;
74                                 }
75                         }
76                 }
77         }
78 }
79
80 /*
81 ===============
82 Mod_Init
83 ===============
84 */
85 static void Mod_Print(void);
86 static void Mod_Precache (void);
87 void Mod_Init (void)
88 {
89         Mod_BrushInit();
90         Mod_AliasInit();
91         Mod_SpriteInit();
92
93         Cvar_RegisterVariable(&r_mipskins);
94         Cmd_AddCommand ("modellist", Mod_Print);
95         Cmd_AddCommand ("modelprecache", Mod_Precache);
96 }
97
98 void Mod_RenderInit(void)
99 {
100         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
101 }
102
103 void Mod_FreeModel (model_t *mod)
104 {
105         R_FreeTexturePool(&mod->texturepool);
106         Mem_FreePool(&mod->mempool);
107
108         // clear the struct to make it available
109         memset(mod, 0, sizeof(model_t));
110 }
111
112 void Mod_UnloadModel (model_t *mod)
113 {
114         char name[MAX_QPATH];
115         qboolean isworldmodel;
116         qboolean used;
117         strcpy(name, mod->name);
118         isworldmodel = mod->isworldmodel;
119         used = mod->used;
120         Mod_FreeModel(mod);
121         strcpy(mod->name, name);
122         mod->isworldmodel = isworldmodel;
123         mod->used = used;
124         mod->loaded = false;
125 }
126
127 /*
128 ==================
129 Mod_LoadModel
130
131 Loads a model
132 ==================
133 */
134 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
135 {
136         int num;
137         unsigned int crc;
138         void *buf;
139
140         mod->used = true;
141
142         if (mod->name[0] == '*') // submodel
143                 return mod;
144
145         crc = 0;
146         buf = NULL;
147         if (mod->isworldmodel != isworldmodel)
148                 mod->loaded = false;
149         if (!mod->loaded || checkdisk)
150         {
151                 if (checkdisk && mod->loaded)
152                         Con_DPrintf("checking model %s\n", mod->name);
153                 buf = FS_LoadFile (mod->name, tempmempool, false);
154                 if (buf)
155                 {
156                         crc = CRC_Block(buf, fs_filesize);
157                         if (mod->crc != crc)
158                                 mod->loaded = false;
159                 }
160         }
161         if (mod->loaded)
162                 return mod; // already loaded
163
164         Con_DPrintf("loading model %s\n", mod->name);
165         // LordHavoc: unload the existing model in this slot (if there is one)
166         Mod_UnloadModel(mod);
167
168         // load the model
169         mod->isworldmodel = isworldmodel;
170         mod->used = true;
171         mod->crc = crc;
172         // errors can prevent the corresponding mod->loaded = true;
173         mod->loaded = false;
174
175         // default model radius and bounding box (mainly for missing models)
176         mod->radius = 16;
177         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
178         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
179         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
180         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
181         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
182         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
183
184         // all models use memory, so allocate a memory pool
185         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
186         // all models load textures, so allocate a texture pool
187         if (cls.state != ca_dedicated)
188                 mod->texturepool = R_AllocTexturePool();
189
190         if (buf)
191         {
192                 num = LittleLong(*((int *)buf));
193                 // call the apropriate loader
194                 loadmodel = mod;
195                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
196                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
197                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
198                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
199                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf);
200                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
201                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
202                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf);
203                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
204                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
205                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
206                 Mem_Free(buf);
207         }
208         else if (crash)
209         {
210                 // LordHavoc: Sys_Error was *ANNOYING*
211                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
212         }
213
214         // no errors occurred
215         mod->loaded = true;
216         return mod;
217 }
218
219 /*
220 ===================
221 Mod_ClearAll
222 ===================
223 */
224 void Mod_ClearAll(void)
225 {
226 }
227
228 void Mod_ClearUsed(void)
229 {
230         int i;
231         model_t *mod;
232
233         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
234                 if (mod->name[0])
235                         mod->used = false;
236 }
237
238 void Mod_PurgeUnused(void)
239 {
240         int i;
241         model_t *mod;
242
243         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
244                 if (mod->name[0])
245                         if (!mod->used)
246                                 Mod_FreeModel(mod);
247 }
248
249 // only used during loading!
250 void Mod_RemoveStaleWorldModels(model_t *skip)
251 {
252         int i;
253         for (i = 0;i < MAX_MOD_KNOWN;i++)
254                 if (mod_known[i].isworldmodel && skip != &mod_known[i])
255                         Mod_UnloadModel(mod_known + i);
256 }
257
258 void Mod_LoadModels(void)
259 {
260         int i;
261         model_t *mod;
262
263         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
264                 if (mod->name[0])
265                         if (mod->used)
266                                 Mod_CheckLoaded(mod);
267 }
268
269 /*
270 ==================
271 Mod_FindName
272
273 ==================
274 */
275 model_t *Mod_FindName(const char *name)
276 {
277         int i;
278         model_t *mod, *freemod;
279
280         if (!name[0])
281                 Host_Error ("Mod_ForName: NULL name");
282
283 // search the currently loaded models
284         freemod = NULL;
285         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
286         {
287                 if (mod->name[0])
288                 {
289                         if (!strcmp (mod->name, name))
290                         {
291                                 mod->used = true;
292                                 return mod;
293                         }
294                 }
295                 else if (freemod == NULL)
296                         freemod = mod;
297         }
298
299         if (freemod)
300         {
301                 mod = freemod;
302                 strcpy (mod->name, name);
303                 mod->loaded = false;
304                 mod->used = true;
305                 return mod;
306         }
307
308         Host_Error ("Mod_FindName: ran out of models\n");
309         return NULL;
310 }
311
312 /*
313 ==================
314 Mod_ForName
315
316 Loads in a model for the given name
317 ==================
318 */
319 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
320 {
321         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
322 }
323
324 qbyte *mod_base;
325
326
327 //=============================================================================
328
329 /*
330 ================
331 Mod_Print
332 ================
333 */
334 static void Mod_Print(void)
335 {
336         int             i;
337         model_t *mod;
338
339         Con_Print("Loaded models:\n");
340         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
341                 if (mod->name[0])
342                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
343 }
344
345 /*
346 ================
347 Mod_Precache
348 ================
349 */
350 static void Mod_Precache(void)
351 {
352         if (Cmd_Argc() == 2)
353                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
354         else
355                 Con_Print("usage: modelprecache <filename>\n");
356 }
357
358 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
359 {
360         int i, count;
361         qbyte *used;
362         used = Mem_Alloc(tempmempool, numvertices);
363         memset(used, 0, numvertices);
364         for (i = 0;i < numelements;i++)
365                 used[elements[i]] = 1;
366         for (i = 0, count = 0;i < numvertices;i++)
367                 remapvertices[i] = used[i] ? count++ : -1;
368         Mem_Free(used);
369         return count;
370 }
371
372 #if 1
373 // fast way, using an edge hash
374 #define TRIANGLEEDGEHASH 8192
375 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
376 {
377         int i, j, p, e1, e2, *n, hashindex, count, match;
378         const int *e;
379         typedef struct edgehashentry_s
380         {
381                 struct edgehashentry_s *next;
382                 int triangle;
383                 int element[2];
384         }
385         edgehashentry_t;
386         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
387         memset(edgehash, 0, sizeof(edgehash));
388         edgehashentries = edgehashentriesbuffer;
389         // if there are too many triangles for the stack array, allocate larger buffer
390         if (numtriangles > TRIANGLEEDGEHASH)
391                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
392         // find neighboring triangles
393         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
394         {
395                 for (j = 0, p = 2;j < 3;p = j, j++)
396                 {
397                         e1 = e[p];
398                         e2 = e[j];
399                         // this hash index works for both forward and backward edges
400                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
401                         hash = edgehashentries + i * 3 + j;
402                         hash->next = edgehash[hashindex];
403                         edgehash[hashindex] = hash;
404                         hash->triangle = i;
405                         hash->element[0] = e1;
406                         hash->element[1] = e2;
407                 }
408         }
409         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
410         {
411                 for (j = 0, p = 2;j < 3;p = j, j++)
412                 {
413                         e1 = e[p];
414                         e2 = e[j];
415                         // this hash index works for both forward and backward edges
416                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
417                         count = 0;
418                         match = -1;
419                         for (hash = edgehash[hashindex];hash;hash = hash->next)
420                         {
421                                 if (hash->element[0] == e2 && hash->element[1] == e1)
422                                 {
423                                         if (hash->triangle != i)
424                                                 match = hash->triangle;
425                                         count++;
426                                 }
427                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
428                                         count++;
429                         }
430                         // detect edges shared by three triangles and make them seams
431                         if (count > 2)
432                                 match = -1;
433                         n[p] = match;
434                 }
435         }
436         // free the allocated buffer
437         if (edgehashentries != edgehashentriesbuffer)
438                 Mem_Free(edgehashentries);
439 }
440 #else
441 // very slow but simple way
442 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
443 {
444         int i, match, count;
445         count = 0;
446         match = -1;
447         for (i = 0;i < numtriangles;i++, elements += 3)
448         {
449                      if ((elements[0] == start && elements[1] == end)
450                       || (elements[1] == start && elements[2] == end)
451                       || (elements[2] == start && elements[0] == end))
452                 {
453                         if (i != ignore)
454                                 match = i;
455                         count++;
456                 }
457                 else if ((elements[1] == start && elements[0] == end)
458                       || (elements[2] == start && elements[1] == end)
459                       || (elements[0] == start && elements[2] == end))
460                         count++;
461         }
462         // detect edges shared by three triangles and make them seams
463         if (count > 2)
464                 match = -1;
465         return match;
466 }
467
468 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
469 {
470         int i, *n;
471         const int *e;
472         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
473         {
474                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
475                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
476                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
477         }
478 }
479 #endif
480
481 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
482 {
483         int i;
484         for (i = 0;i < numtriangles * 3;i++)
485                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
486                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
487 }
488
489 // warning: this is an expensive function!
490 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
491 {
492         int i, j;
493         const int *element;
494         float *vectorNormal;
495         float areaNormal[3];
496         // clear the vectors
497         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
498         // process each vertex of each triangle and accumulate the results
499         // use area-averaging, to make triangles with a big area have a bigger
500         // weighting on the vertex normal than triangles with a small area
501         // to do so, just add the 'normals' together (the bigger the area
502         // the greater the length of the normal is
503         element = elements;
504         for (i = 0; i < numtriangles; i++, element += 3)
505         {
506                 TriangleNormal(
507                         vertex3f + element[0] * 3,
508                         vertex3f + element[1] * 3,
509                         vertex3f + element[2] * 3,
510                         areaNormal
511                         );
512
513                 if (!areaweighting)
514                         VectorNormalize(areaNormal);
515
516                 for (j = 0;j < 3;j++)
517                 {
518                         vectorNormal = normal3f + element[j] * 3;
519                         vectorNormal[0] += areaNormal[0];
520                         vectorNormal[1] += areaNormal[1];
521                         vectorNormal[2] += areaNormal[2];
522                 }
523         }
524         // and just normalize the accumulated vertex normal in the end
525         vectorNormal = normal3f + 3 * firstvertex;
526         for (i = 0; i < numvertices; i++, vectorNormal += 3)
527                 VectorNormalize(vectorNormal);
528 }
529
530 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)
531 {
532         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
533         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
534         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
535
536         // 6 multiply, 9 subtract
537         VectorSubtract(v1, v0, v10);
538         VectorSubtract(v2, v0, v20);
539         normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
540         normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
541         normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
542         // 12 multiply, 10 subtract
543         tc10[1] = tc1[1] - tc0[1];
544         tc20[1] = tc2[1] - tc0[1];
545         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
546         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
547         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
548         tc10[0] = tc1[0] - tc0[0];
549         tc20[0] = tc2[0] - tc0[0];
550         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
551         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
552         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
553         // 12 multiply, 4 add, 6 subtract
554         f = DotProduct(svector3f, normal3f);
555         svector3f[0] -= f * normal3f[0];
556         svector3f[1] -= f * normal3f[1];
557         svector3f[2] -= f * normal3f[2];
558         f = DotProduct(tvector3f, normal3f);
559         tvector3f[0] -= f * normal3f[0];
560         tvector3f[1] -= f * normal3f[1];
561         tvector3f[2] -= f * normal3f[2];
562         // if texture is mapped the wrong way (counterclockwise), the tangents
563         // have to be flipped, this is detected by calculating a normal from the
564         // two tangents, and seeing if it is opposite the surface normal
565         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
566         CrossProduct(tvector3f, svector3f, tangentcross);
567         if (DotProduct(tangentcross, normal3f) < 0)
568         {
569                 VectorNegate(svector3f, svector3f);
570                 VectorNegate(tvector3f, tvector3f);
571         }
572 }
573
574 // warning: this is a very expensive function!
575 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)
576 {
577         int i, tnum;
578         float sdir[3], tdir[3], normal[3], *v;
579         const int *e;
580         // clear the vectors
581         if (svector3f)
582                 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
583         if (tvector3f)
584                 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
585         if (normal3f)
586                 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
587         // process each vertex of each triangle and accumulate the results
588         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
589         {
590                 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);
591                 if (!areaweighting)
592                 {
593                         VectorNormalize(sdir);
594                         VectorNormalize(tdir);
595                         VectorNormalize(normal);
596                 }
597                 if (svector3f)
598                         for (i = 0;i < 3;i++)
599                                 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
600                 if (tvector3f)
601                         for (i = 0;i < 3;i++)
602                                 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
603                 if (normal3f)
604                         for (i = 0;i < 3;i++)
605                                 VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
606         }
607         // now we could divide the vectors by the number of averaged values on
608         // each vertex...  but instead normalize them
609         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
610         if (svector3f)
611                 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
612                         VectorNormalize(v);
613         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
614         if (tvector3f)
615                 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
616                         VectorNormalize(v);
617         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
618         if (normal3f)
619                 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
620                         VectorNormalize(v);
621 }
622
623 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
624 {
625         surfmesh_t *mesh;
626         qbyte *data;
627         mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3 + (neighbors ? 3 : 0)) * sizeof(int));
628         mesh->num_vertices = numvertices;
629         mesh->num_triangles = numtriangles;
630         data = (qbyte *)(mesh + 1);
631         if (mesh->num_vertices)
632         {
633                 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
634                 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
635                 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
636                 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
637                 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
638                 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
639                 if (detailtexcoords)
640                         mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
641                 if (vertexcolors)
642                         mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
643                 if (lightmapoffsets)
644                         mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
645         }
646         if (mesh->num_triangles)
647         {
648                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
649                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
650                 if (neighbors)
651                         mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
652         }
653         return mesh;
654 }
655
656 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)
657 {
658         shadowmesh_t *newmesh;
659         qbyte *data;
660         int size;
661         size = sizeof(shadowmesh_t);
662         size += maxverts * sizeof(float[3]);
663         if (light)
664                 size += maxverts * sizeof(float[11]);
665         size += maxtriangles * sizeof(int[3]);
666         if (neighbors)
667                 size += maxtriangles * sizeof(int[3]);
668         if (expandable)
669                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
670         data = Mem_Alloc(mempool, size);
671         newmesh = (void *)data;data += sizeof(*newmesh);
672         newmesh->map_diffuse = map_diffuse;
673         newmesh->map_specular = map_specular;
674         newmesh->map_normal = map_normal;
675         newmesh->maxverts = maxverts;
676         newmesh->maxtriangles = maxtriangles;
677         newmesh->numverts = 0;
678         newmesh->numtriangles = 0;
679
680         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
681         if (light)
682         {
683                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
684                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
685                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
686                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
687         }
688         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
689         if (neighbors)
690         {
691                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
692         }
693         if (expandable)
694         {
695                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
696                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
697         }
698         return newmesh;
699 }
700
701 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
702 {
703         shadowmesh_t *newmesh;
704         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
705         newmesh->numverts = oldmesh->numverts;
706         newmesh->numtriangles = oldmesh->numtriangles;
707
708         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
709         if (newmesh->svector3f && oldmesh->svector3f)
710         {
711                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
712                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
713                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
714                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
715         }
716         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
717         if (newmesh->neighbor3i && oldmesh->neighbor3i)
718                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
719         return newmesh;
720 }
721
722 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
723 {
724         int hashindex, vnum;
725         shadowmeshvertexhash_t *hash;
726         // this uses prime numbers intentionally
727         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
728         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
729         {
730                 vnum = (hash - mesh->vertexhashentries);
731                 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]))
732                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
733                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
734                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
735                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
736                         return hash - mesh->vertexhashentries;
737         }
738         vnum = mesh->numverts++;
739         hash = mesh->vertexhashentries + vnum;
740         hash->next = mesh->vertexhashtable[hashindex];
741         mesh->vertexhashtable[hashindex] = hash;
742         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
743         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
744         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
745         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
746         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
747         return vnum;
748 }
749
750 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
751 {
752         if (mesh->numtriangles == 0)
753         {
754                 // set the properties on this empty mesh to be more favorable...
755                 // (note: this case only occurs for the first triangle added to a new mesh chain)
756                 mesh->map_diffuse = map_diffuse;
757                 mesh->map_specular = map_specular;
758                 mesh->map_normal = map_normal;
759         }
760         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)
761         {
762                 if (mesh->next == NULL)
763                         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);
764                 mesh = mesh->next;
765         }
766         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
767         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
768         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
769         mesh->numtriangles++;
770 }
771
772 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)
773 {
774         int i, j, e;
775         float vbuf[3*14], *v;
776         memset(vbuf, 0, sizeof(vbuf));
777         for (i = 0;i < numtris;i++)
778         {
779                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
780                 {
781                         e = *element3i++;
782                         if (vertex3f)
783                         {
784                                 v[0] = vertex3f[e * 3 + 0];
785                                 v[1] = vertex3f[e * 3 + 1];
786                                 v[2] = vertex3f[e * 3 + 2];
787                         }
788                         if (svector3f)
789                         {
790                                 v[3] = svector3f[e * 3 + 0];
791                                 v[4] = svector3f[e * 3 + 1];
792                                 v[5] = svector3f[e * 3 + 2];
793                         }
794                         if (tvector3f)
795                         {
796                                 v[6] = tvector3f[e * 3 + 0];
797                                 v[7] = tvector3f[e * 3 + 1];
798                                 v[8] = tvector3f[e * 3 + 2];
799                         }
800                         if (normal3f)
801                         {
802                                 v[9] = normal3f[e * 3 + 0];
803                                 v[10] = normal3f[e * 3 + 1];
804                                 v[11] = normal3f[e * 3 + 2];
805                         }
806                         if (texcoord2f)
807                         {
808                                 v[12] = texcoord2f[e * 2 + 0];
809                                 v[13] = texcoord2f[e * 2 + 1];
810                         }
811                 }
812                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
813         }
814 }
815
816 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)
817 {
818         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
819 }
820
821 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
822 {
823         shadowmesh_t *mesh, *newmesh, *nextmesh;
824         // reallocate meshs to conserve space
825         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
826         {
827                 nextmesh = mesh->next;
828                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
829                 {
830                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
831                         newmesh->next = firstmesh;
832                         firstmesh = newmesh;
833                 }
834                 Mem_Free(mesh);
835         }
836         return firstmesh;
837 }
838
839 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
840 {
841         int i;
842         shadowmesh_t *mesh;
843         vec3_t nmins, nmaxs, ncenter, temp;
844         float nradius2, dist2, *v;
845         // calculate bbox
846         for (mesh = firstmesh;mesh;mesh = mesh->next)
847         {
848                 if (mesh == firstmesh)
849                 {
850                         VectorCopy(mesh->vertex3f, nmins);
851                         VectorCopy(mesh->vertex3f, nmaxs);
852                 }
853                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
854                 {
855                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
856                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
857                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
858                 }
859         }
860         // calculate center and radius
861         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
862         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
863         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
864         nradius2 = 0;
865         for (mesh = firstmesh;mesh;mesh = mesh->next)
866         {
867                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
868                 {
869                         VectorSubtract(v, ncenter, temp);
870                         dist2 = DotProduct(temp, temp);
871                         if (nradius2 < dist2)
872                                 nradius2 = dist2;
873                 }
874         }
875         // return data
876         if (mins)
877                 VectorCopy(nmins, mins);
878         if (maxs)
879                 VectorCopy(nmaxs, maxs);
880         if (center)
881                 VectorCopy(ncenter, center);
882         if (radius)
883                 *radius = sqrt(nradius2);
884 }
885
886 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
887 {
888         shadowmesh_t *nextmesh;
889         for (;mesh;mesh = nextmesh)
890         {
891                 nextmesh = mesh->next;
892                 Mem_Free(mesh);
893         }
894 }
895
896 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
897 {
898         int i;
899         for (i = 0;i < width*height;i++)
900                 if (((qbyte *)&palette[in[i]])[3] > 0)
901                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
902         return NULL;
903 }
904
905 static int detailtexturecycle = 0;
906 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
907 {
908         imageskin_t s;
909         memset(skinframe, 0, sizeof(*skinframe));
910         if (!image_loadskin(&s, basename))
911                 return false;
912         if (usedetailtexture)
913                 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
914         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
915         if (s.nmappixels != NULL)
916                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
917         if (s.glosspixels != NULL)
918                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
919         if (s.glowpixels != NULL && loadglowtexture)
920                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
921         if (s.maskpixels != NULL)
922                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
923         if (loadpantsandshirt)
924         {
925                 if (s.pantspixels != NULL)
926                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
927                 if (s.shirtpixels != NULL)
928                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
929         }
930         image_freeskin(&s);
931         return true;
932 }
933
934 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
935 {
936         qbyte *temp1, *temp2;
937         memset(skinframe, 0, sizeof(*skinframe));
938         if (!skindata)
939                 return false;
940         if (usedetailtexture)
941                 skinframe->detail = r_texture_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
942         if (r_shadow_bumpscale_basetexture.value > 0)
943         {
944                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
945                 temp2 = temp1 + width * height * 4;
946                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
947                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
948                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
949                 Mem_Free(temp1);
950         }
951         if (loadglowtexture)
952         {
953                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
954                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
955                 if (loadpantsandshirt)
956                 {
957                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
958                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
959                         if (skinframe->pants || skinframe->shirt)
960                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
961                 }
962         }
963         else
964         {
965                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
966                 if (loadpantsandshirt)
967                 {
968                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
969                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
970                         if (skinframe->pants || skinframe->shirt)
971                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
972                 }
973         }
974         return true;
975 }
976
977 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
978 {
979         float v[3], tc[3];
980         v[0] = ix;
981         v[1] = iy;
982         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
983                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
984         else
985                 v[2] = 0;
986         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
987         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
988         texcoord2f[0] = tc[0];
989         texcoord2f[1] = tc[1];
990 }
991
992 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)
993 {
994         float vup[3], vdown[3], vleft[3], vright[3];
995         float tcup[3], tcdown[3], tcleft[3], tcright[3];
996         float sv[3], tv[3], nl[3];
997         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
998         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
999         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1000         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1001         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1002         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1003         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1004         VectorAdd(svector3f, sv, svector3f);
1005         VectorAdd(tvector3f, tv, tvector3f);
1006         VectorAdd(normal3f, nl, normal3f);
1007         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1008         VectorAdd(svector3f, sv, svector3f);
1009         VectorAdd(tvector3f, tv, tvector3f);
1010         VectorAdd(normal3f, nl, normal3f);
1011         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1012         VectorAdd(svector3f, sv, svector3f);
1013         VectorAdd(tvector3f, tv, tvector3f);
1014         VectorAdd(normal3f, nl, normal3f);
1015 }
1016
1017 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)
1018 {
1019         int x, y, ix, iy, *e;
1020         e = element3i;
1021         for (y = 0;y < height;y++)
1022         {
1023                 for (x = 0;x < width;x++)
1024                 {
1025                         e[0] = (y + 1) * (width + 1) + (x + 0);
1026                         e[1] = (y + 0) * (width + 1) + (x + 0);
1027                         e[2] = (y + 1) * (width + 1) + (x + 1);
1028                         e[3] = (y + 0) * (width + 1) + (x + 0);
1029                         e[4] = (y + 0) * (width + 1) + (x + 1);
1030                         e[5] = (y + 1) * (width + 1) + (x + 1);
1031                         e += 6;
1032                 }
1033         }
1034         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1035         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1036                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1037                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1038 }
1039
1040 skinfile_t *Mod_LoadSkinFiles(void)
1041 {
1042         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1043         char *text;
1044         const char *data;
1045         skinfile_t *skinfile = NULL, *first = NULL;
1046         skinfileitem_t *skinfileitem;
1047         char word[10][MAX_QPATH];
1048         overridetagnameset_t tagsets[MAX_SKINS];
1049         overridetagname_t tags[256];
1050
1051 /*
1052 sample file:
1053 U_bodyBox,models/players/Legoman/BikerA2.tga
1054 U_RArm,models/players/Legoman/BikerA1.tga
1055 U_LArm,models/players/Legoman/BikerA1.tga
1056 U_armor,common/nodraw
1057 U_sword,common/nodraw
1058 U_shield,common/nodraw
1059 U_homb,common/nodraw
1060 U_backpack,common/nodraw
1061 U_colcha,common/nodraw
1062 tag_head,
1063 tag_weapon,
1064 tag_torso,
1065 */
1066         memset(tagsets, 0, sizeof(tagsets));
1067         memset(word, 0, sizeof(word));
1068         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1069         {
1070                 numtags = 0;
1071
1072                 // If it's the first file we parse
1073                 if (skinfile == NULL)
1074                 {
1075                         skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1076                         first = skinfile;
1077                 }
1078                 else
1079                 {
1080                         skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1081                         skinfile = skinfile->next;
1082                 }
1083                 skinfile->next = NULL;
1084
1085                 for(line = 0;;line++)
1086                 {
1087                         // parse line
1088                         if (!COM_ParseToken(&data, true))
1089                                 break;
1090                         if (!strcmp(com_token, "\n"))
1091                                 continue;
1092                         words = 0;
1093                         wordsoverflow = false;
1094                         do
1095                         {
1096                                 if (words < 10)
1097                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1098                                 else
1099                                         wordsoverflow = true;
1100                         }
1101                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1102                         if (wordsoverflow)
1103                         {
1104                                 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);
1105                                 continue;
1106                         }
1107                         // words is always >= 1
1108                         if (!strcmp(word[0], "replace"))
1109                         {
1110                                 if (words == 3)
1111                                 {
1112                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1113                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1114                                         skinfileitem->next = skinfile->items;
1115                                         skinfile->items = skinfileitem;
1116                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1117                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1118                                 }
1119                                 else
1120                                         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]);
1121                         }
1122                         else if (words == 2 && !strcmp(word[1], ","))
1123                         {
1124                                 // tag name, like "tag_weapon,"
1125                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1126                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1127                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1128                                 numtags++;
1129                         }
1130                         else if (words == 3 && !strcmp(word[1], ","))
1131                         {
1132                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1133                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1134                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1135                                 skinfileitem->next = skinfile->items;
1136                                 skinfile->items = skinfileitem;
1137                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1138                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1139                         }
1140                         else
1141                                 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);
1142                 }
1143                 Mem_Free(text);
1144
1145                 if (numtags)
1146                 {
1147                         overridetagnameset_t *t;
1148                         t = tagsets + i;
1149                         t->num_overridetagnames = numtags;
1150                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1151                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1152                         tagsetsused = true;
1153                 }
1154         }
1155         if (tagsetsused)
1156         {
1157                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1158                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1159         }
1160         if (i)
1161                 loadmodel->numskins = i;
1162         return first;
1163 }
1164
1165 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1166 {
1167         skinfile_t *next;
1168         skinfileitem_t *skinfileitem, *nextitem;
1169         for (;skinfile;skinfile = next)
1170         {
1171                 next = skinfile->next;
1172                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1173                 {
1174                         nextitem = skinfileitem->next;
1175                         Mem_Free(skinfileitem);
1176                 }
1177                 Mem_Free(skinfile);
1178         }
1179 }
1180
1181 int Mod_CountSkinFiles(skinfile_t *skinfile)
1182 {
1183         int i;
1184         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1185         return i;
1186 }
1187
1188 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1189 {
1190         int i;
1191         double isnap = 1.0 / snap;
1192         for (i = 0;i < numvertices*numcomponents;i++)
1193                 vertices[i] = floor(vertices[i]*isnap)*snap;
1194 }
1195
1196 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1197 {
1198         int i, outtriangles;
1199         float d, edgedir[3], temp[3];
1200         // a degenerate triangle is one with no width (thickness, surface area)
1201         // these are characterized by having all 3 points colinear (along a line)
1202         // or having two points identical
1203         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1204         {
1205                 // calculate first edge
1206                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1207                 if (VectorLength2(edgedir) < 0.0001f)
1208                         continue; // degenerate first edge (no length)
1209                 VectorNormalize(edgedir);
1210                 // check if third point is on the edge (colinear)
1211                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1212                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1213                 if (VectorLength2(temp) < 0.0001f)
1214                         continue; // third point colinear with first edge
1215                 // valid triangle (no colinear points, no duplicate points)
1216                 VectorCopy(inelement3i, outelement3i);
1217                 outelement3i += 3;
1218                 outtriangles++;
1219         }
1220         return outtriangles;
1221 }
1222