766ab18f260087d8aca9941bce53b077cf22b8d4
[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[64];
41
42 void Mod_BuildDetailTextures (void)
43 {
44         int i, x, y, light;
45         float vc[3], vx[3], vy[3], vn[3], lightdir[3];
46 #define DETAILRESOLUTION 256
47         qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
48         lightdir[0] = 0.5;
49         lightdir[1] = 1;
50         lightdir[2] = -0.25;
51         VectorNormalize(lightdir);
52         for (i = 0;i < NUM_DETAILTEXTURES;i++)
53         {
54                 fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
55                 for (y = 0;y < DETAILRESOLUTION;y++)
56                 {
57                         for (x = 0;x < DETAILRESOLUTION;x++)
58                         {
59                                 vc[0] = x;
60                                 vc[1] = y;
61                                 vc[2] = noise[y][x] * (1.0f / 32.0f);
62                                 vx[0] = x + 1;
63                                 vx[1] = y;
64                                 vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
65                                 vy[0] = x;
66                                 vy[1] = y + 1;
67                                 vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
68                                 VectorSubtract(vx, vc, vx);
69                                 VectorSubtract(vy, vc, vy);
70                                 CrossProduct(vx, vy, vn);
71                                 VectorNormalize(vn);
72                                 light = 128 - DotProduct(vn, lightdir) * 128;
73                                 light = bound(0, light, 255);
74                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
75                                 data[y][x][3] = 255;
76                         }
77                 }
78                 mod_shared_detailtextures[i] = R_LoadTexture2D(mod_shared_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
79         }
80 }
81
82 qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
83 {
84         int     value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
85                                 ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
86                                 ((y2 - y0) * morph) +
87                                 (y1));
88
89         if (value > 255)
90                 value = 255;
91         if (value < 0)
92                 value = 0;
93
94         return (qbyte)value;
95 }
96
97 void Mod_BuildDistortTexture (void)
98 {
99         int x, y, i, j;
100 #define DISTORTRESOLUTION 32
101         qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
102
103         for (i=0; i<4; i++)
104         {
105                 for (y=0; y<DISTORTRESOLUTION; y++)
106                 {
107                         for (x=0; x<DISTORTRESOLUTION; x++)
108                         {
109                                 data[i][y][x][0] = rand () & 255;
110                                 data[i][y][x][1] = rand () & 255;
111                         }
112                 }
113         }
114
115
116         for (i=0; i<4; i++)
117         {
118                 for (j=0; j<16; j++)
119                 {
120                         mod_shared_distorttexture[i*16+j] = NULL;
121                         if (gl_textureshader)
122                         {
123                                 for (y=0; y<DISTORTRESOLUTION; y++)
124                                 {
125                                         for (x=0; x<DISTORTRESOLUTION; x++)
126                                         {
127                                                 data[4][y][x][0] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
128                                                 data[4][y][x][1] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
129                                         }
130                                 }
131                                 mod_shared_distorttexture[i*16+j] = R_LoadTexture2D(mod_shared_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
132                         }
133                 }
134         }
135
136         return;
137 }
138
139 texture_t r_surf_notexture;
140
141 void Mod_SetupNoTexture(void)
142 {
143         int x, y;
144         qbyte pix[16][16][4];
145
146         // this makes a light grey/dark grey checkerboard texture
147         for (y = 0;y < 16;y++)
148         {
149                 for (x = 0;x < 16;x++)
150                 {
151                         if ((y < 8) ^ (x < 8))
152                         {
153                                 pix[y][x][0] = 128;
154                                 pix[y][x][1] = 128;
155                                 pix[y][x][2] = 128;
156                                 pix[y][x][3] = 255;
157                         }
158                         else
159                         {
160                                 pix[y][x][0] = 64;
161                                 pix[y][x][1] = 64;
162                                 pix[y][x][2] = 64;
163                                 pix[y][x][3] = 255;
164                         }
165                 }
166         }
167
168         r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
169 }
170
171 static void mod_start(void)
172 {
173         int i;
174         for (i = 0;i < MAX_MOD_KNOWN;i++)
175                 if (mod_known[i].name[0])
176                         Mod_UnloadModel(&mod_known[i]);
177         Mod_LoadModels();
178
179         mod_shared_texturepool = R_AllocTexturePool();
180         Mod_SetupNoTexture();
181         Mod_BuildDetailTextures();
182         Mod_BuildDistortTexture();
183 }
184
185 static void mod_shutdown(void)
186 {
187         int i;
188         for (i = 0;i < MAX_MOD_KNOWN;i++)
189                 if (mod_known[i].name[0])
190                         Mod_UnloadModel(&mod_known[i]);
191
192         R_FreeTexturePool(&mod_shared_texturepool);
193 }
194
195 static void mod_newmap(void)
196 {
197 }
198
199 /*
200 ===============
201 Mod_Init
202 ===============
203 */
204 static void Mod_Print (void);
205 static void Mod_Precache (void);
206 void Mod_Init (void)
207 {
208         Mod_BrushInit();
209         Mod_AliasInit();
210         Mod_SpriteInit();
211
212         Cvar_RegisterVariable(&r_mipskins);
213         Cmd_AddCommand ("modellist", Mod_Print);
214         Cmd_AddCommand ("modelprecache", Mod_Precache);
215 }
216
217 void Mod_RenderInit(void)
218 {
219         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
220 }
221
222 void Mod_FreeModel (model_t *mod)
223 {
224         R_FreeTexturePool(&mod->texturepool);
225         Mem_FreePool(&mod->mempool);
226
227         // clear the struct to make it available
228         memset(mod, 0, sizeof(model_t));
229 }
230
231 void Mod_UnloadModel (model_t *mod)
232 {
233         char name[MAX_QPATH];
234         qboolean isworldmodel;
235         strcpy(name, mod->name);
236         isworldmodel = mod->isworldmodel;
237         Mod_FreeModel(mod);
238         strcpy(mod->name, name);
239         mod->isworldmodel = isworldmodel;
240         mod->needload = true;
241 }
242
243 /*
244 ==================
245 Mod_LoadModel
246
247 Loads a model
248 ==================
249 */
250 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
251 {
252         int num;
253         unsigned int crc;
254         void *buf;
255
256         mod->used = true;
257
258         if (mod->name[0] == '*') // submodel
259                 return mod;
260
261         crc = 0;
262         buf = NULL;
263         if (!mod->needload)
264         {
265                 if (checkdisk)
266                 {
267                         buf = FS_LoadFile (mod->name, false);
268                         if (!buf)
269                         {
270                                 if (crash)
271                                         Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
272                                 return NULL;
273                         }
274
275                         crc = CRC_Block(buf, fs_filesize);
276                 }
277                 else
278                         crc = mod->crc;
279
280                 if (mod->crc == crc && mod->isworldmodel == isworldmodel)
281                 {
282                         if (buf)
283                                 Mem_Free(buf);
284                         return mod; // already loaded
285                 }
286         }
287
288         Con_DPrintf("loading model %s\n", mod->name);
289
290         if (!buf)
291         {
292                 buf = FS_LoadFile (mod->name, false);
293                 if (!buf)
294                 {
295                         if (crash)
296                                 Host_Error ("Mod_LoadModel: %s not found", mod->name);
297                         return NULL;
298                 }
299                 crc = CRC_Block(buf, fs_filesize);
300         }
301
302         // allocate a new model
303         loadmodel = mod;
304
305         // LordHavoc: unload the existing model in this slot (if there is one)
306         Mod_UnloadModel(mod);
307         mod->isworldmodel = isworldmodel;
308         mod->used = true;
309         mod->crc = crc;
310         // errors can prevent the corresponding mod->needload = false;
311         mod->needload = true;
312
313         // all models use memory, so allocate a memory pool
314         mod->mempool = Mem_AllocPool(mod->name);
315         // all models load textures, so allocate a texture pool
316         if (cls.state != ca_dedicated)
317                 mod->texturepool = R_AllocTexturePool();
318
319         // call the apropriate loader
320         num = LittleLong(*((int *)buf));
321              if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
322         else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
323         else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
324         else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
325         else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
326         else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
327         else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
328         else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
329         else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
330
331         Mem_Free(buf);
332
333         // no errors occurred
334         mod->needload = false;
335         return mod;
336 }
337
338 void Mod_CheckLoaded(model_t *mod)
339 {
340         if (mod)
341         {
342                 if (mod->needload)
343                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
344                 else
345                 {
346                         if (mod->type == mod_invalid)
347                                 Host_Error("Mod_CheckLoaded: invalid model\n");
348                         mod->used = true;
349                         return;
350                 }
351         }
352 }
353
354 /*
355 ===================
356 Mod_ClearAll
357 ===================
358 */
359 void Mod_ClearAll(void)
360 {
361 }
362
363 void Mod_ClearUsed(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                         mod->used = false;
371 }
372
373 void Mod_PurgeUnused(void)
374 {
375         int i;
376         model_t *mod;
377
378         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
379                 if (mod->name[0])
380                         if (!mod->used)
381                                 Mod_FreeModel(mod);
382 }
383
384 void Mod_LoadModels(void)
385 {
386         int i;
387         model_t *mod;
388
389         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
390                 if (mod->name[0])
391                         if (mod->used)
392                                 Mod_CheckLoaded(mod);
393 }
394
395 /*
396 ==================
397 Mod_FindName
398
399 ==================
400 */
401 model_t *Mod_FindName(const char *name)
402 {
403         int i;
404         model_t *mod, *freemod;
405
406         if (!name[0])
407                 Host_Error ("Mod_ForName: NULL name");
408
409 // search the currently loaded models
410         freemod = NULL;
411         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
412         {
413                 if (mod->name[0])
414                 {
415                         if (!strcmp (mod->name, name))
416                         {
417                                 mod->used = true;
418                                 return mod;
419                         }
420                 }
421                 else if (freemod == NULL)
422                         freemod = mod;
423         }
424
425         if (freemod)
426         {
427                 mod = freemod;
428                 strcpy (mod->name, name);
429                 mod->needload = true;
430                 mod->used = true;
431                 return mod;
432         }
433
434         Host_Error ("Mod_FindName: ran out of models\n");
435         return NULL;
436 }
437
438 /*
439 ==================
440 Mod_TouchModel
441
442 ==================
443 */
444 void Mod_TouchModel(const char *name)
445 {
446         model_t *mod;
447
448         mod = Mod_FindName(name);
449         mod->used = true;
450 }
451
452 /*
453 ==================
454 Mod_ForName
455
456 Loads in a model for the given name
457 ==================
458 */
459 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
460 {
461         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
462 }
463
464 qbyte *mod_base;
465
466
467 //=============================================================================
468
469 /*
470 ================
471 Mod_Print
472 ================
473 */
474 static void Mod_Print(void)
475 {
476         int             i;
477         model_t *mod;
478
479         Con_Printf ("Loaded models:\n");
480         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
481                 if (mod->name[0])
482                         Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
483 }
484
485 /*
486 ================
487 Mod_Precache
488 ================
489 */
490 static void Mod_Precache(void)
491 {
492         if (Cmd_Argc() == 2)
493                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
494         else
495                 Con_Printf("usage: modelprecache <filename>\n");
496 }
497
498 #if 1
499 // fast way, using an edge hash
500 #define TRIANGLEEDGEHASH 1024
501 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
502 {
503         int i, j, p, e1, e2, *n, hashindex, count, match;
504         const int *e;
505         typedef struct edgehashentry_s
506         {
507                 struct edgehashentry_s *next;
508                 int triangle;
509                 int element[2];
510         }
511         edgehashentry_t;
512         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
513         memset(edgehash, 0, sizeof(edgehash));
514         edgehashentries = edgehashentriesbuffer;
515         // if there are too many triangles for the stack array, allocate larger buffer
516         if (numtriangles > TRIANGLEEDGEHASH)
517                 edgehashentries = Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
518         // find neighboring triangles
519         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
520         {
521                 for (j = 0, p = 2;j < 3;p = j, j++)
522                 {
523                         e1 = e[p];
524                         e2 = e[j];
525                         // this hash index works for both forward and backward edges
526                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
527                         hash = edgehashentries + i * 3 + j;
528                         hash->next = edgehash[hashindex];
529                         edgehash[hashindex] = hash;
530                         hash->triangle = i;
531                         hash->element[0] = e1;
532                         hash->element[1] = e2;
533                 }
534         }
535         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
536         {
537                 for (j = 0, p = 2;j < 3;p = j, j++)
538                 {
539                         e1 = e[p];
540                         e2 = e[j];
541                         // this hash index works for both forward and backward edges
542                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
543                         count = 0;
544                         match = -1;
545                         for (hash = edgehash[hashindex];hash;hash = hash->next)
546                         {
547                                 if (hash->element[0] == e2 && hash->element[1] == e1)
548                                 {
549                                         if (hash->triangle != i)
550                                                 match = hash->triangle;
551                                         count++;
552                                 }
553                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
554                                         count++;
555                         }
556                         // detect edges shared by three triangles and make them seams
557                         if (count > 2)
558                                 match = -1;
559                         n[p] = match;
560                 }
561         }
562         // free the allocated buffer
563         if (edgehashentries != edgehashentriesbuffer)
564                 Mem_Free(edgehashentries);
565 }
566 #else
567 // very slow but simple way
568 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
569 {
570         int i, match, count;
571         count = 0;
572         match = -1;
573         for (i = 0;i < numtriangles;i++, elements += 3)
574         {
575                      if ((elements[0] == start && elements[1] == end)
576                       || (elements[1] == start && elements[2] == end)
577                       || (elements[2] == start && elements[0] == end))
578                 {
579                         if (i != ignore)
580                                 match = i;
581                         count++;
582                 }
583                 else if ((elements[1] == start && elements[0] == end)
584                       || (elements[2] == start && elements[1] == end)
585                       || (elements[0] == start && elements[2] == end))
586                         count++;
587         }
588         // detect edges shared by three triangles and make them seams
589         if (count > 2)
590                 match = -1;
591         return match;
592 }
593
594 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
595 {
596         int i, *n;
597         const int *e;
598         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
599         {
600                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
601                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
602                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
603         }
604 }
605 #endif
606
607 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
608 {
609         int i;
610         for (i = 0;i < numtriangles * 3;i++)
611                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
612                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
613 }
614
615 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)
616 {
617         float f;
618         normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]);
619         normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]);
620         normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]);
621         VectorNormalize(normal3f);
622         tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0]));
623         tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1]));
624         tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2]));
625         f = -DotProduct(tvector3f, normal3f);
626         VectorMA(tvector3f, f, normal3f, tvector3f);
627         VectorNormalize(tvector3f);
628         CrossProduct(normal3f, tvector3f, svector3f);
629 }
630
631 // warning: this is an expensive function!
632 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
633 {
634         int i, tnum;
635         float sdir[3], tdir[3], normal[3], *v;
636         const int *e;
637         // clear the vectors
638         if (svector3f)
639                 memset(svector3f, 0, numverts * sizeof(float[3]));
640         if (tvector3f)
641                 memset(tvector3f, 0, numverts * sizeof(float[3]));
642         if (normal3f)
643                 memset(normal3f, 0, numverts * sizeof(float[3]));
644         // process each vertex of each triangle and accumulate the results
645         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
646         {
647                 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);
648                 if (svector3f)
649                 {
650                         for (i = 0;i < 3;i++)
651                         {
652                                 svector3f[e[i]*3  ] += sdir[0];
653                                 svector3f[e[i]*3+1] += sdir[1];
654                                 svector3f[e[i]*3+2] += sdir[2];
655                         }
656                 }
657                 if (tvector3f)
658                 {
659                         for (i = 0;i < 3;i++)
660                         {
661                                 tvector3f[e[i]*3  ] += tdir[0];
662                                 tvector3f[e[i]*3+1] += tdir[1];
663                                 tvector3f[e[i]*3+2] += tdir[2];
664                         }
665                 }
666                 if (normal3f)
667                 {
668                         for (i = 0;i < 3;i++)
669                         {
670                                 normal3f[e[i]*3  ] += normal[0];
671                                 normal3f[e[i]*3+1] += normal[1];
672                                 normal3f[e[i]*3+2] += normal[2];
673                         }
674                 }
675         }
676         // now we could divide the vectors by the number of averaged values on
677         // each vertex...  but instead normalize them
678         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
679         if (svector3f)
680                 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
681                         VectorNormalize(v);
682         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
683         if (tvector3f)
684                 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
685                         VectorNormalize(v);
686         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
687         if (normal3f)
688                 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
689                         VectorNormalize(v);
690 }
691
692 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)
693 {
694         shadowmesh_t *newmesh;
695         qbyte *data;
696         int size;
697         size = sizeof(shadowmesh_t);
698         size += maxverts * sizeof(float[3]);
699         if (light)
700                 size += maxverts * sizeof(float[11]);
701         size += maxtriangles * sizeof(int[3]);
702         if (neighbors)
703                 size += maxtriangles * sizeof(int[3]);
704         if (expandable)
705                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
706         data = Mem_Alloc(mempool, size);
707         newmesh = (void *)data;data += sizeof(*newmesh);
708         newmesh->map_diffuse = map_diffuse;
709         newmesh->map_specular = map_specular;
710         newmesh->map_normal = map_normal;
711         newmesh->maxverts = maxverts;
712         newmesh->maxtriangles = maxtriangles;
713         newmesh->numverts = 0;
714         newmesh->numtriangles = 0;
715
716         newmesh->vertex3f = (void *)data;data += maxverts * sizeof(float[3]);
717         if (light)
718         {
719                 newmesh->svector3f = (void *)data;data += maxverts * sizeof(float[3]);
720                 newmesh->tvector3f = (void *)data;data += maxverts * sizeof(float[3]);
721                 newmesh->normal3f = (void *)data;data += maxverts * sizeof(float[3]);
722                 newmesh->texcoord2f = (void *)data;data += maxverts * sizeof(float[2]);
723         }
724         newmesh->element3i = (void *)data;data += maxtriangles * sizeof(int[3]);
725         if (neighbors)
726         {
727                 newmesh->neighbor3i = (void *)data;data += maxtriangles * sizeof(int[3]);
728         }
729         if (expandable)
730         {
731                 newmesh->vertexhashtable = (void *)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
732                 newmesh->vertexhashentries = (void *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
733         }
734         return newmesh;
735 }
736
737 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
738 {
739         shadowmesh_t *newmesh;
740         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
741         newmesh->numverts = oldmesh->numverts;
742         newmesh->numtriangles = oldmesh->numtriangles;
743
744         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
745         if (newmesh->svector3f && oldmesh->svector3f)
746         {
747                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
748                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
749                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
750                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
751         }
752         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
753         if (newmesh->neighbor3i && oldmesh->neighbor3i)
754                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
755         return newmesh;
756 }
757
758 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
759 {
760         int hashindex, vnum;
761         shadowmeshvertexhash_t *hash;
762         // this uses prime numbers intentionally
763         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
764         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
765         {
766                 vnum = (hash - mesh->vertexhashentries);
767                 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]))
768                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
769                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
770                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
771                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
772                         return hash - mesh->vertexhashentries;
773         }
774         vnum = mesh->numverts++;
775         hash = mesh->vertexhashentries + vnum;
776         hash->next = mesh->vertexhashtable[hashindex];
777         mesh->vertexhashtable[hashindex] = hash;
778         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
779         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
780         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
781         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
782         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
783         return vnum;
784 }
785
786 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
787 {
788         if (mesh->numtriangles == 0)
789         {
790                 // set the properties on this empty mesh to be more favorable...
791                 // (note: this case only occurs for the first triangle added to a new mesh chain)
792                 mesh->map_diffuse = map_diffuse;
793                 mesh->map_specular = map_specular;
794                 mesh->map_normal = map_normal;
795         }
796         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)
797         {
798                 if (mesh->next == NULL)
799                         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);
800                 mesh = mesh->next;
801         }
802         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
803         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
804         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
805         mesh->numtriangles++;
806 }
807
808 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, int numtris, int *element3i)
809 {
810         int i, j, e;
811         float vbuf[3*14], *v;
812         memset(vbuf, 0, sizeof(vbuf));
813         for (i = 0;i < numtris;i++)
814         {
815                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
816                 {
817                         e = *element3i++;
818                         if (vertex3f)
819                         {
820                                 v[0] = vertex3f[e * 3 + 0];
821                                 v[1] = vertex3f[e * 3 + 1];
822                                 v[2] = vertex3f[e * 3 + 2];
823                         }
824                         if (svector3f)
825                         {
826                                 v[3] = svector3f[e * 3 + 0];
827                                 v[4] = svector3f[e * 3 + 1];
828                                 v[5] = svector3f[e * 3 + 2];
829                         }
830                         if (tvector3f)
831                         {
832                                 v[6] = tvector3f[e * 3 + 0];
833                                 v[7] = tvector3f[e * 3 + 1];
834                                 v[8] = tvector3f[e * 3 + 2];
835                         }
836                         if (normal3f)
837                         {
838                                 v[9] = normal3f[e * 3 + 0];
839                                 v[10] = normal3f[e * 3 + 1];
840                                 v[11] = normal3f[e * 3 + 2];
841                         }
842                         if (texcoord2f)
843                         {
844                                 v[12] = texcoord2f[e * 2 + 0];
845                                 v[13] = texcoord2f[e * 2 + 1];
846                         }
847                 }
848                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
849         }
850 }
851
852 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)
853 {
854         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
855 }
856
857 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
858 {
859         shadowmesh_t *mesh, *newmesh, *nextmesh;
860         // reallocate meshs to conserve space
861         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
862         {
863                 nextmesh = mesh->next;
864                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
865                 {
866                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
867                         newmesh->next = firstmesh;
868                         firstmesh = newmesh;
869                 }
870                 Mem_Free(mesh);
871         }
872         return firstmesh;
873 }
874
875 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
876 {
877         int i;
878         shadowmesh_t *mesh;
879         vec3_t nmins, nmaxs, ncenter, temp;
880         float nradius2, dist2, *v;
881         // calculate bbox
882         for (mesh = firstmesh;mesh;mesh = mesh->next)
883         {
884                 if (mesh == firstmesh)
885                 {
886                         VectorCopy(mesh->vertex3f, nmins);
887                         VectorCopy(mesh->vertex3f, nmaxs);
888                 }
889                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
890                 {
891                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
892                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
893                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
894                 }
895         }
896         // calculate center and radius
897         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
898         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
899         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
900         nradius2 = 0;
901         for (mesh = firstmesh;mesh;mesh = mesh->next)
902         {
903                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
904                 {
905                         VectorSubtract(v, ncenter, temp);
906                         dist2 = DotProduct(temp, temp);
907                         if (nradius2 < dist2)
908                                 nradius2 = dist2;
909                 }
910         }
911         // return data
912         if (mins)
913                 VectorCopy(nmins, mins);
914         if (maxs)
915                 VectorCopy(nmaxs, maxs);
916         if (center)
917                 VectorCopy(ncenter, center);
918         if (radius)
919                 *radius = sqrt(nradius2);
920 }
921
922 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
923 {
924         shadowmesh_t *nextmesh;
925         for (;mesh;mesh = nextmesh)
926         {
927                 nextmesh = mesh->next;
928                 Mem_Free(mesh);
929         }
930 }
931
932 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
933 {
934         int i;
935         for (i = 0;i < width*height;i++)
936                 if (((qbyte *)&palette[in[i]])[3] > 0)
937                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
938         return NULL;
939 }
940
941 static int detailtexturecycle = 0;
942 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
943 {
944         imageskin_t s;
945         memset(skinframe, 0, sizeof(*skinframe));
946         if (!image_loadskin(&s, basename))
947                 return false;
948         if (usedetailtexture)
949                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
950         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
951         if (s.nmappixels != NULL)
952                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
953         if (s.glosspixels != NULL)
954                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
955         if (s.glowpixels != NULL && loadglowtexture)
956                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
957         if (s.maskpixels != NULL)
958                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
959         if (loadpantsandshirt)
960         {
961                 if (s.pantspixels != NULL)
962                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
963                 if (s.shirtpixels != NULL)
964                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
965         }
966         image_freeskin(&s);
967         return true;
968 }
969
970 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
971 {
972         qbyte *temp1, *temp2;
973         memset(skinframe, 0, sizeof(*skinframe));
974         if (!skindata)
975                 return false;
976         if (usedetailtexture)
977                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
978         if (r_shadow_bumpscale_basetexture.value > 0)
979         {
980                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
981                 temp2 = temp1 + width * height * 4;
982                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
983                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
984                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
985                 Mem_Free(temp1);
986         }
987         if (loadglowtexture)
988         {
989                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
990                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
991                 if (loadpantsandshirt)
992                 {
993                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
994                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
995                         if (skinframe->pants || skinframe->shirt)
996                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
997                 }
998         }
999         else
1000         {
1001                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
1002                 if (loadpantsandshirt)
1003                 {
1004                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1005                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1006                         if (skinframe->pants || skinframe->shirt)
1007                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
1008                 }
1009         }
1010         return true;
1011 }
1012
1013 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1014 {
1015         float v[3], tc[3];
1016         v[0] = ix;
1017         v[1] = iy;
1018         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1019                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1020         else
1021                 v[2] = 0;
1022         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1023         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1024         texcoord2f[0] = tc[0];
1025         texcoord2f[1] = tc[1];
1026 }
1027
1028 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)
1029 {
1030         float vup[3], vdown[3], vleft[3], vright[3];
1031         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1032         float sv[3], tv[3], nl[3];
1033         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1034         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1035         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1036         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1037         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1038         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1039         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1040         VectorAdd(svector3f, sv, svector3f);
1041         VectorAdd(tvector3f, tv, tvector3f);
1042         VectorAdd(normal3f, nl, normal3f);
1043         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1044         VectorAdd(svector3f, sv, svector3f);
1045         VectorAdd(tvector3f, tv, tvector3f);
1046         VectorAdd(normal3f, nl, normal3f);
1047         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1048         VectorAdd(svector3f, sv, svector3f);
1049         VectorAdd(tvector3f, tv, tvector3f);
1050         VectorAdd(normal3f, nl, normal3f);
1051 }
1052
1053 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)
1054 {
1055         int x, y, ix, iy, *e;
1056         e = element3i;
1057         for (y = 0;y < height;y++)
1058         {
1059                 for (x = 0;x < width;x++)
1060                 {
1061                         e[0] = (y + 1) * (width + 1) + (x + 0);
1062                         e[1] = (y + 0) * (width + 1) + (x + 0);
1063                         e[2] = (y + 1) * (width + 1) + (x + 1);
1064                         e[3] = (y + 0) * (width + 1) + (x + 0);
1065                         e[4] = (y + 0) * (width + 1) + (x + 1);
1066                         e[5] = (y + 1) * (width + 1) + (x + 1);
1067                         e += 6;
1068                 }
1069         }
1070         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1071         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1072                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1073                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1074 }
1075
1076 skinfile_t *Mod_LoadSkinFiles(void)
1077 {
1078         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1079         char *text;
1080         const char *data;
1081         skinfile_t *skinfile, *first = NULL;
1082         skinfileitem_t *skinfileitem;
1083         char word[10][MAX_QPATH];
1084         overridetagnameset_t tagsets[MAX_SKINS];
1085         overridetagname_t tags[256];
1086
1087 /*
1088 sample file:
1089 U_bodyBox,models/players/Legoman/BikerA2.tga
1090 U_RArm,models/players/Legoman/BikerA1.tga
1091 U_LArm,models/players/Legoman/BikerA1.tga
1092 U_armor,common/nodraw
1093 U_sword,common/nodraw
1094 U_shield,common/nodraw
1095 U_homb,common/nodraw
1096 U_backpack,common/nodraw
1097 U_colcha,common/nodraw
1098 tag_head,
1099 tag_weapon,
1100 tag_torso,
1101 */
1102         memset(tagsets, 0, sizeof(tagsets));
1103         memset(word, 0, sizeof(word));
1104         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), true));i++)
1105         {
1106                 numtags = 0;
1107                 skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
1108                 skinfile->next = first;
1109                 first = skinfile;
1110                 for(line = 0;;line++)
1111                 {
1112                         // parse line
1113                         if (!COM_ParseToken(&data, true))
1114                                 break;
1115                         if (!strcmp(com_token, "\n"))
1116                                 continue;
1117                         words = 0;
1118                         wordsoverflow = false;
1119                         do
1120                         {
1121                                 if (words < 10)
1122                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1123                                 else
1124                                         wordsoverflow = true;
1125                         }
1126                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1127                         if (wordsoverflow)
1128                         {
1129                                 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);
1130                                 continue;
1131                         }
1132                         // words is always >= 1
1133                         if (!strcmp(word[0], "replace"))
1134                         {
1135                                 if (words == 3)
1136                                 {
1137                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1138                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1139                                         skinfileitem->next = skinfile->items;
1140                                         skinfile->items = skinfileitem;
1141                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1142                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1143                                 }
1144                                 else
1145                                         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]);
1146                         }
1147                         else if (words == 2 && !strcmp(word[1], ","))
1148                         {
1149                                 // tag name, like "tag_weapon,"
1150                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1151                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1152                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1153                                 numtags++;
1154                         }
1155                         else if (words == 3 && !strcmp(word[1], ","))
1156                         {
1157                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1158                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1159                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1160                                 skinfileitem->next = skinfile->items;
1161                                 skinfile->items = skinfileitem;
1162                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1163                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1164                         }
1165                         else
1166                                 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);
1167                 }
1168                 Mem_Free(text);
1169
1170                 if (numtags)
1171                 {
1172                         overridetagnameset_t *t;
1173                         t = tagsets + i;
1174                         t->num_overridetagnames = numtags;
1175                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1176                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1177                         tagsetsused = true;
1178                 }
1179         }
1180         if (tagsetsused)
1181         {
1182                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1183                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1184         }
1185         if (i)
1186                 loadmodel->numskins = i;
1187         return first;
1188 }
1189
1190 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1191 {
1192         skinfile_t *next;
1193         skinfileitem_t *skinfileitem, *nextitem;
1194         for (;skinfile;skinfile = next)
1195         {
1196                 next = skinfile->next;
1197                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1198                 {
1199                         nextitem = skinfileitem->next;
1200                         Mem_Free(skinfileitem);
1201                 }
1202                 Mem_Free(skinfile);
1203         }
1204 }
1205
1206 int Mod_CountSkinFiles(skinfile_t *skinfile)
1207 {
1208         int i;
1209         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1210         return i;
1211 }
1212
1213 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1214 {
1215         int i, outtriangles;
1216         float d, edgedir[3], temp[3];
1217         // a degenerate triangle is one with no width (thickness, surface area)
1218         // these are characterized by having all 3 points colinear (along a line)
1219         // or having two points identical
1220         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1221         {
1222                 // calculate first edge
1223                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1224                 if (VectorLength2(edgedir) < 0.0001f)
1225                         continue; // degenerate first edge (no length)
1226                 VectorNormalize(edgedir);
1227                 // check if third point is on the edge (colinear)
1228                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1229                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1230                 if (VectorLength2(temp) < 0.0001f)
1231                         continue; // third point colinear with first edge
1232                 // valid triangle (no colinear points, no duplicate points)
1233                 VectorCopy(inelement3i, outelement3i);
1234                 outelement3i += 3;
1235                 outtriangles++;
1236         }
1237         return outtriangles;
1238 }
1239