huge (16%) speed gain on surface rendering by eliminating the surfmesh chain in q1bsp...
[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_notexture;
39 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
40 rtexture_t *mod_shared_distorttexture;
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 void Mod_BuildDistortTexture (void)
83 {
84         int x, y;
85 #define DISTORTRESOLUTION 32
86         qbyte data[DISTORTRESOLUTION][DISTORTRESOLUTION][2];
87         for (y=0; y<DISTORTRESOLUTION; y++)
88         {
89                 for (x=0; x<DISTORTRESOLUTION; x++)
90                 {
91                         data[y][x][0] = rand () & 255;
92                         data[y][x][1] = rand () & 255;
93                 }
94         }
95
96         mod_shared_distorttexture = R_LoadTexture2D(mod_shared_texturepool, "distorttexture", DISTORTRESOLUTION, DISTORTRESOLUTION, &data[0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
97         return;
98 }
99
100 texture_t r_surf_notexture;
101
102 void Mod_SetupNoTexture(void)
103 {
104         int x, y;
105         qbyte pix[16][16][4];
106
107         // this makes a light grey/dark grey checkerboard texture
108         for (y = 0;y < 16;y++)
109         {
110                 for (x = 0;x < 16;x++)
111                 {
112                         if ((y < 8) ^ (x < 8))
113                         {
114                                 pix[y][x][0] = 128;
115                                 pix[y][x][1] = 128;
116                                 pix[y][x][2] = 128;
117                                 pix[y][x][3] = 255;
118                         }
119                         else
120                         {
121                                 pix[y][x][0] = 64;
122                                 pix[y][x][1] = 64;
123                                 pix[y][x][2] = 64;
124                                 pix[y][x][3] = 255;
125                         }
126                 }
127         }
128
129         r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
130 }
131
132 static void mod_start(void)
133 {
134         int i;
135         for (i = 0;i < MAX_MOD_KNOWN;i++)
136                 if (mod_known[i].name[0])
137                         Mod_UnloadModel(&mod_known[i]);
138         Mod_LoadModels();
139
140         mod_shared_texturepool = R_AllocTexturePool();
141         Mod_SetupNoTexture();
142         Mod_BuildDetailTextures();
143         Mod_BuildDistortTexture();
144 }
145
146 static void mod_shutdown(void)
147 {
148         int i;
149         for (i = 0;i < MAX_MOD_KNOWN;i++)
150                 if (mod_known[i].name[0])
151                         Mod_UnloadModel(&mod_known[i]);
152
153         R_FreeTexturePool(&mod_shared_texturepool);
154 }
155
156 static void mod_newmap(void)
157 {
158 }
159
160 /*
161 ===============
162 Mod_Init
163 ===============
164 */
165 static void Mod_Print (void);
166 static void Mod_Precache (void);
167 void Mod_Init (void)
168 {
169         Mod_BrushInit();
170         Mod_AliasInit();
171         Mod_SpriteInit();
172
173         Cvar_RegisterVariable(&r_mipskins);
174         Cmd_AddCommand ("modellist", Mod_Print);
175         Cmd_AddCommand ("modelprecache", Mod_Precache);
176 }
177
178 void Mod_RenderInit(void)
179 {
180         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
181 }
182
183 void Mod_FreeModel (model_t *mod)
184 {
185         R_FreeTexturePool(&mod->texturepool);
186         Mem_FreePool(&mod->mempool);
187
188         // clear the struct to make it available
189         memset(mod, 0, sizeof(model_t));
190 }
191
192 void Mod_UnloadModel (model_t *mod)
193 {
194         char name[MAX_QPATH];
195         qboolean isworldmodel;
196         strcpy(name, mod->name);
197         isworldmodel = mod->isworldmodel;
198         Mod_FreeModel(mod);
199         strcpy(mod->name, name);
200         mod->isworldmodel = isworldmodel;
201         mod->needload = true;
202 }
203
204 /*
205 ==================
206 Mod_LoadModel
207
208 Loads a model
209 ==================
210 */
211 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
212 {
213         int num;
214         unsigned int crc;
215         void *buf;
216
217         mod->used = true;
218
219         if (mod->name[0] == '*') // submodel
220                 return mod;
221
222         crc = 0;
223         buf = NULL;
224         if (!mod->needload)
225         {
226                 if (checkdisk)
227                 {
228                         buf = FS_LoadFile (mod->name, false);
229                         if (!buf)
230                         {
231                                 if (crash)
232                                         Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
233                                 return NULL;
234                         }
235
236                         crc = CRC_Block(buf, fs_filesize);
237                 }
238                 else
239                         crc = mod->crc;
240
241                 if (mod->crc == crc && mod->isworldmodel == isworldmodel)
242                 {
243                         if (buf)
244                                 Mem_Free(buf);
245                         return mod; // already loaded
246                 }
247         }
248
249         Con_DPrintf("loading model %s\n", mod->name);
250
251         if (!buf)
252         {
253                 buf = FS_LoadFile (mod->name, false);
254                 if (!buf)
255                 {
256                         if (crash)
257                                 Host_Error ("Mod_LoadModel: %s not found", mod->name);
258                         return NULL;
259                 }
260                 crc = CRC_Block(buf, fs_filesize);
261         }
262
263         // allocate a new model
264         loadmodel = mod;
265
266         // LordHavoc: unload the existing model in this slot (if there is one)
267         Mod_UnloadModel(mod);
268         mod->isworldmodel = isworldmodel;
269         mod->used = true;
270         mod->crc = crc;
271         // errors can prevent the corresponding mod->needload = false;
272         mod->needload = true;
273
274         // all models use memory, so allocate a memory pool
275         mod->mempool = Mem_AllocPool(mod->name);
276         // all models load textures, so allocate a texture pool
277         if (cls.state != ca_dedicated)
278                 mod->texturepool = R_AllocTexturePool();
279
280         // call the apropriate loader
281         num = LittleLong(*((int *)buf));
282              if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
283         else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
284         else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
285         else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
286         else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
287         else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
288         else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
289         else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
290         else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
291
292         Mem_Free(buf);
293
294         // no errors occurred
295         mod->needload = false;
296         return mod;
297 }
298
299 void Mod_CheckLoaded(model_t *mod)
300 {
301         if (mod)
302         {
303                 if (mod->needload)
304                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
305                 else
306                 {
307                         if (mod->type == mod_invalid)
308                                 Host_Error("Mod_CheckLoaded: invalid model\n");
309                         mod->used = true;
310                         return;
311                 }
312         }
313 }
314
315 /*
316 ===================
317 Mod_ClearAll
318 ===================
319 */
320 void Mod_ClearAll(void)
321 {
322 }
323
324 void Mod_ClearUsed(void)
325 {
326         int i;
327         model_t *mod;
328
329         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
330                 if (mod->name[0])
331                         mod->used = false;
332 }
333
334 void Mod_PurgeUnused(void)
335 {
336         int i;
337         model_t *mod;
338
339         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
340                 if (mod->name[0])
341                         if (!mod->used)
342                                 Mod_FreeModel(mod);
343 }
344
345 void Mod_LoadModels(void)
346 {
347         int i;
348         model_t *mod;
349
350         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
351                 if (mod->name[0])
352                         if (mod->used)
353                                 Mod_CheckLoaded(mod);
354 }
355
356 /*
357 ==================
358 Mod_FindName
359
360 ==================
361 */
362 model_t *Mod_FindName(const char *name)
363 {
364         int i;
365         model_t *mod, *freemod;
366
367         if (!name[0])
368                 Host_Error ("Mod_ForName: NULL name");
369
370 // search the currently loaded models
371         freemod = NULL;
372         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
373         {
374                 if (mod->name[0])
375                 {
376                         if (!strcmp (mod->name, name))
377                         {
378                                 mod->used = true;
379                                 return mod;
380                         }
381                 }
382                 else if (freemod == NULL)
383                         freemod = mod;
384         }
385
386         if (freemod)
387         {
388                 mod = freemod;
389                 strcpy (mod->name, name);
390                 mod->needload = true;
391                 mod->used = true;
392                 return mod;
393         }
394
395         Host_Error ("Mod_FindName: ran out of models\n");
396         return NULL;
397 }
398
399 /*
400 ==================
401 Mod_TouchModel
402
403 ==================
404 */
405 void Mod_TouchModel(const char *name)
406 {
407         model_t *mod;
408
409         mod = Mod_FindName(name);
410         mod->used = true;
411 }
412
413 /*
414 ==================
415 Mod_ForName
416
417 Loads in a model for the given name
418 ==================
419 */
420 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
421 {
422         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
423 }
424
425 qbyte *mod_base;
426
427
428 //=============================================================================
429
430 /*
431 ================
432 Mod_Print
433 ================
434 */
435 static void Mod_Print(void)
436 {
437         int             i;
438         model_t *mod;
439
440         Con_Printf ("Loaded models:\n");
441         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
442                 if (mod->name[0])
443                         Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
444 }
445
446 /*
447 ================
448 Mod_Precache
449 ================
450 */
451 static void Mod_Precache(void)
452 {
453         if (Cmd_Argc() == 2)
454                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
455         else
456                 Con_Printf("usage: modelprecache <filename>\n");
457 }
458
459 int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
460 {
461         int i, match, count;
462         count = 0;
463         match = -1;
464         for (i = 0;i < numtriangles;i++, elements += 3)
465         {
466                      if ((elements[0] == start && elements[1] == end)
467                       || (elements[1] == start && elements[2] == end)
468                       || (elements[2] == start && elements[0] == end))
469                 {
470                         if (i != ignore)
471                                 match = i;
472                         count++;
473                 }
474                 else if ((elements[1] == start && elements[0] == end)
475                       || (elements[2] == start && elements[1] == end)
476                       || (elements[0] == start && elements[2] == end))
477                         count++;
478         }
479         // detect edges shared by three triangles and make them seams
480         if (count > 2)
481                 match = -1;
482         return match;
483 }
484
485 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
486 {
487         int i, *n;
488         const int *e;
489         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
490         {
491                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
492                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
493                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
494         }
495 }
496
497 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
498 {
499         int i;
500         for (i = 0;i < numtriangles * 3;i++)
501                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
502                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
503 }
504
505 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)
506 {
507         float f;
508         normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]);
509         normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]);
510         normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]);
511         VectorNormalize(normal3f);
512         tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0]));
513         tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1]));
514         tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2]));
515         f = -DotProduct(tvector3f, normal3f);
516         VectorMA(tvector3f, f, normal3f, tvector3f);
517         VectorNormalize(tvector3f);
518         CrossProduct(normal3f, tvector3f, svector3f);
519 }
520
521 // warning: this is an expensive function!
522 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
523 {
524         int i, tnum;
525         float sdir[3], tdir[3], normal[3], *v;
526         const int *e;
527         // clear the vectors
528         if (svector3f)
529                 memset(svector3f, 0, numverts * sizeof(float[3]));
530         if (tvector3f)
531                 memset(tvector3f, 0, numverts * sizeof(float[3]));
532         if (normal3f)
533                 memset(normal3f, 0, numverts * sizeof(float[3]));
534         // process each vertex of each triangle and accumulate the results
535         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
536         {
537                 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);
538                 if (svector3f)
539                 {
540                         for (i = 0;i < 3;i++)
541                         {
542                                 svector3f[e[i]*3  ] += sdir[0];
543                                 svector3f[e[i]*3+1] += sdir[1];
544                                 svector3f[e[i]*3+2] += sdir[2];
545                         }
546                 }
547                 if (tvector3f)
548                 {
549                         for (i = 0;i < 3;i++)
550                         {
551                                 tvector3f[e[i]*3  ] += tdir[0];
552                                 tvector3f[e[i]*3+1] += tdir[1];
553                                 tvector3f[e[i]*3+2] += tdir[2];
554                         }
555                 }
556                 if (normal3f)
557                 {
558                         for (i = 0;i < 3;i++)
559                         {
560                                 normal3f[e[i]*3  ] += normal[0];
561                                 normal3f[e[i]*3+1] += normal[1];
562                                 normal3f[e[i]*3+2] += normal[2];
563                         }
564                 }
565         }
566         // now we could divide the vectors by the number of averaged values on
567         // each vertex...  but instead normalize them
568         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
569         if (svector3f)
570                 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
571                         VectorNormalize(v);
572         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
573         if (tvector3f)
574                 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
575                         VectorNormalize(v);
576         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
577         if (normal3f)
578                 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
579                         VectorNormalize(v);
580 }
581
582 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
583 {
584         shadowmesh_t *mesh;
585         mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[3]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t));
586         mesh->maxverts = maxverts;
587         mesh->maxtriangles = maxverts;
588         mesh->numverts = 0;
589         mesh->numtriangles = 0;
590         mesh->vertex3f = (float *)(mesh + 1);
591         mesh->element3i = (int *)(mesh->vertex3f + mesh->maxverts * 3);
592         mesh->neighbor3i = (int *)(mesh->element3i + mesh->maxtriangles * 3);
593         mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbor3i + mesh->maxtriangles * 3);
594         mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
595         return mesh;
596 }
597
598 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
599 {
600         shadowmesh_t *newmesh;
601         newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[3]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
602         newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
603         newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
604         newmesh->vertex3f = (float *)(newmesh + 1);
605         newmesh->element3i = (int *)(newmesh->vertex3f + newmesh->maxverts * 3);
606         newmesh->neighbor3i = (int *)(newmesh->element3i + newmesh->maxtriangles * 3);
607         memcpy(newmesh->vertex3f, oldmesh->vertex3f, newmesh->numverts * sizeof(float[3]));
608         memcpy(newmesh->element3i, oldmesh->element3i, newmesh->numtriangles * sizeof(int[3]));
609         memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, newmesh->numtriangles * sizeof(int[3]));
610         return newmesh;
611 }
612
613 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v)
614 {
615         int hashindex;
616         float *m;
617         shadowmeshvertexhash_t *hash;
618         // this uses prime numbers intentionally
619         hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
620         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
621         {
622                 m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
623                 if (m[0] == v[0] && m[1] == v[1] &&  m[2] == v[2])
624                         return hash - mesh->vertexhashentries;
625         }
626         hash = mesh->vertexhashentries + mesh->numverts;
627         hash->next = mesh->vertexhashtable[hashindex];
628         mesh->vertexhashtable[hashindex] = hash;
629         m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
630         VectorCopy(v, m);
631         mesh->numverts++;
632         return mesh->numverts - 1;
633 }
634
635 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2)
636 {
637         while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
638         {
639                 if (mesh->next == NULL)
640                         mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
641                 mesh = mesh->next;
642         }
643         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
644         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
645         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
646         mesh->numtriangles++;
647 }
648
649 void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts)
650 {
651         int i;
652         float *v;
653         for (i = 0, v = verts + 3;i < numverts - 2;i++, v += 3)
654                 Mod_ShadowMesh_AddTriangle(mempool, mesh, verts, v, v + 3);
655         /*
656         int i, i1, i2, i3;
657         float *v;
658         while (mesh->num_vertices + numverts > mesh->maxverts || mesh->num_triangles + (numverts - 2) > mesh->maxtriangles)
659         {
660                 if (mesh->next == NULL)
661                         mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts));
662                 mesh = mesh->next;
663         }
664         i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
665         i2 = 0;
666         i3 = Mod_ShadowMesh_AddVertex(mesh, verts + 3);
667         for (i = 0, v = verts + 6;i < numverts - 2;i++, v += 3)
668         {
669                 i2 = i3;
670                 i3 = Mod_ShadowMesh_AddVertex(mesh, v);
671                 mesh->elements[mesh->num_triangles * 3 + 0] = i1;
672                 mesh->elements[mesh->num_triangles * 3 + 1] = i2;
673                 mesh->elements[mesh->num_triangles * 3 + 2] = i3;
674                 mesh->num_triangles++;
675         }
676         */
677 }
678
679 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements)
680 {
681         int i;
682         for (i = 0;i < numtris;i++, elements += 3)
683                 Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 3, verts + elements[1] * 3, verts + elements[2] * 3);
684 }
685
686 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
687 {
688         return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles);
689 }
690
691 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
692 {
693 #if 1
694         //int i;
695         shadowmesh_t *mesh, *newmesh, *nextmesh;
696         // reallocate meshs to conserve space
697         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
698         {
699                 nextmesh = mesh->next;
700                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
701                 {
702                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh);
703                         newmesh->next = firstmesh;
704                         firstmesh = newmesh;
705                         //Con_Printf("mesh\n");
706                         //for (i = 0;i < newmesh->num_triangles;i++)
707                         //      Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
708                         Mod_ValidateElements(newmesh->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
709                         Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, newmesh->numtriangles);
710                 }
711                 Mem_Free(mesh);
712         }
713 #else
714         shadowmesh_t *mesh;
715         for (mesh = firstmesh;mesh;mesh = mesh->next)
716         {
717                 Mod_ValidateElements(mesh->elements, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
718                 Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->num_triangles);
719         }
720 #endif
721         return firstmesh;
722 }
723
724 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
725 {
726         int i;
727         shadowmesh_t *mesh;
728         vec3_t nmins, nmaxs, ncenter, temp;
729         float nradius2, dist2, *v;
730         // calculate bbox
731         for (mesh = firstmesh;mesh;mesh = mesh->next)
732         {
733                 if (mesh == firstmesh)
734                 {
735                         VectorCopy(mesh->vertex3f, nmins);
736                         VectorCopy(mesh->vertex3f, nmaxs);
737                 }
738                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
739                 {
740                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
741                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
742                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
743                 }
744         }
745         // calculate center and radius
746         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
747         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
748         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
749         nradius2 = 0;
750         for (mesh = firstmesh;mesh;mesh = mesh->next)
751         {
752                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
753                 {
754                         VectorSubtract(v, ncenter, temp);
755                         dist2 = DotProduct(temp, temp);
756                         if (nradius2 < dist2)
757                                 nradius2 = dist2;
758                 }
759         }
760         // return data
761         if (mins)
762                 VectorCopy(nmins, mins);
763         if (maxs)
764                 VectorCopy(nmaxs, maxs);
765         if (center)
766                 VectorCopy(ncenter, center);
767         if (radius)
768                 *radius = sqrt(nradius2);
769 }
770
771 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
772 {
773         shadowmesh_t *nextmesh;
774         for (;mesh;mesh = nextmesh)
775         {
776                 nextmesh = mesh->next;
777                 Mem_Free(mesh);
778         }
779 }
780
781 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
782 {
783         int i;
784         for (i = 0;i < width*height;i++)
785                 if (((qbyte *)&palette[in[i]])[3] > 0)
786                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
787         return NULL;
788 }
789
790 static int detailtexturecycle = 0;
791 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
792 {
793         imageskin_t s;
794         memset(skinframe, 0, sizeof(*skinframe));
795         if (!image_loadskin(&s, basename))
796                 return false;
797         if (usedetailtexture)
798                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
799         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
800         if (s.nmappixels != NULL)
801                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
802         if (s.glosspixels != NULL)
803                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
804         if (s.glowpixels != NULL && loadglowtexture)
805                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
806         if (s.maskpixels != NULL)
807                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
808         if (loadpantsandshirt)
809         {
810                 if (s.pantspixels != NULL)
811                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
812                 if (s.shirtpixels != NULL)
813                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
814         }
815         image_freeskin(&s);
816         return true;
817 }
818
819 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
820 {
821         qbyte *temp1, *temp2;
822         memset(skinframe, 0, sizeof(*skinframe));
823         if (!skindata)
824                 return false;
825         if (usedetailtexture)
826                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
827         if (r_shadow_bumpscale_basetexture.value > 0)
828         {
829                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
830                 temp2 = temp1 + width * height * 4;
831                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
832                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
833                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
834                 Mem_Free(temp1);
835         }
836         if (loadglowtexture)
837         {
838                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
839                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
840                 if (loadpantsandshirt)
841                 {
842                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
843                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
844                         if (skinframe->pants || skinframe->shirt)
845                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
846                 }
847         }
848         else
849         {
850                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
851                 if (loadpantsandshirt)
852                 {
853                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
854                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
855                         if (skinframe->pants || skinframe->shirt)
856                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
857                 }
858         }
859         return true;
860 }
861
862 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
863 {
864         float v[3], tc[3];
865         v[0] = ix;
866         v[1] = iy;
867         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
868                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
869         else
870                 v[2] = 0;
871         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
872         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
873         texcoord2f[0] = tc[0];
874         texcoord2f[1] = tc[1];
875 }
876
877 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)
878 {
879         float vup[3], vdown[3], vleft[3], vright[3];
880         float tcup[3], tcdown[3], tcleft[3], tcright[3];
881         float sv[3], tv[3], nl[3];
882         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
883         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
884         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
885         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
886         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
887         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
888         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
889         VectorAdd(svector3f, sv, svector3f);
890         VectorAdd(tvector3f, tv, tvector3f);
891         VectorAdd(normal3f, nl, normal3f);
892         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
893         VectorAdd(svector3f, sv, svector3f);
894         VectorAdd(tvector3f, tv, tvector3f);
895         VectorAdd(normal3f, nl, normal3f);
896         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
897         VectorAdd(svector3f, sv, svector3f);
898         VectorAdd(tvector3f, tv, tvector3f);
899         VectorAdd(normal3f, nl, normal3f);
900 }
901
902 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)
903 {
904         int x, y, ix, iy, *e;
905         e = element3i;
906         for (y = 0;y < height;y++)
907         {
908                 for (x = 0;x < width;x++)
909                 {
910                         e[0] = (y + 1) * (width + 1) + (x + 0);
911                         e[1] = (y + 0) * (width + 1) + (x + 0);
912                         e[2] = (y + 1) * (width + 1) + (x + 1);
913                         e[3] = (y + 0) * (width + 1) + (x + 0);
914                         e[4] = (y + 0) * (width + 1) + (x + 1);
915                         e[5] = (y + 1) * (width + 1) + (x + 1);
916                         e += 6;
917                 }
918         }
919         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
920         for (y = 0, iy = y1;y < height + 1;y++, iy++)
921                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
922                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
923 }
924
925 skinfile_t *Mod_LoadSkinFiles(void)
926 {
927         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
928         char *text;
929         const char *data;
930         skinfile_t *skinfile, *first = NULL;
931         skinfileitem_t *skinfileitem;
932         char word[10][MAX_QPATH];
933         overridetagnameset_t tagsets[MAX_SKINS];
934         overridetagname_t tags[256];
935
936 /*
937 sample file:
938 U_bodyBox,models/players/Legoman/BikerA2.tga
939 U_RArm,models/players/Legoman/BikerA1.tga
940 U_LArm,models/players/Legoman/BikerA1.tga
941 U_armor,common/nodraw
942 U_sword,common/nodraw
943 U_shield,common/nodraw
944 U_homb,common/nodraw
945 U_backpack,common/nodraw
946 U_colcha,common/nodraw
947 tag_head,
948 tag_weapon,
949 tag_torso,
950 */
951         memset(tagsets, 0, sizeof(tagsets));
952         memset(word, 0, sizeof(word));
953         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), true));i++)
954         {
955                 numtags = 0;
956                 skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
957                 skinfile->next = first;
958                 first = skinfile;
959                 for(line = 0;;line++)
960                 {
961                         // parse line
962                         if (!COM_ParseToken(&data, true))
963                                 break;
964                         if (!strcmp(com_token, "\n"))
965                                 continue;
966                         words = 0;
967                         wordsoverflow = false;
968                         do
969                         {
970                                 if (words < 10)
971                                         strncpy(word[words++], com_token, MAX_QPATH - 1);
972                                 else
973                                         wordsoverflow = true;
974                         }
975                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
976                         if (wordsoverflow)
977                         {
978                                 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);
979                                 continue;
980                         }
981                         // words is always >= 1
982                         if (!strcmp(word[0], "replace"))
983                         {
984                                 if (words == 3)
985                                 {
986                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
987                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
988                                         skinfileitem->next = skinfile->items;
989                                         skinfile->items = skinfileitem;
990                                         strncpy(skinfileitem->name, word[1], sizeof(skinfileitem->name) - 1);
991                                         strncpy(skinfileitem->replacement, word[2], sizeof(skinfileitem->replacement) - 1);
992                                 }
993                                 else
994                                         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]);
995                         }
996                         else if (words == 2 && !strcmp(word[1], ","))
997                         {
998                                 // tag name, like "tag_weapon,"
999                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1000                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1001                                 strncpy(tags[numtags].name, word[0], sizeof(tags[numtags].name) - 1);
1002                                 numtags++;
1003                         }
1004                         else if (words == 3 && !strcmp(word[1], ","))
1005                         {
1006                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1007                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1008                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1009                                 skinfileitem->next = skinfile->items;
1010                                 skinfile->items = skinfileitem;
1011                                 strncpy(skinfileitem->name, word[0], sizeof(skinfileitem->name) - 1);
1012                                 strncpy(skinfileitem->replacement, word[2], sizeof(skinfileitem->replacement) - 1);
1013                         }
1014                         else
1015                                 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);
1016                 }
1017                 Mem_Free(text);
1018
1019                 if (numtags)
1020                 {
1021                         overridetagnameset_t *t;
1022                         t = tagsets + i;
1023                         t->num_overridetagnames = numtags;
1024                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1025                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1026                         tagsetsused = true;
1027                 }
1028         }
1029         if (tagsetsused)
1030         {
1031                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1032                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1033         }
1034         if (i)
1035                 loadmodel->numskins = i;
1036         return first;
1037 }
1038
1039 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1040 {
1041         skinfile_t *next;
1042         skinfileitem_t *skinfileitem, *nextitem;
1043         for (;skinfile;skinfile = next)
1044         {
1045                 next = skinfile->next;
1046                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1047                 {
1048                         nextitem = skinfileitem->next;
1049                         Mem_Free(skinfileitem);
1050                 }
1051                 Mem_Free(skinfile);
1052         }
1053 }
1054
1055 int Mod_CountSkinFiles(skinfile_t *skinfile)
1056 {
1057         int i;
1058         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1059         return i;
1060 }
1061
1062 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1063 {
1064         int i, outtriangles;
1065         float d, edgedir[3], temp[3];
1066         // a degenerate triangle is one with no width (thickness, surface area)
1067         // these are characterized by having all 3 points colinear (along a line)
1068         // or having two points identical
1069         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1070         {
1071                 // calculate first edge
1072                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1073                 if (VectorLength2(edgedir) < 0.0001f)
1074                         continue; // degenerate first edge (no length)
1075                 VectorNormalize(edgedir);
1076                 // check if third point is on the edge (colinear)
1077                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1078                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1079                 if (VectorLength2(temp) < 0.0001f)
1080                         continue; // third point colinear with first edge
1081                 // valid triangle (no colinear points, no duplicate points)
1082                 VectorCopy(inelement3i, outelement3i);
1083                 outelement3i += 3;
1084                 outtriangles++;
1085         }
1086         return outtriangles;
1087 }
1088