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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", "mipmaps skins (so they become blurrier in the distance), disabled by default because it tends to blur with strange border colors from the skin"};
30
31 model_t *loadmodel;
32
33 // LordHavoc: was 512
34 #define MAX_MOD_KNOWN (MAX_MODELS + 256)
35 static model_t mod_known[MAX_MOD_KNOWN];
36
37 static void mod_start(void)
38 {
39         int i;
40         model_t *mod;
41
42         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
43                 if (mod->name[0])
44                         if (mod->used)
45                                 Mod_LoadModel(mod, true, false, mod->isworldmodel);
46 }
47
48 static void mod_shutdown(void)
49 {
50         int i;
51         model_t *mod;
52
53         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
54                 if (mod->loaded)
55                         Mod_UnloadModel(mod);
56 }
57
58 static void mod_newmap(void)
59 {
60         msurface_t *surface;
61         int i, surfacenum, ssize, tsize;
62
63         if (!cl_stainmaps_clearonload.integer)
64                 return;
65
66         for (i = 0;i < MAX_MOD_KNOWN;i++)
67         {
68                 if (mod_known[i].mempool && mod_known[i].data_surfaces)
69                 {
70                         for (surfacenum = 0, surface = mod_known[i].data_surfaces;surfacenum < mod_known[i].num_surfaces;surfacenum++, surface++)
71                         {
72                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
73                                 {
74                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
75                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
76                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
77                                         surface->cached_dlight = true;
78                                 }
79                         }
80                 }
81         }
82 }
83
84 /*
85 ===============
86 Mod_Init
87 ===============
88 */
89 static void Mod_Print(void);
90 static void Mod_Precache (void);
91 void Mod_Init (void)
92 {
93         Mod_BrushInit();
94         Mod_AliasInit();
95         Mod_SpriteInit();
96
97         Cvar_RegisterVariable(&r_mipskins);
98         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
99         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
100 }
101
102 void Mod_RenderInit(void)
103 {
104         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
105 }
106
107 void Mod_UnloadModel (model_t *mod)
108 {
109         char name[MAX_QPATH];
110         qboolean isworldmodel;
111         qboolean used;
112         strcpy(name, mod->name);
113         isworldmodel = mod->isworldmodel;
114         used = mod->used;
115         // free textures/memory attached to the model
116         R_FreeTexturePool(&mod->texturepool);
117         Mem_FreePool(&mod->mempool);
118         // clear the struct to make it available
119         memset(mod, 0, sizeof(model_t));
120         // restore the fields we want to preserve
121         strcpy(mod->name, name);
122         mod->isworldmodel = isworldmodel;
123         mod->used = used;
124         mod->loaded = false;
125 }
126
127 /*
128 ==================
129 Mod_LoadModel
130
131 Loads a model
132 ==================
133 */
134 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
135 {
136         int num;
137         unsigned int crc;
138         void *buf;
139         fs_offset_t filesize;
140
141         mod->used = true;
142
143         if (mod->name[0] == '*') // submodel
144                 return mod;
145
146         crc = 0;
147         buf = NULL;
148         if (mod->isworldmodel != isworldmodel)
149                 mod->loaded = false;
150         if (!mod->loaded || checkdisk)
151         {
152                 if (checkdisk && mod->loaded)
153                         Con_DPrintf("checking model %s\n", mod->name);
154                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
155                 if (buf)
156                 {
157                         crc = CRC_Block((unsigned char *)buf, filesize);
158                         if (mod->crc != crc)
159                                 mod->loaded = false;
160                 }
161         }
162         if (mod->loaded)
163                 return mod; // already loaded
164
165         Con_DPrintf("loading model %s\n", mod->name);
166         // LordHavoc: unload the existing model in this slot (if there is one)
167         if (mod->loaded)
168                 Mod_UnloadModel(mod);
169
170         // load the model
171         mod->isworldmodel = isworldmodel;
172         mod->used = true;
173         mod->crc = crc;
174         // errors can prevent the corresponding mod->loaded = true;
175         mod->loaded = false;
176
177         // default model radius and bounding box (mainly for missing models)
178         mod->radius = 16;
179         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
180         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
181         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
182         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
183         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
184         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
185
186         // all models use memory, so allocate a memory pool
187         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
188         // all models load textures, so allocate a texture pool
189         if (cls.state != ca_dedicated)
190                 mod->texturepool = R_AllocTexturePool();
191
192         if (buf)
193         {
194                 char *bufend = (char *)buf + filesize;
195                 num = LittleLong(*((int *)buf));
196                 // call the apropriate loader
197                 loadmodel = mod;
198                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
199                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
200                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
201                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
202                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
203                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
204                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
205                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
206                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
207                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
208                 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
209                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
210                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
211                 Mem_Free(buf);
212         }
213         else if (crash)
214         {
215                 // LordHavoc: Sys_Error was *ANNOYING*
216                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
217         }
218
219         // no errors occurred
220         mod->loaded = true;
221         return mod;
222 }
223
224 /*
225 ===================
226 Mod_ClearAll
227 ===================
228 */
229 void Mod_ClearAll(void)
230 {
231 }
232
233 void Mod_ClearUsed(void)
234 {
235 #if 0
236         int i;
237         model_t *mod;
238
239         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
240                 if (mod->name[0])
241                         mod->used = false;
242 #endif
243 }
244
245 void Mod_PurgeUnused(void)
246 {
247         int i;
248         model_t *mod;
249
250         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
251                 if (mod->name[0])
252                         if (!mod->used)
253                                 Mod_UnloadModel(mod);
254 }
255
256 // only used during loading!
257 void Mod_RemoveStaleWorldModels(model_t *skip)
258 {
259         int i;
260         model_t *mod;
261
262         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
263         {
264                 if (mod->isworldmodel && mod->loaded && skip != mod)
265                 {
266                         Mod_UnloadModel(mod);
267                         mod->isworldmodel = false;
268                         mod->used = false;
269                 }
270         }
271 }
272
273 /*
274 ==================
275 Mod_FindName
276
277 ==================
278 */
279 model_t *Mod_FindName(const char *name)
280 {
281         int i;
282         model_t *mod, *freemod;
283
284         if (!name[0])
285                 Host_Error ("Mod_ForName: NULL name");
286
287 // search the currently loaded models
288         freemod = NULL;
289         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
290         {
291                 if (mod->name[0])
292                 {
293                         if (!strcmp (mod->name, name))
294                         {
295                                 mod->used = true;
296                                 return mod;
297                         }
298                 }
299                 else if (freemod == NULL)
300                         freemod = mod;
301         }
302
303         if (freemod)
304         {
305                 mod = freemod;
306                 strcpy (mod->name, name);
307                 mod->loaded = false;
308                 mod->used = true;
309                 return mod;
310         }
311
312         Host_Error ("Mod_FindName: ran out of models");
313         return NULL;
314 }
315
316 /*
317 ==================
318 Mod_ForName
319
320 Loads in a model for the given name
321 ==================
322 */
323 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
324 {
325         model_t *model;
326         model = Mod_FindName(name);
327         if (model->name[0] != '*' && (!model->loaded || checkdisk))
328                 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
329         return model;
330 }
331
332 unsigned char *mod_base;
333
334
335 //=============================================================================
336
337 /*
338 ================
339 Mod_Print
340 ================
341 */
342 static void Mod_Print(void)
343 {
344         int             i;
345         model_t *mod;
346
347         Con_Print("Loaded models:\n");
348         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
349                 if (mod->name[0])
350                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
351 }
352
353 /*
354 ================
355 Mod_Precache
356 ================
357 */
358 static void Mod_Precache(void)
359 {
360         if (Cmd_Argc() == 2)
361                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
362         else
363                 Con_Print("usage: modelprecache <filename>\n");
364 }
365
366 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
367 {
368         int i, count;
369         unsigned char *used;
370         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
371         memset(used, 0, numvertices);
372         for (i = 0;i < numelements;i++)
373                 used[elements[i]] = 1;
374         for (i = 0, count = 0;i < numvertices;i++)
375                 remapvertices[i] = used[i] ? count++ : -1;
376         Mem_Free(used);
377         return count;
378 }
379
380 #if 1
381 // fast way, using an edge hash
382 #define TRIANGLEEDGEHASH 8192
383 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
384 {
385         int i, j, p, e1, e2, *n, hashindex, count, match;
386         const int *e;
387         typedef struct edgehashentry_s
388         {
389                 struct edgehashentry_s *next;
390                 int triangle;
391                 int element[2];
392         }
393         edgehashentry_t;
394         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
395         memset(edgehash, 0, sizeof(edgehash));
396         edgehashentries = edgehashentriesbuffer;
397         // if there are too many triangles for the stack array, allocate larger buffer
398         if (numtriangles > TRIANGLEEDGEHASH)
399                 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
400         // find neighboring triangles
401         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
402         {
403                 for (j = 0, p = 2;j < 3;p = j, j++)
404                 {
405                         e1 = e[p];
406                         e2 = e[j];
407                         // this hash index works for both forward and backward edges
408                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
409                         hash = edgehashentries + i * 3 + j;
410                         hash->next = edgehash[hashindex];
411                         edgehash[hashindex] = hash;
412                         hash->triangle = i;
413                         hash->element[0] = e1;
414                         hash->element[1] = e2;
415                 }
416         }
417         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
418         {
419                 for (j = 0, p = 2;j < 3;p = j, j++)
420                 {
421                         e1 = e[p];
422                         e2 = e[j];
423                         // this hash index works for both forward and backward edges
424                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
425                         count = 0;
426                         match = -1;
427                         for (hash = edgehash[hashindex];hash;hash = hash->next)
428                         {
429                                 if (hash->element[0] == e2 && hash->element[1] == e1)
430                                 {
431                                         if (hash->triangle != i)
432                                                 match = hash->triangle;
433                                         count++;
434                                 }
435                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
436                                         count++;
437                         }
438                         // detect edges shared by three triangles and make them seams
439                         if (count > 2)
440                                 match = -1;
441                         n[p] = match;
442                 }
443         }
444         // free the allocated buffer
445         if (edgehashentries != edgehashentriesbuffer)
446                 Mem_Free(edgehashentries);
447 }
448 #else
449 // very slow but simple way
450 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
451 {
452         int i, match, count;
453         count = 0;
454         match = -1;
455         for (i = 0;i < numtriangles;i++, elements += 3)
456         {
457                      if ((elements[0] == start && elements[1] == end)
458                       || (elements[1] == start && elements[2] == end)
459                       || (elements[2] == start && elements[0] == end))
460                 {
461                         if (i != ignore)
462                                 match = i;
463                         count++;
464                 }
465                 else if ((elements[1] == start && elements[0] == end)
466                       || (elements[2] == start && elements[1] == end)
467                       || (elements[0] == start && elements[2] == end))
468                         count++;
469         }
470         // detect edges shared by three triangles and make them seams
471         if (count > 2)
472                 match = -1;
473         return match;
474 }
475
476 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
477 {
478         int i, *n;
479         const int *e;
480         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
481         {
482                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
483                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
484                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
485         }
486 }
487 #endif
488
489 void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline)
490 {
491         int i, warned = false;
492         for (i = 0;i < numtriangles * 3;i++)
493         {
494                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
495                 {
496                         if (!warned)
497                         {
498                                 warned = true;
499                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
500                         }
501                         elements[i] = 0;
502                 }
503         }
504 }
505
506 // warning: this is an expensive function!
507 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
508 {
509         int i, j;
510         const int *element;
511         float *vectorNormal;
512         float areaNormal[3];
513         // clear the vectors
514         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
515         // process each vertex of each triangle and accumulate the results
516         // use area-averaging, to make triangles with a big area have a bigger
517         // weighting on the vertex normal than triangles with a small area
518         // to do so, just add the 'normals' together (the bigger the area
519         // the greater the length of the normal is
520         element = elements;
521         for (i = 0; i < numtriangles; i++, element += 3)
522         {
523                 TriangleNormal(
524                         vertex3f + element[0] * 3,
525                         vertex3f + element[1] * 3,
526                         vertex3f + element[2] * 3,
527                         areaNormal
528                         );
529
530                 if (!areaweighting)
531                         VectorNormalize(areaNormal);
532
533                 for (j = 0;j < 3;j++)
534                 {
535                         vectorNormal = normal3f + element[j] * 3;
536                         vectorNormal[0] += areaNormal[0];
537                         vectorNormal[1] += areaNormal[1];
538                         vectorNormal[2] += areaNormal[2];
539                 }
540         }
541         // and just normalize the accumulated vertex normal in the end
542         vectorNormal = normal3f + 3 * firstvertex;
543         for (i = 0; i < numvertices; i++, vectorNormal += 3)
544                 VectorNormalize(vectorNormal);
545 }
546
547 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)
548 {
549         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
550         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
551         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
552
553         // 6 multiply, 9 subtract
554         VectorSubtract(v1, v0, v10);
555         VectorSubtract(v2, v0, v20);
556         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
557         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
558         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
559         // 12 multiply, 10 subtract
560         tc10[1] = tc1[1] - tc0[1];
561         tc20[1] = tc2[1] - tc0[1];
562         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
563         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
564         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
565         tc10[0] = tc1[0] - tc0[0];
566         tc20[0] = tc2[0] - tc0[0];
567         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
568         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
569         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
570         // 12 multiply, 4 add, 6 subtract
571         f = DotProduct(svector3f, normal3f);
572         svector3f[0] -= f * normal3f[0];
573         svector3f[1] -= f * normal3f[1];
574         svector3f[2] -= f * normal3f[2];
575         f = DotProduct(tvector3f, normal3f);
576         tvector3f[0] -= f * normal3f[0];
577         tvector3f[1] -= f * normal3f[1];
578         tvector3f[2] -= f * normal3f[2];
579         // if texture is mapped the wrong way (counterclockwise), the tangents
580         // have to be flipped, this is detected by calculating a normal from the
581         // two tangents, and seeing if it is opposite the surface normal
582         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
583         CrossProduct(tvector3f, svector3f, tangentcross);
584         if (DotProduct(tangentcross, normal3f) < 0)
585         {
586                 VectorNegate(svector3f, svector3f);
587                 VectorNegate(tvector3f, tvector3f);
588         }
589 }
590
591 // warning: this is a very expensive function!
592 void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f, qboolean areaweighting)
593 {
594         int i, tnum;
595         float sdir[3], tdir[3], normal[3], *v;
596         const float *v0, *v1, *v2, *tc0, *tc1, *tc2;
597         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
598         const int *e;
599         // clear the vectors
600         if (svector3f)
601                 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
602         if (tvector3f)
603                 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
604         if (normal3f)
605                 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
606         // process each vertex of each triangle and accumulate the results
607         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
608         {
609                 v0 = vertex3f + e[0] * 3;
610                 v1 = vertex3f + e[1] * 3;
611                 v2 = vertex3f + e[2] * 3;
612                 tc0 = texcoord2f + e[0] * 2;
613                 tc1 = texcoord2f + e[1] * 2;
614                 tc2 = texcoord2f + e[2] * 2;
615
616                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
617                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
618
619                 // calculate the edge directions and surface normal
620                 // 6 multiply, 9 subtract
621                 VectorSubtract(v1, v0, v10);
622                 VectorSubtract(v2, v0, v20);
623                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
624                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
625                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
626
627                 // calculate the tangents
628                 // 12 multiply, 10 subtract
629                 tc10[1] = tc1[1] - tc0[1];
630                 tc20[1] = tc2[1] - tc0[1];
631                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
632                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
633                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
634                 tc10[0] = tc1[0] - tc0[0];
635                 tc20[0] = tc2[0] - tc0[0];
636                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
637                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
638                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
639
640                 // make the tangents completely perpendicular to the surface normal
641                 // 12 multiply, 4 add, 6 subtract
642                 f = DotProduct(sdir, normal);
643                 sdir[0] -= f * normal[0];
644                 sdir[1] -= f * normal[1];
645                 sdir[2] -= f * normal[2];
646                 f = DotProduct(tdir, normal);
647                 tdir[0] -= f * normal[0];
648                 tdir[1] -= f * normal[1];
649                 tdir[2] -= f * normal[2];
650
651                 // if texture is mapped the wrong way (counterclockwise), the tangents
652                 // have to be flipped, this is detected by calculating a normal from the
653                 // two tangents, and seeing if it is opposite the surface normal
654                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
655                 CrossProduct(tdir, sdir, tangentcross);
656                 if (DotProduct(tangentcross, normal) < 0)
657                 {
658                         VectorNegate(sdir, sdir);
659                         VectorNegate(tdir, tdir);
660                 }
661
662                 if (!areaweighting)
663                 {
664                         VectorNormalize(sdir);
665                         VectorNormalize(tdir);
666                         VectorNormalize(normal);
667                 }
668                 if (svector3f)
669                         for (i = 0;i < 3;i++)
670                                 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
671                 if (tvector3f)
672                         for (i = 0;i < 3;i++)
673                                 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
674                 if (normal3f)
675                         for (i = 0;i < 3;i++)
676                                 VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
677         }
678         // now we could divide the vectors by the number of averaged values on
679         // each vertex...  but instead normalize them
680         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
681         if (svector3f)
682                 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
683                         VectorNormalize(v);
684         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
685         if (tvector3f)
686                 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
687                         VectorNormalize(v);
688         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
689         if (normal3f)
690                 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
691                         VectorNormalize(v);
692 }
693
694 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
695 {
696         surfmesh_t *mesh;
697         unsigned char *data;
698         mesh = (surfmesh_t *)Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int));
699         mesh->num_vertices = numvertices;
700         mesh->num_triangles = numtriangles;
701         data = (unsigned char *)(mesh + 1);
702         if (mesh->num_vertices)
703         {
704                 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
705                 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
706                 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
707                 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
708                 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
709                 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
710                 if (vertexcolors)
711                         mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
712                 if (lightmapoffsets)
713                         mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
714         }
715         if (mesh->num_triangles)
716         {
717                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
718                 if (neighbors)
719                         mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
720         }
721         return mesh;
722 }
723
724 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)
725 {
726         shadowmesh_t *newmesh;
727         unsigned char *data;
728         int size;
729         size = sizeof(shadowmesh_t);
730         size += maxverts * sizeof(float[3]);
731         if (light)
732                 size += maxverts * sizeof(float[11]);
733         size += maxtriangles * sizeof(int[3]);
734         if (neighbors)
735                 size += maxtriangles * sizeof(int[3]);
736         if (expandable)
737                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
738         data = (unsigned char *)Mem_Alloc(mempool, size);
739         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
740         newmesh->map_diffuse = map_diffuse;
741         newmesh->map_specular = map_specular;
742         newmesh->map_normal = map_normal;
743         newmesh->maxverts = maxverts;
744         newmesh->maxtriangles = maxtriangles;
745         newmesh->numverts = 0;
746         newmesh->numtriangles = 0;
747
748         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
749         if (light)
750         {
751                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
752                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
753                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
754                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
755         }
756         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
757         if (neighbors)
758         {
759                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
760         }
761         if (expandable)
762         {
763                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
764                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
765         }
766         return newmesh;
767 }
768
769 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
770 {
771         shadowmesh_t *newmesh;
772         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
773         newmesh->numverts = oldmesh->numverts;
774         newmesh->numtriangles = oldmesh->numtriangles;
775
776         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
777         if (newmesh->svector3f && oldmesh->svector3f)
778         {
779                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
780                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
781                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
782                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
783         }
784         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
785         if (newmesh->neighbor3i && oldmesh->neighbor3i)
786                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
787         return newmesh;
788 }
789
790 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
791 {
792         int hashindex, vnum;
793         shadowmeshvertexhash_t *hash;
794         // this uses prime numbers intentionally
795         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
796         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
797         {
798                 vnum = (hash - mesh->vertexhashentries);
799                 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]))
800                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
801                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
802                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
803                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
804                         return hash - mesh->vertexhashentries;
805         }
806         vnum = mesh->numverts++;
807         hash = mesh->vertexhashentries + vnum;
808         hash->next = mesh->vertexhashtable[hashindex];
809         mesh->vertexhashtable[hashindex] = hash;
810         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
811         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
812         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
813         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
814         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
815         return vnum;
816 }
817
818 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
819 {
820         if (mesh->numtriangles == 0)
821         {
822                 // set the properties on this empty mesh to be more favorable...
823                 // (note: this case only occurs for the first triangle added to a new mesh chain)
824                 mesh->map_diffuse = map_diffuse;
825                 mesh->map_specular = map_specular;
826                 mesh->map_normal = map_normal;
827         }
828         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)
829         {
830                 if (mesh->next == NULL)
831                         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);
832                 mesh = mesh->next;
833         }
834         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
835         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
836         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
837         mesh->numtriangles++;
838 }
839
840 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
841 {
842         int i, j, e;
843         float vbuf[3*14], *v;
844         memset(vbuf, 0, sizeof(vbuf));
845         for (i = 0;i < numtris;i++)
846         {
847                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
848                 {
849                         e = *element3i++;
850                         if (vertex3f)
851                         {
852                                 v[0] = vertex3f[e * 3 + 0];
853                                 v[1] = vertex3f[e * 3 + 1];
854                                 v[2] = vertex3f[e * 3 + 2];
855                         }
856                         if (svector3f)
857                         {
858                                 v[3] = svector3f[e * 3 + 0];
859                                 v[4] = svector3f[e * 3 + 1];
860                                 v[5] = svector3f[e * 3 + 2];
861                         }
862                         if (tvector3f)
863                         {
864                                 v[6] = tvector3f[e * 3 + 0];
865                                 v[7] = tvector3f[e * 3 + 1];
866                                 v[8] = tvector3f[e * 3 + 2];
867                         }
868                         if (normal3f)
869                         {
870                                 v[9] = normal3f[e * 3 + 0];
871                                 v[10] = normal3f[e * 3 + 1];
872                                 v[11] = normal3f[e * 3 + 2];
873                         }
874                         if (texcoord2f)
875                         {
876                                 v[12] = texcoord2f[e * 2 + 0];
877                                 v[13] = texcoord2f[e * 2 + 1];
878                         }
879                 }
880                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
881         }
882 }
883
884 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)
885 {
886         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
887 }
888
889 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
890 {
891         shadowmesh_t *mesh, *newmesh, *nextmesh;
892         // reallocate meshs to conserve space
893         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
894         {
895                 nextmesh = mesh->next;
896                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
897                 {
898                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
899                         newmesh->next = firstmesh;
900                         firstmesh = newmesh;
901                 }
902                 Mem_Free(mesh);
903         }
904         return firstmesh;
905 }
906
907 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
908 {
909         int i;
910         shadowmesh_t *mesh;
911         vec3_t nmins, nmaxs, ncenter, temp;
912         float nradius2, dist2, *v;
913         VectorClear(nmins);
914         VectorClear(nmaxs);
915         // calculate bbox
916         for (mesh = firstmesh;mesh;mesh = mesh->next)
917         {
918                 if (mesh == firstmesh)
919                 {
920                         VectorCopy(mesh->vertex3f, nmins);
921                         VectorCopy(mesh->vertex3f, nmaxs);
922                 }
923                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
924                 {
925                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
926                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
927                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
928                 }
929         }
930         // calculate center and radius
931         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
932         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
933         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
934         nradius2 = 0;
935         for (mesh = firstmesh;mesh;mesh = mesh->next)
936         {
937                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
938                 {
939                         VectorSubtract(v, ncenter, temp);
940                         dist2 = DotProduct(temp, temp);
941                         if (nradius2 < dist2)
942                                 nradius2 = dist2;
943                 }
944         }
945         // return data
946         if (mins)
947                 VectorCopy(nmins, mins);
948         if (maxs)
949                 VectorCopy(nmaxs, maxs);
950         if (center)
951                 VectorCopy(ncenter, center);
952         if (radius)
953                 *radius = sqrt(nradius2);
954 }
955
956 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
957 {
958         shadowmesh_t *nextmesh;
959         for (;mesh;mesh = nextmesh)
960         {
961                 nextmesh = mesh->next;
962                 Mem_Free(mesh);
963         }
964 }
965
966 static rtexture_t *GL_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
967 {
968         int i;
969         for (i = 0;i < width*height;i++)
970                 if (((unsigned char *)&palette[in[i]])[3] > 0)
971                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
972         return NULL;
973 }
974
975 int Mod_LoadSkinFrame(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
976 {
977         imageskin_t s;
978         memset(skinframe, 0, sizeof(*skinframe));
979         if (cls.state == ca_dedicated)
980                 return false;
981         if (!image_loadskin(&s, basename))
982                 return false;
983         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
984         if (s.nmappixels != NULL)
985                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
986         if (s.glosspixels != NULL)
987                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
988         if (s.glowpixels != NULL && loadglowtexture)
989                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
990         if (s.maskpixels != NULL)
991                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
992         if (loadpantsandshirt)
993         {
994                 if (s.pantspixels != NULL)
995                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
996                 if (s.shirtpixels != NULL)
997                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
998         }
999         if (!skinframe->base)
1000                 skinframe->base = r_texture_notexture;
1001         if (!skinframe->nmap)
1002                 skinframe->nmap = r_texture_blanknormalmap;
1003         image_freeskin(&s);
1004         return true;
1005 }
1006
1007 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, const char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height, int bitsperpixel, const unsigned int *palette, const unsigned int *alphapalette)
1008 {
1009         int i;
1010         unsigned char *temp1, *temp2;
1011         memset(skinframe, 0, sizeof(*skinframe));
1012         if (cls.state == ca_dedicated)
1013                 return false;
1014         if (!skindata)
1015                 return false;
1016         if (bitsperpixel == 32)
1017         {
1018                 if (r_shadow_bumpscale_basetexture.value > 0)
1019                 {
1020                         temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1021                         temp2 = temp1 + width * height * 4;
1022                         Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1023                         skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1024                         Mem_Free(temp1);
1025                 }
1026                 skinframe->base = skinframe->merged = R_LoadTexture2D(loadmodel->texturepool, basename, width, height, skindata, TEXTYPE_RGBA, textureflags, NULL);
1027                 if (textureflags & TEXF_ALPHA)
1028                 {
1029                         for (i = 3;i < width * height * 4;i += 4)
1030                                 if (skindata[i] < 255)
1031                                         break;
1032                         if (i < width * height * 4)
1033                         {
1034                                 unsigned char *fogpixels = Mem_Alloc(loadmodel->mempool, width * height * 4);
1035                                 memcpy(fogpixels, skindata, width * height * 4);
1036                                 for (i = 0;i < width * height * 4;i += 4)
1037                                         fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
1038                                 skinframe->fog = R_LoadTexture2D(loadmodel->texturepool, va("%s_fog", basename), width, height, fogpixels, TEXTYPE_RGBA, textureflags, NULL);
1039                                 Mem_Free(fogpixels);
1040                         }
1041                 }
1042         }
1043         else if (bitsperpixel == 8)
1044         {
1045                 if (r_shadow_bumpscale_basetexture.value > 0)
1046                 {
1047                         temp1 = (unsigned char *)Mem_Alloc(loadmodel->mempool, width * height * 8);
1048                         temp2 = temp1 + width * height * 4;
1049                         if (bitsperpixel == 32)
1050                                 Image_HeightmapToNormalmap(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1051                         else
1052                         {
1053                                 // use either a custom palette or the quake palette
1054                                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette ? palette : palette_complete);
1055                                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
1056                         }
1057                         skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags | TEXF_ALPHA, NULL);
1058                         Mem_Free(temp1);
1059                 }
1060                 // use either a custom palette, or the quake palette
1061                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette ? palette : (loadglowtexture ? palette_nofullbrights : ((textureflags & TEXF_ALPHA) ? palette_transparent : palette_complete)), textureflags); // all
1062                 if (!palette && loadglowtexture)
1063                         skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
1064                 if (!palette && loadpantsandshirt)
1065                 {
1066                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
1067                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
1068                 }
1069                 if (skinframe->pants || skinframe->shirt)
1070                         skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename),loadglowtexture ? palette_nocolormapnofullbrights : palette_nocolormap, textureflags); // no special colors
1071                 if (textureflags & TEXF_ALPHA)
1072                 {
1073                         // if not using a custom alphapalette, use the quake one
1074                         if (!alphapalette)
1075                                 alphapalette = palette_alpha;
1076                         for (i = 0;i < width * height;i++)
1077                                 if (((unsigned char *)alphapalette)[skindata[i]*4+3] < 255)
1078                                         break;
1079                         if (i < width * height)
1080                                 skinframe->fog = GL_TextureForSkinLayer(skindata, width, height, va("%s_fog", basename), alphapalette, textureflags); // fog mask
1081                 }
1082         }
1083         else
1084                 return false;
1085         if (!skinframe->nmap)
1086                 skinframe->nmap = r_texture_blanknormalmap;
1087         return true;
1088 }
1089
1090 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1091 {
1092         float v[3], tc[3];
1093         v[0] = ix;
1094         v[1] = iy;
1095         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1096                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1097         else
1098                 v[2] = 0;
1099         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1100         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1101         texcoord2f[0] = tc[0];
1102         texcoord2f[1] = tc[1];
1103 }
1104
1105 void Mod_GetTerrainVertexFromRGBA(const unsigned char *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)
1106 {
1107         float vup[3], vdown[3], vleft[3], vright[3];
1108         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1109         float sv[3], tv[3], nl[3];
1110         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1111         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1112         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1113         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1114         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1115         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1116         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1117         VectorAdd(svector3f, sv, svector3f);
1118         VectorAdd(tvector3f, tv, tvector3f);
1119         VectorAdd(normal3f, nl, normal3f);
1120         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1121         VectorAdd(svector3f, sv, svector3f);
1122         VectorAdd(tvector3f, tv, tvector3f);
1123         VectorAdd(normal3f, nl, normal3f);
1124         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1125         VectorAdd(svector3f, sv, svector3f);
1126         VectorAdd(tvector3f, tv, tvector3f);
1127         VectorAdd(normal3f, nl, normal3f);
1128 }
1129
1130 void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *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)
1131 {
1132         int x, y, ix, iy, *e;
1133         e = element3i;
1134         for (y = 0;y < height;y++)
1135         {
1136                 for (x = 0;x < width;x++)
1137                 {
1138                         e[0] = (y + 1) * (width + 1) + (x + 0);
1139                         e[1] = (y + 0) * (width + 1) + (x + 0);
1140                         e[2] = (y + 1) * (width + 1) + (x + 1);
1141                         e[3] = (y + 0) * (width + 1) + (x + 0);
1142                         e[4] = (y + 0) * (width + 1) + (x + 1);
1143                         e[5] = (y + 1) * (width + 1) + (x + 1);
1144                         e += 6;
1145                 }
1146         }
1147         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1148         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1149                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1150                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1151 }
1152
1153 skinfile_t *Mod_LoadSkinFiles(void)
1154 {
1155         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1156         char *text;
1157         const char *data;
1158         skinfile_t *skinfile = NULL, *first = NULL;
1159         skinfileitem_t *skinfileitem;
1160         char word[10][MAX_QPATH];
1161         overridetagnameset_t tagsets[MAX_SKINS];
1162         overridetagname_t tags[256];
1163
1164 /*
1165 sample file:
1166 U_bodyBox,models/players/Legoman/BikerA2.tga
1167 U_RArm,models/players/Legoman/BikerA1.tga
1168 U_LArm,models/players/Legoman/BikerA1.tga
1169 U_armor,common/nodraw
1170 U_sword,common/nodraw
1171 U_shield,common/nodraw
1172 U_homb,common/nodraw
1173 U_backpack,common/nodraw
1174 U_colcha,common/nodraw
1175 tag_head,
1176 tag_weapon,
1177 tag_torso,
1178 */
1179         memset(tagsets, 0, sizeof(tagsets));
1180         memset(word, 0, sizeof(word));
1181         for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1182         {
1183                 numtags = 0;
1184
1185                 // If it's the first file we parse
1186                 if (skinfile == NULL)
1187                 {
1188                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1189                         first = skinfile;
1190                 }
1191                 else
1192                 {
1193                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1194                         skinfile = skinfile->next;
1195                 }
1196                 skinfile->next = NULL;
1197
1198                 for(line = 0;;line++)
1199                 {
1200                         // parse line
1201                         if (!COM_ParseToken(&data, true))
1202                                 break;
1203                         if (!strcmp(com_token, "\n"))
1204                                 continue;
1205                         words = 0;
1206                         wordsoverflow = false;
1207                         do
1208                         {
1209                                 if (words < 10)
1210                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1211                                 else
1212                                         wordsoverflow = true;
1213                         }
1214                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1215                         if (wordsoverflow)
1216                         {
1217                                 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);
1218                                 continue;
1219                         }
1220                         // words is always >= 1
1221                         if (!strcmp(word[0], "replace"))
1222                         {
1223                                 if (words == 3)
1224                                 {
1225                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1226                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1227                                         skinfileitem->next = skinfile->items;
1228                                         skinfile->items = skinfileitem;
1229                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1230                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1231                                 }
1232                                 else
1233                                         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]);
1234                         }
1235                         else if (words == 2 && !strcmp(word[1], ","))
1236                         {
1237                                 // tag name, like "tag_weapon,"
1238                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1239                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1240                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1241                                 numtags++;
1242                         }
1243                         else if (words == 3 && !strcmp(word[1], ","))
1244                         {
1245                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1246                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1247                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1248                                 skinfileitem->next = skinfile->items;
1249                                 skinfile->items = skinfileitem;
1250                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1251                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1252                         }
1253                         else
1254                                 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);
1255                 }
1256                 Mem_Free(text);
1257
1258                 if (numtags)
1259                 {
1260                         overridetagnameset_t *t;
1261                         t = tagsets + i;
1262                         t->num_overridetagnames = numtags;
1263                         t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1264                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1265                         tagsetsused = true;
1266                 }
1267         }
1268         if (tagsetsused)
1269         {
1270                 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1271                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1272         }
1273         if (i)
1274                 loadmodel->numskins = i;
1275         return first;
1276 }
1277
1278 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1279 {
1280         skinfile_t *next;
1281         skinfileitem_t *skinfileitem, *nextitem;
1282         for (;skinfile;skinfile = next)
1283         {
1284                 next = skinfile->next;
1285                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1286                 {
1287                         nextitem = skinfileitem->next;
1288                         Mem_Free(skinfileitem);
1289                 }
1290                 Mem_Free(skinfile);
1291         }
1292 }
1293
1294 int Mod_CountSkinFiles(skinfile_t *skinfile)
1295 {
1296         int i;
1297         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1298         return i;
1299 }
1300
1301 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1302 {
1303         int i;
1304         double isnap = 1.0 / snap;
1305         for (i = 0;i < numvertices*numcomponents;i++)
1306                 vertices[i] = floor(vertices[i]*isnap)*snap;
1307 }
1308
1309 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1310 {
1311         int i, outtriangles;
1312         float d, edgedir[3], temp[3];
1313         // a degenerate triangle is one with no width (thickness, surface area)
1314         // these are characterized by having all 3 points colinear (along a line)
1315         // or having two points identical
1316         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1317         {
1318                 // calculate first edge
1319                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1320                 if (VectorLength2(edgedir) < 0.0001f)
1321                         continue; // degenerate first edge (no length)
1322                 VectorNormalize(edgedir);
1323                 // check if third point is on the edge (colinear)
1324                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1325                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1326                 if (VectorLength2(temp) < 0.0001f)
1327                         continue; // third point colinear with first edge
1328                 // valid triangle (no colinear points, no duplicate points)
1329                 VectorCopy(inelement3i, outelement3i);
1330                 outelement3i += 3;
1331                 outtriangles++;
1332         }
1333         return outtriangles;
1334 }
1335