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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
30
31 model_t *loadmodel;
32
33 // LordHavoc: increased from 512 to 2048
34 #define MAX_MOD_KNOWN   2048
35 static model_t mod_known[MAX_MOD_KNOWN];
36
37 rtexturepool_t *mod_shared_texturepool;
38 rtexture_t *r_notexture;
39 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
40 rtexture_t *mod_shared_distorttexture[64];
41
42 void Mod_BuildDetailTextures (void)
43 {
44         int i, x, y, light;
45         float vc[3], vx[3], vy[3], vn[3], lightdir[3];
46 #define DETAILRESOLUTION 256
47         qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
48         lightdir[0] = 0.5;
49         lightdir[1] = 1;
50         lightdir[2] = -0.25;
51         VectorNormalize(lightdir);
52         for (i = 0;i < NUM_DETAILTEXTURES;i++)
53         {
54                 fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
55                 for (y = 0;y < DETAILRESOLUTION;y++)
56                 {
57                         for (x = 0;x < DETAILRESOLUTION;x++)
58                         {
59                                 vc[0] = x;
60                                 vc[1] = y;
61                                 vc[2] = noise[y][x] * (1.0f / 32.0f);
62                                 vx[0] = x + 1;
63                                 vx[1] = y;
64                                 vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
65                                 vy[0] = x;
66                                 vy[1] = y + 1;
67                                 vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
68                                 VectorSubtract(vx, vc, vx);
69                                 VectorSubtract(vy, vc, vy);
70                                 CrossProduct(vx, vy, vn);
71                                 VectorNormalize(vn);
72                                 light = 128 - DotProduct(vn, lightdir) * 128;
73                                 light = bound(0, light, 255);
74                                 data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
75                                 data[y][x][3] = 255;
76                         }
77                 }
78                 mod_shared_detailtextures[i] = R_LoadTexture2D(mod_shared_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
79         }
80 }
81
82 qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
83 {
84         int     value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
85                                 ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
86                                 ((y2 - y0) * morph) +
87                                 (y1));
88
89         if (value > 255)
90                 value = 255;
91         if (value < 0)
92                 value = 0;
93
94         return (qbyte)value;
95 }
96
97 void Mod_BuildDistortTexture (void)
98 {
99         int x, y, i, j;
100 #define DISTORTRESOLUTION 32
101         qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
102
103         for (i=0; i<4; i++)
104         {
105                 for (y=0; y<DISTORTRESOLUTION; y++)
106                 {
107                         for (x=0; x<DISTORTRESOLUTION; x++)
108                         {
109                                 data[i][y][x][0] = rand () & 255;
110                                 data[i][y][x][1] = rand () & 255;
111                         }
112                 }
113         }
114
115         for (i=0; i<4; i++)
116         {
117                 for (j=0; j<16; j++)
118                 {
119                         for (y=0; y<DISTORTRESOLUTION; y++)
120                         {
121                                 for (x=0; x<DISTORTRESOLUTION; x++)
122                                 {
123                                         data[4][y][x][0] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
124                                         data[4][y][x][1] = Mod_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
125                                 }
126                         }
127                         mod_shared_distorttexture[i*16+j] = R_LoadTexture2D(mod_shared_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
128                 }
129         }
130
131         return;
132 }
133
134 texture_t r_surf_notexture;
135
136 void Mod_SetupNoTexture(void)
137 {
138         int x, y;
139         qbyte pix[16][16][4];
140
141         // this makes a light grey/dark grey checkerboard texture
142         for (y = 0;y < 16;y++)
143         {
144                 for (x = 0;x < 16;x++)
145                 {
146                         if ((y < 8) ^ (x < 8))
147                         {
148                                 pix[y][x][0] = 128;
149                                 pix[y][x][1] = 128;
150                                 pix[y][x][2] = 128;
151                                 pix[y][x][3] = 255;
152                         }
153                         else
154                         {
155                                 pix[y][x][0] = 64;
156                                 pix[y][x][1] = 64;
157                                 pix[y][x][2] = 64;
158                                 pix[y][x][3] = 255;
159                         }
160                 }
161         }
162
163         r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
164 }
165
166 static void mod_start(void)
167 {
168         int i;
169         for (i = 0;i < MAX_MOD_KNOWN;i++)
170                 if (mod_known[i].name[0])
171                         Mod_UnloadModel(&mod_known[i]);
172         Mod_LoadModels();
173
174         mod_shared_texturepool = R_AllocTexturePool();
175         Mod_SetupNoTexture();
176         Mod_BuildDetailTextures();
177         Mod_BuildDistortTexture();
178 }
179
180 static void mod_shutdown(void)
181 {
182         int i;
183         for (i = 0;i < MAX_MOD_KNOWN;i++)
184                 if (mod_known[i].name[0])
185                         Mod_UnloadModel(&mod_known[i]);
186
187         R_FreeTexturePool(&mod_shared_texturepool);
188 }
189
190 static void mod_newmap(void)
191 {
192 }
193
194 /*
195 ===============
196 Mod_Init
197 ===============
198 */
199 static void Mod_Print (void);
200 static void Mod_Precache (void);
201 void Mod_Init (void)
202 {
203         Mod_BrushInit();
204         Mod_AliasInit();
205         Mod_SpriteInit();
206
207         Cvar_RegisterVariable(&r_mipskins);
208         Cmd_AddCommand ("modellist", Mod_Print);
209         Cmd_AddCommand ("modelprecache", Mod_Precache);
210 }
211
212 void Mod_RenderInit(void)
213 {
214         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
215 }
216
217 void Mod_FreeModel (model_t *mod)
218 {
219         R_FreeTexturePool(&mod->texturepool);
220         Mem_FreePool(&mod->mempool);
221
222         // clear the struct to make it available
223         memset(mod, 0, sizeof(model_t));
224 }
225
226 void Mod_UnloadModel (model_t *mod)
227 {
228         char name[MAX_QPATH];
229         qboolean isworldmodel;
230         strcpy(name, mod->name);
231         isworldmodel = mod->isworldmodel;
232         Mod_FreeModel(mod);
233         strcpy(mod->name, name);
234         mod->isworldmodel = isworldmodel;
235         mod->needload = true;
236 }
237
238 /*
239 ==================
240 Mod_LoadModel
241
242 Loads a model
243 ==================
244 */
245 static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
246 {
247         int num;
248         unsigned int crc;
249         void *buf;
250
251         mod->used = true;
252
253         if (mod->name[0] == '*') // submodel
254                 return mod;
255
256         crc = 0;
257         buf = NULL;
258         if (!mod->needload)
259         {
260                 if (checkdisk)
261                 {
262                         buf = FS_LoadFile (mod->name, false);
263                         if (!buf)
264                         {
265                                 if (crash)
266                                         Host_Error ("Mod_LoadModel: %s not found", mod->name); // LordHavoc: Sys_Error was *ANNOYING*
267                                 return NULL;
268                         }
269
270                         crc = CRC_Block(buf, fs_filesize);
271                 }
272                 else
273                         crc = mod->crc;
274
275                 if (mod->crc == crc && mod->isworldmodel == isworldmodel)
276                 {
277                         if (buf)
278                                 Mem_Free(buf);
279                         return mod; // already loaded
280                 }
281         }
282
283         Con_DPrintf("loading model %s\n", mod->name);
284
285         if (!buf)
286         {
287                 buf = FS_LoadFile (mod->name, false);
288                 if (!buf)
289                 {
290                         if (crash)
291                                 Host_Error ("Mod_LoadModel: %s not found", mod->name);
292                         return NULL;
293                 }
294                 crc = CRC_Block(buf, fs_filesize);
295         }
296
297         // allocate a new model
298         loadmodel = mod;
299
300         // LordHavoc: unload the existing model in this slot (if there is one)
301         Mod_UnloadModel(mod);
302         mod->isworldmodel = isworldmodel;
303         mod->used = true;
304         mod->crc = crc;
305         // errors can prevent the corresponding mod->needload = false;
306         mod->needload = true;
307
308         // all models use memory, so allocate a memory pool
309         mod->mempool = Mem_AllocPool(mod->name);
310         // all models load textures, so allocate a texture pool
311         if (cls.state != ca_dedicated)
312                 mod->texturepool = R_AllocTexturePool();
313
314         // call the apropriate loader
315         num = LittleLong(*((int *)buf));
316              if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
317         else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
318         else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
319         else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
320         else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
321         else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
322         else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
323         else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
324         else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
325
326         Mem_Free(buf);
327
328         // no errors occurred
329         mod->needload = false;
330         return mod;
331 }
332
333 void Mod_CheckLoaded(model_t *mod)
334 {
335         if (mod)
336         {
337                 if (mod->needload)
338                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
339                 else
340                 {
341                         if (mod->type == mod_invalid)
342                                 Host_Error("Mod_CheckLoaded: invalid model\n");
343                         mod->used = true;
344                         return;
345                 }
346         }
347 }
348
349 /*
350 ===================
351 Mod_ClearAll
352 ===================
353 */
354 void Mod_ClearAll(void)
355 {
356 }
357
358 void Mod_ClearUsed(void)
359 {
360         int i;
361         model_t *mod;
362
363         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
364                 if (mod->name[0])
365                         mod->used = false;
366 }
367
368 void Mod_PurgeUnused(void)
369 {
370         int i;
371         model_t *mod;
372
373         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
374                 if (mod->name[0])
375                         if (!mod->used)
376                                 Mod_FreeModel(mod);
377 }
378
379 void Mod_LoadModels(void)
380 {
381         int i;
382         model_t *mod;
383
384         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
385                 if (mod->name[0])
386                         if (mod->used)
387                                 Mod_CheckLoaded(mod);
388 }
389
390 /*
391 ==================
392 Mod_FindName
393
394 ==================
395 */
396 model_t *Mod_FindName(const char *name)
397 {
398         int i;
399         model_t *mod, *freemod;
400
401         if (!name[0])
402                 Host_Error ("Mod_ForName: NULL name");
403
404 // search the currently loaded models
405         freemod = NULL;
406         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
407         {
408                 if (mod->name[0])
409                 {
410                         if (!strcmp (mod->name, name))
411                         {
412                                 mod->used = true;
413                                 return mod;
414                         }
415                 }
416                 else if (freemod == NULL)
417                         freemod = mod;
418         }
419
420         if (freemod)
421         {
422                 mod = freemod;
423                 strcpy (mod->name, name);
424                 mod->needload = true;
425                 mod->used = true;
426                 return mod;
427         }
428
429         Host_Error ("Mod_FindName: ran out of models\n");
430         return NULL;
431 }
432
433 /*
434 ==================
435 Mod_TouchModel
436
437 ==================
438 */
439 void Mod_TouchModel(const char *name)
440 {
441         model_t *mod;
442
443         mod = Mod_FindName(name);
444         mod->used = true;
445 }
446
447 /*
448 ==================
449 Mod_ForName
450
451 Loads in a model for the given name
452 ==================
453 */
454 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
455 {
456         return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
457 }
458
459 qbyte *mod_base;
460
461
462 //=============================================================================
463
464 /*
465 ================
466 Mod_Print
467 ================
468 */
469 static void Mod_Print(void)
470 {
471         int             i;
472         model_t *mod;
473
474         Con_Printf ("Loaded models:\n");
475         for (i = 0, mod = mod_known;i < MAX_MOD_KNOWN;i++, mod++)
476                 if (mod->name[0])
477                         Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
478 }
479
480 /*
481 ================
482 Mod_Precache
483 ================
484 */
485 static void Mod_Precache(void)
486 {
487         if (Cmd_Argc() == 2)
488                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
489         else
490                 Con_Printf("usage: modelprecache <filename>\n");
491 }
492
493 int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
494 {
495         int i, match, count;
496         count = 0;
497         match = -1;
498         for (i = 0;i < numtriangles;i++, elements += 3)
499         {
500                      if ((elements[0] == start && elements[1] == end)
501                       || (elements[1] == start && elements[2] == end)
502                       || (elements[2] == start && elements[0] == end))
503                 {
504                         if (i != ignore)
505                                 match = i;
506                         count++;
507                 }
508                 else if ((elements[1] == start && elements[0] == end)
509                       || (elements[2] == start && elements[1] == end)
510                       || (elements[0] == start && elements[2] == end))
511                         count++;
512         }
513         // detect edges shared by three triangles and make them seams
514         if (count > 2)
515                 match = -1;
516         return match;
517 }
518
519 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
520 {
521         int i, *n;
522         const int *e;
523         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
524         {
525                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
526                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
527                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
528         }
529 }
530
531 void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline)
532 {
533         int i;
534         for (i = 0;i < numtriangles * 3;i++)
535                 if ((unsigned int)elements[i] >= (unsigned int)numverts)
536                         Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline);
537 }
538
539 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)
540 {
541         float f;
542         normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]);
543         normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]);
544         normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]);
545         VectorNormalize(normal3f);
546         tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0]));
547         tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1]));
548         tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2]));
549         f = -DotProduct(tvector3f, normal3f);
550         VectorMA(tvector3f, f, normal3f, tvector3f);
551         VectorNormalize(tvector3f);
552         CrossProduct(normal3f, tvector3f, svector3f);
553 }
554
555 // warning: this is an expensive function!
556 void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f)
557 {
558         int i, tnum;
559         float sdir[3], tdir[3], normal[3], *v;
560         const int *e;
561         // clear the vectors
562         if (svector3f)
563                 memset(svector3f, 0, numverts * sizeof(float[3]));
564         if (tvector3f)
565                 memset(tvector3f, 0, numverts * sizeof(float[3]));
566         if (normal3f)
567                 memset(normal3f, 0, numverts * sizeof(float[3]));
568         // process each vertex of each triangle and accumulate the results
569         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
570         {
571                 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);
572                 if (svector3f)
573                 {
574                         for (i = 0;i < 3;i++)
575                         {
576                                 svector3f[e[i]*3  ] += sdir[0];
577                                 svector3f[e[i]*3+1] += sdir[1];
578                                 svector3f[e[i]*3+2] += sdir[2];
579                         }
580                 }
581                 if (tvector3f)
582                 {
583                         for (i = 0;i < 3;i++)
584                         {
585                                 tvector3f[e[i]*3  ] += tdir[0];
586                                 tvector3f[e[i]*3+1] += tdir[1];
587                                 tvector3f[e[i]*3+2] += tdir[2];
588                         }
589                 }
590                 if (normal3f)
591                 {
592                         for (i = 0;i < 3;i++)
593                         {
594                                 normal3f[e[i]*3  ] += normal[0];
595                                 normal3f[e[i]*3+1] += normal[1];
596                                 normal3f[e[i]*3+2] += normal[2];
597                         }
598                 }
599         }
600         // now we could divide the vectors by the number of averaged values on
601         // each vertex...  but instead normalize them
602         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
603         if (svector3f)
604                 for (i = 0, v = svector3f;i < numverts;i++, v += 3)
605                         VectorNormalize(v);
606         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
607         if (tvector3f)
608                 for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
609                         VectorNormalize(v);
610         // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
611         if (normal3f)
612                 for (i = 0, v = normal3f;i < numverts;i++, v += 3)
613                         VectorNormalize(v);
614 }
615
616 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
617 {
618         shadowmesh_t *mesh;
619         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));
620         mesh->maxverts = maxverts;
621         mesh->maxtriangles = maxverts;
622         mesh->numverts = 0;
623         mesh->numtriangles = 0;
624         mesh->vertex3f = (float *)(mesh + 1);
625         mesh->element3i = (int *)(mesh->vertex3f + mesh->maxverts * 3);
626         mesh->neighbor3i = (int *)(mesh->element3i + mesh->maxtriangles * 3);
627         mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbor3i + mesh->maxtriangles * 3);
628         mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
629         return mesh;
630 }
631
632 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
633 {
634         shadowmesh_t *newmesh;
635         newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[3]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
636         newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
637         newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
638         newmesh->vertex3f = (float *)(newmesh + 1);
639         newmesh->element3i = (int *)(newmesh->vertex3f + newmesh->maxverts * 3);
640         newmesh->neighbor3i = (int *)(newmesh->element3i + newmesh->maxtriangles * 3);
641         memcpy(newmesh->vertex3f, oldmesh->vertex3f, newmesh->numverts * sizeof(float[3]));
642         memcpy(newmesh->element3i, oldmesh->element3i, newmesh->numtriangles * sizeof(int[3]));
643         memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, newmesh->numtriangles * sizeof(int[3]));
644         return newmesh;
645 }
646
647 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v)
648 {
649         int hashindex;
650         float *m;
651         shadowmeshvertexhash_t *hash;
652         // this uses prime numbers intentionally
653         hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
654         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
655         {
656                 m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
657                 if (m[0] == v[0] && m[1] == v[1] &&  m[2] == v[2])
658                         return hash - mesh->vertexhashentries;
659         }
660         hash = mesh->vertexhashentries + mesh->numverts;
661         hash->next = mesh->vertexhashtable[hashindex];
662         mesh->vertexhashtable[hashindex] = hash;
663         m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
664         VectorCopy(v, m);
665         mesh->numverts++;
666         return mesh->numverts - 1;
667 }
668
669 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2)
670 {
671         while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
672         {
673                 if (mesh->next == NULL)
674                         mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
675                 mesh = mesh->next;
676         }
677         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
678         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
679         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
680         mesh->numtriangles++;
681 }
682
683 void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts)
684 {
685         int i;
686         float *v;
687         for (i = 0, v = verts + 3;i < numverts - 2;i++, v += 3)
688                 Mod_ShadowMesh_AddTriangle(mempool, mesh, verts, v, v + 3);
689         /*
690         int i, i1, i2, i3;
691         float *v;
692         while (mesh->num_vertices + numverts > mesh->maxverts || mesh->num_triangles + (numverts - 2) > mesh->maxtriangles)
693         {
694                 if (mesh->next == NULL)
695                         mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts));
696                 mesh = mesh->next;
697         }
698         i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
699         i2 = 0;
700         i3 = Mod_ShadowMesh_AddVertex(mesh, verts + 3);
701         for (i = 0, v = verts + 6;i < numverts - 2;i++, v += 3)
702         {
703                 i2 = i3;
704                 i3 = Mod_ShadowMesh_AddVertex(mesh, v);
705                 mesh->elements[mesh->num_triangles * 3 + 0] = i1;
706                 mesh->elements[mesh->num_triangles * 3 + 1] = i2;
707                 mesh->elements[mesh->num_triangles * 3 + 2] = i3;
708                 mesh->num_triangles++;
709         }
710         */
711 }
712
713 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements)
714 {
715         int i;
716         for (i = 0;i < numtris;i++, elements += 3)
717                 Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 3, verts + elements[1] * 3, verts + elements[2] * 3);
718 }
719
720 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
721 {
722         return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles);
723 }
724
725 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
726 {
727 #if 1
728         //int i;
729         shadowmesh_t *mesh, *newmesh, *nextmesh;
730         // reallocate meshs to conserve space
731         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
732         {
733                 nextmesh = mesh->next;
734                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
735                 {
736                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh);
737                         newmesh->next = firstmesh;
738                         firstmesh = newmesh;
739                         //Con_Printf("mesh\n");
740                         //for (i = 0;i < newmesh->num_triangles;i++)
741                         //      Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
742                         Mod_ValidateElements(newmesh->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
743                         Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, newmesh->numtriangles);
744                 }
745                 Mem_Free(mesh);
746         }
747 #else
748         shadowmesh_t *mesh;
749         for (mesh = firstmesh;mesh;mesh = mesh->next)
750         {
751                 Mod_ValidateElements(mesh->elements, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
752                 Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->num_triangles);
753         }
754 #endif
755         return firstmesh;
756 }
757
758 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
759 {
760         int i;
761         shadowmesh_t *mesh;
762         vec3_t nmins, nmaxs, ncenter, temp;
763         float nradius2, dist2, *v;
764         // calculate bbox
765         for (mesh = firstmesh;mesh;mesh = mesh->next)
766         {
767                 if (mesh == firstmesh)
768                 {
769                         VectorCopy(mesh->vertex3f, nmins);
770                         VectorCopy(mesh->vertex3f, nmaxs);
771                 }
772                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
773                 {
774                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
775                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
776                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
777                 }
778         }
779         // calculate center and radius
780         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
781         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
782         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
783         nradius2 = 0;
784         for (mesh = firstmesh;mesh;mesh = mesh->next)
785         {
786                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
787                 {
788                         VectorSubtract(v, ncenter, temp);
789                         dist2 = DotProduct(temp, temp);
790                         if (nradius2 < dist2)
791                                 nradius2 = dist2;
792                 }
793         }
794         // return data
795         if (mins)
796                 VectorCopy(nmins, mins);
797         if (maxs)
798                 VectorCopy(nmaxs, maxs);
799         if (center)
800                 VectorCopy(ncenter, center);
801         if (radius)
802                 *radius = sqrt(nradius2);
803 }
804
805 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
806 {
807         shadowmesh_t *nextmesh;
808         for (;mesh;mesh = nextmesh)
809         {
810                 nextmesh = mesh->next;
811                 Mem_Free(mesh);
812         }
813 }
814
815 static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
816 {
817         int i;
818         for (i = 0;i < width*height;i++)
819                 if (((qbyte *)&palette[in[i]])[3] > 0)
820                         return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
821         return NULL;
822 }
823
824 static int detailtexturecycle = 0;
825 int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
826 {
827         imageskin_t s;
828         memset(skinframe, 0, sizeof(*skinframe));
829         if (!image_loadskin(&s, basename))
830                 return false;
831         if (usedetailtexture)
832                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
833         skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
834         if (s.nmappixels != NULL)
835                 skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
836         if (s.glosspixels != NULL)
837                 skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
838         if (s.glowpixels != NULL && loadglowtexture)
839                 skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
840         if (s.maskpixels != NULL)
841                 skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
842         if (loadpantsandshirt)
843         {
844                 if (s.pantspixels != NULL)
845                         skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
846                 if (s.shirtpixels != NULL)
847                         skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
848         }
849         image_freeskin(&s);
850         return true;
851 }
852
853 int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
854 {
855         qbyte *temp1, *temp2;
856         memset(skinframe, 0, sizeof(*skinframe));
857         if (!skindata)
858                 return false;
859         if (usedetailtexture)
860                 skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
861         if (r_shadow_bumpscale_basetexture.value > 0)
862         {
863                 temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
864                 temp2 = temp1 + width * height * 4;
865                 Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
866                 Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
867                 skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
868                 Mem_Free(temp1);
869         }
870         if (loadglowtexture)
871         {
872                 skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
873                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
874                 if (loadpantsandshirt)
875                 {
876                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
877                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
878                         if (skinframe->pants || skinframe->shirt)
879                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
880                 }
881         }
882         else
883         {
884                 skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
885                 if (loadpantsandshirt)
886                 {
887                         skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
888                         skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
889                         if (skinframe->pants || skinframe->shirt)
890                                 skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
891                 }
892         }
893         return true;
894 }
895
896 void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
897 {
898         float v[3], tc[3];
899         v[0] = ix;
900         v[1] = iy;
901         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
902                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
903         else
904                 v[2] = 0;
905         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
906         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
907         texcoord2f[0] = tc[0];
908         texcoord2f[1] = tc[1];
909 }
910
911 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)
912 {
913         float vup[3], vdown[3], vleft[3], vright[3];
914         float tcup[3], tcdown[3], tcleft[3], tcright[3];
915         float sv[3], tv[3], nl[3];
916         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
917         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
918         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
919         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
920         Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
921         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
922         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
923         VectorAdd(svector3f, sv, svector3f);
924         VectorAdd(tvector3f, tv, tvector3f);
925         VectorAdd(normal3f, nl, normal3f);
926         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
927         VectorAdd(svector3f, sv, svector3f);
928         VectorAdd(tvector3f, tv, tvector3f);
929         VectorAdd(normal3f, nl, normal3f);
930         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
931         VectorAdd(svector3f, sv, svector3f);
932         VectorAdd(tvector3f, tv, tvector3f);
933         VectorAdd(normal3f, nl, normal3f);
934 }
935
936 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)
937 {
938         int x, y, ix, iy, *e;
939         e = element3i;
940         for (y = 0;y < height;y++)
941         {
942                 for (x = 0;x < width;x++)
943                 {
944                         e[0] = (y + 1) * (width + 1) + (x + 0);
945                         e[1] = (y + 0) * (width + 1) + (x + 0);
946                         e[2] = (y + 1) * (width + 1) + (x + 1);
947                         e[3] = (y + 0) * (width + 1) + (x + 0);
948                         e[4] = (y + 0) * (width + 1) + (x + 1);
949                         e[5] = (y + 1) * (width + 1) + (x + 1);
950                         e += 6;
951                 }
952         }
953         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
954         for (y = 0, iy = y1;y < height + 1;y++, iy++)
955                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
956                         Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
957 }
958
959 skinfile_t *Mod_LoadSkinFiles(void)
960 {
961         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
962         char *text;
963         const char *data;
964         skinfile_t *skinfile, *first = NULL;
965         skinfileitem_t *skinfileitem;
966         char word[10][MAX_QPATH];
967         overridetagnameset_t tagsets[MAX_SKINS];
968         overridetagname_t tags[256];
969
970 /*
971 sample file:
972 U_bodyBox,models/players/Legoman/BikerA2.tga
973 U_RArm,models/players/Legoman/BikerA1.tga
974 U_LArm,models/players/Legoman/BikerA1.tga
975 U_armor,common/nodraw
976 U_sword,common/nodraw
977 U_shield,common/nodraw
978 U_homb,common/nodraw
979 U_backpack,common/nodraw
980 U_colcha,common/nodraw
981 tag_head,
982 tag_weapon,
983 tag_torso,
984 */
985         memset(tagsets, 0, sizeof(tagsets));
986         memset(word, 0, sizeof(word));
987         for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), true));i++)
988         {
989                 numtags = 0;
990                 skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
991                 skinfile->next = first;
992                 first = skinfile;
993                 for(line = 0;;line++)
994                 {
995                         // parse line
996                         if (!COM_ParseToken(&data, true))
997                                 break;
998                         if (!strcmp(com_token, "\n"))
999                                 continue;
1000                         words = 0;
1001                         wordsoverflow = false;
1002                         do
1003                         {
1004                                 if (words < 10)
1005                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1006                                 else
1007                                         wordsoverflow = true;
1008                         }
1009                         while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
1010                         if (wordsoverflow)
1011                         {
1012                                 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);
1013                                 continue;
1014                         }
1015                         // words is always >= 1
1016                         if (!strcmp(word[0], "replace"))
1017                         {
1018                                 if (words == 3)
1019                                 {
1020                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1021                                         skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1022                                         skinfileitem->next = skinfile->items;
1023                                         skinfile->items = skinfileitem;
1024                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1025                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1026                                 }
1027                                 else
1028                                         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]);
1029                         }
1030                         else if (words == 2 && !strcmp(word[1], ","))
1031                         {
1032                                 // tag name, like "tag_weapon,"
1033                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1034                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1035                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1036                                 numtags++;
1037                         }
1038                         else if (words == 3 && !strcmp(word[1], ","))
1039                         {
1040                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1041                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1042                                 skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
1043                                 skinfileitem->next = skinfile->items;
1044                                 skinfile->items = skinfileitem;
1045                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1046                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1047                         }
1048                         else
1049                                 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);
1050                 }
1051                 Mem_Free(text);
1052
1053                 if (numtags)
1054                 {
1055                         overridetagnameset_t *t;
1056                         t = tagsets + i;
1057                         t->num_overridetagnames = numtags;
1058                         t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1059                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1060                         tagsetsused = true;
1061                 }
1062         }
1063         if (tagsetsused)
1064         {
1065                 loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1066                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1067         }
1068         if (i)
1069                 loadmodel->numskins = i;
1070         return first;
1071 }
1072
1073 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1074 {
1075         skinfile_t *next;
1076         skinfileitem_t *skinfileitem, *nextitem;
1077         for (;skinfile;skinfile = next)
1078         {
1079                 next = skinfile->next;
1080                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1081                 {
1082                         nextitem = skinfileitem->next;
1083                         Mem_Free(skinfileitem);
1084                 }
1085                 Mem_Free(skinfile);
1086         }
1087 }
1088
1089 int Mod_CountSkinFiles(skinfile_t *skinfile)
1090 {
1091         int i;
1092         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1093         return i;
1094 }
1095
1096 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
1097 {
1098         int i, outtriangles;
1099         float d, edgedir[3], temp[3];
1100         // a degenerate triangle is one with no width (thickness, surface area)
1101         // these are characterized by having all 3 points colinear (along a line)
1102         // or having two points identical
1103         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
1104         {
1105                 // calculate first edge
1106                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
1107                 if (VectorLength2(edgedir) < 0.0001f)
1108                         continue; // degenerate first edge (no length)
1109                 VectorNormalize(edgedir);
1110                 // check if third point is on the edge (colinear)
1111                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
1112                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
1113                 if (VectorLength2(temp) < 0.0001f)
1114                         continue; // third point colinear with first edge
1115                 // valid triangle (no colinear points, no duplicate points)
1116                 VectorCopy(inelement3i, outelement3i);
1117                 outelement3i += 3;
1118                 outtriangles++;
1119         }
1120         return outtriangles;
1121 }
1122