]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - misc/mediasource/netradiant-src/tools/quake3/q3map2/shaders.c
Move the netradiant and fteqcc sources
[voretournament/voretournament.git] / misc / mediasource / netradiant-src / tools / quake3 / q3map2 / shaders.c
diff --git a/misc/mediasource/netradiant-src/tools/quake3/q3map2/shaders.c b/misc/mediasource/netradiant-src/tools/quake3/q3map2/shaders.c
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+/* -------------------------------------------------------------------------------
+
+Copyright (C) 1999-2007 id Software, Inc. and contributors.
+For a list of contributors, see the accompanying CONTRIBUTORS file.
+
+This file is part of GtkRadiant.
+
+GtkRadiant is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+GtkRadiant is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with GtkRadiant; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+----------------------------------------------------------------------------------
+
+This code has been altered significantly from its original form, to support
+several games based on the Quake III Arena engine, in the form of "Q3Map2."
+
+------------------------------------------------------------------------------- */
+
+
+
+/* marker */
+#define SHADERS_C
+
+
+
+/* dependencies */
+#include "q3map2.h"
+
+
+
+/*
+ColorMod()
+routines for dealing with vertex color/alpha modification
+*/
+
+void ColorMod( colorMod_t *cm, int numVerts, bspDrawVert_t *drawVerts )
+{
+       int                             i, j, k;
+       float                   c;
+       vec4_t                  mult, add;
+       bspDrawVert_t   *dv;
+       colorMod_t              *cm2;
+       
+       
+       /* dummy check */
+       if( cm == NULL || numVerts < 1 || drawVerts == NULL )
+               return;
+       
+       
+       /* walk vertex list */
+       for( i = 0; i < numVerts; i++ )
+       {
+               /* get vertex */
+               dv = &drawVerts[ i ];
+               
+               /* walk colorMod list */
+               for( cm2 = cm; cm2 != NULL; cm2 = cm2->next )
+               {
+                       /* default */
+                       VectorSet( mult, 1.0f, 1.0f, 1.0f );
+                       mult[ 3 ] = 1.0f;
+                       VectorSet( add, 0.0f, 0.0f, 0.0f );
+                       mult[ 3 ] = 0.0f;
+                       
+                       /* switch on type */
+                       switch( cm2->type )
+                       {
+                               case CM_COLOR_SET:
+                                       VectorClear( mult );
+                                       VectorScale( cm2->data, 255.0f, add );
+                                       break;
+                               
+                               case CM_ALPHA_SET:
+                                       mult[ 3 ] = 0.0f;
+                                       add[ 3 ] = cm2->data[ 0 ] * 255.0f;
+                                       break;
+                               
+                               case CM_COLOR_SCALE:
+                                       VectorCopy( cm2->data, mult );
+                                       break;
+                               
+                               case CM_ALPHA_SCALE:
+                                       mult[ 3 ] = cm2->data[ 0 ];
+                                       break;
+                               
+                               case CM_COLOR_DOT_PRODUCT:
+                                       c = DotProduct( dv->normal, cm2->data );
+                                       VectorSet( mult, c, c, c );
+                                       break;
+                               
+                               case CM_COLOR_DOT_PRODUCT_SCALE:
+                                       c = DotProduct( dv->normal, cm2->data );
+                                       c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]);
+                                       VectorSet( mult, c, c, c );
+                                       break;
+                               
+                               case CM_ALPHA_DOT_PRODUCT:
+                                       mult[ 3 ] = DotProduct( dv->normal, cm2->data );
+                                       break;
+                               
+                               case CM_ALPHA_DOT_PRODUCT_SCALE:
+                                       c = DotProduct( dv->normal, cm2->data );
+                                       c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]);
+                                       mult[ 3 ] = c;
+                                       break;
+                               
+                               case CM_COLOR_DOT_PRODUCT_2:
+                                       c = DotProduct( dv->normal, cm2->data );
+                                       c *= c;
+                                       VectorSet( mult, c, c, c );
+                                       break;
+                               
+                               case CM_COLOR_DOT_PRODUCT_2_SCALE:
+                                       c = DotProduct( dv->normal, cm2->data );
+                                       c *= c;
+                                       c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]);
+                                       VectorSet( mult, c, c, c );
+                                       break;
+                               
+                               case CM_ALPHA_DOT_PRODUCT_2:
+                                       mult[ 3 ] = DotProduct( dv->normal, cm2->data );
+                                       mult[ 3 ] *= mult[ 3 ];
+                                       break;
+                               
+                               case CM_ALPHA_DOT_PRODUCT_2_SCALE:
+                                       c = DotProduct( dv->normal, cm2->data );
+                                       c *= c;
+                                       c = (c - cm2->data[3]) / (cm2->data[4] - cm2->data[3]);
+                                       mult[ 3 ] = c;
+                                       break;
+                               
+                               default:
+                                       break;
+                       }
+                       
+                       /* apply mod */
+                       for( j = 0; j < MAX_LIGHTMAPS; j++ )
+                       {
+                               for( k = 0; k < 4; k++ )
+                               {
+                                       c = (mult[ k ] * dv->color[ j ][ k ]) + add[ k ];
+                                       if( c < 0 )
+                                               c = 0;
+                                       else if( c > 255 )
+                                               c = 255;
+                                       dv->color[ j ][ k ] = c;
+                               }
+                       }
+               }
+       }
+}
+
+
+
+/*
+TCMod*()
+routines for dealing with a 3x3 texture mod matrix
+*/
+
+void TCMod( tcMod_t mod, float st[ 2 ] )
+{
+       float   old[ 2 ];
+       
+       
+       old[ 0 ] = st[ 0 ];
+       old[ 1 ] = st[ 1 ];
+       st[ 0 ] = (mod[ 0 ][ 0 ] * old[ 0 ]) + (mod[ 0 ][ 1 ] * old[ 1 ]) + mod[ 0 ][ 2 ];
+       st[ 1 ] = (mod[ 1 ][ 0 ] * old[ 0 ]) + (mod[ 1 ][ 1 ] * old[ 1 ]) + mod[ 1 ][ 2 ];
+}
+
+
+void TCModIdentity( tcMod_t mod )
+{
+       mod[ 0 ][ 0 ] = 1.0f;   mod[ 0 ][ 1 ] = 0.0f;   mod[ 0 ][ 2 ] = 0.0f;
+       mod[ 1 ][ 0 ] = 0.0f;   mod[ 1 ][ 1 ] = 1.0f;   mod[ 1 ][ 2 ] = 0.0f;
+       mod[ 2 ][ 0 ] = 0.0f;   mod[ 2 ][ 1 ] = 0.0f;   mod[ 2 ][ 2 ] = 1.0f;   /* this row is only used for multiples, not transformation */
+}
+
+
+void TCModMultiply( tcMod_t a, tcMod_t b, tcMod_t out )
+{
+       int             i;
+       
+       
+       for( i = 0; i < 3; i++ )
+       {
+               out[ i ][ 0 ] = (a[ i ][ 0 ] * b[ 0 ][ 0 ]) + (a[ i ][ 1 ] * b[ 1 ][ 0 ]) + (a[ i ][ 2 ] * b[ 2 ][ 0 ]);
+               out[ i ][ 1 ] = (a[ i ][ 0 ] * b[ 0 ][ 1 ]) + (a[ i ][ 1 ] * b[ 1 ][ 1 ]) + (a[ i ][ 2 ] * b[ 2 ][ 1 ]);
+               out[ i ][ 2 ] = (a[ i ][ 0 ] * b[ 0 ][ 2 ]) + (a[ i ][ 1 ] * b[ 1 ][ 2 ]) + (a[ i ][ 2 ] * b[ 2 ][ 2 ]);
+       }
+}
+
+
+void TCModTranslate( tcMod_t mod, float s, float t )
+{
+       mod[ 0 ][ 2 ] += s;
+       mod[ 1 ][ 2 ] += t;
+}
+
+
+void TCModScale( tcMod_t mod, float s, float t )
+{
+       mod[ 0 ][ 0 ] *= s;
+       mod[ 1 ][ 1 ] *= t;
+}
+
+
+void TCModRotate( tcMod_t mod, float euler )
+{
+       tcMod_t old, temp;
+       float   radians, sinv, cosv;
+       
+       
+       memcpy( old, mod, sizeof( tcMod_t ) );
+       TCModIdentity( temp );
+
+       radians = euler / 180 * Q_PI;
+       sinv = sin( radians );
+       cosv = cos( radians );
+
+       temp[ 0 ][ 0 ] = cosv;  temp[ 0 ][ 1 ] = -sinv;
+       temp[ 1 ][ 0 ] = sinv;  temp[ 1 ][ 1 ] = cosv;
+       
+       TCModMultiply( old, temp, mod );
+}
+
+
+
+/*
+ApplySurfaceParm() - ydnar
+applies a named surfaceparm to the supplied flags
+*/
+
+qboolean ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags )
+{
+       int                             i, fake;
+       surfaceParm_t   *sp;
+       
+       
+       /* dummy check */
+       if( name == NULL )
+               name = "";
+       if( contentFlags == NULL )
+               contentFlags = &fake;
+       if( surfaceFlags == NULL )
+               surfaceFlags = &fake;
+       if( compileFlags == NULL )
+               compileFlags = &fake;
+       
+       /* walk the current game's surfaceparms */
+       sp = game->surfaceParms;
+       while( sp->name != NULL )
+       {
+               /* match? */
+               if( !Q_stricmp( name, sp->name ) )
+               {
+                       /* clear and set flags */
+                       *contentFlags &= ~(sp->contentFlagsClear);
+                       *contentFlags |= sp->contentFlags;
+                       *surfaceFlags &= ~(sp->surfaceFlagsClear);
+                       *surfaceFlags |= sp->surfaceFlags;
+                       *compileFlags &= ~(sp->compileFlagsClear);
+                       *compileFlags |= sp->compileFlags;
+                       
+                       /* return ok */
+                       return qtrue;
+               }
+               
+               /* next */
+               sp++;
+       }
+       
+       /* check custom info parms */
+       for( i = 0; i < numCustSurfaceParms; i++ )
+       {
+               /* get surfaceparm */
+               sp = &custSurfaceParms[ i ];
+               
+               /* match? */
+               if( !Q_stricmp( name, sp->name ) )
+               {
+                       /* clear and set flags */
+                       *contentFlags &= ~(sp->contentFlagsClear);
+                       *contentFlags |= sp->contentFlags;
+                       *surfaceFlags &= ~(sp->surfaceFlagsClear);
+                       *surfaceFlags |= sp->surfaceFlags;
+                       *compileFlags &= ~(sp->compileFlagsClear);
+                       *compileFlags |= sp->compileFlags;
+                       
+                       /* return ok */
+                       return qtrue;
+               }
+       }
+       
+       /* no matching surfaceparm found */
+       return qfalse;
+}
+
+
+
+/*
+BeginMapShaderFile() - ydnar
+erases and starts a new map shader script
+*/
+
+void BeginMapShaderFile( const char *mapFile )
+{
+       char    base[ 1024 ];
+       int             len;
+       
+
+       /* dummy check */
+       mapName[ 0 ] = '\0';
+       mapShaderFile[ 0 ] = '\0';
+       if( mapFile == NULL || mapFile[ 0 ] == '\0' )
+               return;
+       
+       /* copy map name */
+       strcpy( base, mapFile );
+       StripExtension( base );
+       
+       /* extract map name */
+       len = strlen( base ) - 1;
+       while( len > 0 && base[ len ] != '/' && base[ len ] != '\\' )
+               len--;
+       strcpy( mapName, &base[ len + 1 ] );
+       base[ len ] = '\0';
+       if( len <= 0 )
+               return;
+       
+       /* append ../scripts/q3map2_<mapname>.shader */
+       sprintf( mapShaderFile, "%s/../%s/q3map2_%s.shader", base, game->shaderPath, mapName );
+       Sys_FPrintf( SYS_VRB, "Map has shader script %s\n", mapShaderFile );
+       
+       /* remove it */
+       remove( mapShaderFile );
+       
+       /* stop making warnings about missing images */
+       warnImage = qfalse;
+}
+
+
+
+/*
+WriteMapShaderFile() - ydnar
+writes a shader to the map shader script
+*/
+
+void WriteMapShaderFile( void )
+{
+       FILE                    *file;
+       shaderInfo_t    *si;
+       int                             i, num;
+       
+       
+       /* dummy check */
+       if( mapShaderFile[ 0 ] == '\0' )
+               return;
+       
+       /* are there any custom shaders? */
+       for( i = 0, num = 0; i < numShaderInfo; i++ )
+       {
+               if( shaderInfo[ i ].custom ) 
+                       break;
+       }
+       if( i == numShaderInfo )
+               return;
+       
+       /* note it */
+       Sys_FPrintf( SYS_VRB, "--- WriteMapShaderFile ---\n");
+       Sys_FPrintf( SYS_VRB, "Writing %s", mapShaderFile );
+       
+       /* open shader file */
+       file = fopen( mapShaderFile, "w" );
+       if( file == NULL )
+       {
+               Sys_Printf( "WARNING: Unable to open map shader file %s for writing\n", mapShaderFile );
+               return;
+       }
+       
+       /* print header */
+       fprintf( file,
+               "// Custom shader file for %s.bsp\n"
+               "// Generated by Q3Map2 (ydnar)\n"
+               "// Do not edit! This file is overwritten on recompiles.\n\n",
+               mapName );
+       
+       /* walk the shader list */
+       for( i = 0, num = 0; i < numShaderInfo; i++ )
+       {
+               /* get the shader and print it */
+               si = &shaderInfo[ i ];
+               if( si->custom == qfalse || si->shaderText == NULL || si->shaderText[ 0 ] == '\0' )
+                       continue;
+               num++;
+
+               /* print it to the file */
+               fprintf( file, "%s%s\n", si->shader, si->shaderText );
+               //Sys_Printf( "%s%s\n", si->shader, si->shaderText ); /* FIXME: remove debugging code */
+               
+               Sys_FPrintf( SYS_VRB, "." );
+       }
+       
+       /* close the shader */
+       fflush( file );
+       fclose( file );
+       
+       Sys_FPrintf( SYS_VRB, "\n" );
+       
+       /* print some stats */
+       Sys_Printf( "%9d custom shaders emitted\n", num );
+}
+
+
+
+/*
+CustomShader() - ydnar
+sets up a custom map shader
+*/
+
+shaderInfo_t *CustomShader( shaderInfo_t *si, char *find, char *replace )
+{
+       shaderInfo_t    *csi;
+       char                    shader[ MAX_QPATH ];
+       char                    *s;
+       int                             loc;
+       byte                    digest[ 16 ];
+       char                    *srcShaderText, temp[ 8192 ], shaderText[ 8192 ];       /* ydnar: fixme (make this bigger?) */
+       
+       
+       /* dummy check */
+       if( si == NULL )
+               return ShaderInfoForShader( "default" );
+       
+       /* default shader text source */
+       srcShaderText = si->shaderText;
+       
+       /* et: implicitMap */
+       if( si->implicitMap == IM_OPAQUE )
+       {
+               srcShaderText = temp;
+               sprintf( temp, "\n"
+                       "{ // Q3Map2 defaulted (implicitMap)\n"
+                       "\t{\n"
+                       "\t\tmap $lightmap\n"
+                       "\t\trgbGen identity\n"
+                       "\t}\n"
+                       "\tq3map_styleMarker\n"
+                       "\t{\n"
+                       "\t\tmap %s\n"
+                       "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
+                       "\t\trgbGen identity\n"
+                       "\t}\n"
+                       "}\n",
+                       si->implicitImagePath );
+       }
+       
+       /* et: implicitMask */
+       else if( si->implicitMap == IM_MASKED )
+       {
+               srcShaderText = temp;
+               sprintf( temp, "\n"
+                       "{ // Q3Map2 defaulted (implicitMask)\n"
+                       "\tcull none\n"
+                       "\t{\n"
+                       "\t\tmap %s\n"
+                       "\t\talphaFunc GE128\n"
+                       "\t\tdepthWrite\n"
+                       "\t}\n"
+                       "\t{\n"
+                       "\t\tmap $lightmap\n"
+                       "\t\trgbGen identity\n"
+                       "\t\tdepthFunc equal\n"
+                       "\t}\n"
+                       "\tq3map_styleMarker\n"
+                       "\t{\n"
+                       "\t\tmap %s\n"
+                       "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
+                       "\t\tdepthFunc equal\n"
+                       "\t\trgbGen identity\n"
+                       "\t}\n"
+                       "}\n",
+                       si->implicitImagePath,
+                       si->implicitImagePath );
+       }
+       
+       /* et: implicitBlend */
+       else if( si->implicitMap == IM_BLEND )
+       {
+               srcShaderText = temp;
+               sprintf( temp, "\n"
+                       "{ // Q3Map2 defaulted (implicitBlend)\n"
+                       "\tcull none\n"
+                       "\t{\n"
+                       "\t\tmap %s\n"
+                       "\t\tblendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA\n"
+                       "\t}\n"
+                       "\t{\n"
+                       "\t\tmap $lightmap\n"
+                       "\t\trgbGen identity\n"
+                       "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
+                       "\t}\n"
+                       "\tq3map_styleMarker\n"
+                       "}\n",
+                       si->implicitImagePath );
+       }
+       
+       /* default shader text */
+       else if( srcShaderText == NULL )
+       {
+               srcShaderText = temp;
+               sprintf( temp, "\n"
+                       "{ // Q3Map2 defaulted\n"
+                       "\t{\n"
+                       "\t\tmap $lightmap\n"
+                       "\t\trgbGen identity\n"
+                       "\t}\n"
+                       "\tq3map_styleMarker\n"
+                       "\t{\n"
+                       "\t\tmap %s.tga\n"
+                       "\t\tblendFunc GL_DST_COLOR GL_ZERO\n"
+                       "\t\trgbGen identity\n"
+                       "\t}\n"
+                       "}\n",
+                       si->shader );
+       }
+       
+       /* error check */
+       if( (strlen( mapName ) + 1 + 32) > MAX_QPATH )
+               Error( "Custom shader name length (%d) exceeded. Shorten your map name.\n", MAX_QPATH );
+       
+       /* do some bad find-replace */
+       s = strstr( srcShaderText, find );
+       if( s == NULL )
+               //%     strcpy( shaderText, srcShaderText );
+               return si;      /* testing just using the existing shader if this fails */
+       else
+       {
+               /* substitute 'find' with 'replace' */
+               loc = s - srcShaderText;
+               strcpy( shaderText, srcShaderText );
+               shaderText[ loc ] = '\0';
+               strcat( shaderText, replace );
+               strcat( shaderText, &srcShaderText[ loc + strlen( find ) ] );
+       }
+       
+       /* make md4 hash of the shader text */
+       Com_BlockFullChecksum(shaderText, strlen(shaderText), digest);
+       
+       /* mangle hash into a shader name */
+       sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName,
+               digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ], 
+               digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ], digest[ 15 ] );
+       
+       /* get shader */
+       csi = ShaderInfoForShader( shader );
+       
+       /* might be a preexisting shader */
+       if( csi->custom )
+               return csi;
+       
+       /* clone the existing shader and rename */
+       memcpy( csi, si, sizeof( shaderInfo_t ) );
+       strcpy( csi->shader, shader );
+       csi->custom = qtrue;
+       
+       /* store new shader text */
+       csi->shaderText = safe_malloc( strlen( shaderText ) + 1 );
+       strcpy( csi->shaderText, shaderText );  /* LEAK! */
+       
+       /* return it */
+       return csi;
+}
+
+
+
+/*
+EmitVertexRemapShader()
+adds a vertexremapshader key/value pair to worldspawn
+*/
+
+void EmitVertexRemapShader( char *from, char *to )
+{
+       byte                    digest[ 16 ];
+       char                    key[ 64 ], value[ 256 ];
+       
+       
+       /* dummy check */
+       if( from == NULL || from[ 0 ] == '\0' ||
+               to == NULL || to[ 0 ] == '\0' )
+               return;
+       
+       /* build value */
+       sprintf( value, "%s;%s", from, to );
+       
+       /* make md4 hash */
+       Com_BlockFullChecksum(value, strlen(value), digest);
+
+       /* make key (this is annoying, as vertexremapshader is precisely 17 characters,
+          which is one too long, so we leave off the last byte of the md5 digest) */
+       sprintf( key, "vertexremapshader%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X",
+               digest[ 0 ], digest[ 1 ], digest[ 2 ], digest[ 3 ], digest[ 4 ], digest[ 5 ], digest[ 6 ], digest[ 7 ], 
+               digest[ 8 ], digest[ 9 ], digest[ 10 ], digest[ 11 ], digest[ 12 ], digest[ 13 ], digest[ 14 ] );       /* no: digest[ 15 ] */
+       
+       /* add key/value pair to worldspawn */
+       SetKeyValue( &entities[ 0 ], key, value );
+}
+
+
+
+/*
+AllocShaderInfo()
+allocates and initializes a new shader
+*/
+
+static shaderInfo_t    *AllocShaderInfo( void )
+{
+       shaderInfo_t    *si;
+       
+       
+       /* allocate? */
+       if( shaderInfo == NULL )
+       {
+               shaderInfo = safe_malloc( sizeof( shaderInfo_t ) * MAX_SHADER_INFO );
+               numShaderInfo = 0;
+       }
+       
+       /* bounds check */
+       if( numShaderInfo == MAX_SHADER_INFO )
+               Error( "MAX_SHADER_INFO exceeded. Remove some PK3 files or shader scripts from shaderlist.txt and try again." );
+       si = &shaderInfo[ numShaderInfo ];
+       numShaderInfo++;
+       
+       /* ydnar: clear to 0 first */
+       memset( si, 0, sizeof( shaderInfo_t ) );
+       
+       /* set defaults */
+       ApplySurfaceParm( "default", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
+       
+       si->backsplashFraction = DEF_BACKSPLASH_FRACTION;
+       si->backsplashDistance = DEF_BACKSPLASH_DISTANCE;
+       
+       si->bounceScale = DEF_RADIOSITY_BOUNCE;
+       
+       si->lightStyle = LS_NORMAL;
+       
+       si->polygonOffset = qfalse;
+       
+       si->shadeAngleDegrees = 0.0f;
+       si->lightmapSampleSize = 0;
+       si->lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
+       si->patchShadows = qfalse;
+       si->vertexShadows = qtrue;      /* ydnar: changed default behavior */
+       si->forceSunlight = qfalse;
+       si->vertexScale = 1.0;
+       si->notjunc = qfalse;
+       
+       /* ydnar: set texture coordinate transform matrix to identity */
+       TCModIdentity( si->mod );
+       
+       /* ydnar: lightmaps can now be > 128x128 in certain games or an externally generated tga */
+       si->lmCustomWidth = lmCustomSize;
+       si->lmCustomHeight = lmCustomSize;
+       
+       /* return to sender */
+       return si;
+}
+
+
+
+/*
+FinishShader() - ydnar
+sets a shader's width and height among other things
+*/
+
+void FinishShader( shaderInfo_t *si )
+{
+       int             x, y;
+       float   st[ 2 ], o[ 2 ], dist, bestDist;
+       vec4_t  color, bestColor, delta;
+       
+
+       /* don't double-dip */
+       if( si->finished )
+               return;
+       
+       /* if they're explicitly set, copy from image size */
+       if( si->shaderWidth == 0 && si->shaderHeight == 0 )
+       {
+               si->shaderWidth = si->shaderImage->width;
+               si->shaderHeight = si->shaderImage->height;
+       }
+       
+       /* legacy terrain has explicit image-sized texture projection */
+       if( si->legacyTerrain && si->tcGen == qfalse )
+       {
+               /* set xy texture projection */
+               si->tcGen = qtrue;
+               VectorSet( si->vecs[ 0 ], (1.0f / (si->shaderWidth * 0.5f)), 0, 0 );
+               VectorSet( si->vecs[ 1 ], 0, (1.0f / (si->shaderHeight * 0.5f)), 0 );
+       }
+       
+       /* find pixel coordinates best matching the average color of the image */
+       bestDist = 99999999;
+       o[ 0 ] = 1.0f / si->shaderImage->width;
+       o[ 1 ] = 1.0f / si->shaderImage->height;
+       for( y = 0, st[ 1 ] = 0.0f; y < si->shaderImage->height; y++, st[ 1 ] += o[ 1 ] )
+       {
+               for( x = 0, st[ 0 ] = 0.0f; x < si->shaderImage->width; x++, st[ 0 ] += o[ 0 ] )
+               {
+                       /* sample the shader image */
+                       RadSampleImage( si->shaderImage->pixels, si->shaderImage->width, si->shaderImage->height, st, color );
+                       
+                       /* determine error squared */
+                       VectorSubtract( color, si->averageColor, delta );
+                       delta[ 3 ] = color[ 3 ] - si->averageColor[ 3 ];
+                       dist = delta[ 0 ] * delta[ 0 ] + delta[ 1 ] * delta[ 1 ] + delta[ 2 ] * delta[ 2 ] + delta[ 3 ] * delta[ 3 ];
+                       if( dist < bestDist )
+                       {
+                               VectorCopy( color, bestColor );
+                               bestColor[ 3 ] = color[ 3 ];
+                               si->stFlat[ 0 ] = st[ 0 ];
+                               si->stFlat[ 1 ] = st[ 1 ];
+                       }
+               }
+       }
+       
+       /* set to finished */
+       si->finished = qtrue;
+}
+
+
+
+/*
+LoadShaderImages()
+loads a shader's images
+ydnar: image.c made this a bit simpler
+*/
+
+static void LoadShaderImages( shaderInfo_t *si )
+{
+       int                     i, count;
+       float           color[ 4 ];
+       
+       
+       /* nodraw shaders don't need images */
+       if( si->compileFlags & C_NODRAW )
+               si->shaderImage = ImageLoad( DEFAULT_IMAGE );
+       else
+       {
+               /* try to load editor image first */
+               si->shaderImage = ImageLoad( si->editorImagePath );
+               
+               /* then try shadername */
+               if( si->shaderImage == NULL )
+                       si->shaderImage = ImageLoad( si->shader );
+               
+               /* then try implicit image path (note: new behavior!) */
+               if( si->shaderImage == NULL )
+                       si->shaderImage = ImageLoad( si->implicitImagePath );
+               
+               /* then try lightimage (note: new behavior!) */
+               if( si->shaderImage == NULL )
+                       si->shaderImage = ImageLoad( si->lightImagePath );
+               
+               /* otherwise, use default image */
+               if( si->shaderImage == NULL )
+               {
+                       si->shaderImage = ImageLoad( DEFAULT_IMAGE );
+                       if( warnImage && strcmp( si->shader, "noshader" ) )
+                               Sys_Printf( "WARNING: Couldn't find image for shader %s\n", si->shader );
+               }
+               
+               /* load light image */
+               si->lightImage = ImageLoad( si->lightImagePath );
+               
+               /* load normalmap image (ok if this is NULL) */
+               si->normalImage = ImageLoad( si->normalImagePath );
+               if( si->normalImage != NULL )
+               {
+                       Sys_FPrintf( SYS_VRB, "Shader %s has\n"
+                                                                 "    NM %s\n", si->shader, si->normalImagePath );
+               }
+       }
+       
+       /* if no light image, use shader image */
+       if( si->lightImage == NULL )
+               si->lightImage = ImageLoad( si->shaderImage->name );
+       
+       /* create default and average colors */
+       count = si->lightImage->width * si->lightImage->height;
+       VectorClear( color );
+       color[ 3 ] = 0.0f;
+       for( i = 0; i < count; i++ )
+       {
+               color[ 0 ] += si->lightImage->pixels[ i * 4 + 0 ];
+               color[ 1 ] += si->lightImage->pixels[ i * 4 + 1 ];
+               color[ 2 ] += si->lightImage->pixels[ i * 4 + 2 ];
+               color[ 3 ] += si->lightImage->pixels[ i * 4 + 3 ];
+       }
+       
+       if( VectorLength( si->color ) <= 0.0f )
+       {
+               ColorNormalize( color, si->color );
+               VectorScale( color, (1.0f / count), si->averageColor );
+       }
+       else
+       {
+               VectorCopy( si->color, si->averageColor );
+       }
+}
+
+
+
+/*
+ShaderInfoForShader()
+finds a shaderinfo for a named shader
+*/
+
+#define MAX_SHADER_DEPRECATION_DEPTH 16
+
+shaderInfo_t *ShaderInfoForShader( const char *shaderName )
+{
+       int                             i;
+       int                             deprecationDepth;
+       shaderInfo_t    *si;
+       char                    shader[ MAX_QPATH ];
+
+       /* dummy check */
+       if( shaderName == NULL || shaderName[ 0 ] == '\0' )
+       {
+               Sys_Printf( "WARNING: Null or empty shader name\n" );
+               shaderName = "missing";
+       }
+       
+       /* strip off extension */
+       strcpy( shader, shaderName );
+       StripExtension( shader );
+       
+       /* search for it */
+       deprecationDepth = 0;
+       for( i = 0; i < numShaderInfo; i++ )
+       {
+               si = &shaderInfo[ i ];
+               if( !Q_stricmp( shader, si->shader ) )
+               {
+                       /* check if shader is deprecated */
+                       if (deprecationDepth < MAX_SHADER_DEPRECATION_DEPTH && si->deprecateShader && si->deprecateShader[ 0 ] )
+                       {
+                               /* override name */
+                               strcpy( shader, si->deprecateShader );
+                               StripExtension( shader );
+                               /* increase deprecation depth */
+                               deprecationDepth++;
+                               if (deprecationDepth == MAX_SHADER_DEPRECATION_DEPTH)
+                                       Sys_Printf("WARNING: Max deprecation depth of %i is reached on shader '%s'\n", MAX_SHADER_DEPRECATION_DEPTH, shader);
+                               /* search again from beginning */
+                               i = -1;
+                               continue;
+                       }
+
+                       /* load image if necessary */
+                       if( si->finished == qfalse )
+                       {
+                               LoadShaderImages( si );
+                               FinishShader( si );
+                       }
+                       
+                       /* return it */
+                       return si;
+               }
+       }
+       
+       /* allocate a default shader */
+       si = AllocShaderInfo();
+       strcpy( si->shader, shader );
+       LoadShaderImages( si );
+       FinishShader( si );
+       
+       /* return it */
+       return si;
+}
+
+
+
+/*
+GetTokenAppend() - ydnar
+gets a token and appends its text to the specified buffer
+*/
+
+static int     oldScriptLine = 0;
+static int     tabDepth = 0;
+
+qboolean GetTokenAppend( char *buffer, qboolean crossline )
+{
+       qboolean        r;
+       int                     i;
+       
+       
+       /* get the token */
+       r = GetToken( crossline );
+       if( r == qfalse || buffer == NULL || token[ 0 ] == '\0' )
+               return r;
+       
+       /* pre-tabstops */
+       if( token[ 0 ] == '}' )
+               tabDepth--;
+       
+       /* append? */
+       if( oldScriptLine != scriptline )
+       {
+               strcat( buffer, "\n" );
+               for( i = 0; i < tabDepth; i++ )
+                       strcat( buffer, "\t" );
+       }
+       else
+               strcat( buffer, " " );
+       oldScriptLine = scriptline;
+       strcat( buffer, token );
+       
+       /* post-tabstops */
+       if( token[ 0 ] == '{' )
+               tabDepth++;
+       
+       /* return */
+       return r;
+}
+
+
+void Parse1DMatrixAppend( char *buffer, int x, vec_t *m )
+{
+       int             i;
+       
+       
+       if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, "(" ) )
+               Error( "Parse1DMatrixAppend(): line %d: ( not found!", scriptline );
+       for( i = 0; i < x; i++ )
+       {
+               if( !GetTokenAppend( buffer, qfalse ) )
+                       Error( "Parse1DMatrixAppend(): line %d: Number not found!", scriptline );
+               m[ i ] = atof( token );
+       }
+       if( !GetTokenAppend( buffer, qtrue ) || strcmp( token, ")" ) )
+               Error( "Parse1DMatrixAppend(): line %d: ) not found!", scriptline );
+}
+
+
+
+
+/*
+ParseShaderFile()
+parses a shader file into discrete shaderInfo_t
+*/
+
+static void ParseShaderFile( const char *filename )
+{
+       int                             i, val;
+       shaderInfo_t    *si;
+       char                    *suffix, temp[ 1024 ];
+       char                    shaderText[ 8192 ];     /* ydnar: fixme (make this bigger?) */
+       
+       
+       /* init */
+       si = NULL;
+       shaderText[ 0 ] = '\0';
+       
+       /* load the shader */
+       LoadScriptFile( filename, 0 );
+       
+       /* tokenize it */
+       while( 1 )
+       {
+               /* copy shader text to the shaderinfo */
+               if( si != NULL && shaderText[ 0 ] != '\0' )
+               {
+                       strcat( shaderText, "\n" );
+                       si->shaderText = safe_malloc( strlen( shaderText ) + 1 );
+                       strcpy( si->shaderText, shaderText );
+                       //%     if( VectorLength( si->vecs[ 0 ] ) )
+                       //%             Sys_Printf( "%s\n", shaderText );
+               }
+               
+               /* ydnar: clear shader text buffer */
+               shaderText[ 0 ] = '\0';
+               
+               /* test for end of file */
+               if( !GetToken( qtrue ) )
+                       break;
+               
+               /* shader name is initial token */
+               si = AllocShaderInfo();
+               strcpy( si->shader, token );
+               
+               /* ignore ":q3map" suffix */
+               suffix = strstr( si->shader, ":q3map" );
+               if( suffix != NULL )
+                       *suffix = '\0';
+               
+               /* handle { } section */
+               if( !GetTokenAppend( shaderText, qtrue ) )
+                       break;
+               if( strcmp( token, "{" ) )
+               {
+                       if( si != NULL )
+                               Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s\nLast known shader: %s",
+                                       filename, scriptline, token, si->shader );
+                       else
+                               Error( "ParseShaderFile(): %s, line %d: { not found!\nFound instead: %s",
+                                       filename, scriptline, token );
+               }
+               
+               while( 1 )
+               {
+                       /* get the next token */
+                       if( !GetTokenAppend( shaderText, qtrue ) )
+                               break;
+                       if( !strcmp( token, "}" ) )
+                               break;
+                       
+                       
+                       /* -----------------------------------------------------------------
+                          shader stages (passes)
+                          ----------------------------------------------------------------- */
+                       
+                       /* parse stage directives */
+                       if( !strcmp( token, "{" ) )
+                       {
+                               si->hasPasses = qtrue;
+                               while( 1 )
+                               {
+                                       if( !GetTokenAppend( shaderText, qtrue ) )
+                                               break;
+                                       if( !strcmp( token, "}" ) )
+                                               break;
+                                       
+                                       /* only care about images if we don't have a editor/light image */
+                                       if( si->editorImagePath[ 0 ] == '\0' && si->lightImagePath[ 0 ] == '\0' && si->implicitImagePath[ 0 ] == '\0' )
+                                       {
+                                               /* digest any images */
+                                               if( !Q_stricmp( token, "map" ) ||
+                                                       !Q_stricmp( token, "clampMap" ) ||
+                                                       !Q_stricmp( token, "animMap" ) ||
+                                                       !Q_stricmp( token, "clampAnimMap" ) ||
+                                                       !Q_stricmp( token, "clampMap" ) ||
+                                                       !Q_stricmp( token, "mapComp" ) ||
+                                                       !Q_stricmp( token, "mapNoComp" ) )
+                                               {
+                                                       /* skip one token for animated stages */
+                                                       if( !Q_stricmp( token, "animMap" ) || !Q_stricmp( token, "clampAnimMap" ) )
+                                                               GetTokenAppend( shaderText, qfalse );
+                                                       
+                                                       /* get an image */
+                                                       GetTokenAppend( shaderText, qfalse );
+                                                       if( token[ 0 ] != '*' && token[ 0 ] != '$' )
+                                                       {
+                                                               strcpy( si->lightImagePath, token );
+                                                               DefaultExtension( si->lightImagePath, ".tga" );
+                                                               
+                                                               /* debug code */
+                                                               //%     Sys_FPrintf( SYS_VRB, "Deduced shader image: %s\n", si->lightImagePath );
+                                                       }
+                                               }
+                                       }
+                               }
+                       }
+                       
+                       
+                       /* -----------------------------------------------------------------
+                          surfaceparm * directives
+                          ----------------------------------------------------------------- */
+                       
+                       /* match surfaceparm */
+                       else if( !Q_stricmp( token, "surfaceparm" ) )
+                       {
+                               GetTokenAppend( shaderText, qfalse );
+                               if( ApplySurfaceParm( token, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
+                                       Sys_Printf( "WARNING: Unknown surfaceparm: \"%s\"\n", token );
+                       }
+                       
+                       
+                       /* -----------------------------------------------------------------
+                          game-related shader directives
+                          ----------------------------------------------------------------- */
+                       
+                       /* ydnar: fogparms (for determining fog volumes) */
+                       else if( !Q_stricmp( token, "fogparms" ) )
+                               si->fogParms = qtrue;
+                       
+                       /* ydnar: polygonoffset (for no culling) */
+                       else if( !Q_stricmp( token, "polygonoffset" ) )
+                               si->polygonOffset = qtrue;
+                       
+                       /* tesssize is used to force liquid surfaces to subdivide */
+                       else if( !Q_stricmp( token, "tessSize" ) || !Q_stricmp( token, "q3map_tessSize" ) /* sof2 */ )
+                       {
+                               GetTokenAppend( shaderText, qfalse );
+                               si->subdivisions = atof( token );
+                       }
+                       
+                       /* cull none will set twoSided (ydnar: added disable too) */
+                       else if ( !Q_stricmp( token, "cull" ) )
+                       {
+                               GetTokenAppend( shaderText, qfalse );
+                               if( !Q_stricmp( token, "none" ) || !Q_stricmp( token, "disable" ) || !Q_stricmp( token, "twosided" ) )
+                                       si->twoSided = qtrue;
+                       }
+                       
+                       /* deformVertexes autosprite[ 2 ]
+                          we catch this so autosprited surfaces become point
+                          lights instead of area lights */
+                       else if( !Q_stricmp( token, "deformVertexes" ) )
+                       {
+                               GetTokenAppend( shaderText, qfalse );
+                               
+                               /* deformVertexes autosprite(2) */
+                               if( !Q_strncasecmp( token, "autosprite", 10 ) )
+                               {
+                                       /* set it as autosprite and detail */
+                                       si->autosprite = qtrue;
+                                       ApplySurfaceParm( "detail", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
+                                       
+                                       /* ydnar: gs mods: added these useful things */
+                                       si->noClip = qtrue;
+                                       si->notjunc = qtrue;
+                               }
+                               
+                               /* deformVertexes move <x> <y> <z> <func> <base> <amplitude> <phase> <freq> (ydnar: for particle studio support) */
+                               if( !Q_stricmp( token, "move") )
+                               {
+                                       vec3_t  amt, mins, maxs;
+                                       float   base, amp;
+                                       
+                                       
+                                       /* get move amount */
+                                       GetTokenAppend( shaderText, qfalse );   amt[ 0 ] = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );   amt[ 1 ] = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );   amt[ 2 ] = atof( token );
+                                       
+                                       /* skip func */
+                                       GetTokenAppend( shaderText, qfalse );
+                                       
+                                       /* get base and amplitude */
+                                       GetTokenAppend( shaderText, qfalse );   base = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );   amp = atof( token );
+                                       
+                                       /* calculate */
+                                       VectorScale( amt, base, mins );
+                                       VectorMA( mins, amp, amt, maxs );
+                                       VectorAdd( si->mins, mins, si->mins );
+                                       VectorAdd( si->maxs, maxs, si->maxs );
+                               } 
+                       }
+                       
+                       /* light <value> (old-style flare specification) */
+                       else if( !Q_stricmp( token, "light" ) )
+                       {
+                               GetTokenAppend( shaderText, qfalse );
+                               si->flareShader = game->flareShader;
+                       }
+                       
+                       /* ydnar: damageShader <shader> <health> (sof2 mods) */
+                       else if( !Q_stricmp( token, "damageShader" ) )
+                       {
+                               GetTokenAppend( shaderText, qfalse );
+                               if( token[ 0 ] != '\0' )
+                               {
+                                       si->damageShader = safe_malloc( strlen( token ) + 1 );
+                                       strcpy( si->damageShader, token );
+                               }
+                               GetTokenAppend( shaderText, qfalse );   /* don't do anything with health */
+                       }
+                       
+                       /* ydnar: enemy territory implicit shaders */
+                       else if( !Q_stricmp( token, "implicitMap" ) )
+                       {
+                               si->implicitMap = IM_OPAQUE;
+                               GetTokenAppend( shaderText, qfalse );
+                               if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
+                                       sprintf( si->implicitImagePath, "%s.tga", si->shader );
+                               else
+                                       strcpy( si->implicitImagePath, token );
+                       }
+
+                       else if( !Q_stricmp( token, "implicitMask" ) )
+                       {
+                               si->implicitMap = IM_MASKED;
+                               GetTokenAppend( shaderText, qfalse );
+                               if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
+                                       sprintf( si->implicitImagePath, "%s.tga", si->shader );
+                               else
+                                       strcpy( si->implicitImagePath, token );
+                       }
+
+                       else if( !Q_stricmp( token, "implicitBlend" ) )
+                       {
+                               si->implicitMap = IM_MASKED;
+                               GetTokenAppend( shaderText, qfalse );
+                               if( token[ 0 ] == '-' && token[ 1 ] == '\0' )
+                                       sprintf( si->implicitImagePath, "%s.tga", si->shader );
+                               else
+                                       strcpy( si->implicitImagePath, token );
+                       }
+                       
+                       
+                       /* -----------------------------------------------------------------
+                          image directives
+                          ----------------------------------------------------------------- */
+                       
+                       /* qer_editorimage <image> */
+                       else if( !Q_stricmp( token, "qer_editorImage" ) )
+                       {
+                               GetTokenAppend( shaderText, qfalse );
+                               strcpy( si->editorImagePath, token );
+                               DefaultExtension( si->editorImagePath, ".tga" );
+                       }
+                       
+                       /* ydnar: q3map_normalimage <image> (bumpmapping normal map) */
+                       else if( !Q_stricmp( token, "q3map_normalImage" ) )
+                       {
+                               GetTokenAppend( shaderText, qfalse );
+                               strcpy( si->normalImagePath, token );
+                               DefaultExtension( si->normalImagePath, ".tga" );
+                       }
+                       
+                       /* q3map_lightimage <image> */
+                       else if( !Q_stricmp( token, "q3map_lightImage" ) )
+                       {
+                               GetTokenAppend( shaderText, qfalse );
+                               strcpy( si->lightImagePath, token );
+                               DefaultExtension( si->lightImagePath, ".tga" );
+                       }
+                       
+                       /* ydnar: skyparms <outer image> <cloud height> <inner image> */
+                       else if( !Q_stricmp( token, "skyParms" ) )
+                       {
+                               /* get image base */
+                               GetTokenAppend( shaderText, qfalse );
+                               
+                               /* ignore bogus paths */
+                               if( Q_stricmp( token, "-" ) && Q_stricmp( token, "full" ) )
+                               {
+                                       strcpy( si->skyParmsImageBase, token );
+                                       
+                                       /* use top image as sky light image */
+                                       if( si->lightImagePath[ 0 ] == '\0' )
+                                               sprintf( si->lightImagePath, "%s_up.tga", si->skyParmsImageBase );
+                               }
+                               
+                               /* skip rest of line */
+                               GetTokenAppend( shaderText, qfalse );
+                               GetTokenAppend( shaderText, qfalse );
+                       }
+                       
+                       /* -----------------------------------------------------------------
+                          q3map_* directives
+                          ----------------------------------------------------------------- */
+                       
+                       /* q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
+                          color will be normalized, so it doesn't matter what range you use
+                          intensity falls off with angle but not distance 100 is a fairly bright sun
+                          degree of 0 = from the east, 90 = north, etc.  altitude of 0 = sunrise/set, 90 = noon
+                          ydnar: sof2map has bareword 'sun' token, so we support that as well */
+                       else if( !Q_stricmp( token, "sun" ) /* sof2 */ || !Q_stricmp( token, "q3map_sun" ) || !Q_stricmp( token, "q3map_sunExt" ) )
+                       {
+                               float           a, b;
+                               sun_t           *sun;
+                               qboolean        ext;
+                               
+                               
+                               /* ydnar: extended sun directive? */
+                               if( !Q_stricmp( token, "q3map_sunext" ) )
+                                       ext = qtrue;
+                               
+                               /* allocate sun */
+                               sun = safe_malloc( sizeof( *sun ) );
+                               memset( sun, 0, sizeof( *sun ) );
+                               
+                               /* set style */
+                               sun->style = si->lightStyle;
+                               
+                               /* get color */
+                               GetTokenAppend( shaderText, qfalse );
+                               sun->color[ 0 ] = atof( token );
+                               GetTokenAppend( shaderText, qfalse );
+                               sun->color[ 1 ] = atof( token );
+                               GetTokenAppend( shaderText, qfalse );
+                               sun->color[ 2 ] = atof( token );
+                               
+                               /* normalize it */
+                               VectorNormalize( sun->color, sun->color );
+                               
+                               /* scale color by brightness */
+                               GetTokenAppend( shaderText, qfalse );
+                               sun->photons = atof( token );
+                               
+                               /* get sun angle/elevation */
+                               GetTokenAppend( shaderText, qfalse );
+                               a = atof( token );
+                               a = a / 180.0f * Q_PI;
+                               
+                               GetTokenAppend( shaderText, qfalse );
+                               b = atof( token );
+                               b = b / 180.0f * Q_PI;
+                               
+                               sun->direction[ 0 ] = cos( a ) * cos( b );
+                               sun->direction[ 1 ] = sin( a ) * cos( b );
+                               sun->direction[ 2 ] = sin( b );
+                               
+                               /* get filter radius from shader */
+                               sun->filterRadius = si->lightFilterRadius;
+                               
+                               /* ydnar: get sun angular deviance/samples */
+                               if( ext && TokenAvailable() )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       sun->deviance = atof( token );
+                                       sun->deviance = sun->deviance / 180.0f * Q_PI;
+                                       
+                                       GetTokenAppend( shaderText, qfalse );
+                                       sun->numSamples = atoi( token );
+                               }
+                               
+                               /* store sun */
+                               sun->next = si->sun;
+                               si->sun = sun;
+                               
+                               /* apply sky surfaceparm */
+                               ApplySurfaceParm( "sky", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
+                               
+                               /* don't process any more tokens on this line */
+                               continue;
+                       }
+
+                       /* match q3map_ */
+                       else if( !Q_strncasecmp( token, "q3map_", 6 ) )
+                       {
+                               /* ydnar: q3map_baseShader <shader> (inherit this shader's parameters) */
+                               if( !Q_stricmp( token, "q3map_baseShader" ) )
+                               {
+                                       shaderInfo_t    *si2;
+                                       qboolean                oldWarnImage;
+                                       
+                                       
+                                       /* get shader */
+                                       GetTokenAppend( shaderText, qfalse );
+                                       //%     Sys_FPrintf( SYS_VRB, "Shader %s has base shader %s\n", si->shader, token );
+                                       oldWarnImage = warnImage;
+                                       warnImage = qfalse;
+                                       si2 = ShaderInfoForShader( token );
+                                       warnImage = oldWarnImage;
+                                       
+                                       /* subclass it */
+                                       if( si2 != NULL )
+                                       {
+                                               /* preserve name */
+                                               strcpy( temp, si->shader );
+                                               
+                                               /* copy shader */
+                                               memcpy( si, si2, sizeof( *si ) );
+                                               
+                                               /* restore name and set to unfinished */
+                                               strcpy( si->shader, temp );
+                                               si->shaderWidth = 0;
+                                               si->shaderHeight = 0;
+                                               si->finished = qfalse;
+                                       }
+                               }
+                               
+                               /* ydnar: q3map_surfacemodel <path to model> <density> <min scale> <max scale> <min angle> <max angle> <oriented (0 or 1)> */
+                               else if( !Q_stricmp( token, "q3map_surfacemodel" ) )
+                               {
+                                       surfaceModel_t  *model;
+                                       
+                                       /* allocate new model and attach it */
+                                       model = safe_malloc( sizeof( *model ) );
+                                       memset( model, 0, sizeof( *model ) );
+                                       model->next = si->surfaceModel;
+                                       si->surfaceModel = model;
+                                               
+                                       /* get parameters */
+                                       GetTokenAppend( shaderText, qfalse );
+                                       strcpy( model->model, token );
+                                       
+                                       GetTokenAppend( shaderText, qfalse );
+                                       model->density = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       model->odds = atof( token );
+                                       
+                                       GetTokenAppend( shaderText, qfalse );
+                                       model->minScale = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       model->maxScale = atof( token );
+                                       
+                                       GetTokenAppend( shaderText, qfalse );
+                                       model->minAngle = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       model->maxAngle = atof( token );
+                                       
+                                       GetTokenAppend( shaderText, qfalse );
+                                       model->oriented = (token[ 0 ] == '1' ? qtrue : qfalse);
+                               }
+                               
+                               /* ydnar/sd: q3map_foliage <path to model> <scale> <density> <odds> <invert alpha (1 or 0)> */
+                               else if( !Q_stricmp( token, "q3map_foliage" ) )
+                               {
+                                       foliage_t       *foliage;
+                                       
+                                       
+                                       /* allocate new foliage struct and attach it */
+                                       foliage = safe_malloc( sizeof( *foliage ) );
+                                       memset( foliage, 0, sizeof( *foliage ) );
+                                       foliage->next = si->foliage;
+                                       si->foliage = foliage;
+                                       
+                                       /* get parameters */
+                                       GetTokenAppend( shaderText, qfalse );
+                                       strcpy( foliage->model, token );
+                                       
+                                       GetTokenAppend( shaderText, qfalse );
+                                       foliage->scale = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       foliage->density = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       foliage->odds = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       foliage->inverseAlpha = atoi( token );
+                               }
+                               
+                               /* ydnar: q3map_bounce <value> (fraction of light to re-emit during radiosity passes) */
+                               else if( !Q_stricmp( token, "q3map_bounce" ) || !Q_stricmp( token, "q3map_bounceScale" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->bounceScale = atof( token );
+                               }
+
+                               /* ydnar/splashdamage: q3map_skyLight <value> <iterations> */
+                               else if( !Q_stricmp( token, "q3map_skyLight" )  )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->skyLightValue = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->skyLightIterations = atoi( token );
+                                       
+                                       /* clamp */
+                                       if( si->skyLightValue < 0.0f )
+                                               si->skyLightValue = 0.0f;
+                                       if( si->skyLightIterations < 2 )
+                                               si->skyLightIterations = 2;
+                               }
+                               
+                               /* q3map_surfacelight <value> */
+                               else if( !Q_stricmp( token, "q3map_surfacelight" )  )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->value = atof( token );
+                               }
+                               
+                               /* q3map_lightStyle (sof2/jk2 lightstyle) */
+                               else if( !Q_stricmp( token, "q3map_lightStyle" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       val = atoi( token );
+                                       if( val < 0 )
+                                               val = 0;
+                                       else if( val > LS_NONE )
+                                               val = LS_NONE;
+                                       si->lightStyle = val;
+                               }
+                               
+                               /* wolf: q3map_lightRGB <red> <green> <blue> */
+                               else if( !Q_stricmp( token, "q3map_lightRGB" ) )
+                               {
+                                       VectorClear( si->color );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->color[ 0 ] = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->color[ 1 ] = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->color[ 2 ] = atof( token );
+                                       ColorNormalize( si->color, si->color );
+                               }
+                               
+                               /* q3map_lightSubdivide <value> */
+                               else if( !Q_stricmp( token, "q3map_lightSubdivide" )  )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->lightSubdivide = atoi( token );
+                               }
+                               
+                               /* q3map_backsplash <percent> <distance> */
+                               else if( !Q_stricmp( token, "q3map_backsplash" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->backsplashFraction = atof( token ) * 0.01f;
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->backsplashDistance = atof( token );
+                               }
+
+                               /* q3map_floodLight <r> <g> <b> <diste> <intensity> <light_direction_power> */
+                               else if( !Q_stricmp( token, "q3map_floodLight" ) )
+                               {
+                                       /* get color */
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->floodlightRGB[ 0 ] = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->floodlightRGB[ 1 ] = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->floodlightRGB[ 2 ] = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->floodlightDistance = atof( token ); 
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->floodlightIntensity = atof( token ); 
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->floodlightDirectionScale = atof( token ); 
+                               }
+
+                               /* jal: q3map_nodirty : skip dirty */
+                               else if( !Q_stricmp( token, "q3map_nodirty" ) )
+                               {
+                                       si->noDirty = qtrue;
+                               }
+                               
+                               /* q3map_lightmapSampleSize <value> */
+                               else if( !Q_stricmp( token, "q3map_lightmapSampleSize" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->lightmapSampleSize = atoi( token );
+                               }
+                               
+                               /* q3map_lightmapSampleOffset <value> */
+                               else if( !Q_stricmp( token, "q3map_lightmapSampleOffset" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->lightmapSampleOffset = atof( token );
+                               }
+                               
+                               /* ydnar: q3map_lightmapFilterRadius <self> <other> */
+                               else if( !Q_stricmp( token, "q3map_lightmapFilterRadius" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->lmFilterRadius = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->lightFilterRadius = atof( token );
+                               }
+                               
+                               /* ydnar: q3map_lightmapAxis [xyz] */
+                               else if( !Q_stricmp( token, "q3map_lightmapAxis" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       if( !Q_stricmp( token, "x" ) )
+                                               VectorSet( si->lightmapAxis, 1, 0, 0 );
+                                       else if( !Q_stricmp( token, "y" ) )
+                                               VectorSet( si->lightmapAxis, 0, 1, 0 );
+                                       else if( !Q_stricmp( token, "z" ) )
+                                               VectorSet( si->lightmapAxis, 0, 0, 1 );
+                                       else
+                                       {
+                                               Sys_Printf( "WARNING: Unknown value for lightmap axis: %s\n", token );
+                                               VectorClear( si->lightmapAxis );
+                                       }
+                               }
+                               
+                               /* ydnar: q3map_lightmapSize <width> <height> (for autogenerated shaders + external tga lightmaps) */
+                               else if( !Q_stricmp( token, "q3map_lightmapSize" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->lmCustomWidth = atoi( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->lmCustomHeight = atoi( token );
+                                       
+                                       /* must be a power of 2 */
+                                       if( ((si->lmCustomWidth - 1) & si->lmCustomWidth) ||
+                                               ((si->lmCustomHeight - 1) & si->lmCustomHeight) )
+                                       {
+                                               Sys_Printf( "WARNING: Non power-of-two lightmap size specified (%d, %d)\n",
+                                                        si->lmCustomWidth, si->lmCustomHeight );
+                                               si->lmCustomWidth = lmCustomSize;
+                                               si->lmCustomHeight = lmCustomSize;
+                                       }
+                               }
+
+                               /* ydnar: q3map_lightmapBrightness N (for autogenerated shaders + external tga lightmaps) */
+                               else if( !Q_stricmp( token, "q3map_lightmapBrightness" ) || !Q_stricmp( token, "q3map_lightmapGamma" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->lmBrightness = atof( token );
+                                       if( si->lmBrightness < 0 )
+                                               si->lmBrightness = 1.0;
+                               }
+                               
+                               /* q3map_vertexScale (scale vertex lighting by this fraction) */
+                               else if( !Q_stricmp( token, "q3map_vertexScale" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->vertexScale = atof( token );
+                               }
+                               
+                               /* q3map_noVertexLight */
+                               else if( !Q_stricmp( token, "q3map_noVertexLight" )  )
+                               {
+                                       si->noVertexLight = qtrue;
+                               }
+                               
+                               /* q3map_flare[Shader] <shader> */
+                               else if( !Q_stricmp( token, "q3map_flare" ) || !Q_stricmp( token, "q3map_flareShader" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       if( token[ 0 ] != '\0' )
+                                       {
+                                               si->flareShader = safe_malloc( strlen( token ) + 1 );
+                                               strcpy( si->flareShader, token );
+                                       }
+                               }
+                               
+                               /* q3map_backShader <shader> */
+                               else if( !Q_stricmp( token, "q3map_backShader" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       if( token[ 0 ] != '\0' )
+                                       {
+                                               si->backShader = safe_malloc( strlen( token ) + 1 );
+                                               strcpy( si->backShader, token );
+                                       }
+                               }
+                               
+                               /* ydnar: q3map_cloneShader <shader> */
+                               else if ( !Q_stricmp( token, "q3map_cloneShader" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       if( token[ 0 ] != '\0' )
+                                       {
+                                               si->cloneShader = safe_malloc( strlen( token ) + 1 );
+                                               strcpy( si->cloneShader, token );
+                                       }
+                               }
+                               
+                               /* q3map_remapShader <shader> */
+                               else if( !Q_stricmp( token, "q3map_remapShader" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       if( token[ 0 ] != '\0' )
+                                       {
+                                               si->remapShader = safe_malloc( strlen( token ) + 1 );
+                                               strcpy( si->remapShader, token );
+                                       }
+                               }
+
+                               /* q3map_deprecateShader <shader> */
+                               else if( !Q_stricmp( token, "q3map_deprecateShader" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       if( token[ 0 ] != '\0' )
+                                       {
+
+                                               si->deprecateShader = safe_malloc( strlen( token ) + 1 );
+                                               strcpy( si->deprecateShader, token );
+                                       }
+                               }
+                               
+                               /* ydnar: q3map_offset <value> */
+                               else if( !Q_stricmp( token, "q3map_offset" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->offset = atof( token );
+                               }
+                               
+                               /* ydnar: q3map_fur <numlayers> <offset> <fade> */
+                               else if( !Q_stricmp( token, "q3map_fur" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->furNumLayers = atoi( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->furOffset = atof( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->furFade = atof( token );
+                               }
+                               
+                               /* ydnar: gs mods: legacy support for terrain/terrain2 shaders */
+                               else if( !Q_stricmp( token, "q3map_terrain" ) )
+                               {
+                                       /* team arena terrain is assumed to be nonplanar, with full normal averaging,
+                                          passed through the metatriangle surface pipeline, with a lightmap axis on z */
+                                       si->legacyTerrain = qtrue;
+                                       si->noClip = qtrue;
+                                       si->notjunc = qtrue;
+                                       si->indexed = qtrue;
+                                       si->nonplanar = qtrue;
+                                       si->forceMeta = qtrue;
+                                       si->shadeAngleDegrees = 179.0f;
+                                       //%     VectorSet( si->lightmapAxis, 0, 0, 1 ); /* ydnar 2002-09-21: turning this off for better lightmapping of cliff faces */
+                               }
+                               
+                               /* ydnar: picomodel: q3map_forceMeta (forces brush faces and/or triangle models to go through the metasurface pipeline) */
+                               else if( !Q_stricmp( token, "q3map_forceMeta" ) )
+                               {
+                                       si->forceMeta = qtrue;
+                               }
+                               
+                               /* ydnar: gs mods: q3map_shadeAngle <degrees> */
+                               else if( !Q_stricmp( token, "q3map_shadeAngle" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->shadeAngleDegrees = atof( token );
+                               }
+                               
+                               /* ydnar: q3map_textureSize <width> <height> (substitute for q3map_lightimage derivation for terrain) */
+                               else if( !Q_stricmp( token, "q3map_textureSize" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->shaderWidth = atoi( token );
+                                       GetTokenAppend( shaderText, qfalse );
+                                       si->shaderHeight = atoi( token );
+                               }
+                               
+                               /* ydnar: gs mods: q3map_tcGen <style> <parameters> */
+                               else if( !Q_stricmp( token, "q3map_tcGen" ) )
+                               {
+                                       si->tcGen = qtrue;
+                                       GetTokenAppend( shaderText, qfalse );
+                                       
+                                       /* q3map_tcGen vector <s vector> <t vector> */
+                                       if( !Q_stricmp( token, "vector" ) )
+                                       {
+                                               Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
+                                               Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
+                                       }
+                                       
+                                       /* q3map_tcGen ivector <1.0/s vector> <1.0/t vector> (inverse vector, easier for mappers to understand) */
+                                       else if( !Q_stricmp( token, "ivector" ) )
+                                       {
+                                               Parse1DMatrixAppend( shaderText, 3, si->vecs[ 0 ] );
+                                               Parse1DMatrixAppend( shaderText, 3, si->vecs[ 1 ] );
+                                               for( i = 0; i < 3; i++ )
+                                               {
+                                                       si->vecs[ 0 ][ i ] = si->vecs[ 0 ][ i ] ? 1.0 / si->vecs[ 0 ][ i ] : 0;
+                                                       si->vecs[ 1 ][ i ] = si->vecs[ 1 ][ i ] ? 1.0 / si->vecs[ 1 ][ i ] : 0;
+                                               }
+                                       }
+                                       else
+                                       {
+                                               Sys_Printf( "WARNING: Unknown q3map_tcGen method: %s\n", token );
+                                               VectorClear( si->vecs[ 0 ] );
+                                               VectorClear( si->vecs[ 1 ] );
+                                       }
+                               }
+                               
+                               /* ydnar: gs mods: q3map_[color|rgb|alpha][Gen|Mod] <style> <parameters> */
+                               else if( !Q_stricmp( token, "q3map_colorGen" ) || !Q_stricmp( token, "q3map_colorMod" ) ||
+                                       !Q_stricmp( token, "q3map_rgbGen" ) || !Q_stricmp( token, "q3map_rgbMod" ) ||
+                                       !Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" ) )
+                               {
+                                       colorMod_t      *cm, *cm2;
+                                       int                     alpha;
+                                       
+                                       
+                                       /* alphamods are colormod + 1 */
+                                       alpha = (!Q_stricmp( token, "q3map_alphaGen" ) || !Q_stricmp( token, "q3map_alphaMod" )) ? 1 : 0;
+                                       
+                                       /* allocate new colormod */
+                                       cm = safe_malloc( sizeof( *cm ) );
+                                       memset( cm, 0, sizeof( *cm ) );
+                                       
+                                       /* attach to shader */
+                                       if( si->colorMod == NULL )
+                                               si->colorMod = cm;
+                                       else
+                                       {
+                                               for( cm2 = si->colorMod; cm2 != NULL; cm2 = cm2->next )
+                                               {
+                                                       if( cm2->next == NULL )
+                                                       {
+                                                               cm2->next = cm;
+                                                               break;
+                                                       }
+                                               }
+                                       }
+                                       
+                                       /* get type */
+                                       GetTokenAppend( shaderText, qfalse );
+                                       
+                                       /* alpha set|const A */
+                                       if( alpha && (!Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" )) )
+                                       {
+                                               cm->type = CM_ALPHA_SET;
+                                               GetTokenAppend( shaderText, qfalse );
+                                               cm->data[ 0 ] = atof( token );
+                                       }
+                                       
+                                       /* color|rgb set|const ( X Y Z ) */
+                                       else if( !Q_stricmp( token, "set" ) || !Q_stricmp( token, "const" ) )
+                                       {
+                                               cm->type = CM_COLOR_SET;
+                                               Parse1DMatrixAppend( shaderText, 3, cm->data );
+                                       }
+                                       
+                                       /* alpha scale A */
+                                       else if( alpha && !Q_stricmp( token, "scale" ) )
+                                       {
+                                               cm->type = CM_ALPHA_SCALE;
+                                               GetTokenAppend( shaderText, qfalse );
+                                               cm->data[ 0 ] = atof( token );
+                                       }
+                                       
+                                       /* color|rgb scale ( X Y Z ) */
+                                       else if( !Q_stricmp( token, "scale" ) )
+                                       {
+                                               cm->type = CM_COLOR_SCALE;
+                                               Parse1DMatrixAppend( shaderText, 3, cm->data );
+                                       }
+                                       
+                                       /* dotProduct ( X Y Z ) */
+                                       else if( !Q_stricmp( token, "dotProduct" ) )
+                                       {
+                                               cm->type = CM_COLOR_DOT_PRODUCT + alpha;
+                                               Parse1DMatrixAppend( shaderText, 3, cm->data );
+                                       }
+                                       
+                                       /* dotProductScale ( X Y Z MIN MAX ) */
+                                       else if( !Q_stricmp( token, "dotProductScale" ) )
+                                       {
+                                               cm->type = CM_COLOR_DOT_PRODUCT_SCALE + alpha;
+                                               Parse1DMatrixAppend( shaderText, 5, cm->data );
+                                       }
+                                       
+                                       /* dotProduct2 ( X Y Z ) */
+                                       else if( !Q_stricmp( token, "dotProduct2" ) )
+                                       {
+                                               cm->type = CM_COLOR_DOT_PRODUCT_2 + alpha;
+                                               Parse1DMatrixAppend( shaderText, 3, cm->data );
+                                       }
+                                       
+                                       /* dotProduct2scale ( X Y Z MIN MAX ) */
+                                       else if( !Q_stricmp( token, "dotProduct2scale" ) )
+                                       {
+                                               cm->type = CM_COLOR_DOT_PRODUCT_2_SCALE + alpha;
+                                               Parse1DMatrixAppend( shaderText, 5, cm->data );
+                                       }
+                                       
+                                       /* volume */
+                                       else if( !Q_stricmp( token, "volume" ) )
+                                       {
+                                               /* special stub mode for flagging volume brushes */
+                                               cm->type = CM_VOLUME;
+                                       }
+                                       
+                                       /* unknown */
+                                       else
+                                               Sys_Printf( "WARNING: Unknown colorMod method: %s\n", token );
+                               }
+                               
+                               /* ydnar: gs mods: q3map_tcMod <style> <parameters> */
+                               else if( !Q_stricmp( token, "q3map_tcMod" ) )
+                               {
+                                       float   a, b;
+                                       
+                                       
+                                       GetTokenAppend( shaderText, qfalse );
+                                       
+                                       /* q3map_tcMod [translate | shift | offset] <s> <t> */
+                                       if( !Q_stricmp( token, "translate" ) || !Q_stricmp( token, "shift" ) || !Q_stricmp( token, "offset" ) )
+                                       {
+                                               GetTokenAppend( shaderText, qfalse );
+                                               a = atof( token );
+                                               GetTokenAppend( shaderText, qfalse );
+                                               b = atof( token );
+                                               
+                                               TCModTranslate( si->mod, a, b );
+                                       }
+
+                                       /* q3map_tcMod scale <s> <t> */
+                                       else if( !Q_stricmp( token, "scale" ) )
+                                       {
+                                               GetTokenAppend( shaderText, qfalse );
+                                               a = atof( token );
+                                               GetTokenAppend( shaderText, qfalse );
+                                               b = atof( token );
+                                               
+                                               TCModScale( si->mod, a, b );
+                                       }
+                                       
+                                       /* q3map_tcMod rotate <s> <t> (fixme: make this communitive) */
+                                       else if( !Q_stricmp( token, "rotate" ) )
+                                       {
+                                               GetTokenAppend( shaderText, qfalse );
+                                               a = atof( token );
+                                               TCModRotate( si->mod, a );
+                                       }
+                                       else
+                                               Sys_Printf( "WARNING: Unknown q3map_tcMod method: %s\n", token );
+                               }
+                               
+                               /* q3map_fogDir (direction a fog shader fades from transparent to opaque) */
+                               else if( !Q_stricmp( token, "q3map_fogDir" ) )
+                               {
+                                       Parse1DMatrixAppend( shaderText, 3, si->fogDir );
+                                       VectorNormalize( si->fogDir, si->fogDir );
+                               }
+                               
+                               /* q3map_globaltexture */
+                               else if( !Q_stricmp( token, "q3map_globaltexture" )  )
+                                       si->globalTexture = qtrue;
+                               
+                               /* ydnar: gs mods: q3map_nonplanar (make it a nonplanar merge candidate for meta surfaces) */
+                               else if( !Q_stricmp( token, "q3map_nonplanar" ) )
+                                       si->nonplanar = qtrue;
+                               
+                               /* ydnar: gs mods: q3map_noclip (preserve original face winding, don't clip by bsp tree) */
+                               else if( !Q_stricmp( token, "q3map_noclip" ) )
+                                       si->noClip = qtrue;
+                               
+                               /* q3map_notjunc */
+                               else if( !Q_stricmp( token, "q3map_notjunc" ) )
+                                       si->notjunc = qtrue;
+                               
+                               /* q3map_nofog */
+                               else if( !Q_stricmp( token, "q3map_nofog" ) )
+                                       si->noFog = qtrue;
+                               
+                               /* ydnar: gs mods: q3map_indexed (for explicit terrain-style indexed mapping) */
+                               else if( !Q_stricmp( token, "q3map_indexed" ) )
+                                       si->indexed = qtrue;
+                               
+                               /* ydnar: q3map_invert (inverts a drawsurface's facing) */
+                               else if( !Q_stricmp( token, "q3map_invert" ) )
+                                       si->invert = qtrue;
+                               
+                               /* ydnar: gs mods: q3map_lightmapMergable (ok to merge non-planar */
+                               else if( !Q_stricmp( token, "q3map_lightmapMergable" ) )
+                                       si->lmMergable = qtrue;
+                               
+                               /* ydnar: q3map_nofast */
+                               else if( !Q_stricmp( token, "q3map_noFast" ) )
+                                       si->noFast = qtrue;
+                               
+                               /* q3map_patchshadows */
+                               else if( !Q_stricmp( token, "q3map_patchShadows" ) )
+                                       si->patchShadows = qtrue;
+                               
+                               /* q3map_vertexshadows */
+                               else if( !Q_stricmp( token, "q3map_vertexShadows" ) )
+                                       si->vertexShadows = qtrue;      /* ydnar */
+                               
+                               /* q3map_novertexshadows */
+                               else if( !Q_stricmp( token, "q3map_noVertexShadows" ) )
+                                       si->vertexShadows = qfalse;     /* ydnar */
+                               
+                               /* q3map_splotchfix (filter dark lightmap luxels on lightmapped models) */
+                               else if( !Q_stricmp( token, "q3map_splotchfix" ) )
+                                       si->splotchFix = qtrue; /* ydnar */
+                               
+                               /* q3map_forcesunlight */
+                               else if( !Q_stricmp( token, "q3map_forceSunlight" ) )
+                                       si->forceSunlight = qtrue;
+                               
+                               /* q3map_onlyvertexlighting (sof2) */
+                               else if( !Q_stricmp( token, "q3map_onlyVertexLighting" ) )
+                                       ApplySurfaceParm( "pointlight", &si->contentFlags, &si->surfaceFlags, &si->compileFlags );
+                               
+                               /* q3map_material (sof2) */
+                               else if( !Q_stricmp( token, "q3map_material" ) )
+                               {
+                                       GetTokenAppend( shaderText, qfalse );
+                                       sprintf( temp, "*mat_%s", token );
+                                       if( ApplySurfaceParm( temp, &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
+                                               Sys_Printf( "WARNING: Unknown material \"%s\"\n", token );
+                               }
+                               
+                               /* ydnar: q3map_clipmodel (autogenerate clip brushes for model triangles using this shader) */
+                               else if( !Q_stricmp( token, "q3map_clipmodel" )  )
+                                       si->clipModel = qtrue;
+                               
+                               /* ydnar: q3map_styleMarker[2] */
+                               else if( !Q_stricmp( token, "q3map_styleMarker" ) )
+                                       si->styleMarker = 1;
+                               else if( !Q_stricmp( token, "q3map_styleMarker2" ) )    /* uses depthFunc equal */
+                                       si->styleMarker = 2;
+                               
+                               /* ydnar: default to searching for q3map_<surfaceparm> */
+#if 0
+                               else
+                               {
+                                       Sys_FPrintf( SYS_VRB, "Attempting to match %s with a known surfaceparm\n", token );
+                                       if( ApplySurfaceParm( &token[ 6 ], &si->contentFlags, &si->surfaceFlags, &si->compileFlags ) == qfalse )
+                                               Sys_Printf( "WARNING: Unknown q3map_* directive \"%s\"\n", token );
+                               }
+#endif
+                       }
+                       
+                       
+                       /* -----------------------------------------------------------------
+                          skip
+                          ----------------------------------------------------------------- */
+                       
+                       /* ignore all other tokens on the line */
+                       while( TokenAvailable() && GetTokenAppend( shaderText, qfalse ) );
+               }                       
+       }
+}
+
+
+
+/*
+ParseCustomInfoParms() - rr2do2
+loads custom info parms file for mods
+*/
+
+static void ParseCustomInfoParms( void )
+{
+       qboolean parsedContent, parsedSurface;
+       
+       
+       /* file exists? */
+       if( vfsGetFileCount( "scripts/custinfoparms.txt" ) == 0 )
+               return;
+       
+       /* load it */
+       LoadScriptFile( "scripts/custinfoparms.txt", 0 );
+       
+       /* clear the array */
+       memset( custSurfaceParms, 0, sizeof( custSurfaceParms ) );
+       numCustSurfaceParms = 0;
+       parsedContent = parsedSurface = qfalse;
+       
+       /* parse custom contentflags */
+       MatchToken( "{" );
+       while ( 1 )
+       {
+               if ( !GetToken( qtrue ) )
+                       break;
+
+               if ( !strcmp( token, "}" ) ) {
+                       parsedContent = qtrue;
+                       break;
+               }
+
+               custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
+               strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
+               GetToken( qfalse );
+               sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].contentFlags );
+               numCustSurfaceParms++;
+       }
+       
+       /* any content? */
+       if( !parsedContent )
+       {
+               Sys_Printf( "WARNING: Couldn't find valid custom contentsflag section\n" );
+               return;
+       }
+       
+       /* parse custom surfaceflags */
+       MatchToken( "{" );
+       while( 1 )
+       {
+               if( !GetToken( qtrue ) )
+                       break;
+
+               if( !strcmp( token, "}" ) )
+               {
+                       parsedSurface = qtrue;
+                       break;
+               }
+
+               custSurfaceParms[ numCustSurfaceParms ].name = safe_malloc( MAX_OS_PATH );
+               strcpy( custSurfaceParms[ numCustSurfaceParms ].name, token );
+               GetToken( qfalse );
+               sscanf( token, "%x", &custSurfaceParms[ numCustSurfaceParms ].surfaceFlags );
+               numCustSurfaceParms++;
+       }
+       
+       /* any content? */
+       if( !parsedContent )
+               Sys_Printf( "WARNING: Couldn't find valid custom surfaceflag section\n" );
+}
+
+       
+
+/*
+LoadShaderInfo()
+the shaders are parsed out of shaderlist.txt from a main directory
+that is, if using -fs_game we ignore the shader scripts that might be in baseq3/
+on linux there's an additional twist, we actually merge the stuff from ~/.q3a/ and from the base dir
+*/
+
+#define        MAX_SHADER_FILES        1024
+
+void LoadShaderInfo( void )
+{
+       int                             i, j, numShaderFiles, count;
+       char                    filename[ 1024 ];
+       char                    *shaderFiles[ MAX_SHADER_FILES ];
+       
+       
+       /* rr2do2: parse custom infoparms first */
+       if( useCustomInfoParms )
+               ParseCustomInfoParms();
+       
+       /* start with zero */
+       numShaderFiles = 0;
+       
+       /* we can pile up several shader files, the one in baseq3 and ones in the mod dir or other spots */
+       sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
+       count = vfsGetFileCount( filename );
+       
+       /* load them all */
+       for( i = 0; i < count; i++ )
+       {
+               /* load shader list */
+               sprintf( filename, "%s/shaderlist.txt", game->shaderPath );
+               LoadScriptFile( filename, i );
+               
+               /* parse it */
+               while( GetToken( qtrue ) )
+               {
+                       /* check for duplicate entries */
+                       for( j = 0; j < numShaderFiles; j++ )
+                               if( !strcmp( shaderFiles[ j ], token ) )
+                                       break;
+                       
+                       /* test limit */
+                       if( j >= MAX_SHADER_FILES )
+                               Error( "MAX_SHADER_FILES (%d) reached, trim your shaderlist.txt!", (int) MAX_SHADER_FILES );
+                       
+                       /* new shader file */
+                       if( j == numShaderFiles )
+                       {
+                               shaderFiles[ numShaderFiles ] = safe_malloc( MAX_OS_PATH );
+                               strcpy( shaderFiles[ numShaderFiles ], token );
+                               numShaderFiles++;
+                       }
+               }
+       }
+       
+       /* parse the shader files */
+       for( i = 0; i < numShaderFiles; i++ )
+       {
+               sprintf( filename, "%s/%s.shader", game->shaderPath, shaderFiles[ i ] );
+               ParseShaderFile( filename );
+               free( shaderFiles[ i ] );
+       }
+       
+       /* emit some statistics */
+       Sys_FPrintf( SYS_VRB, "%9d shaderInfo\n", numShaderInfo );
+}