]> de.git.xonotic.org Git - xonotic/darkplaces.git/blob - model_shared.c
fixed the SU_ITEMS fix so that it doesn't trash the PROTOCOL_DARKPLACES6 parsing
[xonotic/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_texture_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 void Mod_SetupNoTexture(void)
140 {
141 }
142
143 static void mod_start(void)
144 {
145         int i;
146         for (i = 0;i < MAX_MOD_KNOWN;i++)
147                 if (mod_known[i].name[0])
148                         Mod_UnloadModel(&mod_known[i]);
149         Mod_LoadModels();
150
151         mod_shared_texturepool = R_AllocTexturePool();
152         Mod_SetupNoTexture();
153         Mod_BuildDetailTextures();
154         Mod_BuildDistortTexture();
155 }
156
157 static void mod_shutdown(void)
158 {
159         int i;
160         for (i = 0;i < MAX_MOD_KNOWN;i++)
161                 if (mod_known[i].name[0])
162                         Mod_UnloadModel(&mod_known[i]);
163
164         R_FreeTexturePool(&mod_shared_texturepool);
165 }
166
167 static void mod_newmap(void)
168 {
169         msurface_t *surface;
170         int i, surfacenum, ssize, tsize;
171
172         if (!cl_stainmaps_clearonload.integer)
173                 return;
174
175         for (i = 0;i < MAX_MOD_KNOWN;i++)
176         {
177                 if (mod_known[i].name[0])
178                 {
179                         for (surfacenum = 0, surface = mod_known[i].brush.data_surfaces;surfacenum < mod_known[i].brush.num_surfaces;surfacenum++, surface++)
180                         {
181                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
182                                 {
183                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
184                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
185                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
186                                         surface->cached_dlight = true;
187                                 }
188                         }
189                 }
190         }
191 }
192
193 /*
194 ===============
195 Mod_Init
196 ===============
197 */
198 static void Mod_Print(void);
199 static void Mod_Precache (void);
200 void Mod_Init (void)
201 {
202         Mod_BrushInit();
203         Mod_AliasInit();
204         Mod_SpriteInit();
205
206         Cvar_RegisterVariable(&r_mipskins);
207         Cmd_AddCommand ("modellist", Mod_Print);
208         Cmd_AddCommand ("modelprecache", Mod_Precache);
209 }
210
211 void Mod_RenderInit(void)
212 {
213         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
214 }
215
216 void Mod_FreeModel (model_t *mod)
217 {
218         R_FreeTexturePool(&mod->texturepool);
219         Mem_FreePool(&mod->mempool);
220
221         // clear the struct to make it available
222         memset(mod, 0, sizeof(model_t));
223 }
224
225 void Mod_UnloadModel (model_t *mod)
226 {
227         char name[MAX_QPATH];
228         qboolean isworldmodel;
229         strcpy(name, mod->name);
230         isworldmodel = mod->isworldmodel;
231         Mod_FreeModel(mod);
232         strcpy(mod->name, name);
233         mod->isworldmodel = isworldmodel;
234         mod->loaded = false;
235 }
236
237 /*
238 ==================
239 Mod_LoadModel
240
241 Loads a model
242 ==================
243 */
244 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
245 {
246         int num;
247         unsigned int crc;
248         void *buf;
249
250         mod->used = true;
251
252         if (mod->name[0] == '*') // submodel
253                 return mod;
254
255         crc = 0;
256         buf = NULL;
257         if (mod->isworldmodel != isworldmodel)
258                 mod->loaded = false;
259         if (!mod->loaded || checkdisk)
260         {
261                 if (checkdisk && mod->loaded)
262                         Con_DPrintf("checking model %s\n", mod->name);
263                 buf = FS_LoadFile (mod->name, tempmempool, false);
264                 if (buf)
265                 {
266                         crc = CRC_Block(buf, fs_filesize);
267                         if (mod->crc != crc)
268                                 mod->loaded = false;
269                 }
270         }
271         if (mod->loaded)
272                 return mod; // already loaded
273
274         Con_DPrintf("loading model %s\n", mod->name);
275         // LordHavoc: unload the existing model in this slot (if there is one)
276         Mod_UnloadModel(mod);
277
278         // load the model
279         mod->isworldmodel = isworldmodel;
280         mod->used = true;
281         mod->crc = crc;
282         // errors can prevent the corresponding mod->loaded = true;
283         mod->loaded = false;
284
285         // default model radius and bounding box (mainly for missing models)
286         mod->radius = 16;
287         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
288         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
289         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
290         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
291         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
292         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
293
294         // all models use memory, so allocate a memory pool
295         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
296         // all models load textures, so allocate a texture pool
297         if (cls.state != ca_dedicated)
298                 mod->texturepool = R_AllocTexturePool();
299
300         if (buf)
301         {
302                 num = LittleLong(*((int *)buf));
303                 // call the apropriate loader
304                 loadmodel = mod;
305                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
306                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
307                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
308                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
309                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf);
310                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
311                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
312                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
313                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
314                 else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
315                 Mem_Free(buf);
316         }
317         else if (crash)
318         {
319                 // LordHavoc: Sys_Error was *ANNOYING*
320                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
321         }
322
323         // no errors occurred
324         mod->loaded = true;
325         return mod;
326 }
327
328 void Mod_CheckLoaded(model_t *mod)
329 {
330         if (mod)
331         {
332                 if (!mod->loaded)
333                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
334                 else
335                 {
336                         //if (mod->type == mod_invalid)
337                         //      Host_Error("Mod_CheckLoaded: invalid model\n");
338                         mod->used = true;
339                         return;
340                 }
341         }
342 }
343
344 /*
345 ===================
346 Mod_ClearAll
347 ===================
348 */
349 void Mod_ClearAll(void)
350 {
351 }
352
353 void Mod_ClearUsed(void)
354 {
355         int i;
356         model_t *mod;
357
358         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
359                 if (mod->name[0])
360                         mod->used = false;
361 }
362
363 void Mod_PurgeUnused(void)
364 {
365         int i;
366         model_t *mod;
367
368         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
369                 if (mod->name[0])
370                         if (!mod->used)
371                                 Mod_FreeModel(mod);
372 }
373
374 // only used during loading!
375 void Mod_RemoveStaleWorldModels(model_t *skip)
376 {
377         int i;
378         for (i = 0;i < MAX_MOD_KNOWN;i++)
379                 if (mod_known[i].isworldmodel && skip != &mod_known[i])
380                         Mod_UnloadModel(mod_known + i);
381 }
382
383 void Mod_LoadModels(void)
384 {
385         int i;
386         model_t *mod;
387
388         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
389                 if (mod->name[0])
390                         if (mod->used)
391                                 Mod_CheckLoaded(mod);
392 }
393
394 /*
395 ==================
396 Mod_FindName
397
398 ==================
399 */
400 model_t *Mod_FindName(const char *name)
401 {
402         int i;
403         model_t *mod, *freemod;
404
405         if (!name[0])
406                 Host_Error ("Mod_ForName: NULL name");
407
408 // search the currently loaded models
409         freemod = NULL;
410         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
411         {
412                 if (mod->name[0])
413                 {
414                         if (!strcmp (mod->name, name))
415                         {
416                                 mod->used = true;
417                                 return mod;
418                         }
419                 }
420                 else if (freemod == NULL)
421                         freemod = mod;
422         }
423
424         if (freemod)
425         {
426                 mod = freemod;
427                 strcpy (mod->name, name);
428                 mod->loaded = false;
429                 mod->used = true;
430                 return mod;
431         }
432
433         Host_Error ("Mod_FindName: ran out of models\n");
434         return NULL;
435 }
436
437 /*
438 ==================
439 Mod_ForName
440
441 Loads in a model for the given name
442 ==================
443 */
444 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
445 {
446         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
447 }
448
449 qbyte *mod_base;
450
451
452 //=============================================================================
453
454 /*
455 ================
456 Mod_Print
457 ================
458 */
459 static void Mod_Print(void)
460 {
461         int             i;
462         model_t *mod;
463
464         Con_Print("Loaded models:\n");
465         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
466                 if (mod->name[0])
467                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
468 }
469
470 /*
471 ================
472 Mod_Precache
473 ================
474 */
475 static void Mod_Precache(void)
476 {
477         if (Cmd_Argc() == 2)
478                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
479         else
480                 Con_Print("usage: modelprecache <filename>\n");
481 }
482
483 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
484 {
485         int i, count;
486         qbyte *used;
487         used = Mem_Alloc(tempmempool, numvertices);
488         memset(used, 0, numvertices);
489         for (i = 0;i < numelements;i++)
490                 used[elements[i]] = 1;
491         for (i = 0, count = 0;i < numvertices;i++)
492                 remapvertices[i] = used[i] ? count++ : -1;
493         Mem_Free(used);
494         return count;
495 }
496
497 #if 1
498 // fast way, using an edge hash
499 #define TRIANGLEEDGEHASH 16384
500 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
501 {
502         int i, j, p, e1, e2, *n, hashindex, count, match;
503         const int *e;
504         typedef struct edgehashentry_s
505         {
506                 struct edgehashentry_s *next;
507                 int triangle;
508                 int element[2];
509         }
510         edgehashentry_t;
511         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
512         memset(edgehash, 0, sizeof(edgehash));
513         edgehashentries = edgehashentriesbuffer;
514         // if there are too many triangles for the stack array, allocate larger buffer
515         if (numtriangles > TRIANGLEEDGEHASH)
516                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
517         // find neighboring triangles
518         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
519         {
520                 for (j = 0, p = 2;j < 3;p = j, j++)
521                 {
522                         e1 = e[p];
523                         e2 = e[j];
524                         // this hash index works for both forward and backward edges
525                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
526                         hash = edgehashentries + i * 3 + j;
527                         hash->next = edgehash[hashindex];
528                         edgehash[hashindex] = hash;
529                         hash->triangle = i;
530                         hash->element[0] = e1;
531                         hash->element[1] = e2;
532                 }
533         }
534         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
535         {
536                 for (j = 0, p = 2;j < 3;p = j, j++)
537                 {
538                         e1 = e[p];
539                         e2 = e[j];
540                         // this hash index works for both forward and backward edges
541                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
542                         count = 0;
543                         match = -1;
544                         for (hash = edgehash[hashindex];hash;hash = hash->next)
545                         {
546                                 if (hash->element[0] == e2 && hash->element[1] == e1)
547                                 {
548                                         if (hash->triangle != i)
549                                                 match = hash->triangle;
550                                         count++;
551                                 }
552                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
553                                         count++;
554                         }
555                         // detect edges shared by three triangles and make them seams
556                         if (count > 2)
557                                 match = -1;
558                         n[p] = match;
559                 }
560         }
561         // free the allocated buffer
562         if (edgehashentries != edgehashentriesbuffer)
563                 Mem_Free(edgehashentries);
564 }
565 #else
566 // very slow but simple way
567 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
568 {
569         int i, match, count;
570         count = 0;
571         match = -1;
572         for (i = 0;i < numtriangles;i++, elements += 3)
573         {
574                      if ((elements[0] == start && elements[1] == end)
575                       || (elements[1] == start && elements[2] == end)
576                       || (elements[2] == start && elements[0] == end))
577                 {
578                         if (i != ignore)
579                                 match = i;
580                         count++;
581                 }
582                 else if ((elements[1] == start && elements[0] == end)
583                       || (elements[2] == start && elements[1] == end)
584                       || (elements[0] == start && elements[2] == end))
585                         count++;
586         }
587         // detect edges shared by three triangles and make them seams
588         if (count > 2)
589                 match = -1;
590         return match;
591 }
592
593 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
594 {
595         int i, *n;
596         const int *e;
597         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
598         {
599                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
600                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
601                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
602         }
603 }
604 #endif
605
606 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
607 {
608         int i;
609         for (i = 0;i < numtriangles * 3;i++)
610                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
611                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
612 }
613
614 // warning: this is an expensive function!
615 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
616 {
617         int i, tnum;
618         float normal[3], *v;
619         const int *e;
620         // clear the vectors
621         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
622         // process each vertex of each triangle and accumulate the results
623         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
624         {
625                 TriangleNormal(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, normal);
626                 VectorNormalize(normal);
627                 v = normal3f + e[0] * 3;
628                 v[0] += normal[0];
629                 v[1] += normal[1];
630                 v[2] += normal[2];
631                 v = normal3f + e[1] * 3;
632                 v[0] += normal[0];
633                 v[1] += normal[1];
634                 v[2] += normal[2];
635                 v = normal3f + e[2] * 3;
636                 v[0] += normal[0];
637                 v[1] += normal[1];
638                 v[2] += normal[2];
639         }
640         // now we could divide the vectors by the number of averaged values on
641         // each vertex...  but instead normalize them
642         for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
643                 VectorNormalize(v);
644 }
645
646 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)
647 {
648         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
649         // 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
650         // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
651
652         // 6 multiply, 9 subtract
653         VectorSubtract(v1, v0, v10);
654         VectorSubtract(v2, v0, v20);
655         normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
656         normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
657         normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
658         // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
659         VectorNormalize(normal3f);
660         // 12 multiply, 10 subtract
661         tc10[1] = tc1[1] - tc0[1];
662         tc20[1] = tc2[1] - tc0[1];
663         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
664         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
665         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
666         tc10[0] = tc1[0] - tc0[0];
667         tc20[0] = tc2[0] - tc0[0];
668         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
669         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
670         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
671         // 12 multiply, 4 add, 6 subtract
672         f = DotProduct(svector3f, normal3f);
673         svector3f[0] -= f * normal3f[0];
674         svector3f[1] -= f * normal3f[1];
675         svector3f[2] -= f * normal3f[2];
676         f = DotProduct(tvector3f, normal3f);
677         tvector3f[0] -= f * normal3f[0];
678         tvector3f[1] -= f * normal3f[1];
679         tvector3f[2] -= f * normal3f[2];
680         // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
681         VectorNormalize(svector3f);
682         VectorNormalize(tvector3f);
683         // if texture is mapped the wrong way (counterclockwise), the tangents
684         // have to be flipped, this is detected by calculating a normal from the
685         // two tangents, and seeing if it is opposite the surface normal
686         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
687         CrossProduct(tvector3f, svector3f, tangentcross);
688         if (DotProduct(tangentcross, normal3f) < 0)
689         {
690                 VectorNegate(svector3f, svector3f);
691                 VectorNegate(tvector3f, tvector3f);
692         }
693 }
694
695 // warning: this is a very expensive function!
696 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
697 {
698         int i, tnum;
699         float sdir[3], tdir[3], normal[3], *v;
700         const int *e;
701         // clear the vectors
702         if (svector3f)
703                 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
704         if (tvector3f)
705                 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
706         if (normal3f)
707                 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
708         // process each vertex of each triangle and accumulate the results
709         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
710         {
711                 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);
712                 if (svector3f)
713                 {
714                         for (i = 0;i < 3;i++)
715                         {
716                                 svector3f[e[i]*3  ] += sdir[0];
717                                 svector3f[e[i]*3+1] += sdir[1];
718                                 svector3f[e[i]*3+2] += sdir[2];
719                         }
720                 }
721                 if (tvector3f)
722                 {
723                         for (i = 0;i < 3;i++)
724                         {
725                                 tvector3f[e[i]*3  ] += tdir[0];
726                                 tvector3f[e[i]*3+1] += tdir[1];
727                                 tvector3f[e[i]*3+2] += tdir[2];
728                         }
729                 }
730                 if (normal3f)
731                 {
732                         for (i = 0;i < 3;i++)
733                         {
734                                 normal3f[e[i]*3  ] += normal[0];
735                                 normal3f[e[i]*3+1] += normal[1];
736                                 normal3f[e[i]*3+2] += normal[2];
737                         }
738                 }
739         }
740         // now we could divide the vectors by the number of averaged values on
741         // each vertex...  but instead normalize them
742         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
743         if (svector3f)
744                 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
745                         VectorNormalize(v);
746         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
747         if (tvector3f)
748                 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
749                         VectorNormalize(v);
750         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
751         if (normal3f)
752                 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
753                         VectorNormalize(v);
754 }
755
756 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
757 {
758         surfmesh_t *mesh;
759         qbyte *data;
760         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));
761         mesh->num_vertices = numvertices;
762         mesh->num_triangles = numtriangles;
763         data = (qbyte *)(mesh + 1);
764         if (mesh->num_vertices)
765         {
766                 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
767                 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
768                 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
769                 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
770                 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
771                 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
772                 if (detailtexcoords)
773                         mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
774                 if (vertexcolors)
775                         mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
776                 if (lightmapoffsets)
777                         mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
778         }
779         if (mesh->num_triangles)
780         {
781                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
782                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
783                 if (neighbors)
784                         mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
785         }
786         return mesh;
787 }
788
789 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)
790 {
791         shadowmesh_t *newmesh;
792         qbyte *data;
793         int size;
794         size = sizeof(shadowmesh_t);
795         size += maxverts * sizeof(float[3]);
796         if (light)
797                 size += maxverts * sizeof(float[11]);
798         size += maxtriangles * sizeof(int[3]);
799         if (neighbors)
800                 size += maxtriangles * sizeof(int[3]);
801         if (expandable)
802                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
803         data = Mem_Alloc(mempool, size);
804         newmesh = (void *)data;data += sizeof(*newmesh);
805         newmesh->map_diffuse = map_diffuse;
806         newmesh->map_specular = map_specular;
807         newmesh->map_normal = map_normal;
808         newmesh->maxverts = maxverts;
809         newmesh->maxtriangles = maxtriangles;
810         newmesh->numverts = 0;
811         newmesh->numtriangles = 0;
812
813         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
814         if (light)
815         {
816                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
817                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
818                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
819                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
820         }
821         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
822         if (neighbors)
823         {
824                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
825         }
826         if (expandable)
827         {
828                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
829                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
830         }
831         return newmesh;
832 }
833
834 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
835 {
836         shadowmesh_t *newmesh;
837         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
838         newmesh->numverts = oldmesh->numverts;
839         newmesh->numtriangles = oldmesh->numtriangles;
840
841         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
842         if (newmesh->svector3f && oldmesh->svector3f)
843         {
844                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
845                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
846                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
847                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
848         }
849         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
850         if (newmesh->neighbor3i && oldmesh->neighbor3i)
851                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
852         return newmesh;
853 }
854
855 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
856 {
857         int hashindex, vnum;
858         shadowmeshvertexhash_t *hash;
859         // this uses prime numbers intentionally
860         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
861         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
862         {
863                 vnum = (hash - mesh->vertexhashentries);
864                 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]))
865                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
866                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
867                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
868                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
869                         return hash - mesh->vertexhashentries;
870         }
871         vnum = mesh->numverts++;
872         hash = mesh->vertexhashentries + vnum;
873         hash->next = mesh->vertexhashtable[hashindex];
874         mesh->vertexhashtable[hashindex] = hash;
875         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
876         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
877         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
878         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
879         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
880         return vnum;
881 }
882
883 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
884 {
885         if (mesh->numtriangles == 0)
886         {
887                 // set the properties on this empty mesh to be more favorable...
888                 // (note: this case only occurs for the first triangle added to a new mesh chain)
889                 mesh->map_diffuse = map_diffuse;
890                 mesh->map_specular = map_specular;
891                 mesh->map_normal = map_normal;
892         }
893         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)
894         {
895                 if (mesh->next == NULL)
896                         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);
897                 mesh = mesh->next;
898         }
899         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
900         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
901         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
902         mesh->numtriangles++;
903 }
904
905 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)
906 {
907         int i, j, e;
908         float vbuf[3*14], *v;
909         memset(vbuf, 0, sizeof(vbuf));
910         for (i = 0;i < numtris;i++)
911         {
912                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
913                 {
914                         e = *element3i++;
915                         if (vertex3f)
916                         {
917                                 v[0] = vertex3f[e * 3 + 0];
918                                 v[1] = vertex3f[e * 3 + 1];
919                                 v[2] = vertex3f[e * 3 + 2];
920                         }
921                         if (svector3f)
922                         {
923                                 v[3] = svector3f[e * 3 + 0];
924                                 v[4] = svector3f[e * 3 + 1];
925                                 v[5] = svector3f[e * 3 + 2];
926                         }
927                         if (tvector3f)
928                         {
929                                 v[6] = tvector3f[e * 3 + 0];
930                                 v[7] = tvector3f[e * 3 + 1];
931                                 v[8] = tvector3f[e * 3 + 2];
932                         }
933                         if (normal3f)
934                         {
935                                 v[9] = normal3f[e * 3 + 0];
936                                 v[10] = normal3f[e * 3 + 1];
937                                 v[11] = normal3f[e * 3 + 2];
938                         }
939                         if (texcoord2f)
940                         {
941                                 v[12] = texcoord2f[e * 2 + 0];
942                                 v[13] = texcoord2f[e * 2 + 1];
943                         }
944                 }
945                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
946         }
947 }
948
949 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)
950 {
951         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
952 }
953
954 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
955 {
956         shadowmesh_t *mesh, *newmesh, *nextmesh;
957         // reallocate meshs to conserve space
958         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
959         {
960                 nextmesh = mesh->next;
961                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
962                 {
963                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
964                         newmesh->next = firstmesh;
965                         firstmesh = newmesh;
966                 }
967                 Mem_Free(mesh);
968         }
969         return firstmesh;
970 }
971
972 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
973 {
974         int i;
975         shadowmesh_t *mesh;
976         vec3_t nmins, nmaxs, ncenter, temp;
977         float nradius2, dist2, *v;
978         // calculate bbox
979         for (mesh = firstmesh;mesh;mesh = mesh->next)
980         {
981                 if (mesh == firstmesh)
982                 {
983                         VectorCopy(mesh->vertex3f, nmins);
984                         VectorCopy(mesh->vertex3f, nmaxs);
985                 }
986                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
987                 {
988                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
989                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
990                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
991                 }
992         }
993         // calculate center and radius
994         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
995         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
996         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
997         nradius2 = 0;
998         for (mesh = firstmesh;mesh;mesh = mesh->next)
999         {
1000                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1001                 {
1002                         VectorSubtract(v, ncenter, temp);
1003                         dist2 = DotProduct(temp, temp);
1004                         if (nradius2 < dist2)
1005                                 nradius2 = dist2;
1006                 }
1007         }
1008         // return data
1009         if (mins)
1010                 VectorCopy(nmins, mins);
1011         if (maxs)
1012                 VectorCopy(nmaxs, maxs);
1013         if (center)
1014                 VectorCopy(ncenter, center);
1015         if (radius)
1016                 *radius = sqrt(nradius2);
1017 }
1018
1019 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1020 {
1021         shadowmesh_t *nextmesh;
1022         for (;mesh;mesh = nextmesh)
1023         {
1024                 nextmesh = mesh->next;
1025                 Mem_Free(mesh);
1026         }
1027 }
1028
1029 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
1030 {
1031         int i;
1032         for (i = 0;i < width*height;i++)
1033                 if (((qbyte *)&palette[in[i]])[3] > 0)
1034                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
1035         return NULL;
1036 }
1037
1038 static int detailtexturecycle = 0;
1039 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
1040 {
1041         imageskin_t s;
1042         memset(skinframe, 0, sizeof(*skinframe));
1043         if (!image_loadskin(&s, basename))
1044                 return false;
1045         if (usedetailtexture)
1046                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1047         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
1048         if (s.nmappixels != NULL)
1049                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
1050         if (s.glosspixels != NULL)
1051                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
1052         if (s.glowpixels != NULL && loadglowtexture)
1053                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
1054         if (s.maskpixels != NULL)
1055                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
1056         if (loadpantsandshirt)
1057         {
1058                 if (s.pantspixels != NULL)
1059                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
1060                 if (s.shirtpixels != NULL)
1061                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
1062         }
1063         image_freeskin(&s);
1064         return true;
1065 }
1066
1067 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
1068 {
1069         qbyte *temp1, *temp2;
1070         memset(skinframe, 0, sizeof(*skinframe));
1071         if (!skindata)
1072                 return false;
1073         if (usedetailtexture)
1074                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
1075         if (r_shadow_bumpscale_basetexture.value > 0)
1076         {
1077                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
1078                 temp2 = temp1 + width * height * 4;
1079                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
1080                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1081                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
1082                 Mem_Free(temp1);
1083         }
1084         if (loadglowtexture)
1085         {
1086                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
1087                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
1088                 if (loadpantsandshirt)
1089                 {
1090                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1091                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1092                         if (skinframe->pants || skinframe->shirt)
1093                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
1094                 }
1095         }
1096         else
1097         {
1098                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
1099                 if (loadpantsandshirt)
1100                 {
1101                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1102                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1103                         if (skinframe->pants || skinframe->shirt)
1104                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
1105                 }
1106         }
1107         return true;
1108 }
1109
1110 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1111 {
1112         float v[3], tc[3];
1113         v[0] = ix;
1114         v[1] = iy;
1115         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1116                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1117         else
1118                 v[2] = 0;
1119         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1120         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1121         texcoord2f[0] = tc[0];
1122         texcoord2f[1] = tc[1];
1123 }
1124
1125 void Mod_GetTerrainVertexFromRGBA(const 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)
1126 {
1127         float vup[3], vdown[3], vleft[3], vright[3];
1128         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1129         float sv[3], tv[3], nl[3];
1130         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1131         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1132         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1133         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1134         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1135         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1136         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1137         VectorAdd(svector3f, sv, svector3f);
1138         VectorAdd(tvector3f, tv, tvector3f);
1139         VectorAdd(normal3f, nl, normal3f);
1140         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1141         VectorAdd(svector3f, sv, svector3f);
1142         VectorAdd(tvector3f, tv, tvector3f);
1143         VectorAdd(normal3f, nl, normal3f);
1144         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1145         VectorAdd(svector3f, sv, svector3f);
1146         VectorAdd(tvector3f, tv, tvector3f);
1147         VectorAdd(normal3f, nl, normal3f);
1148 }
1149
1150 void Mod_ConstructTerrainPatchFromRGBA(const 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)
1151 {
1152         int x, y, ix, iy, *e;
1153         e = element3i;
1154         for (y = 0;y < height;y++)
1155         {
1156                 for (x = 0;x < width;x++)
1157                 {
1158                         e[0] = (y + 1) * (width + 1) + (x + 0);
1159                         e[1] = (y + 0) * (width + 1) + (x + 0);
1160                         e[2] = (y + 1) * (width + 1) + (x + 1);
1161                         e[3] = (y + 0) * (width + 1) + (x + 0);
1162                         e[4] = (y + 0) * (width + 1) + (x + 1);
1163                         e[5] = (y + 1) * (width + 1) + (x + 1);
1164                         e += 6;
1165                 }
1166         }
1167         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1168         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1169                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1170                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1171 }
1172
1173 skinfile_t *Mod_LoadSkinFiles(void)
1174 {
1175         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1176         char *text;
1177         const char *data;
1178         skinfile_t *skinfile = NULL, *first = NULL;
1179         skinfileitem_t *skinfileitem;
1180         char word[10][MAX_QPATH];
1181         overridetagnameset_t tagsets[MAX_SKINS];
1182         overridetagname_t tags[256];
1183
1184 /*
1185 sample file:
1186 U_bodyBox,models/players/Legoman/BikerA2.tga
1187 U_RArm,models/players/Legoman/BikerA1.tga
1188 U_LArm,models/players/Legoman/BikerA1.tga
1189 U_armor,common/nodraw
1190 U_sword,common/nodraw
1191 U_shield,common/nodraw
1192 U_homb,common/nodraw
1193 U_backpack,common/nodraw
1194 U_colcha,common/nodraw
1195 tag_head,
1196 tag_weapon,
1197 tag_torso,
1198 */
1199         memset(tagsets, 0, sizeof(tagsets));
1200         memset(word, 0, sizeof(word));
1201         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1202         {
1203                 numtags = 0;
1204
1205                 // If it's the first file we parse
1206                 if (skinfile == NULL)
1207                 {
1208                         skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1209                         first = skinfile;
1210                 }
1211                 else
1212                 {
1213                         skinfile->next = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1214                         skinfile = skinfile->next;
1215                 }
1216                 skinfile->next = NULL;
1217
1218                 for(line = 0;;line++)
1219                 {
1220                         // parse line
1221                         if (!COM_ParseToken(&data, true))
1222                                 break;
1223                         if (!strcmp(com_token, "\n"))
1224                                 continue;
1225                         words = 0;
1226                         wordsoverflow = false;
1227                         do
1228                         {
1229                                 if (words < 10)
1230                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1231                                 else
1232                                         wordsoverflow = true;
1233                         }
1234                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1235                         if (wordsoverflow)
1236                         {
1237                                 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: line with too many statements, skipping\n", loadmodel->name, i, line);
1238                                 continue;
1239                         }
1240                         // words is always >= 1
1241                         if (!strcmp(word[0], "replace"))
1242                         {
1243                                 if (words == 3)
1244                                 {
1245                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1246                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1247                                         skinfileitem->next = skinfile->items;
1248                                         skinfile->items = skinfileitem;
1249                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1250                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1251                                 }
1252                                 else
1253                                         Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
1254                         }
1255                         else if (words == 2 && !strcmp(word[1], ","))
1256                         {
1257                                 // tag name, like "tag_weapon,"
1258                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1259                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1260                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1261                                 numtags++;
1262                         }
1263                         else if (words == 3 && !strcmp(word[1], ","))
1264                         {
1265                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1266                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1267                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1268                                 skinfileitem->next = skinfile->items;
1269                                 skinfile->items = skinfileitem;
1270                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1271                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1272                         }
1273                         else
1274                                 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line);
1275                 }
1276                 Mem_Free(text);
1277
1278                 if (numtags)
1279                 {
1280                         overridetagnameset_t *t;
1281                         t = tagsets + i;
1282                         t->num_overridetagnames = numtags;
1283                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1284                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1285                         tagsetsused = true;
1286                 }
1287         }
1288         if (tagsetsused)
1289         {
1290                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1291                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1292         }
1293         if (i)
1294                 loadmodel->numskins = i;
1295         return first;
1296 }
1297
1298 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1299 {
1300         skinfile_t *next;
1301         skinfileitem_t *skinfileitem, *nextitem;
1302         for (;skinfile;skinfile = next)
1303         {
1304                 next = skinfile->next;
1305                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1306                 {
1307                         nextitem = skinfileitem->next;
1308                         Mem_Free(skinfileitem);
1309                 }
1310                 Mem_Free(skinfile);
1311         }
1312 }
1313
1314 int Mod_CountSkinFiles(skinfile_t *skinfile)
1315 {
1316         int i;
1317         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1318         return i;
1319 }
1320
1321 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1322 {
1323         int i;
1324         double isnap = 1.0 / snap;
1325         for (i = 0;i < numvertices*numcomponents;i++)
1326                 vertices[i] = floor(vertices[i]*isnap)*snap;
1327 }
1328
1329 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1330 {
1331         int i, outtriangles;
1332         float d, edgedir[3], temp[3];
1333         // a degenerate triangle is one with no width (thickness, surface area)
1334         // these are characterized by having all 3 points colinear (along a line)
1335         // or having two points identical
1336         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1337         {
1338                 // calculate first edge
1339                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1340                 if (VectorLength2(edgedir) < 0.0001f)
1341                         continue; // degenerate first edge (no length)
1342                 VectorNormalize(edgedir);
1343                 // check if third point is on the edge (colinear)
1344                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1345                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1346                 if (VectorLength2(temp) < 0.0001f)
1347                         continue; // third point colinear with first edge
1348                 // valid triangle (no colinear points, no duplicate points)
1349                 VectorCopy(inelement3i, outelement3i);
1350                 outelement3i += 3;
1351                 outtriangles++;
1352         }
1353         return outtriangles;
1354 }
1355