e100139c2bd743e8c977adac764fe18beefcc694
[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: 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);
99         Cmd_AddCommand ("modelprecache", Mod_Precache);
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
140         mod->used = true;
141
142         if (mod->name[0] == '*') // submodel
143                 return mod;
144
145         crc = 0;
146         buf = NULL;
147         if (mod->isworldmodel != isworldmodel)
148                 mod->loaded = false;
149         if (!mod->loaded || checkdisk)
150         {
151                 if (checkdisk && mod->loaded)
152                         Con_DPrintf("checking model %s\n", mod->name);
153                 buf = FS_LoadFile (mod->name, tempmempool, false);
154                 if (buf)
155                 {
156                         crc = CRC_Block((qbyte *)buf, fs_filesize);
157                         if (mod->crc != crc)
158                                 mod->loaded = false;
159                 }
160         }
161         if (mod->loaded)
162                 return mod; // already loaded
163
164         Con_DPrintf("loading model %s\n", mod->name);
165         // LordHavoc: unload the existing model in this slot (if there is one)
166         if (mod->loaded)
167                 Mod_UnloadModel(mod);
168
169         // load the model
170         mod->isworldmodel = isworldmodel;
171         mod->used = true;
172         mod->crc = crc;
173         // errors can prevent the corresponding mod->loaded = true;
174         mod->loaded = false;
175
176         // default model radius and bounding box (mainly for missing models)
177         mod->radius = 16;
178         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
179         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
180         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
181         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
182         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
183         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
184
185         // all models use memory, so allocate a memory pool
186         mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
187         // all models load textures, so allocate a texture pool
188         if (cls.state != ca_dedicated)
189                 mod->texturepool = R_AllocTexturePool();
190
191         if (buf)
192         {
193                 char *bufend = (char *)buf + fs_filesize;
194                 num = LittleLong(*((int *)buf));
195                 // call the apropriate loader
196                 loadmodel = mod;
197                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
198                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
199                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
200                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
201                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
202                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
203                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
204                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
205                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
206                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
207                 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
208                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
209                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
210                 Mem_Free(buf);
211         }
212         else if (crash)
213         {
214                 // LordHavoc: Sys_Error was *ANNOYING*
215                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
216         }
217
218         // no errors occurred
219         mod->loaded = true;
220         return mod;
221 }
222
223 /*
224 ===================
225 Mod_ClearAll
226 ===================
227 */
228 void Mod_ClearAll(void)
229 {
230 }
231
232 void Mod_ClearUsed(void)
233 {
234 #if 0
235         int i;
236         model_t *mod;
237
238         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
239                 if (mod->name[0])
240                         mod->used = false;
241 #endif
242 }
243
244 void Mod_PurgeUnused(void)
245 {
246         int i;
247         model_t *mod;
248
249         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
250                 if (mod->name[0])
251                         if (!mod->used)
252                                 Mod_UnloadModel(mod);
253 }
254
255 // only used during loading!
256 void Mod_RemoveStaleWorldModels(model_t *skip)
257 {
258         int i;
259         model_t *mod;
260
261         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
262         {
263                 if (mod->isworldmodel && mod->loaded && skip != mod)
264                 {
265                         Mod_UnloadModel(mod);
266                         mod->isworldmodel = false;
267                         mod->used = false;
268                 }
269         }
270 }
271
272 /*
273 ==================
274 Mod_FindName
275
276 ==================
277 */
278 model_t *Mod_FindName(const char *name)
279 {
280         int i;
281         model_t *mod, *freemod;
282
283         if (!name[0])
284                 Host_Error ("Mod_ForName: NULL name");
285
286 // search the currently loaded models
287         freemod = NULL;
288         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
289         {
290                 if (mod->name[0])
291                 {
292                         if (!strcmp (mod->name, name))
293                         {
294                                 mod->used = true;
295                                 return mod;
296                         }
297                 }
298                 else if (freemod == NULL)
299                         freemod = mod;
300         }
301
302         if (freemod)
303         {
304                 mod = freemod;
305                 strcpy (mod->name, name);
306                 mod->loaded = false;
307                 mod->used = true;
308                 return mod;
309         }
310
311         Host_Error ("Mod_FindName: ran out of models\n");
312         return NULL;
313 }
314
315 /*
316 ==================
317 Mod_ForName
318
319 Loads in a model for the given name
320 ==================
321 */
322 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
323 {
324         model_t *model;
325         model = Mod_FindName(name);
326         if (model->name[0] != '*' && (!model->loaded || checkdisk))
327                 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
328         return model;
329 }
330
331 qbyte *mod_base;
332
333
334 //=============================================================================
335
336 /*
337 ================
338 Mod_Print
339 ================
340 */
341 static void Mod_Print(void)
342 {
343         int             i;
344         model_t *mod;
345
346         Con_Print("Loaded models:\n");
347         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
348                 if (mod->name[0])
349                         Con_Printf("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
350 }
351
352 /*
353 ================
354 Mod_Precache
355 ================
356 */
357 static void Mod_Precache(void)
358 {
359         if (Cmd_Argc() == 2)
360                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
361         else
362                 Con_Print("usage: modelprecache <filename>\n");
363 }
364
365 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
366 {
367         int i, count;
368         qbyte *used;
369         used = (qbyte *)Mem_Alloc(tempmempool, numvertices);
370         memset(used, 0, numvertices);
371         for (i = 0;i < numelements;i++)
372                 used[elements[i]] = 1;
373         for (i = 0, count = 0;i < numvertices;i++)
374                 remapvertices[i] = used[i] ? count++ : -1;
375         Mem_Free(used);
376         return count;
377 }
378
379 #if 1
380 // fast way, using an edge hash
381 #define TRIANGLEEDGEHASH 8192
382 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
383 {
384         int i, j, p, e1, e2, *n, hashindex, count, match;
385         const int *e;
386         typedef struct edgehashentry_s
387         {
388                 struct edgehashentry_s *next;
389                 int triangle;
390                 int element[2];
391         }
392         edgehashentry_t;
393         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
394         memset(edgehash, 0, sizeof(edgehash));
395         edgehashentries = edgehashentriesbuffer;
396         // if there are too many triangles for the stack array, allocate larger buffer
397         if (numtriangles > TRIANGLEEDGEHASH)
398                 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
399         // find neighboring triangles
400         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
401         {
402                 for (j = 0, p = 2;j < 3;p = j, j++)
403                 {
404                         e1 = e[p];
405                         e2 = e[j];
406                         // this hash index works for both forward and backward edges
407                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
408                         hash = edgehashentries + i * 3 + j;
409                         hash->next = edgehash[hashindex];
410                         edgehash[hashindex] = hash;
411                         hash->triangle = i;
412                         hash->element[0] = e1;
413                         hash->element[1] = e2;
414                 }
415         }
416         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
417         {
418                 for (j = 0, p = 2;j < 3;p = j, j++)
419                 {
420                         e1 = e[p];
421                         e2 = e[j];
422                         // this hash index works for both forward and backward edges
423                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
424                         count = 0;
425                         match = -1;
426                         for (hash = edgehash[hashindex];hash;hash = hash->next)
427                         {
428                                 if (hash->element[0] == e2 && hash->element[1] == e1)
429                                 {
430                                         if (hash->triangle != i)
431                                                 match = hash->triangle;
432                                         count++;
433                                 }
434                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
435                                         count++;
436                         }
437                         // detect edges shared by three triangles and make them seams
438                         if (count > 2)
439                                 match = -1;
440                         n[p] = match;
441                 }
442         }
443         // free the allocated buffer
444         if (edgehashentries != edgehashentriesbuffer)
445                 Mem_Free(edgehashentries);
446 }
447 #else
448 // very slow but simple way
449 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
450 {
451         int i, match, count;
452         count = 0;
453         match = -1;
454         for (i = 0;i < numtriangles;i++, elements += 3)
455         {
456                      if ((elements[0] == start && elements[1] == end)
457                       || (elements[1] == start && elements[2] == end)
458                       || (elements[2] == start && elements[0] == end))
459                 {
460                         if (i != ignore)
461                                 match = i;
462                         count++;
463                 }
464                 else if ((elements[1] == start && elements[0] == end)
465                       || (elements[2] == start && elements[1] == end)
466                       || (elements[0] == start && elements[2] == end))
467                         count++;
468         }
469         // detect edges shared by three triangles and make them seams
470         if (count > 2)
471                 match = -1;
472         return match;
473 }
474
475 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
476 {
477         int i, *n;
478         const int *e;
479         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
480         {
481                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
482                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
483                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
484         }
485 }
486 #endif
487
488 void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline)
489 {
490         int i, warned = false;
491         for (i = 0;i < numtriangles * 3;i++)
492         {
493                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
494                 {
495                         if (!warned)
496                         {
497                                 warned = true;
498                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
499                         }
500                         elements[i] = 0;
501                 }
502         }
503 }
504
505 // warning: this is an expensive function!
506 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
507 {
508         int i, j;
509         const int *element;
510         float *vectorNormal;
511         float areaNormal[3];
512         // clear the vectors
513         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
514         // process each vertex of each triangle and accumulate the results
515         // use area-averaging, to make triangles with a big area have a bigger
516         // weighting on the vertex normal than triangles with a small area
517         // to do so, just add the 'normals' together (the bigger the area
518         // the greater the length of the normal is
519         element = elements;
520         for (i = 0; i < numtriangles; i++, element += 3)
521         {
522                 TriangleNormal(
523                         vertex3f + element[0] * 3,
524                         vertex3f + element[1] * 3,
525                         vertex3f + element[2] * 3,
526                         areaNormal
527                         );
528
529                 if (!areaweighting)
530                         VectorNormalize(areaNormal);
531
532                 for (j = 0;j < 3;j++)
533                 {
534                         vectorNormal = normal3f + element[j] * 3;
535                         vectorNormal[0] += areaNormal[0];
536                         vectorNormal[1] += areaNormal[1];
537                         vectorNormal[2] += areaNormal[2];
538                 }
539         }
540         // and just normalize the accumulated vertex normal in the end
541         vectorNormal = normal3f + 3 * firstvertex;
542         for (i = 0; i < numvertices; i++, vectorNormal += 3)
543                 VectorNormalize(vectorNormal);
544 }
545
546 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)
547 {
548         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
549         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
550         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
551
552         // 6 multiply, 9 subtract
553         VectorSubtract(v1, v0, v10);
554         VectorSubtract(v2, v0, v20);
555         normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
556         normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
557         normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
558         // 12 multiply, 10 subtract
559         tc10[1] = tc1[1] - tc0[1];
560         tc20[1] = tc2[1] - tc0[1];
561         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
562         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
563         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
564         tc10[0] = tc1[0] - tc0[0];
565         tc20[0] = tc2[0] - tc0[0];
566         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
567         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
568         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
569         // 12 multiply, 4 add, 6 subtract
570         f = DotProduct(svector3f, normal3f);
571         svector3f[0] -= f * normal3f[0];
572         svector3f[1] -= f * normal3f[1];
573         svector3f[2] -= f * normal3f[2];
574         f = DotProduct(tvector3f, normal3f);
575         tvector3f[0] -= f * normal3f[0];
576         tvector3f[1] -= f * normal3f[1];
577         tvector3f[2] -= f * normal3f[2];
578         // if texture is mapped the wrong way (counterclockwise), the tangents
579         // have to be flipped, this is detected by calculating a normal from the
580         // two tangents, and seeing if it is opposite the surface normal
581         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
582         CrossProduct(tvector3f, svector3f, tangentcross);
583         if (DotProduct(tangentcross, normal3f) < 0)
584         {
585                 VectorNegate(svector3f, svector3f);
586                 VectorNegate(tvector3f, tvector3f);
587         }
588 }
589
590 // warning: this is a very expensive function!
591 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)
592 {
593         int i, tnum;
594         float sdir[3], tdir[3], normal[3], *v;
595         const int *e;
596         // clear the vectors
597         if (svector3f)
598                 memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
599         if (tvector3f)
600                 memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
601         if (normal3f)
602                 memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
603         // process each vertex of each triangle and accumulate the results
604         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
605         {
606                 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);
607                 if (!areaweighting)
608                 {
609                         VectorNormalize(sdir);
610                         VectorNormalize(tdir);
611                         VectorNormalize(normal);
612                 }
613                 if (svector3f)
614                         for (i = 0;i < 3;i++)
615                                 VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
616                 if (tvector3f)
617                         for (i = 0;i < 3;i++)
618                                 VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
619                 if (normal3f)
620                         for (i = 0;i < 3;i++)
621                                 VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3);
622         }
623         // now we could divide the vectors by the number of averaged values on
624         // each vertex...  but instead normalize them
625         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
626         if (svector3f)
627                 for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
628                         VectorNormalize(v);
629         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
630         if (tvector3f)
631                 for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
632                         VectorNormalize(v);
633         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
634         if (normal3f)
635                 for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
636                         VectorNormalize(v);
637 }
638
639 surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
640 {
641         surfmesh_t *mesh;
642         qbyte *data;
643         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));
644         mesh->num_vertices = numvertices;
645         mesh->num_triangles = numtriangles;
646         data = (qbyte *)(mesh + 1);
647         if (mesh->num_vertices)
648         {
649                 mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
650                 mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
651                 mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
652                 mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
653                 mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
654                 mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
655                 if (vertexcolors)
656                         mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
657                 if (lightmapoffsets)
658                         mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
659         }
660         if (mesh->num_triangles)
661         {
662                 mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
663                 if (neighbors)
664                         mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
665         }
666         return mesh;
667 }
668
669 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)
670 {
671         shadowmesh_t *newmesh;
672         qbyte *data;
673         int size;
674         size = sizeof(shadowmesh_t);
675         size += maxverts * sizeof(float[3]);
676         if (light)
677                 size += maxverts * sizeof(float[11]);
678         size += maxtriangles * sizeof(int[3]);
679         if (neighbors)
680                 size += maxtriangles * sizeof(int[3]);
681         if (expandable)
682                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
683         data = (qbyte *)Mem_Alloc(mempool, size);
684         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
685         newmesh->map_diffuse = map_diffuse;
686         newmesh->map_specular = map_specular;
687         newmesh->map_normal = map_normal;
688         newmesh->maxverts = maxverts;
689         newmesh->maxtriangles = maxtriangles;
690         newmesh->numverts = 0;
691         newmesh->numtriangles = 0;
692
693         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
694         if (light)
695         {
696                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
697                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
698                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
699                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
700         }
701         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
702         if (neighbors)
703         {
704                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
705         }
706         if (expandable)
707         {
708                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
709                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
710         }
711         return newmesh;
712 }
713
714 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
715 {
716         shadowmesh_t *newmesh;
717         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
718         newmesh->numverts = oldmesh->numverts;
719         newmesh->numtriangles = oldmesh->numtriangles;
720
721         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
722         if (newmesh->svector3f && oldmesh->svector3f)
723         {
724                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
725                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
726                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
727                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
728         }
729         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
730         if (newmesh->neighbor3i && oldmesh->neighbor3i)
731                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
732         return newmesh;
733 }
734
735 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
736 {
737         int hashindex, vnum;
738         shadowmeshvertexhash_t *hash;
739         // this uses prime numbers intentionally
740         hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
741         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
742         {
743                 vnum = (hash - mesh->vertexhashentries);
744                 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]))
745                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
746                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
747                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
748                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
749                         return hash - mesh->vertexhashentries;
750         }
751         vnum = mesh->numverts++;
752         hash = mesh->vertexhashentries + vnum;
753         hash->next = mesh->vertexhashtable[hashindex];
754         mesh->vertexhashtable[hashindex] = hash;
755         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
756         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
757         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
758         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
759         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
760         return vnum;
761 }
762
763 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
764 {
765         if (mesh->numtriangles == 0)
766         {
767                 // set the properties on this empty mesh to be more favorable...
768                 // (note: this case only occurs for the first triangle added to a new mesh chain)
769                 mesh->map_diffuse = map_diffuse;
770                 mesh->map_specular = map_specular;
771                 mesh->map_normal = map_normal;
772         }
773         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)
774         {
775                 if (mesh->next == NULL)
776                         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);
777                 mesh = mesh->next;
778         }
779         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
780         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
781         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
782         mesh->numtriangles++;
783 }
784
785 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)
786 {
787         int i, j, e;
788         float vbuf[3*14], *v;
789         memset(vbuf, 0, sizeof(vbuf));
790         for (i = 0;i < numtris;i++)
791         {
792                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
793                 {
794                         e = *element3i++;
795                         if (vertex3f)
796                         {
797                                 v[0] = vertex3f[e * 3 + 0];
798                                 v[1] = vertex3f[e * 3 + 1];
799                                 v[2] = vertex3f[e * 3 + 2];
800                         }
801                         if (svector3f)
802                         {
803                                 v[3] = svector3f[e * 3 + 0];
804                                 v[4] = svector3f[e * 3 + 1];
805                                 v[5] = svector3f[e * 3 + 2];
806                         }
807                         if (tvector3f)
808                         {
809                                 v[6] = tvector3f[e * 3 + 0];
810                                 v[7] = tvector3f[e * 3 + 1];
811                                 v[8] = tvector3f[e * 3 + 2];
812                         }
813                         if (normal3f)
814                         {
815                                 v[9] = normal3f[e * 3 + 0];
816                                 v[10] = normal3f[e * 3 + 1];
817                                 v[11] = normal3f[e * 3 + 2];
818                         }
819                         if (texcoord2f)
820                         {
821                                 v[12] = texcoord2f[e * 2 + 0];
822                                 v[13] = texcoord2f[e * 2 + 1];
823                         }
824                 }
825                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
826         }
827 }
828
829 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)
830 {
831         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
832 }
833
834 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, int light, int neighbors)
835 {
836         shadowmesh_t *mesh, *newmesh, *nextmesh;
837         // reallocate meshs to conserve space
838         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
839         {
840                 nextmesh = mesh->next;
841                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
842                 {
843                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
844                         newmesh->next = firstmesh;
845                         firstmesh = newmesh;
846                 }
847                 Mem_Free(mesh);
848         }
849         return firstmesh;
850 }
851
852 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
853 {
854         int i;
855         shadowmesh_t *mesh;
856         vec3_t nmins, nmaxs, ncenter, temp;
857         float nradius2, dist2, *v;
858         VectorClear(nmins);
859         VectorClear(nmaxs);
860         // calculate bbox
861         for (mesh = firstmesh;mesh;mesh = mesh->next)
862         {
863                 if (mesh == firstmesh)
864                 {
865                         VectorCopy(mesh->vertex3f, nmins);
866                         VectorCopy(mesh->vertex3f, nmaxs);
867                 }
868                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
869                 {
870                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
871                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
872                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
873                 }
874         }
875         // calculate center and radius
876         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
877         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
878         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
879         nradius2 = 0;
880         for (mesh = firstmesh;mesh;mesh = mesh->next)
881         {
882                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
883                 {
884                         VectorSubtract(v, ncenter, temp);
885                         dist2 = DotProduct(temp, temp);
886                         if (nradius2 < dist2)
887                                 nradius2 = dist2;
888                 }
889         }
890         // return data
891         if (mins)
892                 VectorCopy(nmins, mins);
893         if (maxs)
894                 VectorCopy(nmaxs, maxs);
895         if (center)
896                 VectorCopy(ncenter, center);
897         if (radius)
898                 *radius = sqrt(nradius2);
899 }
900
901 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
902 {
903         shadowmesh_t *nextmesh;
904         for (;mesh;mesh = nextmesh)
905         {
906                 nextmesh = mesh->next;
907                 Mem_Free(mesh);
908         }
909 }
910
911 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
912 {
913         int i;
914         for (i = 0;i < width*height;i++)
915                 if (((qbyte *)&palette[in[i]])[3] > 0)
916                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
917         return NULL;
918 }
919
920 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture)
921 {
922         imageskin_t s;
923         memset(skinframe, 0, sizeof(*skinframe));
924         if (!image_loadskin(&s, basename))
925                 return false;
926         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
927         if (s.nmappixels != NULL)
928                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
929         if (s.glosspixels != NULL)
930                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
931         if (s.glowpixels != NULL && loadglowtexture)
932                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
933         if (s.maskpixels != NULL)
934                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
935         if (loadpantsandshirt)
936         {
937                 if (s.pantspixels != NULL)
938                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
939                 if (s.shirtpixels != NULL)
940                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
941         }
942         if (!skinframe->base)
943                 skinframe->base = r_texture_notexture;
944         if (!skinframe->nmap)
945                 skinframe->nmap = r_texture_blanknormalmap;
946         image_freeskin(&s);
947         return true;
948 }
949
950 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, qbyte *skindata, int width, int height)
951 {
952         qbyte *temp1, *temp2;
953         memset(skinframe, 0, sizeof(*skinframe));
954         if (!skindata)
955                 return false;
956         if (r_shadow_bumpscale_basetexture.value > 0)
957         {
958                 temp1 = (qbyte *)Mem_Alloc(loadmodel->mempool, width * height * 8);
959                 temp2 = temp1 + width * height * 4;
960                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
961                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
962                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
963                 Mem_Free(temp1);
964         }
965         if (loadglowtexture)
966         {
967                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
968                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
969                 if (loadpantsandshirt)
970                 {
971                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
972                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
973                         if (skinframe->pants || skinframe->shirt)
974                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
975                 }
976         }
977         else
978         {
979                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
980                 if (loadpantsandshirt)
981                 {
982                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
983                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
984                         if (skinframe->pants || skinframe->shirt)
985                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
986                 }
987         }
988         if (!skinframe->nmap)
989                 skinframe->nmap = r_texture_blanknormalmap;
990         return true;
991 }
992
993 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
994 {
995         float v[3], tc[3];
996         v[0] = ix;
997         v[1] = iy;
998         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
999                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1000         else
1001                 v[2] = 0;
1002         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1003         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1004         texcoord2f[0] = tc[0];
1005         texcoord2f[1] = tc[1];
1006 }
1007
1008 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)
1009 {
1010         float vup[3], vdown[3], vleft[3], vright[3];
1011         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1012         float sv[3], tv[3], nl[3];
1013         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1014         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1015         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1016         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1017         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1018         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1019         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1020         VectorAdd(svector3f, sv, svector3f);
1021         VectorAdd(tvector3f, tv, tvector3f);
1022         VectorAdd(normal3f, nl, normal3f);
1023         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1024         VectorAdd(svector3f, sv, svector3f);
1025         VectorAdd(tvector3f, tv, tvector3f);
1026         VectorAdd(normal3f, nl, normal3f);
1027         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1028         VectorAdd(svector3f, sv, svector3f);
1029         VectorAdd(tvector3f, tv, tvector3f);
1030         VectorAdd(normal3f, nl, normal3f);
1031 }
1032
1033 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)
1034 {
1035         int x, y, ix, iy, *e;
1036         e = element3i;
1037         for (y = 0;y < height;y++)
1038         {
1039                 for (x = 0;x < width;x++)
1040                 {
1041                         e[0] = (y + 1) * (width + 1) + (x + 0);
1042                         e[1] = (y + 0) * (width + 1) + (x + 0);
1043                         e[2] = (y + 1) * (width + 1) + (x + 1);
1044                         e[3] = (y + 0) * (width + 1) + (x + 0);
1045                         e[4] = (y + 0) * (width + 1) + (x + 1);
1046                         e[5] = (y + 1) * (width + 1) + (x + 1);
1047                         e += 6;
1048                 }
1049         }
1050         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1051         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1052                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1053                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1054 }
1055
1056 skinfile_t *Mod_LoadSkinFiles(void)
1057 {
1058         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1059         char *text;
1060         const char *data;
1061         skinfile_t *skinfile = NULL, *first = NULL;
1062         skinfileitem_t *skinfileitem;
1063         char word[10][MAX_QPATH];
1064         overridetagnameset_t tagsets[MAX_SKINS];
1065         overridetagname_t tags[256];
1066
1067 /*
1068 sample file:
1069 U_bodyBox,models/players/Legoman/BikerA2.tga
1070 U_RArm,models/players/Legoman/BikerA1.tga
1071 U_LArm,models/players/Legoman/BikerA1.tga
1072 U_armor,common/nodraw
1073 U_sword,common/nodraw
1074 U_shield,common/nodraw
1075 U_homb,common/nodraw
1076 U_backpack,common/nodraw
1077 U_colcha,common/nodraw
1078 tag_head,
1079 tag_weapon,
1080 tag_torso,
1081 */
1082         memset(tagsets, 0, sizeof(tagsets));
1083         memset(word, 0, sizeof(word));
1084         for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true));i++)
1085         {
1086                 numtags = 0;
1087
1088                 // If it's the first file we parse
1089                 if (skinfile == NULL)
1090                 {
1091                         skinfile = (skinfile_t *)Mem_Alloc(tempmempool, sizeof(skinfile_t));
1092                         first = skinfile;
1093                 }
1094                 else
1095                 {
1096                         skinfile->next = (skinfile_t *)Mem_Alloc(tempmempool, sizeof(skinfile_t));
1097                         skinfile = skinfile->next;
1098                 }
1099                 skinfile->next = NULL;
1100
1101                 for(line = 0;;line++)
1102                 {
1103                         // parse line
1104                         if (!COM_ParseToken(&data, true))
1105                                 break;
1106                         if (!strcmp(com_token, "\n"))
1107                                 continue;
1108                         words = 0;
1109                         wordsoverflow = false;
1110                         do
1111                         {
1112                                 if (words < 10)
1113                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1114                                 else
1115                                         wordsoverflow = true;
1116                         }
1117                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1118                         if (wordsoverflow)
1119                         {
1120                                 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);
1121                                 continue;
1122                         }
1123                         // words is always >= 1
1124                         if (!strcmp(word[0], "replace"))
1125                         {
1126                                 if (words == 3)
1127                                 {
1128                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1129                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1130                                         skinfileitem->next = skinfile->items;
1131                                         skinfile->items = skinfileitem;
1132                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1133                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1134                                 }
1135                                 else
1136                                         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]);
1137                         }
1138                         else if (words == 2 && !strcmp(word[1], ","))
1139                         {
1140                                 // tag name, like "tag_weapon,"
1141                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1142                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1143                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1144                                 numtags++;
1145                         }
1146                         else if (words == 3 && !strcmp(word[1], ","))
1147                         {
1148                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1149                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1150                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1151                                 skinfileitem->next = skinfile->items;
1152                                 skinfile->items = skinfileitem;
1153                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1154                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1155                         }
1156                         else
1157                                 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);
1158                 }
1159                 Mem_Free(text);
1160
1161                 if (numtags)
1162                 {
1163                         overridetagnameset_t *t;
1164                         t = tagsets + i;
1165                         t->num_overridetagnames = numtags;
1166                         t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1167                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1168                         tagsetsused = true;
1169                 }
1170         }
1171         if (tagsetsused)
1172         {
1173                 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1174                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1175         }
1176         if (i)
1177                 loadmodel->numskins = i;
1178         return first;
1179 }
1180
1181 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1182 {
1183         skinfile_t *next;
1184         skinfileitem_t *skinfileitem, *nextitem;
1185         for (;skinfile;skinfile = next)
1186         {
1187                 next = skinfile->next;
1188                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1189                 {
1190                         nextitem = skinfileitem->next;
1191                         Mem_Free(skinfileitem);
1192                 }
1193                 Mem_Free(skinfile);
1194         }
1195 }
1196
1197 int Mod_CountSkinFiles(skinfile_t *skinfile)
1198 {
1199         int i;
1200         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1201         return i;
1202 }
1203
1204 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
1205 {
1206         int i;
1207         double isnap = 1.0 / snap;
1208         for (i = 0;i < numvertices*numcomponents;i++)
1209                 vertices[i] = floor(vertices[i]*isnap)*snap;
1210 }
1211
1212 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1213 {
1214         int i, outtriangles;
1215         float d, edgedir[3], temp[3];
1216         // a degenerate triangle is one with no width (thickness, surface area)
1217         // these are characterized by having all 3 points colinear (along a line)
1218         // or having two points identical
1219         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1220         {
1221                 // calculate first edge
1222                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1223                 if (VectorLength2(edgedir) < 0.0001f)
1224                         continue; // degenerate first edge (no length)
1225                 VectorNormalize(edgedir);
1226                 // check if third point is on the edge (colinear)
1227                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1228                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1229                 if (VectorLength2(temp) < 0.0001f)
1230                         continue; // third point colinear with first edge
1231                 // valid triangle (no colinear points, no duplicate points)
1232                 VectorCopy(inelement3i, outelement3i);
1233                 outelement3i += 3;
1234                 outtriangles++;
1235         }
1236         return outtriangles;
1237 }
1238