]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
huge (16%) speed gain on surface rendering by eliminating the surfmesh chain in q1bsp...
[xonotic/darkplaces.git] / model_shared.c
index 0d3eacfd0642c16c27e332dbc81d1e12f659aa4a..4126b4af5436a6aad0e07c8978b9b32c06c2a6e6 100644 (file)
@@ -23,6 +23,10 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 // on the same machine.
 
 #include "quakedef.h"
+#include "image.h"
+#include "r_shadow.h"
+
+cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
 
 model_t *loadmodel;
 
@@ -30,8 +34,68 @@ model_t *loadmodel;
 #define        MAX_MOD_KNOWN   2048
 static model_t mod_known[MAX_MOD_KNOWN];
 
+rtexturepool_t *mod_shared_texturepool;
 rtexture_t *r_notexture;
-rtexturepool_t *r_notexturepool;
+rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
+rtexture_t *mod_shared_distorttexture;
+
+void Mod_BuildDetailTextures (void)
+{
+       int i, x, y, light;
+       float vc[3], vx[3], vy[3], vn[3], lightdir[3];
+#define DETAILRESOLUTION 256
+       qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
+       lightdir[0] = 0.5;
+       lightdir[1] = 1;
+       lightdir[2] = -0.25;
+       VectorNormalize(lightdir);
+       for (i = 0;i < NUM_DETAILTEXTURES;i++)
+       {
+               fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
+               for (y = 0;y < DETAILRESOLUTION;y++)
+               {
+                       for (x = 0;x < DETAILRESOLUTION;x++)
+                       {
+                               vc[0] = x;
+                               vc[1] = y;
+                               vc[2] = noise[y][x] * (1.0f / 32.0f);
+                               vx[0] = x + 1;
+                               vx[1] = y;
+                               vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
+                               vy[0] = x;
+                               vy[1] = y + 1;
+                               vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
+                               VectorSubtract(vx, vc, vx);
+                               VectorSubtract(vy, vc, vy);
+                               CrossProduct(vx, vy, vn);
+                               VectorNormalize(vn);
+                               light = 128 - DotProduct(vn, lightdir) * 128;
+                               light = bound(0, light, 255);
+                               data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
+                               data[y][x][3] = 255;
+                       }
+               }
+               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);
+       }
+}
+
+void Mod_BuildDistortTexture (void)
+{
+       int x, y;
+#define DISTORTRESOLUTION 32
+       qbyte data[DISTORTRESOLUTION][DISTORTRESOLUTION][2];
+       for (y=0; y<DISTORTRESOLUTION; y++)
+       {
+               for (x=0; x<DISTORTRESOLUTION; x++)
+               {
+                       data[y][x][0] = rand () & 255;
+                       data[y][x][1] = rand () & 255;
+               }
+       }
+
+       mod_shared_distorttexture = R_LoadTexture2D(mod_shared_texturepool, "distorttexture", DISTORTRESOLUTION, DISTORTRESOLUTION, &data[0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
+       return;
+}
 
 texture_t r_surf_notexture;
 
@@ -62,13 +126,9 @@ void Mod_SetupNoTexture(void)
                }
        }
 
-       r_notexturepool = R_AllocTexturePool();
-       r_notexture = R_LoadTexture(r_notexturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP);
+       r_notexture = R_LoadTexture2D(mod_shared_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
 }
 
-extern void Mod_BrushStartup (void);
-extern void Mod_BrushShutdown (void);
-
 static void mod_start(void)
 {
        int i;
@@ -77,8 +137,10 @@ static void mod_start(void)
                        Mod_UnloadModel(&mod_known[i]);
        Mod_LoadModels();
 
+       mod_shared_texturepool = R_AllocTexturePool();
        Mod_SetupNoTexture();
-       Mod_BrushStartup();
+       Mod_BuildDetailTextures();
+       Mod_BuildDistortTexture();
 }
 
 static void mod_shutdown(void)
@@ -88,8 +150,7 @@ static void mod_shutdown(void)
                if (mod_known[i].name[0])
                        Mod_UnloadModel(&mod_known[i]);
 
-       R_FreeTexturePool(&r_notexturepool);
-       Mod_BrushShutdown();
+       R_FreeTexturePool(&mod_shared_texturepool);
 }
 
 static void mod_newmap(void)
@@ -102,15 +163,16 @@ Mod_Init
 ===============
 */
 static void Mod_Print (void);
-static void Mod_Flush (void);
+static void Mod_Precache (void);
 void Mod_Init (void)
 {
        Mod_BrushInit();
        Mod_AliasInit();
        Mod_SpriteInit();
 
+       Cvar_RegisterVariable(&r_mipskins);
        Cmd_AddCommand ("modellist", Mod_Print);
-       Cmd_AddCommand ("modelflush", Mod_Flush);
+       Cmd_AddCommand ("modelprecache", Mod_Precache);
 }
 
 void Mod_RenderInit(void)
@@ -146,9 +208,10 @@ Mod_LoadModel
 Loads a model
 ==================
 */
-static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
 {
-       int crc;
+       int num;
+       unsigned int crc;
        void *buf;
 
        mod->used = true;
@@ -162,7 +225,7 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk,
        {
                if (checkdisk)
                {
-                       buf = COM_LoadFile (mod->name, false);
+                       buf = FS_LoadFile (mod->name, false);
                        if (!buf)
                        {
                                if (crash)
@@ -170,7 +233,7 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk,
                                return NULL;
                        }
 
-                       crc = CRC_Block(buf, com_filesize);
+                       crc = CRC_Block(buf, fs_filesize);
                }
                else
                        crc = mod->crc;
@@ -187,14 +250,14 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk,
 
        if (!buf)
        {
-               buf = COM_LoadFile (mod->name, false);
+               buf = FS_LoadFile (mod->name, false);
                if (!buf)
                {
                        if (crash)
                                Host_Error ("Mod_LoadModel: %s not found", mod->name);
                        return NULL;
                }
-               crc = CRC_Block(buf, com_filesize);
+               crc = CRC_Block(buf, fs_filesize);
        }
 
        // allocate a new model
@@ -203,9 +266,10 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk,
        // LordHavoc: unload the existing model in this slot (if there is one)
        Mod_UnloadModel(mod);
        mod->isworldmodel = isworldmodel;
-       mod->needload = false;
        mod->used = true;
        mod->crc = crc;
+       // errors can prevent the corresponding mod->needload = false;
+       mod->needload = true;
 
        // all models use memory, so allocate a memory pool
        mod->mempool = Mem_AllocPool(mod->name);
@@ -214,18 +278,25 @@ static model_t *Mod_LoadModel (model_t *mod, qboolean crash, qboolean checkdisk,
                mod->texturepool = R_AllocTexturePool();
 
        // call the apropriate loader
-            if (!memcmp(buf, "IDPO"    , 4)) Mod_LoadAliasModel  (mod, buf);
-       else if (!memcmp(buf, "IDP2"    , 4)) Mod_LoadQ2AliasModel(mod, buf);
-       else if (!memcmp(buf, "ZYMOTIC" , 7)) Mod_LoadZymoticModel(mod, buf);
-       else if (!memcmp(buf, "IDSP"    , 4)) Mod_LoadSpriteModel (mod, buf);
-       else                                  Mod_LoadBrushModel  (mod, buf);
+       num = LittleLong(*((int *)buf));
+            if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf);
+       else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf);
+       else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf);
+       else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf);
+       else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf);
+       else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf);
+       else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf);
+       else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf);
+       else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
 
        Mem_Free(buf);
 
+       // no errors occurred
+       mod->needload = false;
        return mod;
 }
 
-void Mod_CheckLoaded (model_t *mod)
+void Mod_CheckLoaded(model_t *mod)
 {
        if (mod)
        {
@@ -246,7 +317,7 @@ void Mod_CheckLoaded (model_t *mod)
 Mod_ClearAll
 ===================
 */
-void Mod_ClearAll (void)
+void Mod_ClearAll(void)
 {
 }
 
@@ -288,7 +359,7 @@ Mod_FindName
 
 ==================
 */
-model_t *Mod_FindName (const char *name)
+model_t *Mod_FindName(const char *name)
 {
        int i;
        model_t *mod, *freemod;
@@ -331,11 +402,11 @@ Mod_TouchModel
 
 ==================
 */
-void Mod_TouchModel (const char *name)
+void Mod_TouchModel(const char *name)
 {
        model_t *mod;
 
-       mod = Mod_FindName (name);
+       mod = Mod_FindName(name);
        mod->used = true;
 }
 
@@ -346,9 +417,9 @@ Mod_ForName
 Loads in a model for the given name
 ==================
 */
-model_t *Mod_ForName (const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
+model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
 {
-       return Mod_LoadModel (Mod_FindName (name), crash, checkdisk, isworldmodel);
+       return Mod_LoadModel(Mod_FindName(name), crash, checkdisk, isworldmodel);
 }
 
 qbyte *mod_base;
@@ -361,7 +432,7 @@ qbyte *mod_base;
 Mod_Print
 ================
 */
-static void Mod_Print (void)
+static void Mod_Print(void)
 {
        int             i;
        model_t *mod;
@@ -372,40 +443,646 @@ static void Mod_Print (void)
                        Con_Printf ("%4iK %s\n", mod->mempool ? (mod->mempool->totalsize + 1023) / 1024 : 0, mod->name);
 }
 
-static void Mod_Flush (void)
+/*
+================
+Mod_Precache
+================
+*/
+static void Mod_Precache(void)
 {
-       int             i;
-
-       Con_Printf ("Unloading models\n");
-       for (i = 0;i < MAX_MOD_KNOWN;i++)
-               if (mod_known[i].name[0])
-                       Mod_UnloadModel(&mod_known[i]);
-       Mod_LoadModels();
+       if (Cmd_Argc() == 2)
+               Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
+       else
+               Con_Printf("usage: modelprecache <filename>\n");
 }
 
-int Mod_FindTriangleWithEdge(int *elements, int numtriangles, int start, int end)
+int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
 {
-       int i;
+       int i, match, count;
+       count = 0;
+       match = -1;
        for (i = 0;i < numtriangles;i++, elements += 3)
        {
-               if (elements[0] == start && elements[1] == end)
-                       return i;
-               if (elements[1] == start && elements[2] == end)
-                       return i;
-               if (elements[2] == start && elements[0] == end)
-                       return i;
+                    if ((elements[0] == start && elements[1] == end)
+                     || (elements[1] == start && elements[2] == end)
+                     || (elements[2] == start && elements[0] == end))
+               {
+                       if (i != ignore)
+                               match = i;
+                       count++;
+               }
+               else if ((elements[1] == start && elements[0] == end)
+                     || (elements[2] == start && elements[1] == end)
+                     || (elements[0] == start && elements[2] == end))
+                       count++;
        }
-       return -1;
+       // detect edges shared by three triangles and make them seams
+       if (count > 2)
+               match = -1;
+       return match;
 }
 
-int *Mod_BuildTriangleNeighbors(int *neighbors, int *elements, int numtriangles)
+void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
 {
-       int i, *e, *n;
+       int i, *n;
+       const int *e;
        for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
        {
-               n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0]);
-               n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1]);
-               n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2]);
+               n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
+               n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
+               n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
+       }
+}
+
+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);
+}
+
+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;
+       normal3f[0] = (v1[1] - v0[1]) * (v2[2] - v0[2]) - (v1[2] - v0[2]) * (v2[1] - v0[1]);
+       normal3f[1] = (v1[2] - v0[2]) * (v2[0] - v0[0]) - (v1[0] - v0[0]) * (v2[2] - v0[2]);
+       normal3f[2] = (v1[0] - v0[0]) * (v2[1] - v0[1]) - (v1[1] - v0[1]) * (v2[0] - v0[0]);
+       VectorNormalize(normal3f);
+       tvector3f[0] = ((tc1[0] - tc0[0]) * (v2[0] - v0[0]) - (tc2[0] - tc0[0]) * (v1[0] - v0[0]));
+       tvector3f[1] = ((tc1[0] - tc0[0]) * (v2[1] - v0[1]) - (tc2[0] - tc0[0]) * (v1[1] - v0[1]));
+       tvector3f[2] = ((tc1[0] - tc0[0]) * (v2[2] - v0[2]) - (tc2[0] - tc0[0]) * (v1[2] - v0[2]));
+       f = -DotProduct(tvector3f, normal3f);
+       VectorMA(tvector3f, f, normal3f, tvector3f);
+       VectorNormalize(tvector3f);
+       CrossProduct(normal3f, tvector3f, svector3f);
+}
+
+// warning: this is an expensive function!
+void Mod_BuildTextureVectorsAndNormals(int numverts, 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, 0, numverts * sizeof(float[3]));
+       if (tvector3f)
+               memset(tvector3f, 0, numverts * sizeof(float[3]));
+       if (normal3f)
+               memset(normal3f, 0, numverts * 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;i < numverts;i++, v += 3)
+                       VectorNormalize(v);
+       // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+       if (tvector3f)
+               for (i = 0, v = tvector3f;i < numverts;i++, v += 3)
+                       VectorNormalize(v);
+       // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
+       if (normal3f)
+               for (i = 0, v = normal3f;i < numverts;i++, v += 3)
+                       VectorNormalize(v);
+}
+
+shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts)
+{
+       shadowmesh_t *mesh;
+       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));
+       mesh->maxverts = maxverts;
+       mesh->maxtriangles = maxverts;
+       mesh->numverts = 0;
+       mesh->numtriangles = 0;
+       mesh->vertex3f = (float *)(mesh + 1);
+       mesh->element3i = (int *)(mesh->vertex3f + mesh->maxverts * 3);
+       mesh->neighbor3i = (int *)(mesh->element3i + mesh->maxtriangles * 3);
+       mesh->vertexhashtable = (shadowmeshvertexhash_t **)(mesh->neighbor3i + mesh->maxtriangles * 3);
+       mesh->vertexhashentries = (shadowmeshvertexhash_t *)(mesh->vertexhashtable + SHADOWMESHVERTEXHASH);
+       return mesh;
+}
+
+shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh)
+{
+       shadowmesh_t *newmesh;
+       newmesh = Mem_Alloc(mempool, sizeof(shadowmesh_t) + oldmesh->numverts * sizeof(float[3]) + oldmesh->numtriangles * sizeof(int[3]) + oldmesh->numtriangles * sizeof(int[3]));
+       newmesh->maxverts = newmesh->numverts = oldmesh->numverts;
+       newmesh->maxtriangles = newmesh->numtriangles = oldmesh->numtriangles;
+       newmesh->vertex3f = (float *)(newmesh + 1);
+       newmesh->element3i = (int *)(newmesh->vertex3f + newmesh->maxverts * 3);
+       newmesh->neighbor3i = (int *)(newmesh->element3i + newmesh->maxtriangles * 3);
+       memcpy(newmesh->vertex3f, oldmesh->vertex3f, newmesh->numverts * sizeof(float[3]));
+       memcpy(newmesh->element3i, oldmesh->element3i, newmesh->numtriangles * sizeof(int[3]));
+       memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, newmesh->numtriangles * sizeof(int[3]));
+       return newmesh;
+}
+
+int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *v)
+{
+       int hashindex;
+       float *m;
+       shadowmeshvertexhash_t *hash;
+       // this uses prime numbers intentionally
+       hashindex = (int) (v[0] * 3 + v[1] * 5 + v[2] * 7) % SHADOWMESHVERTEXHASH;
+       for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
+       {
+               m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
+               if (m[0] == v[0] && m[1] == v[1] &&  m[2] == v[2])
+                       return hash - mesh->vertexhashentries;
+       }
+       hash = mesh->vertexhashentries + mesh->numverts;
+       hash->next = mesh->vertexhashtable[hashindex];
+       mesh->vertexhashtable[hashindex] = hash;
+       m = mesh->vertex3f + (hash - mesh->vertexhashentries) * 3;
+       VectorCopy(v, m);
+       mesh->numverts++;
+       return mesh->numverts - 1;
+}
+
+void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, float *vert0, float *vert1, float *vert2)
+{
+       while (mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
+       {
+               if (mesh->next == NULL)
+                       mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, 1));
+               mesh = mesh->next;
+       }
+       mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vert0);
+       mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vert1);
+       mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vert2);
+       mesh->numtriangles++;
+}
+
+void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numverts, float *verts)
+{
+       int i;
+       float *v;
+       for (i = 0, v = verts + 3;i < numverts - 2;i++, v += 3)
+               Mod_ShadowMesh_AddTriangle(mempool, mesh, verts, v, v + 3);
+       /*
+       int i, i1, i2, i3;
+       float *v;
+       while (mesh->num_vertices + numverts > mesh->maxverts || mesh->num_triangles + (numverts - 2) > mesh->maxtriangles)
+       {
+               if (mesh->next == NULL)
+                       mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxtriangles, numverts));
+               mesh = mesh->next;
+       }
+       i1 = Mod_ShadowMesh_AddVertex(mesh, verts);
+       i2 = 0;
+       i3 = Mod_ShadowMesh_AddVertex(mesh, verts + 3);
+       for (i = 0, v = verts + 6;i < numverts - 2;i++, v += 3)
+       {
+               i2 = i3;
+               i3 = Mod_ShadowMesh_AddVertex(mesh, v);
+               mesh->elements[mesh->num_triangles * 3 + 0] = i1;
+               mesh->elements[mesh->num_triangles * 3 + 1] = i2;
+               mesh->elements[mesh->num_triangles * 3 + 2] = i3;
+               mesh->num_triangles++;
+       }
+       */
+}
+
+void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, float *verts, int numtris, int *elements)
+{
+       int i;
+       for (i = 0;i < numtris;i++, elements += 3)
+               Mod_ShadowMesh_AddTriangle(mempool, mesh, verts + elements[0] * 3, verts + elements[1] * 3, verts + elements[2] * 3);
+}
+
+shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int initialnumtriangles)
+{
+       return Mod_ShadowMesh_Alloc(mempool, initialnumtriangles);
+}
+
+shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
+{
+#if 1
+       //int i;
+       shadowmesh_t *mesh, *newmesh, *nextmesh;
+       // reallocate meshs to conserve space
+       for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
+       {
+               nextmesh = mesh->next;
+               if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
+               {
+                       newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh);
+                       newmesh->next = firstmesh;
+                       firstmesh = newmesh;
+                       //Con_Printf("mesh\n");
+                       //for (i = 0;i < newmesh->num_triangles;i++)
+                       //      Con_Printf("tri %d %d %d\n", newmesh->elements[i * 3 + 0], newmesh->elements[i * 3 + 1], newmesh->elements[i * 3 + 2]);
+                       Mod_ValidateElements(newmesh->element3i, newmesh->numtriangles, newmesh->numverts, __FILE__, __LINE__);
+                       Mod_BuildTriangleNeighbors(newmesh->neighbor3i, newmesh->element3i, newmesh->numtriangles);
+               }
+               Mem_Free(mesh);
+       }
+#else
+       shadowmesh_t *mesh;
+       for (mesh = firstmesh;mesh;mesh = mesh->next)
+       {
+               Mod_ValidateElements(mesh->elements, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
+               Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->num_triangles);
+       }
+#endif
+       return firstmesh;
+}
+
+void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
+{
+       int i;
+       shadowmesh_t *mesh;
+       vec3_t nmins, nmaxs, ncenter, temp;
+       float nradius2, dist2, *v;
+       // calculate bbox
+       for (mesh = firstmesh;mesh;mesh = mesh->next)
+       {
+               if (mesh == firstmesh)
+               {
+                       VectorCopy(mesh->vertex3f, nmins);
+                       VectorCopy(mesh->vertex3f, nmaxs);
+               }
+               for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
+               {
+                       if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
+                       if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
+                       if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
+               }
+       }
+       // calculate center and radius
+       ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
+       ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
+       ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
+       nradius2 = 0;
+       for (mesh = firstmesh;mesh;mesh = mesh->next)
+       {
+               for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
+               {
+                       VectorSubtract(v, ncenter, temp);
+                       dist2 = DotProduct(temp, temp);
+                       if (nradius2 < dist2)
+                               nradius2 = dist2;
+               }
+       }
+       // return data
+       if (mins)
+               VectorCopy(nmins, mins);
+       if (maxs)
+               VectorCopy(nmaxs, maxs);
+       if (center)
+               VectorCopy(ncenter, center);
+       if (radius)
+               *radius = sqrt(nradius2);
+}
+
+void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
+{
+       shadowmesh_t *nextmesh;
+       for (;mesh;mesh = nextmesh)
+       {
+               nextmesh = mesh->next;
+               Mem_Free(mesh);
+       }
+}
+
+static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height, const char *name, const unsigned int *palette, int textureflags)
+{
+       int i;
+       for (i = 0;i < width*height;i++)
+               if (((qbyte *)&palette[in[i]])[3] > 0)
+                       return R_LoadTexture2D (loadmodel->texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
+       return NULL;
+}
+
+static int detailtexturecycle = 0;
+int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture)
+{
+       imageskin_t s;
+       memset(skinframe, 0, sizeof(*skinframe));
+       if (!image_loadskin(&s, basename))
+               return false;
+       if (usedetailtexture)
+               skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
+       skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL);
+       if (s.nmappixels != NULL)
+               skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL);
+       if (s.glosspixels != NULL)
+               skinframe->gloss = R_LoadTexture2D (loadmodel->texturepool, va("%s_gloss", basename), s.glosspixels_width, s.glosspixels_height, s.glosspixels, TEXTYPE_RGBA, textureflags, NULL);
+       if (s.glowpixels != NULL && loadglowtexture)
+               skinframe->glow = R_LoadTexture2D (loadmodel->texturepool, va("%s_glow", basename), s.glowpixels_width, s.glowpixels_height, s.glowpixels, TEXTYPE_RGBA, textureflags, NULL);
+       if (s.maskpixels != NULL)
+               skinframe->fog = R_LoadTexture2D (loadmodel->texturepool, va("%s_mask", basename), s.maskpixels_width, s.maskpixels_height, s.maskpixels, TEXTYPE_RGBA, textureflags, NULL);
+       if (loadpantsandshirt)
+       {
+               if (s.pantspixels != NULL)
+                       skinframe->pants = R_LoadTexture2D (loadmodel->texturepool, va("%s_pants", basename), s.pantspixels_width, s.pantspixels_height, s.pantspixels, TEXTYPE_RGBA, textureflags, NULL);
+               if (s.shirtpixels != NULL)
+                       skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL);
        }
-       return neighbors;
+       image_freeskin(&s);
+       return true;
 }
+
+int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height)
+{
+       qbyte *temp1, *temp2;
+       memset(skinframe, 0, sizeof(*skinframe));
+       if (!skindata)
+               return false;
+       if (usedetailtexture)
+               skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES];
+       if (r_shadow_bumpscale_basetexture.value > 0)
+       {
+               temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8);
+               temp2 = temp1 + width * height * 4;
+               Image_Copy8bitRGBA(skindata, temp1, width * height, palette_nofullbrights);
+               Image_HeightmapToNormalmap(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
+               skinframe->nmap = R_LoadTexture2D(loadmodel->texturepool, va("%s_nmap", basename), width, height, temp2, TEXTYPE_RGBA, textureflags, NULL);
+               Mem_Free(temp1);
+       }
+       if (loadglowtexture)
+       {
+               skinframe->glow = GL_TextureForSkinLayer(skindata, width, height, va("%s_glow", basename), palette_onlyfullbrights, textureflags); // glow
+               skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_nofullbrights, textureflags); // all but fullbrights
+               if (loadpantsandshirt)
+               {
+                       skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
+                       skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
+                       if (skinframe->pants || skinframe->shirt)
+                               skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormapnofullbrights, textureflags); // no special colors
+               }
+       }
+       else
+       {
+               skinframe->base = skinframe->merged = GL_TextureForSkinLayer(skindata, width, height, va("%s_merged", basename), palette_complete, textureflags); // all
+               if (loadpantsandshirt)
+               {
+                       skinframe->pants = GL_TextureForSkinLayer(skindata, width, height, va("%s_pants", basename), palette_pantsaswhite, textureflags); // pants
+                       skinframe->shirt = GL_TextureForSkinLayer(skindata, width, height, va("%s_shirt", basename), palette_shirtaswhite, textureflags); // shirt
+                       if (skinframe->pants || skinframe->shirt)
+                               skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt
+               }
+       }
+       return true;
+}
+
+void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const qbyte *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+{
+       float v[3], tc[3];
+       v[0] = ix;
+       v[1] = iy;
+       if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
+               v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
+       else
+               v[2] = 0;
+       Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
+       Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
+       texcoord2f[0] = tc[0];
+       texcoord2f[1] = tc[1];
+}
+
+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)
+{
+       float vup[3], vdown[3], vleft[3], vright[3];
+       float tcup[3], tcdown[3], tcleft[3], tcright[3];
+       float sv[3], tv[3], nl[3];
+       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
+       Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
+       VectorAdd(svector3f, sv, svector3f);
+       VectorAdd(tvector3f, tv, tvector3f);
+       VectorAdd(normal3f, nl, normal3f);
+       Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
+       VectorAdd(svector3f, sv, svector3f);
+       VectorAdd(tvector3f, tv, tvector3f);
+       VectorAdd(normal3f, nl, normal3f);
+       Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
+       VectorAdd(svector3f, sv, svector3f);
+       VectorAdd(tvector3f, tv, tvector3f);
+       VectorAdd(normal3f, nl, normal3f);
+}
+
+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)
+{
+       int x, y, ix, iy, *e;
+       e = element3i;
+       for (y = 0;y < height;y++)
+       {
+               for (x = 0;x < width;x++)
+               {
+                       e[0] = (y + 1) * (width + 1) + (x + 0);
+                       e[1] = (y + 0) * (width + 1) + (x + 0);
+                       e[2] = (y + 1) * (width + 1) + (x + 1);
+                       e[3] = (y + 0) * (width + 1) + (x + 0);
+                       e[4] = (y + 0) * (width + 1) + (x + 1);
+                       e[5] = (y + 1) * (width + 1) + (x + 1);
+                       e += 6;
+               }
+       }
+       Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
+       for (y = 0, iy = y1;y < height + 1;y++, iy++)
+               for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
+                       Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
+}
+
+skinfile_t *Mod_LoadSkinFiles(void)
+{
+       int i, words, numtags, line, tagsetsused = false, wordsoverflow;
+       char *text;
+       const char *data;
+       skinfile_t *skinfile, *first = NULL;
+       skinfileitem_t *skinfileitem;
+       char word[10][MAX_QPATH];
+       overridetagnameset_t tagsets[MAX_SKINS];
+       overridetagname_t tags[256];
+
+/*
+sample file:
+U_bodyBox,models/players/Legoman/BikerA2.tga
+U_RArm,models/players/Legoman/BikerA1.tga
+U_LArm,models/players/Legoman/BikerA1.tga
+U_armor,common/nodraw
+U_sword,common/nodraw
+U_shield,common/nodraw
+U_homb,common/nodraw
+U_backpack,common/nodraw
+U_colcha,common/nodraw
+tag_head,
+tag_weapon,
+tag_torso,
+*/
+       memset(tagsets, 0, sizeof(tagsets));
+       memset(word, 0, sizeof(word));
+       for (i = 0;i < MAX_SKINS && (data = text = FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), true));i++)
+       {
+               numtags = 0;
+               skinfile = Mem_Alloc(tempmempool, sizeof(skinfile_t));
+               skinfile->next = first;
+               first = skinfile;
+               for(line = 0;;line++)
+               {
+                       // parse line
+                       if (!COM_ParseToken(&data, true))
+                               break;
+                       if (!strcmp(com_token, "\n"))
+                               continue;
+                       words = 0;
+                       wordsoverflow = false;
+                       do
+                       {
+                               if (words < 10)
+                                       strncpy(word[words++], com_token, MAX_QPATH - 1);
+                               else
+                                       wordsoverflow = true;
+                       }
+                       while (COM_ParseToken(&data, true) && strcmp(com_token, "\n"));
+                       if (wordsoverflow)
+                       {
+                               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);
+                               continue;
+                       }
+                       // words is always >= 1
+                       if (!strcmp(word[0], "replace"))
+                       {
+                               if (words == 3)
+                               {
+                                       Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
+                                       skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
+                                       skinfileitem->next = skinfile->items;
+                                       skinfile->items = skinfileitem;
+                                       strncpy(skinfileitem->name, word[1], sizeof(skinfileitem->name) - 1);
+                                       strncpy(skinfileitem->replacement, word[2], sizeof(skinfileitem->replacement) - 1);
+                               }
+                               else
+                                       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]);
+                       }
+                       else if (words == 2 && !strcmp(word[1], ","))
+                       {
+                               // tag name, like "tag_weapon,"
+                               Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
+                               memset(tags + numtags, 0, sizeof(tags[numtags]));
+                               strncpy(tags[numtags].name, word[0], sizeof(tags[numtags].name) - 1);
+                               numtags++;
+                       }
+                       else if (words == 3 && !strcmp(word[1], ","))
+                       {
+                               // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
+                               Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
+                               skinfileitem = Mem_Alloc(tempmempool, sizeof(skinfileitem_t));
+                               skinfileitem->next = skinfile->items;
+                               skinfile->items = skinfileitem;
+                               strncpy(skinfileitem->name, word[0], sizeof(skinfileitem->name) - 1);
+                               strncpy(skinfileitem->replacement, word[2], sizeof(skinfileitem->replacement) - 1);
+                       }
+                       else
+                               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);
+               }
+               Mem_Free(text);
+
+               if (numtags)
+               {
+                       overridetagnameset_t *t;
+                       t = tagsets + i;
+                       t->num_overridetagnames = numtags;
+                       t->data_overridetagnames = Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
+                       memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
+                       tagsetsused = true;
+               }
+       }
+       if (tagsetsused)
+       {
+               loadmodel->data_overridetagnamesforskin = Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
+               memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
+       }
+       if (i)
+               loadmodel->numskins = i;
+       return first;
+}
+
+void Mod_FreeSkinFiles(skinfile_t *skinfile)
+{
+       skinfile_t *next;
+       skinfileitem_t *skinfileitem, *nextitem;
+       for (;skinfile;skinfile = next)
+       {
+               next = skinfile->next;
+               for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
+               {
+                       nextitem = skinfileitem->next;
+                       Mem_Free(skinfileitem);
+               }
+               Mem_Free(skinfile);
+       }
+}
+
+int Mod_CountSkinFiles(skinfile_t *skinfile)
+{
+       int i;
+       for (i = 0;skinfile;skinfile = skinfile->next, i++);
+       return i;
+}
+
+int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
+{
+       int i, outtriangles;
+       float d, edgedir[3], temp[3];
+       // a degenerate triangle is one with no width (thickness, surface area)
+       // these are characterized by having all 3 points colinear (along a line)
+       // or having two points identical
+       for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
+       {
+               // calculate first edge
+               VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
+               if (VectorLength2(edgedir) < 0.0001f)
+                       continue; // degenerate first edge (no length)
+               VectorNormalize(edgedir);
+               // check if third point is on the edge (colinear)
+               d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
+               VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
+               if (VectorLength2(temp) < 0.0001f)
+                       continue; // third point colinear with first edge
+               // valid triangle (no colinear points, no duplicate points)
+               VectorCopy(inelement3i, outelement3i);
+               outelement3i += 3;
+               outtriangles++;
+       }
+       return outtriangles;
+}
+