+void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
+{
+ int i;
+ for (i = 0;i < numtriangles * 3;i++)
+ if ((unsigned int)elements[i] >= (unsigned int)numverts)
+ Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
+}
+
+// warning: this is an expensive function!
+void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f)
+{
+ int i, tnum;
+ float normal[3], *v;
+ const int *e;
+ // clear the vectors
+ memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+ // process each vertex of each triangle and accumulate the results
+ for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
+ {
+ TriangleNormal(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, normal);
+ VectorNormalize(normal);
+ v = normal3f + e[0] * 3;
+ v[0] += normal[0];
+ v[1] += normal[1];
+ v[2] += normal[2];
+ v = normal3f + e[1] * 3;
+ v[0] += normal[0];
+ v[1] += normal[1];
+ v[2] += normal[2];
+ v = normal3f + e[2] * 3;
+ v[0] += normal[0];
+ v[1] += normal[1];
+ v[2] += normal[2];
+ }
+ // now we could divide the vectors by the number of averaged values on
+ // each vertex... but instead normalize them
+ for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
+ VectorNormalize(v);
+}
+
+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)
+{
+ float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
+ // 103 add/sub/negate/multiply (1 cycle), 3 divide (20 cycle), 3 sqrt (22 cycle), 4 compare (3 cycle?), total cycles not counting load/store/exchange roughly 241 cycles
+ // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates
+
+ // 6 multiply, 9 subtract
+ VectorSubtract(v1, v0, v10);
+ VectorSubtract(v2, v0, v20);
+ normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1];
+ normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2];
+ normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0];
+ // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare
+ VectorNormalize(normal3f);
+ // 12 multiply, 10 subtract
+ tc10[1] = tc1[1] - tc0[1];
+ tc20[1] = tc2[1] - tc0[1];
+ svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
+ svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
+ svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
+ tc10[0] = tc1[0] - tc0[0];
+ tc20[0] = tc2[0] - tc0[0];
+ tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
+ tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
+ tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
+ // 12 multiply, 4 add, 6 subtract
+ f = DotProduct(svector3f, normal3f);
+ svector3f[0] -= f * normal3f[0];
+ svector3f[1] -= f * normal3f[1];
+ svector3f[2] -= f * normal3f[2];
+ f = DotProduct(tvector3f, normal3f);
+ tvector3f[0] -= f * normal3f[0];
+ tvector3f[1] -= f * normal3f[1];
+ tvector3f[2] -= f * normal3f[2];
+ // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare
+ VectorNormalize(svector3f);
+ VectorNormalize(tvector3f);
+ // if texture is mapped the wrong way (counterclockwise), the tangents
+ // have to be flipped, this is detected by calculating a normal from the
+ // two tangents, and seeing if it is opposite the surface normal
+ // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
+ CrossProduct(tvector3f, svector3f, tangentcross);
+ if (DotProduct(tangentcross, normal3f) < 0)
+ {
+ VectorNegate(svector3f, svector3f);
+ VectorNegate(tvector3f, tvector3f);
+ }
+}
+
+// warning: this is a very expensive function!
+void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
+{
+ int i, tnum;
+ float sdir[3], tdir[3], normal[3], *v;
+ const int *e;
+ // clear the vectors
+ if (svector3f)
+ memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+ if (tvector3f)
+ memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+ if (normal3f)
+ memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
+ // process each vertex of each triangle and accumulate the results
+ for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
+ {
+ 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);
+ if (svector3f)
+ {
+ for (i = 0;i < 3;i++)
+ {
+ svector3f[e[i]*3 ] += sdir[0];
+ svector3f[e[i]*3+1] += sdir[1];
+ svector3f[e[i]*3+2] += sdir[2];
+ }
+ }
+ if (tvector3f)
+ {
+ for (i = 0;i < 3;i++)
+ {
+ tvector3f[e[i]*3 ] += tdir[0];
+ tvector3f[e[i]*3+1] += tdir[1];
+ tvector3f[e[i]*3+2] += tdir[2];
+ }
+ }
+ if (normal3f)
+ {
+ for (i = 0;i < 3;i++)
+ {
+ normal3f[e[i]*3 ] += normal[0];
+ normal3f[e[i]*3+1] += normal[1];
+ normal3f[e[i]*3+2] += normal[2];
+ }
+ }
+ }
+ // now we could divide the vectors by the number of averaged values on
+ // each vertex... but instead normalize them
+ // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+ if (svector3f)
+ for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
+ VectorNormalize(v);
+ // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+ if (tvector3f)
+ for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3)
+ VectorNormalize(v);
+ // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+ if (normal3f)
+ for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3)
+ VectorNormalize(v);
+}
+
+surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
+{
+ surfmesh_t *mesh;
+ qbyte *data;
+ mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3 + (neighbors ? 3 : 0)) * sizeof(int));
+ mesh->num_vertices = numvertices;
+ mesh->num_triangles = numtriangles;
+ data = (qbyte *)(mesh + 1);
+ if (mesh->num_vertices)
+ {
+ mesh->data_vertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
+ mesh->data_svector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
+ mesh->data_tvector3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
+ mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices;
+ mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
+ mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
+ if (detailtexcoords)
+ mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices;
+ if (vertexcolors)
+ mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices;
+ if (lightmapoffsets)
+ mesh->data_lightmapoffsets = (int *)data, data += sizeof(int) * mesh->num_vertices;
+ }
+ if (mesh->num_triangles)
+ {
+ mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
+ mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
+ if (neighbors)
+ mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles;
+ }
+ return mesh;
+}
+
+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)