]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
Tomaz's new water effect has been added and looks very nice
[xonotic/darkplaces.git] / model_shared.c
index d600269bd60f517be377e2fa503fb2ccd8ed04d5..ebcdc6a8cbff609c5e78b210eea68226ee9b8b8e 100644 (file)
@@ -26,6 +26,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "image.h"
 #include "r_shadow.h"
 
+cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"};
+
 model_t *loadmodel;
 
 // LordHavoc: increased from 512 to 2048
@@ -35,6 +37,7 @@ static model_t mod_known[MAX_MOD_KNOWN];
 rtexturepool_t *mod_shared_texturepool;
 rtexture_t *r_notexture;
 rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES];
+rtexture_t *mod_shared_distorttexture[64];
 
 void Mod_BuildDetailTextures (void)
 {
@@ -76,6 +79,58 @@ void Mod_BuildDetailTextures (void)
        }
 }
 
+qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
+{
+       int     value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
+                               ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
+                               ((y2 - y0) * morph) +
+                               (y1));
+
+       if (value > 255)
+               value = 255;
+       if (value < 0)
+               value = 0;
+
+       return (qbyte)value;
+}
+
+void Mod_BuildDistortTexture (void)
+{
+       int x, y, i, j;
+#define DISTORTRESOLUTION 32
+       qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
+
+       for (i=0; i<4; i++)
+       {
+               for (y=0; y<DISTORTRESOLUTION; y++)
+               {
+                       for (x=0; x<DISTORTRESOLUTION; x++)
+                       {
+                               data[i][y][x][0] = rand () & 255;
+                               data[i][y][x][1] = rand () & 255;
+                       }
+               }
+       }
+
+       for (i=0; i<4; i++)
+       {
+               for (j=0; j<16; j++)
+               {
+                       for (y=0; y<DISTORTRESOLUTION; y++)
+                       {
+                               for (x=0; x<DISTORTRESOLUTION; x++)
+                               {
+                                       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);
+                                       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);
+                               }
+                       }
+                       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);
+               }
+       }
+
+       return;
+}
+
 texture_t r_surf_notexture;
 
 void Mod_SetupNoTexture(void)
@@ -119,6 +174,7 @@ static void mod_start(void)
        mod_shared_texturepool = R_AllocTexturePool();
        Mod_SetupNoTexture();
        Mod_BuildDetailTextures();
+       Mod_BuildDistortTexture();
 }
 
 static void mod_shutdown(void)
@@ -148,6 +204,7 @@ void Mod_Init (void)
        Mod_AliasInit();
        Mod_SpriteInit();
 
+       Cvar_RegisterVariable(&r_mipskins);
        Cmd_AddCommand ("modellist", Mod_Print);
        Cmd_AddCommand ("modelprecache", Mod_Precache);
 }
@@ -479,11 +536,27 @@ void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, c
                        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], f, *v;
+       float sdir[3], tdir[3], normal[3], *v;
        const int *e;
        // clear the vectors
        if (svector3f)
@@ -495,73 +568,32 @@ void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const flo
        // process each vertex of each triangle and accumulate the results
        for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
        {
-               // calculate texture matrix for triangle
-               // and then accumulate matrix onto verts used by triangle
-#if 0
-               // 3 assignments, 3 subtracts
-               VectorSubtract(vertex3f + e[1] * 3, vertex3f + e[0] * 3, edgedir1);
-               // 3 assignments, 3 subtracts
-               VectorSubtract(vertex3f + e[2] * 3, vertex3f + e[0] * 3, edgedir2);
-               // 3 assignments, 3 subtracts, 6 multiplies
-               CrossProduct(edgedir1, edgedir2, normal);
-#else
-               // 3 assignments, 15 subtracts, 6 multiplies
-               normal[0] = (vertex3f[e[1] * 3 + 1] - vertex3f[e[0] * 3 + 1]) * (vertex3f[e[2] * 3 + 2] - vertex3f[e[0] * 3 + 2]) - (vertex3f[e[1] * 3 + 2] - vertex3f[e[0] * 3 + 2]) * (vertex3f[e[2] * 3 + 1] - vertex3f[e[0] * 3 + 1]);
-               normal[1] = (vertex3f[e[1] * 3 + 2] - vertex3f[e[0] * 3 + 2]) * (vertex3f[e[2] * 3 + 0] - vertex3f[e[0] * 3 + 0]) - (vertex3f[e[1] * 3 + 0] - vertex3f[e[0] * 3 + 0]) * (vertex3f[e[2] * 3 + 2] - vertex3f[e[0] * 3 + 2]);
-               normal[2] = (vertex3f[e[1] * 3 + 0] - vertex3f[e[0] * 3 + 0]) * (vertex3f[e[2] * 3 + 1] - vertex3f[e[0] * 3 + 1]) - (vertex3f[e[1] * 3 + 1] - vertex3f[e[0] * 3 + 1]) * (vertex3f[e[2] * 3 + 0] - vertex3f[e[0] * 3 + 0]);
-#endif
-
-               // 1 assignment, 2 adds, 3 multiplies, 1 compare
-               f = DotProduct(normal, normal);
-               if (f >= 0.001)
+               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)
                {
-                       // 4 assignments, 1 divide, 1 sqrt, 3 multiplies
-                       f = 1.0f / f;
-                       VectorScale(normal, f, normal);
-                       if (normal3f)
+                       for (i = 0;i < 3;i++)
                        {
-                               // 9 assignments, 9 adds
-                               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];
-                               }
+                               svector3f[e[i]*3  ] += sdir[0];
+                               svector3f[e[i]*3+1] += sdir[1];
+                               svector3f[e[i]*3+2] += sdir[2];
                        }
-                       if (tvector3f || svector3f)
+               }
+               if (tvector3f)
+               {
+                       for (i = 0;i < 3;i++)
                        {
-                               // 3 assignments, 15 subtracts, 6 multiplies
-                               tdir[0] = ((texcoord2f[e[1] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[2]*3+0] - vertex3f[e[0]*3+0]) - (texcoord2f[e[2] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[1]*3+0] - vertex3f[e[0]*3+0]));
-                               tdir[1] = ((texcoord2f[e[1] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[2]*3+1] - vertex3f[e[0]*3+1]) - (texcoord2f[e[2] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[1]*3+1] - vertex3f[e[0]*3+1]));
-                               tdir[2] = ((texcoord2f[e[1] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[2]*3+2] - vertex3f[e[0]*3+2]) - (texcoord2f[e[2] * 3] - texcoord2f[e[0] * 3]) * (vertex3f[e[1]*3+2] - vertex3f[e[0]*3+2]));
-                               // 1 assignments, 1 negates, 2 adds, 3 multiplies
-                               f = -DotProduct(tdir, normal);
-                               // 3 assignments, 3 adds, 3 multiplies
-                               VectorMA(tdir, f, normal, tdir);
-                               // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies
-                               VectorNormalize(tdir);
-                               if (tvector3f)
-                               {
-                                       // 9 assignments, 9 adds
-                                       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 (svector3f)
-                               {
-                                       // 3 assignments, 3 subtracts, 6 multiplies
-                                       CrossProduct(normal, tdir, sdir);
-                                       // 9 assignments, 9 adds
-                                       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];
-                                       }
-                               }
+                               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];
                        }
                }
        }
@@ -657,7 +689,7 @@ void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numve
        /*
        int i, i1, i2, i3;
        float *v;
-       while (mesh->numverts + numverts > mesh->maxverts || mesh->numtriangles + (numverts - 2) > mesh->maxtriangles)
+       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));
@@ -670,10 +702,10 @@ void Mod_ShadowMesh_AddPolygon(mempool_t *mempool, shadowmesh_t *mesh, int numve
        {
                i2 = i3;
                i3 = Mod_ShadowMesh_AddVertex(mesh, v);
-               mesh->elements[mesh->numtriangles * 3 + 0] = i1;
-               mesh->elements[mesh->numtriangles * 3 + 1] = i2;
-               mesh->elements[mesh->numtriangles * 3 + 2] = i3;
-               mesh->numtriangles++;
+               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++;
        }
        */
 }
@@ -705,7 +737,7 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
                        newmesh->next = firstmesh;
                        firstmesh = newmesh;
                        //Con_Printf("mesh\n");
-                       //for (i = 0;i < newmesh->numtriangles;i++)
+                       //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);
@@ -716,8 +748,8 @@ shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh)
        shadowmesh_t *mesh;
        for (mesh = firstmesh;mesh;mesh = mesh->next)
        {
-               Mod_ValidateElements(mesh->elements, mesh->numtriangles, mesh->numverts, __FILE__, __LINE__);
-               Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->numtriangles);
+               Mod_ValidateElements(mesh->elements, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
+               Mod_BuildTriangleNeighbors(mesh->neighbors, mesh->elements, mesh->num_triangles);
        }
 #endif
        return firstmesh;
@@ -800,7 +832,7 @@ int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags,
                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.basepixels_width, s.basepixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, 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)
@@ -860,3 +892,231 @@ int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textu
        }
        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;
+}
+