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all outputs of Mod_BuildTextureVectorsAndNormals are now optional
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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 model_t *loadmodel;
30
31 // LordHavoc: increased from 512 to 2048
32 #define MAX_MOD_KNOWN   2048
33 static model_t mod_known[MAX_MOD_KNOWN];
34
35 rtexturepool_t *mod_shared_texturepool;
36 rtexture_t *r_notexture;
37 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
38
39 void Mod_BuildDetailTextures (void)
40 {
41         int i, x, y, light;
42         float vc[3], vx[3], vy[3], vn[3], lightdir[3];
43 #define DETAILRESOLUTION 256
44         qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
45         lightdir[0] = 0.5;
46         lightdir[1] = 1;
47         lightdir[2] = -0.25;
48         VectorNormalize(lightdir);
49         for (i = 0;i < NUM_DETAILTEXTURES;i++)
50         {
51                 fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
52                 for (y = 0;y < DETAILRESOLUTION;y++)
53                 {
54                         for (x = 0;x < DETAILRESOLUTION;x++)
55                         {
56                                 vc[0] = x;
57                                 vc[1] = y;
58                                 vc[2] = noise[y][x] * (1.0f / 32.0f);
59                                 vx[0] = x + 1;
60                                 vx[1] = y;
61                                 vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
62                                 vy[0] = x;
63                                 vy[1] = y + 1;
64                                 vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
65                                 VectorSubtract(vx, vc, vx);
66                                 VectorSubtract(vy, vc, vy);
67                                 CrossProduct(vx, vy, vn);
68                                 VectorNormalize(vn);
69                                 light = 128 - DotProduct(vn, lightdir) * 128;
70                                 light = bound(0, light, 255);
71                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
72                                 data[y][x][3] = 255;
73                         }
74                 }
75                 mod_shared_detailtextures[i] = R_LoadTexture2D(mod_shared_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
76         }
77 }
78
79 texture_t r_surf_notexture;
80
81 void Mod_SetupNoTexture(void)
82 {
83         int x, y;
84         qbyte pix[16][16][4];
85
86         // this makes a light grey/dark grey checkerboard texture
87         for (y = 0;y < 16;y++)
88         {
89                 for (x = 0;x < 16;x++)
90                 {
91                         if ((y < 8) ^ (x < 8))
92                         {
93                                 pix[y][x][0] = 128;
94                                 pix[y][x][1] = 128;
95                                 pix[y][x][2] = 128;
96                                 pix[y][x][3] = 255;
97                         }
98                         else
99                         {
100                                 pix[y][x][0] = 64;
101                                 pix[y][x][1] = 64;
102                                 pix[y][x][2] = 64;
103                                 pix[y][x][3] = 255;
104                         }
105                 }
106         }
107
108         r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
109 }
110
111 static void mod_start(void)
112 {
113         int i;
114         for (i = 0;i < MAX_MOD_KNOWN;i++)
115                 if (mod_known[i].name[0])
116                         Mod_UnloadModel(&mod_known[i]);
117         Mod_LoadModels();
118
119         mod_shared_texturepool = R_AllocTexturePool();
120         Mod_SetupNoTexture();
121         Mod_BuildDetailTextures();
122 }
123
124 static void mod_shutdown(void)
125 {
126         int i;
127         for (i = 0;i < MAX_MOD_KNOWN;i++)
128                 if (mod_known[i].name[0])
129                         Mod_UnloadModel(&mod_known[i]);
130
131         R_FreeTexturePool(&mod_shared_texturepool);
132 }
133
134 static void mod_newmap(void)
135 {
136 }
137
138 /*
139 ===============
140 Mod_Init
141 ===============
142 */
143 static void Mod_Print (void);
144 static void Mod_Precache (void);
145 void Mod_Init (void)
146 {
147         Mod_BrushInit();
148         Mod_AliasInit();
149         Mod_SpriteInit();
150
151         Cmd_AddCommand ("modellist", Mod_Print);
152         Cmd_AddCommand ("modelprecache", Mod_Precache);
153 }
154
155 void Mod_RenderInit(void)
156 {
157         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
158 }
159
160 void Mod_FreeModel (model_t *mod)
161 {
162         R_FreeTexturePool(&mod->texturepool);
163         Mem_FreePool(&mod->mempool);
164
165         // clear the struct to make it available
166         memset(mod, 0, sizeof(model_t));
167 }
168
169 void Mod_UnloadModel (model_t *mod)
170 {
171         char name[MAX_QPATH];
172         qboolean isworldmodel;
173         strcpy(name, mod->name);
174         isworldmodel = mod->isworldmodel;
175         Mod_FreeModel(mod);
176         strcpy(mod->name, name);
177         mod->isworldmodel = isworldmodel;
178         mod->needload = true;
179 }
180
181 /*
182 ==================
183 Mod_LoadModel
184
185 Loads a model
186 ==================
187 */
188 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
189 {
190         int num;
191         unsigned int crc;
192         void *buf;
193
194         mod->used = true;
195
196         if (mod->name[0] == '*') // submodel
197                 return mod;
198
199         crc = 0;
200         buf = NULL;
201         if (!mod->needload)
202         {
203                 if (checkdisk)
204                 {
205                         buf = FS_LoadFile (mod->name, false);
206                         if (!buf)
207                         {
208                                 if (crash)
209                                         Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
210                                 return NULL;
211                         }
212
213                         crc = CRC_Block(buf, fs_filesize);
214                 }
215                 else
216                         crc = mod->crc;
217
218                 if (mod->crc == crc && mod->isworldmodel == isworldmodel)
219                 {
220                         if (buf)
221                                 Mem_Free(buf);
222                         return mod; // already loaded
223                 }
224         }
225
226         Con_DPrintf("loading model %s\n", mod->name);
227
228         if (!buf)
229         {
230                 buf = FS_LoadFile (mod->name, false);
231                 if (!buf)
232                 {
233                         if (crash)
234                                 Host_Error ("Mod_LoadModel: %s not found", mod->name);
235                         return NULL;
236                 }
237                 crc = CRC_Block(buf, fs_filesize);
238         }
239
240         // allocate a new model
241         loadmodel = mod;
242
243         // LordHavoc: unload the existing model in this slot (if there is one)
244         Mod_UnloadModel(mod);
245         mod->isworldmodel = isworldmodel;
246         mod->used = true;
247         mod->crc = crc;
248         // errors can prevent the corresponding mod->needload = false;
249         mod->needload = true;
250
251         // all models use memory, so allocate a memory pool
252         mod->mempool = Mem_AllocPool(mod->name);
253         // all models load textures, so allocate a texture pool
254         if (cls.state != ca_dedicated)
255                 mod->texturepool = R_AllocTexturePool();
256
257         // call the apropriate loader
258         num = LittleLong(*((int *)buf));
259              if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
260         else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
261         else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
262         else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
263         else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
264         else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
265         else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
266         else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
267         else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
268
269         Mem_Free(buf);
270
271         // no errors occurred
272         mod->needload = false;
273         return mod;
274 }
275
276 void Mod_CheckLoaded(model_t *mod)
277 {
278         if (mod)
279         {
280                 if (mod->needload)
281                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
282                 else
283                 {
284                         if (mod->type == mod_invalid)
285                                 Host_Error("Mod_CheckLoaded: invalid model\n");
286                         mod->used = true;
287                         return;
288                 }
289         }
290 }
291
292 /*
293 ===================
294 Mod_ClearAll
295 ===================
296 */
297 void Mod_ClearAll(void)
298 {
299 }
300
301 void Mod_ClearUsed(void)
302 {
303         int i;
304         model_t *mod;
305
306         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
307                 if (mod->name[0])
308                         mod->used = false;
309 }
310
311 void Mod_PurgeUnused(void)
312 {
313         int i;
314         model_t *mod;
315
316         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
317                 if (mod->name[0])
318                         if (!mod->used)
319                                 Mod_FreeModel(mod);
320 }
321
322 void Mod_LoadModels(void)
323 {
324         int i;
325         model_t *mod;
326
327         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
328                 if (mod->name[0])
329                         if (mod->used)
330                                 Mod_CheckLoaded(mod);
331 }
332
333 /*
334 ==================
335 Mod_FindName
336
337 ==================
338 */
339 model_t *Mod_FindName(const char *name)
340 {
341         int i;
342         model_t *mod, *freemod;
343
344         if (!name[0])
345                 Host_Error ("Mod_ForName: NULL name");
346
347 // search the currently loaded models
348         freemod = NULL;
349         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
350         {
351                 if (mod->name[0])
352                 {
353                         if (!strcmp (mod->name, name))
354                         {
355                                 mod->used = true;
356                                 return mod;
357                         }
358                 }
359                 else if (freemod == NULL)
360                         freemod = mod;
361         }
362
363         if (freemod)
364         {
365                 mod = freemod;
366                 strcpy (mod->name, name);
367                 mod->needload = true;
368                 mod->used = true;
369                 return mod;
370         }
371
372         Host_Error ("Mod_FindName: ran out of models\n");
373         return NULL;
374 }
375
376 /*
377 ==================
378 Mod_TouchModel
379
380 ==================
381 */
382 void Mod_TouchModel(const char *name)
383 {
384         model_t *mod;
385
386         mod = Mod_FindName(name);
387         mod->used = true;
388 }
389
390 /*
391 ==================
392 Mod_ForName
393
394 Loads in a model for the given name
395 ==================
396 */
397 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
398 {
399         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
400 }
401
402 qbyte *mod_base;
403
404
405 //=============================================================================
406
407 /*
408 ================
409 Mod_Print
410 ================
411 */
412 static void Mod_Print(void)
413 {
414         int             i;
415         model_t *mod;
416
417         Con_Printf ("Loaded models:\n");
418         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
419                 if (mod->name[0])
420                         Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
421 }
422
423 /*
424 ================
425 Mod_Precache
426 ================
427 */
428 static void Mod_Precache(void)
429 {
430         if (Cmd_Argc() == 2)
431                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
432         else
433                 Con_Printf("usage: modelprecache <filename>\n");
434 }
435
436 int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
437 {
438         int i, match, count;
439         count = 0;
440         match = -1;
441         for (i = 0;i < numtriangles;i++, elements += 3)
442         {
443                      if ((elements[0] == start && elements[1] == end)
444                       || (elements[1] == start && elements[2] == end)
445                       || (elements[2] == start && elements[0] == end))
446                 {
447                         if (i != ignore)
448                                 match = i;
449                         count++;
450                 }
451                 else if ((elements[1] == start && elements[0] == end)
452                       || (elements[2] == start && elements[1] == end)
453                       || (elements[0] == start && elements[2] == end))
454                         count++;
455         }
456         // detect edges shared by three triangles and make them seams
457         if (count > 2)
458                 match = -1;
459         return match;
460 }
461
462 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
463 {
464         int i, *n;
465         const int *e;
466         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
467         {
468                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
469                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
470                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
471         }
472 }
473
474 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
475 {
476         int i;
477         for (i = 0;i < numtriangles * 3;i++)
478                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
479                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
480 }
481
482 // warning: this is an expensive function!
483 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
484 {
485         int i, tnum;
486         float sdir[3], tdir[3], normal[3], f, *v;
487         const int *e;
488         // clear the vectors
489         if (svector3f)
490                 memset(svector3f, 0, numverts * sizeof(float[3]));
491         if (tvector3f)
492                 memset(tvector3f, 0, numverts * sizeof(float[3]));
493         if (normal3f)
494                 memset(normal3f, 0, numverts * sizeof(float[3]));
495         // process each vertex of each triangle and accumulate the results
496         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
497         {
498                 // calculate texture matrix for triangle
499                 // and then accumulate matrix onto verts used by triangle
500 #if 0
501                 // 3 assignments, 3 subtracts
502                 VectorSubtract(vertex3f + e[1] * 3, vertex3f + e[0] * 3, edgedir1);
503                 // 3 assignments, 3 subtracts
504                 VectorSubtract(vertex3f + e[2] * 3, vertex3f + e[0] * 3, edgedir2);
505                 // 3 assignments, 3 subtracts, 6 multiplies
506                 CrossProduct(edgedir1, edgedir2, normal);
507 #else
508                 // 3 assignments, 15 subtracts, 6 multiplies
509                 normal[0] = (vertex3f[e[1] * 3 + 1] - vertex3f[e[0] * 3 + 1]) * (vertex3f[e[2] * 3 + 2] - vertex3f[e[0] * 3 + 2]) - (vertex3f[e[1] * 3 + 2] - vertex3f[e[0] * 3 + 2]) * (vertex3f[e[2] * 3 + 1] - vertex3f[e[0] * 3 + 1]);
510                 normal[1] = (vertex3f[e[1] * 3 + 2] - vertex3f[e[0] * 3 + 2]) * (vertex3f[e[2] * 3 + 0] - vertex3f[e[0] * 3 + 0]) - (vertex3f[e[1] * 3 + 0] - vertex3f[e[0] * 3 + 0]) * (vertex3f[e[2] * 3 + 2] - vertex3f[e[0] * 3 + 2]);
511                 normal[2] = (vertex3f[e[1] * 3 + 0] - vertex3f[e[0] * 3 + 0]) * (vertex3f[e[2] * 3 + 1] - vertex3f[e[0] * 3 + 1]) - (vertex3f[e[1] * 3 + 1] - vertex3f[e[0] * 3 + 1]) * (vertex3f[e[2] * 3 + 0] - vertex3f[e[0] * 3 + 0]);
512 #endif
513
514                 // 1 assignment, 2 adds, 3 multiplies, 1 compare
515                 f = DotProduct(normal, normal);
516                 if (f >= 0.001)
517                 {
518                         // 4 assignments, 1 divide, 1 sqrt, 3 multiplies
519                         f = 1.0f / f;
520                         VectorScale(normal, f, normal);
521                         if (normal3f)
522                         {
523                                 // 9 assignments, 9 adds
524                                 for (i = 0;i < 3;i++)
525                                 {
526                                         normal3f[e[i]*3  ] += normal[0];
527                                         normal3f[e[i]*3+1] += normal[1];
528                                         normal3f[e[i]*3+2] += normal[2];
529                                 }
530                         }
531                         if (tvector3f || svector3f)
532                         {
533                                 // 3 assignments, 15 subtracts, 6 multiplies
534                                 tdir[0] = ((texcoord2f[e[1] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[2]*3+0] - vertex3f[e[0]*3+0]) - (texcoord2f[e[2] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[1]*3+0] - vertex3f[e[0]*3+0]));
535                                 tdir[1] = ((texcoord2f[e[1] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[2]*3+1] - vertex3f[e[0]*3+1]) - (texcoord2f[e[2] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[1]*3+1] - vertex3f[e[0]*3+1]));
536                                 tdir[2] = ((texcoord2f[e[1] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[2]*3+2] - vertex3f[e[0]*3+2]) - (texcoord2f[e[2] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[1]*3+2] - vertex3f[e[0]*3+2]));
537                                 // 1 assignments, 1 negates, 2 adds, 3 multiplies
538                                 f = -DotProduct(tdir, normal);
539                                 // 3 assignments, 3 adds, 3 multiplies
540                                 VectorMA(tdir, f, normal, tdir);
541                                 // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
542                                 VectorNormalize(tdir);
543                                 if (tvector3f)
544                                 {
545                                         // 9 assignments, 9 adds
546                                         for (i = 0;i < 3;i++)
547                                         {
548                                                 tvector3f[e[i]*3  ] += tdir[0];
549                                                 tvector3f[e[i]*3+1] += tdir[1];
550                                                 tvector3f[e[i]*3+2] += tdir[2];
551                                         }
552                                 }
553                                 if (svector3f)
554                                 {
555                                         // 3 assignments, 3 subtracts, 6 multiplies
556                                         CrossProduct(normal, tdir, sdir);
557                                         // 9 assignments, 9 adds
558                                         for (i = 0;i < 3;i++)
559                                         {
560                                                 svector3f[e[i]*3  ] += sdir[0];
561                                                 svector3f[e[i]*3+1] += sdir[1];
562                                                 svector3f[e[i]*3+2] += sdir[2];
563                                         }
564                                 }
565                         }
566                 }
567         }
568         // now we could divide the vectors by the number of averaged values on
569         // each vertex...  but instead normalize them
570         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
571         if (svector3f)
572                 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
573                         VectorNormalize(v);
574         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
575         if (tvector3f)
576                 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
577                         VectorNormalize(v);
578         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
579         if (normal3f)
580                 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
581                         VectorNormalize(v);
582 }
583
584 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
585 {
586         shadowmesh_t *mesh;
587         mesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + maxverts * sizeof(float[3]) + maxverts * sizeof(int[3]) + maxverts * sizeof(int[3]) + SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t));
588         mesh->maxverts = maxverts;
589         mesh->maxtriangles = maxverts;
590         mesh->numverts = 0;
591         mesh->numtriangles = 0;
592         mesh->vertex3f = (float *)(mesh + 1);
593         mesh->element3i = (int *)(mesh->vertex3f + mesh->maxverts * 3);
594         mesh->neighbor3i = (int *)(mesh->element3i + mesh->maxtriangles * 3);
595         mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbor3i + mesh->maxtriangles * 3);
596         mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
597         return mesh;
598 }
599
600 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
601 {
602         shadowmesh_t *newmesh;
603         newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[3]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
604         newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
605         newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
606         newmesh->vertex3f = (float *)(newmesh + 1);
607         newmesh->element3i = (int *)(newmesh->vertex3f + newmesh->maxverts * 3);
608         newmesh->neighbor3i = (int *)(newmesh->element3i + newmesh->maxtriangles * 3);
609         memcpy(newmesh->vertex3f, oldmesh->vertex3f, newmesh->numverts * sizeof(float[3]));
610         memcpy(newmesh->element3i, oldmesh->element3i, newmesh->numtriangles * sizeof(int[3]));
611         memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, newmesh->numtriangles * sizeof(int[3]));
612         return newmesh;
613 }
614
615 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v)
616 {
617         int hashindex;
618         float *m;
619         shadowmeshvertexhash_t *hash;
620         // this uses prime numbers intentionally
621         hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
622         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
623         {
624                 m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
625                 if (m[0] == v[0] && m[1] == v[1] &&  m[2] == v[2])
626                         return hash - mesh->vertexhashentries;
627         }
628         hash = mesh->vertexhashentries + mesh->numverts;
629         hash->next = mesh->vertexhashtable[hashindex];
630         mesh->vertexhashtable[hashindex] = hash;
631         m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
632         VectorCopy(v, m);
633         mesh->numverts++;
634         return mesh->numverts - 1;
635 }
636
637 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2)
638 {
639         while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
640         {
641                 if (mesh->next == NULL)
642                         mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
643                 mesh = mesh->next;
644         }
645         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
646         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
647         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
648         mesh->numtriangles++;
649 }
650
651 void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts)
652 {
653         int i;
654         float *v;
655         for (i = 0, v = verts + 3;i < numverts - 2;i++, v += 3)
656                 Mod_ShadowMesh_AddTriangle(mempool, mesh, verts, v, v + 3);
657         /*
658         int i, i1, i2, i3;
659         float *v;
660         while (mesh->numverts + numverts > mesh->maxverts || mesh->numtriangles + (numverts - 2) > mesh->maxtriangles)
661         {
662                 if (mesh->next == NULL)
663                         mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts));
664                 mesh = mesh->next;
665         }
666         i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
667         i2 = 0;
668         i3 = Mod_ShadowMesh_AddVertex(mesh, verts + 3);
669         for (i = 0, v = verts + 6;i < numverts - 2;i++, v += 3)
670         {
671                 i2 = i3;
672                 i3 = Mod_ShadowMesh_AddVertex(mesh, v);
673                 mesh->elements[mesh->numtriangles * 3 + 0] = i1;
674                 mesh->elements[mesh->numtriangles * 3 + 1] = i2;
675                 mesh->elements[mesh->numtriangles * 3 + 2] = i3;
676                 mesh->numtriangles++;
677         }
678         */
679 }
680
681 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements)
682 {
683         int i;
684         for (i = 0;i < numtris;i++, elements += 3)
685                 Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 3, verts + elements[1] * 3, verts + elements[2] * 3);
686 }
687
688 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
689 {
690         return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles);
691 }
692
693 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
694 {
695 #if 1
696         //int i;
697         shadowmesh_t *mesh, *newmesh, *nextmesh;
698         // reallocate meshs to conserve space
699         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
700         {
701                 nextmesh = mesh->next;
702                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
703                 {
704                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh);
705                         newmesh->next = firstmesh;
706                         firstmesh = newmesh;
707                         //Con_Printf("mesh\n");
708                         //for (i = 0;i < newmesh->numtriangles;i++)
709                         //      Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
710                         Mod_ValidateElements(newmesh->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
711                         Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, newmesh->numtriangles);
712                 }
713                 Mem_Free(mesh);
714         }
715 #else
716         shadowmesh_t *mesh;
717         for (mesh = firstmesh;mesh;mesh = mesh->next)
718         {
719                 Mod_ValidateElements(mesh->elements, mesh->numtriangles, mesh->numverts, __FILE__, __LINE__);
720                 Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->numtriangles);
721         }
722 #endif
723         return firstmesh;
724 }
725
726 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
727 {
728         int i;
729         shadowmesh_t *mesh;
730         vec3_t nmins, nmaxs, ncenter, temp;
731         float nradius2, dist2, *v;
732         // calculate bbox
733         for (mesh = firstmesh;mesh;mesh = mesh->next)
734         {
735                 if (mesh == firstmesh)
736                 {
737                         VectorCopy(mesh->vertex3f, nmins);
738                         VectorCopy(mesh->vertex3f, nmaxs);
739                 }
740                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
741                 {
742                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
743                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
744                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
745                 }
746         }
747         // calculate center and radius
748         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
749         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
750         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
751         nradius2 = 0;
752         for (mesh = firstmesh;mesh;mesh = mesh->next)
753         {
754                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
755                 {
756                         VectorSubtract(v, ncenter, temp);
757                         dist2 = DotProduct(temp, temp);
758                         if (nradius2 < dist2)
759                                 nradius2 = dist2;
760                 }
761         }
762         // return data
763         if (mins)
764                 VectorCopy(nmins, mins);
765         if (maxs)
766                 VectorCopy(nmaxs, maxs);
767         if (center)
768                 VectorCopy(ncenter, center);
769         if (radius)
770                 *radius = sqrt(nradius2);
771 }
772
773 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
774 {
775         shadowmesh_t *nextmesh;
776         for (;mesh;mesh = nextmesh)
777         {
778                 nextmesh = mesh->next;
779                 Mem_Free(mesh);
780         }
781 }
782
783 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
784 {
785         int i;
786         for (i = 0;i < width*height;i++)
787                 if (((qbyte *)&palette[in[i]])[3] > 0)
788                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
789         return NULL;
790 }
791
792 static int detailtexturecycle = 0;
793 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
794 {
795         imageskin_t s;
796         memset(skinframe, 0, sizeof(*skinframe));
797         if (!image_loadskin(&s, basename))
798                 return false;
799         if (usedetailtexture)
800                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
801         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
802         if (s.nmappixels != NULL)
803                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.basepixels_width, s.basepixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
804         if (s.glosspixels != NULL)
805                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
806         if (s.glowpixels != NULL && loadglowtexture)
807                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
808         if (s.maskpixels != NULL)
809                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
810         if (loadpantsandshirt)
811         {
812                 if (s.pantspixels != NULL)
813                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
814                 if (s.shirtpixels != NULL)
815                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
816         }
817         image_freeskin(&s);
818         return true;
819 }
820
821 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
822 {
823         qbyte *temp1, *temp2;
824         memset(skinframe, 0, sizeof(*skinframe));
825         if (!skindata)
826                 return false;
827         if (usedetailtexture)
828                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
829         if (r_shadow_bumpscale_basetexture.value > 0)
830         {
831                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
832                 temp2 = temp1 + width * height * 4;
833                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
834                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
835                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
836                 Mem_Free(temp1);
837         }
838         if (loadglowtexture)
839         {
840                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
841                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
842                 if (loadpantsandshirt)
843                 {
844                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
845                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
846                         if (skinframe->pants || skinframe->shirt)
847                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
848                 }
849         }
850         else
851         {
852                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
853                 if (loadpantsandshirt)
854                 {
855                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
856                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
857                         if (skinframe->pants || skinframe->shirt)
858                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
859                 }
860         }
861         return true;
862 }