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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28 #include "polygon.h"
29
30 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
31 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
32 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
33 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
34 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
35 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
36 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
37 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
38 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
39 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
40 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
41
42 dp_model_t *loadmodel;
43
44 static mempool_t *mod_mempool;
45 static memexpandablearray_t models;
46
47 static mempool_t* q3shaders_mem;
48 typedef struct q3shader_hash_entry_s
49 {
50   q3shaderinfo_t shader;
51   struct q3shader_hash_entry_s* chain;
52 } q3shader_hash_entry_t;
53 #define Q3SHADER_HASH_SIZE  1021
54 typedef struct q3shader_data_s
55 {
56   memexpandablearray_t hash_entries;
57   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
58   memexpandablearray_t char_ptrs;
59 } q3shader_data_t;
60 static q3shader_data_t* q3shader_data;
61
62 static void mod_start(void)
63 {
64         int i, count;
65         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
66         dp_model_t *mod;
67
68         SCR_PushLoadingScreen(false, "Loading models", 1.0);
69         count = 0;
70         for (i = 0;i < nummodels;i++)
71                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
72                         if (mod->used)
73                                 ++count;
74         for (i = 0;i < nummodels;i++)
75                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
76                         if (mod->used)
77                         {
78                                 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
79                                 Mod_LoadModel(mod, true, false);
80                                 SCR_PopLoadingScreen(false);
81                         }
82         SCR_PopLoadingScreen(false);
83 }
84
85 static void mod_shutdown(void)
86 {
87         int i;
88         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
89         dp_model_t *mod;
90
91         for (i = 0;i < nummodels;i++)
92                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
93                         Mod_UnloadModel(mod);
94
95         Mod_FreeQ3Shaders();
96         Mod_Skeletal_FreeBuffers();
97 }
98
99 static void mod_newmap(void)
100 {
101         msurface_t *surface;
102         int i, j, k, l, surfacenum, ssize, tsize;
103         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
104         dp_model_t *mod;
105
106         for (i = 0;i < nummodels;i++)
107         {
108                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
109                 {
110                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
111                         {
112                                 // note that materialshaderpass and backgroundshaderpass point to shaderpasses[] and so do the pre/post shader ranges, so this catches all of them...
113                                 for (l = 0; l < Q3SHADER_MAXLAYERS; l++)
114                                         if (mod->data_textures[j].shaderpasses[l])
115                                                 for (k = 0; k < mod->data_textures[j].shaderpasses[l]->numframes; k++)
116                                                         R_SkinFrame_MarkUsed(mod->data_textures[j].shaderpasses[l]->skinframes[k]);
117                         }
118                         if (mod->brush.solidskyskinframe)
119                                 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
120                         if (mod->brush.alphaskyskinframe)
121                                 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
122                 }
123         }
124
125         if (!cl_stainmaps_clearonload.integer)
126                 return;
127
128         for (i = 0;i < nummodels;i++)
129         {
130                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
131                 {
132                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
133                         {
134                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
135                                 {
136                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
137                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
138                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
139                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
140                                 }
141                         }
142                 }
143         }
144 }
145
146 /*
147 ===============
148 Mod_Init
149 ===============
150 */
151 static void Mod_Print(void);
152 static void Mod_Precache (void);
153 static void Mod_Decompile_f(void);
154 static void Mod_GenerateLightmaps_f(void);
155 void Mod_Init (void)
156 {
157         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
158         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
159
160         Mod_BrushInit();
161         Mod_AliasInit();
162         Mod_SpriteInit();
163
164         Cvar_RegisterVariable(&r_mipskins);
165         Cvar_RegisterVariable(&r_mipnormalmaps);
166         Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
167         Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
168         Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
169
170         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
171         Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
172         Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
173         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
174         Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
175         Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
176
177         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
178         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
179         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
180         Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
181 }
182
183 void Mod_RenderInit(void)
184 {
185         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
186 }
187
188 void Mod_UnloadModel (dp_model_t *mod)
189 {
190         char name[MAX_QPATH];
191         qboolean used;
192         dp_model_t *parentmodel;
193
194         if (developer_loading.integer)
195                 Con_Printf("unloading model %s\n", mod->name);
196
197         strlcpy(name, mod->name, sizeof(name));
198         parentmodel = mod->brush.parentmodel;
199         used = mod->used;
200         if (mod->mempool)
201         {
202                 if (mod->surfmesh.data_element3i_indexbuffer)
203                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
204                 mod->surfmesh.data_element3i_indexbuffer = NULL;
205                 if (mod->surfmesh.data_element3s_indexbuffer)
206                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
207                 mod->surfmesh.data_element3s_indexbuffer = NULL;
208                 if (mod->surfmesh.vbo_vertexbuffer)
209                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
210                 mod->surfmesh.vbo_vertexbuffer = NULL;
211         }
212         // free textures/memory attached to the model
213         R_FreeTexturePool(&mod->texturepool);
214         Mem_FreePool(&mod->mempool);
215         // clear the struct to make it available
216         memset(mod, 0, sizeof(dp_model_t));
217         // restore the fields we want to preserve
218         strlcpy(mod->name, name, sizeof(mod->name));
219         mod->brush.parentmodel = parentmodel;
220         mod->used = used;
221         mod->loaded = false;
222 }
223
224 static void R_Model_Null_Draw(entity_render_t *ent)
225 {
226         return;
227 }
228
229
230 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
231
232 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
233 {
234         const char *bufptr;
235         int start, len;
236         float fps;
237         unsigned int i;
238         qboolean loop;
239         char name[64];
240
241         bufptr = buf;
242         i = 0;
243         while(bufptr)
244         {
245                 // an anim scene!
246
247                 // REQUIRED: fetch start
248                 COM_ParseToken_Simple(&bufptr, true, false, true);
249                 if (!bufptr)
250                         break; // end of file
251                 if (!strcmp(com_token, "\n"))
252                         continue; // empty line
253                 start = atoi(com_token);
254
255                 // REQUIRED: fetch length
256                 COM_ParseToken_Simple(&bufptr, true, false, true);
257                 if (!bufptr || !strcmp(com_token, "\n"))
258                 {
259                         Con_Printf("framegroups file: missing number of frames\n");
260                         continue;
261                 }
262                 len = atoi(com_token);
263
264                 // OPTIONAL args start
265                 COM_ParseToken_Simple(&bufptr, true, false, true);
266
267                 // OPTIONAL: fetch fps
268                 fps = 20;
269                 if (bufptr && strcmp(com_token, "\n"))
270                 {
271                         fps = atof(com_token);
272                         COM_ParseToken_Simple(&bufptr, true, false, true);
273                 }
274
275                 // OPTIONAL: fetch loopflag
276                 loop = true;
277                 if (bufptr && strcmp(com_token, "\n"))
278                 {
279                         loop = (atoi(com_token) != 0);
280                         COM_ParseToken_Simple(&bufptr, true, false, true);
281                 }
282
283                 // OPTIONAL: fetch name
284                 name[0] = 0;
285                 if (bufptr && strcmp(com_token, "\n"))
286                 {
287                         strlcpy(name, com_token, sizeof(name));
288                         COM_ParseToken_Simple(&bufptr, true, false, true);
289                 }
290
291                 // OPTIONAL: remaining unsupported tokens (eat them)
292                 while (bufptr && strcmp(com_token, "\n"))
293                         COM_ParseToken_Simple(&bufptr, true, false, true);
294
295                 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
296
297                 if(cb)
298                         cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
299                 ++i;
300         }
301
302         return i;
303 }
304
305 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
306 {
307         dp_model_t *mod = (dp_model_t *) pass;
308         animscene_t *anim = &mod->animscenes[i];
309         if(name)
310                 strlcpy(anim->name, name, sizeof(anim[i].name));
311         else
312                 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
313         anim->firstframe = bound(0, start, mod->num_poses - 1);
314         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
315         anim->framerate = max(1, fps);
316         anim->loop = !!loop;
317         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
318 }
319
320 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
321 {
322         unsigned int cnt;
323
324         // 0. count
325         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
326         if(!cnt)
327         {
328                 Con_Printf("no scene found in framegroups file, aborting\n");
329                 return;
330         }
331         mod->numframes = cnt;
332
333         // 1. reallocate
334         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
335         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
336
337         // 2. parse
338         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
339 }
340
341 static void Mod_FindPotentialDeforms(dp_model_t *mod)
342 {
343         int i, j;
344         texture_t *texture;
345         mod->wantnormals = false;
346         mod->wanttangents = false;
347         for (i = 0;i < mod->num_textures;i++)
348         {
349                 texture = mod->data_textures + i;
350                 if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
351                         mod->wantnormals = true;
352                 if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
353                         mod->wantnormals = true;
354                 for (j = 0;j < Q3MAXDEFORMS;j++)
355                 {
356                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
357                         {
358                                 mod->wanttangents = true;
359                                 mod->wantnormals = true;
360                                 break;
361                         }
362                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
363                                 mod->wantnormals = true;
364                 }
365         }
366 }
367
368 /*
369 ==================
370 Mod_LoadModel
371
372 Loads a model
373 ==================
374 */
375 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
376 {
377         int num;
378         unsigned int crc;
379         void *buf;
380         fs_offset_t filesize = 0;
381         char vabuf[1024];
382
383         mod->used = true;
384
385         if (mod->name[0] == '*') // submodel
386                 return mod;
387         
388         if (!strcmp(mod->name, "null"))
389         {
390                 if(mod->loaded)
391                         return mod;
392
393                 if (mod->loaded || mod->mempool)
394                         Mod_UnloadModel(mod);
395
396                 if (developer_loading.integer)
397                         Con_Printf("loading model %s\n", mod->name);
398
399                 mod->used = true;
400                 mod->crc = (unsigned int)-1;
401                 mod->loaded = false;
402
403                 VectorClear(mod->normalmins);
404                 VectorClear(mod->normalmaxs);
405                 VectorClear(mod->yawmins);
406                 VectorClear(mod->yawmaxs);
407                 VectorClear(mod->rotatedmins);
408                 VectorClear(mod->rotatedmaxs);
409
410                 mod->modeldatatypestring = "null";
411                 mod->type = mod_null;
412                 mod->Draw = R_Model_Null_Draw;
413                 mod->numframes = 2;
414                 mod->numskins = 1;
415
416                 // no fatal errors occurred, so this model is ready to use.
417                 mod->loaded = true;
418
419                 return mod;
420         }
421
422         crc = 0;
423         buf = NULL;
424
425         // even if the model is loaded it still may need reloading...
426
427         // if it is not loaded or checkdisk is true we need to calculate the crc
428         if (!mod->loaded || checkdisk)
429         {
430                 if (checkdisk && mod->loaded)
431                         Con_DPrintf("checking model %s\n", mod->name);
432                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
433                 if (buf)
434                 {
435                         crc = CRC_Block((unsigned char *)buf, filesize);
436                         // we need to reload the model if the crc does not match
437                         if (mod->crc != crc)
438                                 mod->loaded = false;
439                 }
440         }
441
442         // if the model is already loaded and checks passed, just return
443         if (mod->loaded)
444         {
445                 if (buf)
446                         Mem_Free(buf);
447                 return mod;
448         }
449
450         if (developer_loading.integer)
451                 Con_Printf("loading model %s\n", mod->name);
452         
453         SCR_PushLoadingScreen(true, mod->name, 1);
454
455         // LordHavoc: unload the existing model in this slot (if there is one)
456         if (mod->loaded || mod->mempool)
457                 Mod_UnloadModel(mod);
458
459         // load the model
460         mod->used = true;
461         mod->crc = crc;
462         // errors can prevent the corresponding mod->loaded = true;
463         mod->loaded = false;
464
465         // default lightmap scale
466         mod->lightmapscale = 1;
467
468         // default model radius and bounding box (mainly for missing models)
469         mod->radius = 16;
470         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
471         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
472         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
473         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
474         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
475         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
476
477         if (!q3shaders_mem)
478         {
479                 // load q3 shaders for the first time, or after a level change
480                 Mod_LoadQ3Shaders();
481         }
482
483         if (buf)
484         {
485                 char *bufend = (char *)buf + filesize;
486
487                 // all models use memory, so allocate a memory pool
488                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
489
490                 num = LittleLong(*((int *)buf));
491                 // call the apropriate loader
492                 loadmodel = mod;
493                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
494                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
495                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
496                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
497                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
498                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
499                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
500                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
501                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
502                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
503                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
504                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
505                 else if (num == BSPVERSION || num == 30 || !memcmp(buf, "BSP2", 4) || !memcmp(buf, "2PSB", 4)) Mod_Q1BSP_Load(mod, buf, bufend);
506                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
507                 Mem_Free(buf);
508
509                 Mod_FindPotentialDeforms(mod);
510
511                 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
512                 if(buf)
513                 {
514                         Mod_FrameGroupify(mod, (const char *)buf);
515                         Mem_Free(buf);
516                 }
517
518                 Mod_BuildVBOs();
519         }
520         else if (crash)
521         {
522                 // LordHavoc: Sys_Error was *ANNOYING*
523                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
524         }
525
526         // no fatal errors occurred, so this model is ready to use.
527         mod->loaded = true;
528
529         SCR_PopLoadingScreen(false);
530
531         return mod;
532 }
533
534 void Mod_ClearUsed(void)
535 {
536         int i;
537         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
538         dp_model_t *mod;
539         for (i = 0;i < nummodels;i++)
540                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
541                         mod->used = false;
542 }
543
544 void Mod_PurgeUnused(void)
545 {
546         int i;
547         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
548         dp_model_t *mod;
549         for (i = 0;i < nummodels;i++)
550         {
551                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
552                 {
553                         Mod_UnloadModel(mod);
554                         Mem_ExpandableArray_FreeRecord(&models, mod);
555                 }
556         }
557 }
558
559 /*
560 ==================
561 Mod_FindName
562
563 ==================
564 */
565 dp_model_t *Mod_FindName(const char *name, const char *parentname)
566 {
567         int i;
568         int nummodels;
569         dp_model_t *mod;
570
571         if (!parentname)
572                 parentname = "";
573
574         // if we're not dedicatd, the renderer calls will crash without video
575         Host_StartVideo();
576
577         nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
578
579         if (!name[0])
580                 Host_Error ("Mod_ForName: empty name");
581
582         // search the currently loaded models
583         for (i = 0;i < nummodels;i++)
584         {
585                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name) && ((!mod->brush.parentmodel && !parentname[0]) || (mod->brush.parentmodel && parentname[0] && !strcmp(mod->brush.parentmodel->name, parentname))))
586                 {
587                         mod->used = true;
588                         return mod;
589                 }
590         }
591
592         // no match found, create a new one
593         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
594         strlcpy(mod->name, name, sizeof(mod->name));
595         if (parentname[0])
596                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
597         else
598                 mod->brush.parentmodel = NULL;
599         mod->loaded = false;
600         mod->used = true;
601         return mod;
602 }
603
604 /*
605 ==================
606 Mod_ForName
607
608 Loads in a model for the given name
609 ==================
610 */
611 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
612 {
613         dp_model_t *model;
614         model = Mod_FindName(name, parentname);
615         if (!model->loaded || checkdisk)
616                 Mod_LoadModel(model, crash, checkdisk);
617         return model;
618 }
619
620 /*
621 ==================
622 Mod_Reload
623
624 Reloads all models if they have changed
625 ==================
626 */
627 void Mod_Reload(void)
628 {
629         int i, count;
630         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
631         dp_model_t *mod;
632
633         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
634         count = 0;
635         for (i = 0;i < nummodels;i++)
636                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
637                         ++count;
638         for (i = 0;i < nummodels;i++)
639                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
640                 {
641                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
642                         Mod_LoadModel(mod, true, true);
643                         SCR_PopLoadingScreen(false);
644                 }
645         SCR_PopLoadingScreen(false);
646 }
647
648 unsigned char *mod_base;
649
650
651 //=============================================================================
652
653 /*
654 ================
655 Mod_Print
656 ================
657 */
658 static void Mod_Print(void)
659 {
660         int i;
661         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
662         dp_model_t *mod;
663
664         Con_Print("Loaded models:\n");
665         for (i = 0;i < nummodels;i++)
666         {
667                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
668                 {
669                         if (mod->brush.numsubmodels)
670                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
671                         else
672                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
673                 }
674         }
675 }
676
677 /*
678 ================
679 Mod_Precache
680 ================
681 */
682 static void Mod_Precache(void)
683 {
684         if (Cmd_Argc() == 2)
685                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
686         else
687                 Con_Print("usage: modelprecache <filename>\n");
688 }
689
690 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
691 {
692         int i, count;
693         unsigned char *used;
694         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
695         memset(used, 0, numvertices);
696         for (i = 0;i < numelements;i++)
697                 used[elements[i]] = 1;
698         for (i = 0, count = 0;i < numvertices;i++)
699                 remapvertices[i] = used[i] ? count++ : -1;
700         Mem_Free(used);
701         return count;
702 }
703
704 qboolean Mod_ValidateElements(int *element3i, unsigned short *element3s, int numtriangles, int firstvertex, int numvertices, const char *filename, int fileline)
705 {
706         int first = firstvertex, last = first + numvertices - 1, numelements = numtriangles * 3;
707         int i;
708         int invalidintcount = 0, invalidintexample = 0;
709         int invalidshortcount = 0, invalidshortexample = 0;
710         int invalidmismatchcount = 0, invalidmismatchexample = 0;
711         if (element3i)
712         {
713                 for (i = 0; i < numelements; i++)
714                 {
715                         if (element3i[i] < first || element3i[i] > last)
716                         {
717                                 invalidintcount++;
718                                 invalidintexample = i;
719                         }
720                 }
721         }
722         if (element3s)
723         {
724                 for (i = 0; i < numelements; i++)
725                 {
726                         if (element3s[i] < first || element3s[i] > last)
727                         {
728                                 invalidintcount++;
729                                 invalidintexample = i;
730                         }
731                 }
732         }
733         if (element3i && element3s)
734         {
735                 for (i = 0; i < numelements; i++)
736                 {
737                         if (element3s[i] != element3i[i])
738                         {
739                                 invalidmismatchcount++;
740                                 invalidmismatchexample = i;
741                         }
742                 }
743         }
744         if (invalidintcount || invalidshortcount || invalidmismatchcount)
745         {
746                 Con_Printf("Mod_ValidateElements(%i, %i, %i, %p, %p) called at %s:%d", numelements, first, last, element3i, element3s, filename, fileline);
747                 Con_Printf(", %i elements are invalid in element3i (example: element3i[%i] == %i)", invalidintcount, invalidintexample, element3i ? element3i[invalidintexample] : 0);
748                 Con_Printf(", %i elements are invalid in element3s (example: element3s[%i] == %i)", invalidshortcount, invalidshortexample, element3s ? element3s[invalidshortexample] : 0);
749                 Con_Printf(", %i elements mismatch between element3i and element3s (example: element3s[%i] is %i and element3i[i] is %i)", invalidmismatchcount, invalidmismatchexample, element3i ? element3i[invalidmismatchexample] : 0, invalidmismatchexample, element3s ? element3s[invalidmismatchexample] : 0);
750                 Con_Print(".  Please debug the engine code - these elements have been modified to not crash, but nothing more.\n");
751
752                 // edit the elements to make them safer, as the driver will crash otherwise
753                 if (element3i)
754                         for (i = 0; i < numelements; i++)
755                                 if (element3i[i] < first || element3i[i] > last)
756                                         element3i[i] = first;
757                 if (element3s)
758                         for (i = 0; i < numelements; i++)
759                                 if (element3s[i] < first || element3s[i] > last)
760                                         element3s[i] = first;
761                 if (element3i && element3s)
762                         for (i = 0; i < numelements; i++)
763                                 if (element3s[i] != element3i[i])
764                                         element3s[i] = element3i[i];
765
766                 return false;
767         }
768         return true;
769 }
770
771 // warning: this is an expensive function!
772 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
773 {
774         int i, j;
775         const int *element;
776         float *vectorNormal;
777         float areaNormal[3];
778         // clear the vectors
779         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
780         // process each vertex of each triangle and accumulate the results
781         // use area-averaging, to make triangles with a big area have a bigger
782         // weighting on the vertex normal than triangles with a small area
783         // to do so, just add the 'normals' together (the bigger the area
784         // the greater the length of the normal is
785         element = elements;
786         for (i = 0; i < numtriangles; i++, element += 3)
787         {
788                 TriangleNormal(
789                         vertex3f + element[0] * 3,
790                         vertex3f + element[1] * 3,
791                         vertex3f + element[2] * 3,
792                         areaNormal
793                         );
794
795                 if (!areaweighting)
796                         VectorNormalize(areaNormal);
797
798                 for (j = 0;j < 3;j++)
799                 {
800                         vectorNormal = normal3f + element[j] * 3;
801                         vectorNormal[0] += areaNormal[0];
802                         vectorNormal[1] += areaNormal[1];
803                         vectorNormal[2] += areaNormal[2];
804                 }
805         }
806         // and just normalize the accumulated vertex normal in the end
807         vectorNormal = normal3f + 3 * firstvertex;
808         for (i = 0; i < numvertices; i++, vectorNormal += 3)
809                 VectorNormalize(vectorNormal);
810 }
811
812 #if 0
813 static void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
814 {
815         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
816         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
817         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
818
819         // 6 multiply, 9 subtract
820         VectorSubtract(v1, v0, v10);
821         VectorSubtract(v2, v0, v20);
822         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
823         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
824         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
825         // 12 multiply, 10 subtract
826         tc10[1] = tc1[1] - tc0[1];
827         tc20[1] = tc2[1] - tc0[1];
828         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
829         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
830         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
831         tc10[0] = tc1[0] - tc0[0];
832         tc20[0] = tc2[0] - tc0[0];
833         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
834         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
835         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
836         // 12 multiply, 4 add, 6 subtract
837         f = DotProduct(svector3f, normal3f);
838         svector3f[0] -= f * normal3f[0];
839         svector3f[1] -= f * normal3f[1];
840         svector3f[2] -= f * normal3f[2];
841         f = DotProduct(tvector3f, normal3f);
842         tvector3f[0] -= f * normal3f[0];
843         tvector3f[1] -= f * normal3f[1];
844         tvector3f[2] -= f * normal3f[2];
845         // if texture is mapped the wrong way (counterclockwise), the tangents
846         // have to be flipped, this is detected by calculating a normal from the
847         // two tangents, and seeing if it is opposite the surface normal
848         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
849         CrossProduct(tvector3f, svector3f, tangentcross);
850         if (DotProduct(tangentcross, normal3f) < 0)
851         {
852                 VectorNegate(svector3f, svector3f);
853                 VectorNegate(tvector3f, tvector3f);
854         }
855 }
856 #endif
857
858 // warning: this is a very expensive function!
859 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
860 {
861         int i, tnum;
862         float sdir[3], tdir[3], normal[3], *svec, *tvec;
863         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
864         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
865         const int *e;
866         // clear the vectors
867         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
868         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
869         // process each vertex of each triangle and accumulate the results
870         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
871         {
872                 v0 = vertex3f + e[0] * 3;
873                 v1 = vertex3f + e[1] * 3;
874                 v2 = vertex3f + e[2] * 3;
875                 tc0 = texcoord2f + e[0] * 2;
876                 tc1 = texcoord2f + e[1] * 2;
877                 tc2 = texcoord2f + e[2] * 2;
878
879                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
880                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
881
882                 // calculate the edge directions and surface normal
883                 // 6 multiply, 9 subtract
884                 VectorSubtract(v1, v0, v10);
885                 VectorSubtract(v2, v0, v20);
886                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
887                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
888                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
889
890                 // calculate the tangents
891                 // 12 multiply, 10 subtract
892                 tc10[1] = tc1[1] - tc0[1];
893                 tc20[1] = tc2[1] - tc0[1];
894                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
895                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
896                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
897                 tc10[0] = tc1[0] - tc0[0];
898                 tc20[0] = tc2[0] - tc0[0];
899                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
900                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
901                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
902
903                 // if texture is mapped the wrong way (counterclockwise), the tangents
904                 // have to be flipped, this is detected by calculating a normal from the
905                 // two tangents, and seeing if it is opposite the surface normal
906                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
907                 CrossProduct(tdir, sdir, tangentcross);
908                 if (DotProduct(tangentcross, normal) < 0)
909                 {
910                         VectorNegate(sdir, sdir);
911                         VectorNegate(tdir, tdir);
912                 }
913
914                 if (!areaweighting)
915                 {
916                         VectorNormalize(sdir);
917                         VectorNormalize(tdir);
918                 }
919                 for (i = 0;i < 3;i++)
920                 {
921                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
922                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
923                 }
924         }
925         // make the tangents completely perpendicular to the surface normal, and
926         // then normalize them
927         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
928         for (i = 0, svec = svector3f + 3 * firstvertex, tvec = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, svec += 3, tvec += 3, n += 3)
929         {
930                 f = -DotProduct(svec, n);
931                 VectorMA(svec, f, n, svec);
932                 VectorNormalize(svec);
933                 f = -DotProduct(tvec, n);
934                 VectorMA(tvec, f, n, tvec);
935                 VectorNormalize(tvec);
936         }
937 }
938
939 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors)
940 {
941         unsigned char *data;
942         data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
943         loadmodel->surfmesh.num_vertices = numvertices;
944         loadmodel->surfmesh.num_triangles = numtriangles;
945         if (loadmodel->surfmesh.num_vertices)
946         {
947                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
948                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
949                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
950                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
951                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
952                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
953                 if (vertexcolors)
954                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
955                 if (lightmapoffsets)
956                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
957         }
958         if (loadmodel->surfmesh.num_triangles)
959         {
960                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
961                 if (loadmodel->surfmesh.num_vertices <= 65536)
962                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
963         }
964 }
965
966 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles)
967 {
968         shadowmesh_t *newmesh;
969         newmesh = (shadowmesh_t *)Mem_Alloc(mempool, sizeof(shadowmesh_t));
970         newmesh->mempool = mempool;
971         newmesh->maxverts = maxverts;
972         newmesh->maxtriangles = maxtriangles;
973         newmesh->numverts = 0;
974         newmesh->numtriangles = 0;
975         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
976         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
977
978         newmesh->vertex3f = (float *)Mem_Alloc(mempool, maxverts * sizeof(float[3]));
979         newmesh->element3i = (int *)Mem_Alloc(mempool, maxtriangles * sizeof(int[3]));
980         newmesh->vertexhashtable = (shadowmeshvertexhash_t **)Mem_Alloc(mempool, SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *));
981         newmesh->vertexhashentries = (shadowmeshvertexhash_t *)Mem_Alloc(mempool, maxverts * sizeof(shadowmeshvertexhash_t));
982         return newmesh;
983 }
984
985 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, const float *vertex3f)
986 {
987         int hashindex, vnum;
988         shadowmeshvertexhash_t *hash;
989         // this uses prime numbers intentionally
990         hashindex = (unsigned int) (vertex3f[0] * 2003 + vertex3f[1] * 4001 + vertex3f[2] * 7919) % SHADOWMESHVERTEXHASH;
991         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
992         {
993                 vnum = (hash - mesh->vertexhashentries);
994                 if (mesh->vertex3f[vnum * 3 + 0] == vertex3f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex3f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex3f[2])
995                         return hash - mesh->vertexhashentries;
996         }
997         vnum = mesh->numverts++;
998         hash = mesh->vertexhashentries + vnum;
999         hash->next = mesh->vertexhashtable[hashindex];
1000         mesh->vertexhashtable[hashindex] = hash;
1001         mesh->vertex3f[vnum * 3 + 0] = vertex3f[0];
1002         mesh->vertex3f[vnum * 3 + 1] = vertex3f[1];
1003         mesh->vertex3f[vnum * 3 + 2] = vertex3f[2];
1004         return vnum;
1005 }
1006
1007 void Mod_ShadowMesh_AddMesh(shadowmesh_t *mesh, const float *vertex3f, int numtris, const int *element3i)
1008 {
1009         int i;
1010
1011         for (i = 0;i < numtris;i++)
1012         {
1013                 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 0]);
1014                 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 1]);
1015                 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 2]);
1016                 mesh->numtriangles++;
1017         }
1018
1019         // the triangle calculation can take a while, so let's do a keepalive here
1020         CL_KeepaliveMessage(false);
1021 }
1022
1023 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles)
1024 {
1025         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1026         CL_KeepaliveMessage(false);
1027
1028         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles);
1029 }
1030
1031 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1032 {
1033         if (!mesh->numverts)
1034                 return;
1035
1036         // make sure we don't crash inside the driver if something went wrong, as it's annoying to debug
1037         Mod_ValidateElements(mesh->element3i, mesh->element3s, mesh->numtriangles, 0, mesh->numverts, __FILE__, __LINE__);
1038
1039         // upload short indices as a buffer
1040         if (mesh->element3s && !mesh->element3s_indexbuffer)
1041                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), "shadowmesh", true, false, false, true);
1042
1043         // upload int indices as a buffer
1044         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1045                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh", true, false, false, false);
1046
1047         // vertex buffer is several arrays and we put them in the same buffer
1048         //
1049         // is this wise?  the texcoordtexture2f array is used with dynamic
1050         // vertex/svector/tvector/normal when rendering animated models, on the
1051         // other hand animated models don't use a lot of vertices anyway...
1052         if (!mesh->vbo_vertexbuffer)
1053         {
1054                 mesh->vbooffset_vertex3f = 0;
1055                 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), "shadowmesh", false, false, false, false);
1056         }
1057 }
1058
1059 shadowmesh_t *Mod_ShadowMesh_Finish(shadowmesh_t *mesh, qboolean createvbo)
1060 {
1061         if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1062         {
1063                 if (mesh->vertexhashentries)
1064                         Mem_Free(mesh->vertexhashentries);
1065                 mesh->vertexhashentries = NULL;
1066                 if (mesh->vertexhashtable)
1067                         Mem_Free(mesh->vertexhashtable);
1068                 mesh->vertexhashtable = NULL;
1069                 if (mesh->maxverts > mesh->numverts)
1070                 {
1071                         mesh->vertex3f = (float *)Mem_Realloc(mesh->mempool, mesh->vertex3f, mesh->numverts * sizeof(float[3]));
1072                         mesh->maxverts = mesh->numverts;
1073                 }
1074                 if (mesh->maxtriangles > mesh->numtriangles)
1075                 {
1076                         mesh->element3i = (int *)Mem_Realloc(mesh->mempool, mesh->element3i, mesh->numtriangles * sizeof(int[3]));
1077                         mesh->maxtriangles = mesh->numtriangles;
1078                 }
1079                 if (mesh->numverts <= 65536)
1080                 {
1081                         int i;
1082                         mesh->element3s = (unsigned short *)Mem_Alloc(mesh->mempool, mesh->numtriangles * sizeof(unsigned short[3]));
1083                         for (i = 0;i < mesh->numtriangles*3;i++)
1084                                 mesh->element3s[i] = mesh->element3i[i];
1085                 }
1086                 if (createvbo)
1087                         Mod_ShadowMesh_CreateVBOs(mesh);
1088         }
1089
1090         // this can take a while, so let's do a keepalive here
1091         CL_KeepaliveMessage(false);
1092
1093         return mesh;
1094 }
1095
1096 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *mesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1097 {
1098         int i;
1099         vec3_t nmins, nmaxs, ncenter, temp;
1100         float nradius2, dist2, *v;
1101         VectorClear(nmins);
1102         VectorClear(nmaxs);
1103         // calculate bbox
1104         VectorCopy(mesh->vertex3f, nmins);
1105         VectorCopy(mesh->vertex3f, nmaxs);
1106         for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1107         {
1108                 if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1109                 if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1110                 if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1111         }
1112         // calculate center and radius
1113         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1114         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1115         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1116         nradius2 = 0;
1117         for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1118         {
1119                 VectorSubtract(v, ncenter, temp);
1120                 dist2 = DotProduct(temp, temp);
1121                 if (nradius2 < dist2)
1122                         nradius2 = dist2;
1123         }
1124         // return data
1125         if (mins)
1126                 VectorCopy(nmins, mins);
1127         if (maxs)
1128                 VectorCopy(nmaxs, maxs);
1129         if (center)
1130                 VectorCopy(ncenter, center);
1131         if (radius)
1132                 *radius = sqrt(nradius2);
1133 }
1134
1135 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1136 {
1137         if (mesh->element3i_indexbuffer)
1138                 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1139         if (mesh->element3s_indexbuffer)
1140                 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1141         if (mesh->vbo_vertexbuffer)
1142                 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1143         if (mesh->vertex3f)
1144                 Mem_Free(mesh->vertex3f);
1145         if (mesh->element3i)
1146                 Mem_Free(mesh->element3i);
1147         if (mesh->element3s)
1148                 Mem_Free(mesh->element3s);
1149         if (mesh->vertexhashentries)
1150                 Mem_Free(mesh->vertexhashentries);
1151         if (mesh->vertexhashtable)
1152                 Mem_Free(mesh->vertexhashtable);
1153         Mem_Free(mesh);
1154 }
1155
1156 void Mod_CreateCollisionMesh(dp_model_t *mod)
1157 {
1158         int k, numcollisionmeshtriangles;
1159         qboolean usesinglecollisionmesh = false;
1160         const msurface_t *surface = NULL;
1161
1162         mempool_t *mempool = mod->mempool;
1163         if (!mempool && mod->brush.parentmodel)
1164                 mempool = mod->brush.parentmodel->mempool;
1165         // make a single combined collision mesh for physics engine use
1166         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1167         numcollisionmeshtriangles = 0;
1168         for (k = 0;k < mod->nummodelsurfaces;k++)
1169         {
1170                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1171                 if (!strcmp(surface->texture->name, "collision") || !strcmp(surface->texture->name, "collisionconvex")) // found collision mesh
1172                 {
1173                         usesinglecollisionmesh = true;
1174                         numcollisionmeshtriangles = surface->num_triangles;
1175                         break;
1176                 }
1177                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1178                         continue;
1179                 numcollisionmeshtriangles += surface->num_triangles;
1180         }
1181         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles);
1182         if (usesinglecollisionmesh)
1183                 Mod_ShadowMesh_AddMesh(mod->brush.collisionmesh, mod->surfmesh.data_vertex3f, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1184         else
1185         {
1186                 for (k = 0;k < mod->nummodelsurfaces;k++)
1187                 {
1188                         surface = mod->data_surfaces + mod->firstmodelsurface + k;
1189                         if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1190                                 continue;
1191                         Mod_ShadowMesh_AddMesh(mod->brush.collisionmesh, mod->surfmesh.data_vertex3f, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1192                 }
1193         }
1194         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mod->brush.collisionmesh, false);
1195 }
1196
1197 #if 0
1198 static void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1199 {
1200         float v[3], tc[3];
1201         v[0] = ix;
1202         v[1] = iy;
1203         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1204                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1205         else
1206                 v[2] = 0;
1207         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1208         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1209         texcoord2f[0] = tc[0];
1210         texcoord2f[1] = tc[1];
1211 }
1212
1213 static void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1214 {
1215         float vup[3], vdown[3], vleft[3], vright[3];
1216         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1217         float sv[3], tv[3], nl[3];
1218         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1219         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1220         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1221         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1222         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1223         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1224         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1225         VectorAdd(svector3f, sv, svector3f);
1226         VectorAdd(tvector3f, tv, tvector3f);
1227         VectorAdd(normal3f, nl, normal3f);
1228         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1229         VectorAdd(svector3f, sv, svector3f);
1230         VectorAdd(tvector3f, tv, tvector3f);
1231         VectorAdd(normal3f, nl, normal3f);
1232         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1233         VectorAdd(svector3f, sv, svector3f);
1234         VectorAdd(tvector3f, tv, tvector3f);
1235         VectorAdd(normal3f, nl, normal3f);
1236 }
1237
1238 static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1239 {
1240         int x, y, ix, iy, *e;
1241         e = element3i;
1242         for (y = 0;y < height;y++)
1243         {
1244                 for (x = 0;x < width;x++)
1245                 {
1246                         e[0] = (y + 1) * (width + 1) + (x + 0);
1247                         e[1] = (y + 0) * (width + 1) + (x + 0);
1248                         e[2] = (y + 1) * (width + 1) + (x + 1);
1249                         e[3] = (y + 0) * (width + 1) + (x + 0);
1250                         e[4] = (y + 0) * (width + 1) + (x + 1);
1251                         e[5] = (y + 1) * (width + 1) + (x + 1);
1252                         e += 6;
1253                 }
1254         }
1255         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1256                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1257                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1258 }
1259 #endif
1260
1261 #if 0
1262 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1263 {
1264         float mins[3];
1265         float maxs[3];
1266         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1267         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1268         float viewvector[3];
1269         unsigned int firstvertex;
1270         unsigned int *e;
1271         float *v;
1272         if (chunkwidth < 2 || chunkheight < 2)
1273                 return;
1274         VectorSet(mins, model->terrain.mins[0] +  x    * stepsize * model->terrain.scale[0], model->terrain.mins[1] +  y    * stepsize * model->terrain.scale[1], model->terrain.mins[2]);
1275         VectorSet(maxs, model->terrain.mins[0] + (x+1) * stepsize * model->terrain.scale[0], model->terrain.mins[1] + (y+1) * stepsize * model->terrain.scale[1], model->terrain.maxs[2]);
1276         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1277         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1278         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1279         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1280         {
1281                 // too close for this stepsize, emit as 4 chunks instead
1282                 stepsize /= 2;
1283                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1284                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1285                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1286                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1287                 return;
1288         }
1289         // emit the geometry at stepsize into our vertex buffer / index buffer
1290         // we add two columns and two rows for skirt
1291         outwidth = chunkwidth+2;
1292         outheight = chunkheight+2;
1293         outwidth2 = outwidth-1;
1294         outheight2 = outheight-1;
1295         outwidth3 = outwidth+1;
1296         outheight3 = outheight+1;
1297         firstvertex = numvertices;
1298         e = model->terrain.element3i + numtriangles;
1299         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1300         v = model->terrain.vertex3f + numvertices;
1301         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1302         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1303         for (ty = 0;ty < outheight;ty++)
1304         {
1305                 for (tx = 0;tx < outwidth;tx++)
1306                 {
1307                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1308                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1309                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1310                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1311                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1312                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1313                 }
1314         }
1315         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1316         for (ty = 0;ty <= outheight;ty++)
1317         {
1318                 skirtrow = ty == 0 || ty == outheight;
1319                 ry = y+bound(1, ty, outheight)*stepsize;
1320                 for (tx = 0;tx <= outwidth;tx++)
1321                 {
1322                         skirt = skirtrow || tx == 0 || tx == outwidth;
1323                         rx = x+bound(1, tx, outwidth)*stepsize;
1324                         v[0] = rx*scale[0];
1325                         v[1] = ry*scale[1];
1326                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1327                         v += 3;
1328                 }
1329         }
1330         // TODO: emit skirt vertices
1331 }
1332
1333 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1334 {
1335         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1336         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1337         Mod_Terrain_BuildChunk(model, 
1338 }
1339 #endif
1340
1341 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1342 {
1343         int offset = 0;
1344         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1345         {
1346                 offset = bound(0, s[4] - '0', 9);
1347                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1348                 s += 4;
1349                 if(*s)
1350                         ++s;
1351         }
1352         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1353         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1354         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1355         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1356         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1357         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1358         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1359         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1360         return offset | Q3WAVEFUNC_NONE;
1361 }
1362
1363 void Mod_FreeQ3Shaders(void)
1364 {
1365         Mem_FreePool(&q3shaders_mem);
1366 }
1367
1368 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1369 {
1370         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1371         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1372         q3shader_hash_entry_t* lastEntry = NULL;
1373         do
1374         {
1375                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1376                 {
1377                         // redeclaration
1378                         if(shader->dpshaderkill)
1379                         {
1380                                 // killed shader is a redeclarion? we can safely ignore it
1381                                 return;
1382                         }
1383                         else if(entry->shader.dpshaderkill)
1384                         {
1385                                 // replace the old shader!
1386                                 // this will skip the entry allocating part
1387                                 // below and just replace the shader
1388                                 break;
1389                         }
1390                         else
1391                         {
1392                                 unsigned char *start, *end, *start2;
1393                                 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1394                                 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1395                                 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1396                                 if(memcmp(start, start2, end - start))
1397                                         Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1398                                 else
1399                                         Con_DPrintf("Shader '%s' already defined\n", shader->name);
1400                                 return;
1401                         }
1402                 }
1403                 lastEntry = entry;
1404                 entry = entry->chain;
1405         }
1406         while (entry != NULL);
1407         if (entry == NULL)
1408         {
1409                 if (lastEntry->shader.name[0] != 0)
1410                 {
1411                         /* Add to chain */
1412                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1413                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1414
1415                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1416                         lastEntry->chain = newEntry;
1417                         newEntry->chain = NULL;
1418                         lastEntry = newEntry;
1419                 }
1420                 /* else: head of chain, in hash entry array */
1421                 entry = lastEntry;
1422         }
1423         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1424 }
1425
1426 extern cvar_t mod_noshader_default_offsetmapping;
1427 extern cvar_t mod_q3shader_default_offsetmapping;
1428 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1429 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1430 extern cvar_t mod_q3shader_default_polygonoffset;
1431 extern cvar_t mod_q3shader_default_polygonfactor;
1432 extern cvar_t mod_q3shader_force_addalpha;
1433 extern cvar_t mod_q3shader_force_terrain_alphaflag;
1434 void Mod_LoadQ3Shaders(void)
1435 {
1436         int j;
1437         int fileindex;
1438         fssearch_t *search;
1439         char *f;
1440         const char *text;
1441         q3shaderinfo_t shader;
1442         q3shaderinfo_layer_t *layer;
1443         int numparameters;
1444         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1445         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1446         unsigned long custsurfaceflags[256]; 
1447         int numcustsurfaceflags;
1448         qboolean dpshaderkill;
1449
1450         Mod_FreeQ3Shaders();
1451
1452         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1453         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1454                 sizeof (q3shader_data_t));
1455         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1456                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1457         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1458                 q3shaders_mem, sizeof (char**), 256);
1459
1460         // parse custinfoparms.txt
1461         numcustsurfaceflags = 0;
1462         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1463         {
1464                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1465                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1466                 else
1467                 {
1468                         while (COM_ParseToken_QuakeC(&text, false))
1469                                 if (!strcasecmp(com_token, "}"))
1470                                         break;
1471                         // custom surfaceflags section
1472                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1473                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1474                         else
1475                         {
1476                                 while(COM_ParseToken_QuakeC(&text, false))
1477                                 {
1478                                         if (!strcasecmp(com_token, "}"))
1479                                                 break;  
1480                                         // register surfaceflag
1481                                         if (numcustsurfaceflags >= 256)
1482                                         {
1483                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1484                                                 break;
1485                                         }
1486                                         // name
1487                                         j = (int)strlen(com_token)+1;
1488                                         custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j);
1489                                         strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1);
1490                                         // value
1491                                         if (COM_ParseToken_QuakeC(&text, false))
1492                                                 custsurfaceflags[numcustsurfaceflags] = strtol(com_token, NULL, 0);
1493                                         else
1494                                                 custsurfaceflags[numcustsurfaceflags] = 0;
1495                                         numcustsurfaceflags++;
1496                                 }
1497                         }
1498                 }
1499                 Mem_Free(f);
1500         }
1501
1502         // parse shaders
1503         search = FS_Search("scripts/*.shader", true, false);
1504         if (!search)
1505                 return;
1506         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1507         {
1508                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1509                 if (!f)
1510                         continue;
1511                 while (COM_ParseToken_QuakeC(&text, false))
1512                 {
1513                         memset (&shader, 0, sizeof(shader));
1514                         shader.name[0] = 0;
1515                         shader.surfaceparms = 0;
1516                         shader.surfaceflags = 0;
1517                         shader.textureflags = 0;
1518                         shader.numlayers = 0;
1519                         shader.lighting = false;
1520                         shader.vertexalpha = false;
1521                         shader.textureblendalpha = false;
1522                         shader.skyboxname[0] = 0;
1523                         shader.deforms[0].deform = Q3DEFORM_NONE;
1524                         shader.dpnortlight = false;
1525                         shader.dpshadow = false;
1526                         shader.dpnoshadow = false;
1527                         shader.dpmeshcollisions = false;
1528                         shader.dpshaderkill = false;
1529                         shader.dpreflectcube[0] = 0;
1530                         shader.reflectmin = 0;
1531                         shader.reflectmax = 1;
1532                         shader.refractfactor = 1;
1533                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1534                         shader.reflectfactor = 1;
1535                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1536                         shader.r_water_wateralpha = 1;
1537                         shader.r_water_waterscroll[0] = 0;
1538                         shader.r_water_waterscroll[1] = 0;
1539                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1540                         shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1541                         shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1542                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1543                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1544                         shader.transparentsort = TRANSPARENTSORT_DISTANCE;
1545                         shader.specularscalemod = 1;
1546                         shader.specularpowermod = 1;
1547                         shader.rtlightambient = 0;
1548                         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
1549                         // JUST GREP FOR "specularscalemod = 1".
1550
1551                         strlcpy(shader.name, com_token, sizeof(shader.name));
1552                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1553                         {
1554                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1555                                 break;
1556                         }
1557                         while (COM_ParseToken_QuakeC(&text, false))
1558                         {
1559                                 if (!strcasecmp(com_token, "}"))
1560                                         break;
1561                                 if (!strcasecmp(com_token, "{"))
1562                                 {
1563                                         static q3shaderinfo_layer_t dummy;
1564                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1565                                         {
1566                                                 layer = shader.layers + shader.numlayers++;
1567                                         }
1568                                         else
1569                                         {
1570                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1571                                                 memset(&dummy, 0, sizeof(dummy));
1572                                                 layer = &dummy;
1573                                         }
1574                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1575                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1576                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1577                                         layer->blendfunc[0] = GL_ONE;
1578                                         layer->blendfunc[1] = GL_ZERO;
1579                                         while (COM_ParseToken_QuakeC(&text, false))
1580                                         {
1581                                                 if (!strcasecmp(com_token, "}"))
1582                                                         break;
1583                                                 if (!strcasecmp(com_token, "\n"))
1584                                                         continue;
1585                                                 numparameters = 0;
1586                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1587                                                 {
1588                                                         if (j < TEXTURE_MAXFRAMES + 4)
1589                                                         {
1590                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1591                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1592                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1593                                                                 else
1594                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1595                                                                 numparameters = j + 1;
1596                                                         }
1597                                                         if (!COM_ParseToken_QuakeC(&text, true))
1598                                                                 break;
1599                                                 }
1600                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1601                                                 //      parameter[j][0] = 0;
1602                                                 if (developer_insane.integer)
1603                                                 {
1604                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1605                                                         for (j = 0;j < numparameters;j++)
1606                                                                 Con_DPrintf(" %s", parameter[j]);
1607                                                         Con_DPrint("\n");
1608                                                 }
1609                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1610                                                 {
1611                                                         if (numparameters == 2)
1612                                                         {
1613                                                                 if (!strcasecmp(parameter[1], "add"))
1614                                                                 {
1615                                                                         layer->blendfunc[0] = GL_ONE;
1616                                                                         layer->blendfunc[1] = GL_ONE;
1617                                                                 }
1618                                                                 else if (!strcasecmp(parameter[1], "addalpha"))
1619                                                                 {
1620                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1621                                                                         layer->blendfunc[1] = GL_ONE;
1622                                                                 }
1623                                                                 else if (!strcasecmp(parameter[1], "filter"))
1624                                                                 {
1625                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1626                                                                         layer->blendfunc[1] = GL_ZERO;
1627                                                                 }
1628                                                                 else if (!strcasecmp(parameter[1], "blend"))
1629                                                                 {
1630                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1631                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1632                                                                 }
1633                                                         }
1634                                                         else if (numparameters == 3)
1635                                                         {
1636                                                                 int k;
1637                                                                 for (k = 0;k < 2;k++)
1638                                                                 {
1639                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1640                                                                                 layer->blendfunc[k] = GL_ONE;
1641                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1642                                                                                 layer->blendfunc[k] = GL_ZERO;
1643                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1644                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1645                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1646                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1647                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1648                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1649                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1650                                                                                 layer->blendfunc[k] = GL_DST_ALPHA;
1651                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1652                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1653                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1654                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1655                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1656                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1657                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1658                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1659                                                                         else
1660                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1661                                                                 }
1662                                                         }
1663                                                 }
1664                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1665                                                         layer->alphatest = true;
1666                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1667                                                 {
1668                                                         if (!strcasecmp(parameter[0], "clampmap"))
1669                                                                 layer->clampmap = true;
1670                                                         layer->numframes = 1;
1671                                                         layer->framerate = 1;
1672                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1673                                                                 &q3shader_data->char_ptrs);
1674                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1675                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1676                                                                 shader.lighting = true;
1677                                                 }
1678                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1679                                                 {
1680                                                         int i;
1681                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1682                                                         layer->framerate = atof(parameter[1]);
1683                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1684                                                         for (i = 0;i < layer->numframes;i++)
1685                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1686                                                 }
1687                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1688                                                 {
1689                                                         int i;
1690                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1691                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1692                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1693                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1694                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1695                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1696                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1697                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1698                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1699                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1700                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1701                                                         else if (!strcasecmp(parameter[1], "wave"))
1702                                                         {
1703                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1704                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1705                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1706                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1707                                                         }
1708                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1709                                                 }
1710                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1711                                                 {
1712                                                         int i;
1713                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1714                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1715                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1716                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1717                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1718                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1719                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1720                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1721                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1722                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1723                                                         else if (!strcasecmp(parameter[1], "wave"))
1724                                                         {
1725                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1726                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1727                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1728                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1729                                                         }
1730                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1731                                                 }
1732                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1733                                                 {
1734                                                         int i;
1735                                                         // observed values: tcgen environment
1736                                                         // no other values have been observed in real shaders
1737                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1738                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1739                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1740                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1741                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1742                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1743                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1744                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1745                                                 }
1746                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1747                                                 {
1748                                                         int i, tcmodindex;
1749                                                         // observed values:
1750                                                         // tcmod rotate #
1751                                                         // tcmod scale # #
1752                                                         // tcmod scroll # #
1753                                                         // tcmod stretch sin # # # #
1754                                                         // tcmod stretch triangle # # # #
1755                                                         // tcmod transform # # # # # #
1756                                                         // tcmod turb # # # #
1757                                                         // tcmod turb sin # # # #  (this is bogus)
1758                                                         // no other values have been observed in real shaders
1759                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1760                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1761                                                                         break;
1762                                                         if (tcmodindex < Q3MAXTCMODS)
1763                                                         {
1764                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1765                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1766                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1767                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1768                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1769                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1770                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1771                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1772                                                                 {
1773                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1774                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1775                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1776                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1777                                                                 }
1778                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1779                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1780                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1781                                                         }
1782                                                         else
1783                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1784                                                 }
1785                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1786                                                 if (!strcasecmp(com_token, "}"))
1787                                                         break;
1788                                         }
1789                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1790                                                 shader.lighting = true;
1791                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1792                                         {
1793                                                 if (layer == shader.layers + 0)
1794                                                 {
1795                                                         // vertex controlled transparency
1796                                                         shader.vertexalpha = true;
1797                                                 }
1798                                                 else
1799                                                 {
1800                                                         // multilayer terrain shader or similar
1801                                                         shader.textureblendalpha = true;
1802                                                         if (mod_q3shader_force_terrain_alphaflag.integer)
1803                                                                 shader.layers[0].dptexflags |= TEXF_ALPHA;
1804                                                 }
1805                                         }
1806
1807                                         if(mod_q3shader_force_addalpha.integer)
1808                                         {
1809                                                 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
1810                                                 // this cvar brings back this behaviour
1811                                                 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
1812                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1813                                         }
1814                                         
1815                                         layer->dptexflags = 0;
1816                                         if (layer->alphatest)
1817                                                 layer->dptexflags |= TEXF_ALPHA;
1818                                         switch(layer->blendfunc[0])
1819                                         {
1820                                                 case GL_SRC_ALPHA:
1821                                                 case GL_ONE_MINUS_SRC_ALPHA:
1822                                                         layer->dptexflags |= TEXF_ALPHA;
1823                                                         break;
1824                                         }
1825                                         switch(layer->blendfunc[1])
1826                                         {
1827                                                 case GL_SRC_ALPHA:
1828                                                 case GL_ONE_MINUS_SRC_ALPHA:
1829                                                         layer->dptexflags |= TEXF_ALPHA;
1830                                                         break;
1831                                         }
1832                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1833                                                 layer->dptexflags |= TEXF_MIPMAP;
1834                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1835                                                 layer->dptexflags |= TEXF_PICMIP | TEXF_COMPRESS;
1836                                         if (layer->clampmap)
1837                                                 layer->dptexflags |= TEXF_CLAMP;
1838                                         continue;
1839                                 }
1840                                 numparameters = 0;
1841                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1842                                 {
1843                                         if (j < TEXTURE_MAXFRAMES + 4)
1844                                         {
1845                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1846                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1847                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1848                                                 else
1849                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1850                                                 numparameters = j + 1;
1851                                         }
1852                                         if (!COM_ParseToken_QuakeC(&text, true))
1853                                                 break;
1854                                 }
1855                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1856                                 //      parameter[j][0] = 0;
1857                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1858                                         break;
1859                                 if (developer_insane.integer)
1860                                 {
1861                                         Con_DPrintf("%s: ", shader.name);
1862                                         for (j = 0;j < numparameters;j++)
1863                                                 Con_DPrintf(" %s", parameter[j]);
1864                                         Con_DPrint("\n");
1865                                 }
1866                                 if (numparameters < 1)
1867                                         continue;
1868                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1869                                 {
1870                                         if (!strcasecmp(parameter[1], "alphashadow"))
1871                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1872                                         else if (!strcasecmp(parameter[1], "areaportal"))
1873                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1874                                         else if (!strcasecmp(parameter[1], "botclip"))
1875                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1876                                         else if (!strcasecmp(parameter[1], "clusterportal"))
1877                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1878                                         else if (!strcasecmp(parameter[1], "detail"))
1879                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1880                                         else if (!strcasecmp(parameter[1], "donotenter"))
1881                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1882                                         else if (!strcasecmp(parameter[1], "dust"))
1883                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1884                                         else if (!strcasecmp(parameter[1], "hint"))
1885                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1886                                         else if (!strcasecmp(parameter[1], "fog"))
1887                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1888                                         else if (!strcasecmp(parameter[1], "lava"))
1889                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1890                                         else if (!strcasecmp(parameter[1], "lightfilter"))
1891                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1892                                         else if (!strcasecmp(parameter[1], "lightgrid"))
1893                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1894                                         else if (!strcasecmp(parameter[1], "metalsteps"))
1895                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1896                                         else if (!strcasecmp(parameter[1], "nodamage"))
1897                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1898                                         else if (!strcasecmp(parameter[1], "nodlight"))
1899                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1900                                         else if (!strcasecmp(parameter[1], "nodraw"))
1901                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1902                                         else if (!strcasecmp(parameter[1], "nodrop"))
1903                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1904                                         else if (!strcasecmp(parameter[1], "noimpact"))
1905                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1906                                         else if (!strcasecmp(parameter[1], "nolightmap"))
1907                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1908                                         else if (!strcasecmp(parameter[1], "nomarks"))
1909                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1910                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
1911                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1912                                         else if (!strcasecmp(parameter[1], "nonsolid"))
1913                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1914                                         else if (!strcasecmp(parameter[1], "origin"))
1915                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1916                                         else if (!strcasecmp(parameter[1], "playerclip"))
1917                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1918                                         else if (!strcasecmp(parameter[1], "sky"))
1919                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1920                                         else if (!strcasecmp(parameter[1], "slick"))
1921                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1922                                         else if (!strcasecmp(parameter[1], "slime"))
1923                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1924                                         else if (!strcasecmp(parameter[1], "structural"))
1925                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1926                                         else if (!strcasecmp(parameter[1], "trans"))
1927                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1928                                         else if (!strcasecmp(parameter[1], "water"))
1929                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1930                                         else if (!strcasecmp(parameter[1], "pointlight"))
1931                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1932                                         else if (!strcasecmp(parameter[1], "antiportal"))
1933                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1934                                         else if (!strcasecmp(parameter[1], "skip"))
1935                                                 ; // shader.surfaceparms |= Q3SURFACEPARM_SKIP; FIXME we don't have enough #defines for this any more, and the engine doesn't need this one anyway
1936                                         else
1937                                         {
1938                                                 // try custom surfaceparms
1939                                                 for (j = 0; j < numcustsurfaceflags; j++)
1940                                                 {
1941                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
1942                                                         {
1943                                                                 shader.surfaceflags |= custsurfaceflags[j];
1944                                                                 break;
1945                                                         }
1946                                                 }
1947                                                 // failed all
1948                                                 if (j == numcustsurfaceflags)
1949                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1950                                         }
1951                                 }
1952                                 else if (!strcasecmp(parameter[0], "dpshadow"))
1953                                         shader.dpshadow = true;
1954                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1955                                         shader.dpnoshadow = true;
1956                                 else if (!strcasecmp(parameter[0], "dpnortlight"))
1957                                         shader.dpnortlight = true;
1958                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
1959                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
1960                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
1961                                         shader.dpmeshcollisions = true;
1962                                 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
1963                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
1964                                 {
1965                                         if (Cvar_VariableValue(parameter[1]) == 0.0f)
1966                                                 shader.dpshaderkill = dpshaderkill;
1967                                 }
1968                                 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
1969                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
1970                                 {
1971                                         const char *op = NULL;
1972                                         if (numparameters >= 3)
1973                                                 op = parameter[2];
1974                                         if(!op)
1975                                         {
1976                                                 if (Cvar_VariableValue(parameter[1]) != 0.0f)
1977                                                         shader.dpshaderkill = dpshaderkill;
1978                                         }
1979                                         else if (numparameters >= 4 && !strcmp(op, "=="))
1980                                         {
1981                                                 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
1982                                                         shader.dpshaderkill = dpshaderkill;
1983                                         }
1984                                         else if (numparameters >= 4 && !strcmp(op, "!="))
1985                                         {
1986                                                 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
1987                                                         shader.dpshaderkill = dpshaderkill;
1988                                         }
1989                                         else if (numparameters >= 4 && !strcmp(op, ">"))
1990                                         {
1991                                                 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
1992                                                         shader.dpshaderkill = dpshaderkill;
1993                                         }
1994                                         else if (numparameters >= 4 && !strcmp(op, "<"))
1995                                         {
1996                                                 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
1997                                                         shader.dpshaderkill = dpshaderkill;
1998                                         }
1999                                         else if (numparameters >= 4 && !strcmp(op, ">="))
2000                                         {
2001                                                 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2002                                                         shader.dpshaderkill = dpshaderkill;
2003                                         }
2004                                         else if (numparameters >= 4 && !strcmp(op, "<="))
2005                                         {
2006                                                 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2007                                                         shader.dpshaderkill = dpshaderkill;
2008                                         }
2009                                         else
2010                                         {
2011                                                 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2012                                         }
2013                                 }
2014                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2015                                 {
2016                                         // some q3 skies don't have the sky parm set
2017                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2018                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2019                                 }
2020                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2021                                 {
2022                                         // some q3 skies don't have the sky parm set
2023                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2024                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2025                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2026                                 }
2027                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2028                                 {
2029                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2030                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2031                                 }
2032                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2033                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2034                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2035                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2036                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2037                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2038                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2039                                 {
2040                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2041                                         if(numparameters >= 2)
2042                                         {
2043                                                 shader.biaspolygonfactor = atof(parameter[1]);
2044                                                 if(numparameters >= 3)
2045                                                         shader.biaspolygonoffset = atof(parameter[2]);
2046                                                 else
2047                                                         shader.biaspolygonoffset = 0;
2048                                         }
2049                                 }
2050                                 else if (!strcasecmp(parameter[0], "dptransparentsort") && numparameters >= 2)
2051                                 {
2052                                         shader.textureflags |= Q3TEXTUREFLAG_TRANSPARENTSORT;
2053                                         if (!strcasecmp(parameter[1], "sky"))
2054                                                 shader.transparentsort = TRANSPARENTSORT_SKY;
2055                                         else if (!strcasecmp(parameter[1], "distance"))
2056                                                 shader.transparentsort = TRANSPARENTSORT_DISTANCE;
2057                                         else if (!strcasecmp(parameter[1], "hud"))
2058                                                 shader.transparentsort = TRANSPARENTSORT_HUD;
2059                                         else
2060                                                 Con_DPrintf("%s parsing warning: unknown dptransparentsort category \"%s\", or not enough arguments\n", search->filenames[fileindex], parameter[1]);
2061                                 }
2062                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2063                                 {
2064                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2065                                         shader.refractfactor = atof(parameter[1]);
2066                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2067                                 }
2068                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2069                                 {
2070                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2071                                         shader.reflectfactor = atof(parameter[1]);
2072                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2073                                 }
2074                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2075                                 {
2076                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2077                                 }
2078                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2079                                 {
2080                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2081                                         shader.reflectmin = atof(parameter[1]);
2082                                         shader.reflectmax = atof(parameter[2]);
2083                                         shader.refractfactor = atof(parameter[3]);
2084                                         shader.reflectfactor = atof(parameter[4]);
2085                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2086                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2087                                         shader.r_water_wateralpha = atof(parameter[11]);
2088                                 }
2089                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2090                                 {
2091                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2092                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2093                                 }
2094                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2095                                 {
2096                                         shader.specularscalemod = atof(parameter[1]);
2097                                 }
2098                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2099                                 {
2100                                         shader.specularpowermod = atof(parameter[1]);
2101                                 }
2102                                 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2103                                 {
2104                                         shader.rtlightambient = atof(parameter[1]);
2105                                 }
2106                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2107                                 {
2108                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2109                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2110                                         else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2111                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2112                                         else if (!strcasecmp(parameter[1], "linear"))
2113                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2114                                         else if (!strcasecmp(parameter[1], "relief"))
2115                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2116                                         if (numparameters >= 3)
2117                                                 shader.offsetscale = atof(parameter[2]);
2118                                         if (numparameters >= 5)
2119                                         {
2120                                                 if(!strcasecmp(parameter[3], "bias"))
2121                                                         shader.offsetbias = atof(parameter[4]);
2122                                                 else if(!strcasecmp(parameter[3], "match"))
2123                                                         shader.offsetbias = 1.0f - atof(parameter[4]);
2124                                                 else if(!strcasecmp(parameter[3], "match8"))
2125                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2126                                                 else if(!strcasecmp(parameter[3], "match16"))
2127                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2128                                         }
2129                                 }
2130                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2131                                 {
2132                                         int i, deformindex;
2133                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2134                                                 if (!shader.deforms[deformindex].deform)
2135                                                         break;
2136                                         if (deformindex < Q3MAXDEFORMS)
2137                                         {
2138                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2139                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2140                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2141                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2142                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2143                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2144                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2145                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2146                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2147                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2148                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2149                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2150                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2151                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2152                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2153                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2154                                                 {
2155                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2156                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2157                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2158                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2159                                                 }
2160                                                 else if (!strcasecmp(parameter[1], "move"            ))
2161                                                 {
2162                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2163                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2164                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2165                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2166                                                 }
2167                                         }
2168                                 }
2169                         }
2170                         // hide this shader if a cvar said it should be killed
2171                         if (shader.dpshaderkill)
2172                                 shader.numlayers = 0;
2173                         // fix up multiple reflection types
2174                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2175                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2176
2177                         Q3Shader_AddToHash (&shader);
2178                 }
2179                 Mem_Free(f);
2180         }
2181         FS_FreeSearch(search);
2182         // free custinfoparm values
2183         for (j = 0; j < numcustsurfaceflags; j++)
2184                 Mem_Free(custsurfaceparmnames[j]);
2185 }
2186
2187 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2188 {
2189         unsigned short hash;
2190         q3shader_hash_entry_t* entry;
2191         if (!q3shaders_mem)
2192                 Mod_LoadQ3Shaders();
2193         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2194         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2195         while (entry != NULL)
2196         {
2197                 if (strcasecmp (entry->shader.name, name) == 0)
2198                         return &entry->shader;
2199                 entry = entry->chain;
2200         }
2201         return NULL;
2202 }
2203
2204 texture_shaderpass_t *Mod_CreateShaderPass(mempool_t *mempool, skinframe_t *skinframe)
2205 {
2206         texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(mempool, sizeof(*shaderpass));
2207         shaderpass->framerate = 0.0f;
2208         shaderpass->numframes = 1;
2209         shaderpass->blendfunc[0] = GL_ONE;
2210         shaderpass->blendfunc[1] = GL_ZERO;
2211         shaderpass->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
2212         shaderpass->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
2213         shaderpass->alphatest = false;
2214         shaderpass->tcgen.tcgen = Q3TCGEN_TEXTURE;
2215         shaderpass->skinframes[0] = skinframe;
2216         return shaderpass;
2217 }
2218
2219 texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(mempool_t *mempool, const char *modelname, q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename)
2220 {
2221         int j;
2222         texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(mempool, sizeof(*shaderpass));
2223         shaderpass->alphatest = layer->alphatest != 0;
2224         shaderpass->framerate = layer->framerate;
2225         shaderpass->numframes = layer->numframes;
2226         shaderpass->blendfunc[0] = layer->blendfunc[0];
2227         shaderpass->blendfunc[1] = layer->blendfunc[1];
2228         shaderpass->rgbgen = layer->rgbgen;
2229         shaderpass->alphagen = layer->alphagen;
2230         shaderpass->tcgen = layer->tcgen;
2231         for (j = 0; j < Q3MAXTCMODS && layer->tcmods[j].tcmod != Q3TCMOD_NONE; j++)
2232                 shaderpass->tcmods[j] = layer->tcmods[j];
2233         for (j = 0; j < layer->numframes; j++)
2234                 shaderpass->skinframes[j] = R_SkinFrame_LoadExternal(layer->texturename[j], texflags, false, true);
2235         return shaderpass;
2236 }
2237
2238 qboolean Mod_LoadTextureFromQ3Shader(mempool_t *mempool, const char *modelname, texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags, int defaultmaterialflags)
2239 {
2240         int texflagsmask, texflagsor;
2241         qboolean success = true;
2242         q3shaderinfo_t *shader;
2243         if (!name)
2244                 name = "";
2245         strlcpy(texture->name, name, sizeof(texture->name));
2246         texture->basealpha = 1.0f;
2247         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2248
2249         // allow disabling of picmip or compression by defaulttexflags
2250         texflagsmask = ~0;
2251         if(!(defaulttexflags & TEXF_PICMIP))
2252                 texflagsmask &= ~TEXF_PICMIP;
2253         if(!(defaulttexflags & TEXF_COMPRESS))
2254                 texflagsmask &= ~TEXF_COMPRESS;
2255         texflagsor = 0;
2256         if(defaulttexflags & TEXF_ISWORLD)
2257                 texflagsor |= TEXF_ISWORLD;
2258         if(defaulttexflags & TEXF_ISSPRITE)
2259                 texflagsor |= TEXF_ISSPRITE;
2260         // unless later loaded from the shader
2261         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2262         texture->offsetscale = 1;
2263         texture->offsetbias = 0;
2264         texture->specularscalemod = 1;
2265         texture->specularpowermod = 1; 
2266         texture->rtlightambient = 0;
2267         texture->transparentsort = TRANSPARENTSORT_DISTANCE;
2268         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
2269         // JUST GREP FOR "specularscalemod = 1".
2270
2271         if (shader)
2272         {
2273                 if (developer_loading.integer)
2274                         Con_Printf("%s: loaded shader for %s\n", modelname, name);
2275
2276                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2277                 {
2278                         texture->basematerialflags = MATERIALFLAG_SKY;
2279                         if (shader->skyboxname[0] && loadmodel)
2280                         {
2281                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2282                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2283                         }
2284                 }
2285                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2286                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2287                 else
2288                         texture->basematerialflags = MATERIALFLAG_WALL;
2289
2290                 if (shader->layers[0].alphatest)
2291                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2292                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2293                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2294                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2295                 {
2296                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2297                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2298                 }
2299                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2300                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2301                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2302                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2303                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2304                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2305                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2306                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2307                 texture->customblendfunc[0] = GL_ONE;
2308                 texture->customblendfunc[1] = GL_ZERO;
2309                 texture->transparentsort = shader->transparentsort;
2310                 if (shader->numlayers > 0)
2311                 {
2312                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2313                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2314 /*
2315 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2316 * additive               GL_ONE GL_ONE
2317 additive weird         GL_ONE GL_SRC_ALPHA
2318 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2319 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2320 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2321 brighten               GL_DST_COLOR GL_ONE
2322 brighten               GL_ONE GL_SRC_COLOR
2323 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2324 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2325 * modulate               GL_DST_COLOR GL_ZERO
2326 * modulate               GL_ZERO GL_SRC_COLOR
2327 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2328 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2329 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2330 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2331 * no blend               GL_ONE GL_ZERO
2332 nothing                GL_ZERO GL_ONE
2333 */
2334                         // if not opaque, figure out what blendfunc to use
2335                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2336                         {
2337                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2338                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2339                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2340                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2341                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2342                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2343                                 else
2344                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2345                         }
2346                 }
2347                 if (!shader->lighting)
2348                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2349
2350                 // here be dragons: convert quake3 shaders to material
2351                 if (shader->numlayers > 0)
2352                 {
2353                         int i;
2354                         int terrainbackgroundlayer = -1;
2355                         int lightmaplayer = -1;
2356                         int alphagenspecularlayer = -1;
2357                         int rgbgenvertexlayer = -1;
2358                         int rgbgendiffuselayer = -1;
2359                         int materiallayer = -1;
2360                         int endofprelayers = 0;
2361                         int firstpostlayer = 0;
2362                         int shaderpassindex = 0;
2363                         for (i = 0; i < shader->numlayers; i++)
2364                         {
2365                                 if (shader->layers[i].texturename != NULL && !strcasecmp(shader->layers[i].texturename[0], "$lightmap"))
2366                                         lightmaplayer = i;
2367                                 if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_VERTEX)
2368                                         rgbgenvertexlayer = i;
2369                                 if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE)
2370                                         rgbgendiffuselayer = i;
2371                                 if (shader->layers[i].alphagen.alphagen == Q3ALPHAGEN_LIGHTINGSPECULAR)
2372                                         alphagenspecularlayer = i;
2373                         }
2374                         if (shader->numlayers >= 2
2375                          && shader->layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2376                          && (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest)
2377                          && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2378                                  || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest)))
2379                         {
2380                                 // terrain blend or certain other effects involving alphatest over a regular layer
2381                                 terrainbackgroundlayer = 0;
2382                                 materiallayer = 1;
2383                                 // terrain may be vertex lit (in which case both layers are rgbGen vertex) or lightmapped (in which ase the third layer is lightmap)
2384                                 firstpostlayer = lightmaplayer >= 0 ? lightmaplayer + 1 : materiallayer + 1;
2385                         }
2386                         else if (lightmaplayer == 0)
2387                         {
2388                                 // ordinary texture but with $lightmap before diffuse
2389                                 materiallayer = 1;
2390                                 firstpostlayer = lightmaplayer + 2;
2391                         }
2392                         else if (lightmaplayer >= 1)
2393                         {
2394                                 // ordinary texture - we don't properly apply lighting to the prelayers, but oh well...
2395                                 endofprelayers = lightmaplayer - 1;
2396                                 materiallayer = lightmaplayer - 1;
2397                                 firstpostlayer = lightmaplayer + 1;
2398                         }
2399                         else if (rgbgenvertexlayer >= 0)
2400                         {
2401                                 // map models with baked lighting
2402                                 materiallayer = rgbgenvertexlayer;
2403                                 endofprelayers = rgbgenvertexlayer;
2404                                 firstpostlayer = rgbgenvertexlayer + 1;
2405                                 // special case for rgbgen vertex if MATERIALFLAG_VERTEXCOLOR is expected on this material
2406                                 if (defaultmaterialflags & MATERIALFLAG_VERTEXCOLOR)
2407                                         texture->basematerialflags |= MATERIALFLAG_VERTEXCOLOR;
2408                         }
2409                         else if (rgbgendiffuselayer >= 0)
2410                         {
2411                                 // entity models with dynamic lighting
2412                                 materiallayer = rgbgendiffuselayer;
2413                                 endofprelayers = rgbgendiffuselayer;
2414                                 firstpostlayer = rgbgendiffuselayer + 1;
2415                                 // player models often have specular as a pass after diffuse - we don't currently make use of that specular texture (would need to meld it into the skinframe)...
2416                                 if (alphagenspecularlayer >= 0)
2417                                         firstpostlayer = alphagenspecularlayer + 1;
2418                         }
2419                         else
2420                         {
2421                                 // special effects shaders - treat first as primary layer and do everything else as post
2422                                 endofprelayers = 0;
2423                                 materiallayer = 0;
2424                                 firstpostlayer = 1;
2425                         }
2426                         // convert the main material layer
2427                         // FIXME: if alphagenspecularlayer is used, we should pass a specular texture name to R_SkinFrame_LoadExternal and have it load that texture instead of the assumed name for _gloss texture
2428                         if (materiallayer >= 0)
2429                                 texture->materialshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[materiallayer], materiallayer, (shader->layers[materiallayer].dptexflags & texflagsmask) | texflagsor, texture->name);
2430                         // convert the terrain background blend layer (if any)
2431                         if (terrainbackgroundlayer >= 0)
2432                                 texture->backgroundshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[terrainbackgroundlayer], terrainbackgroundlayer, (shader->layers[terrainbackgroundlayer].dptexflags & texflagsmask) | texflagsor, texture->name);
2433                         // convert the prepass layers (if any)
2434                         texture->startpreshaderpass = shaderpassindex;
2435                         for (i = 0; i < endofprelayers; i++)
2436                                 texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
2437                         texture->endpreshaderpass = shaderpassindex;
2438                         texture->startpostshaderpass = shaderpassindex;
2439                         // convert the postpass layers (if any)
2440                         for (i = firstpostlayer; i < shader->numlayers; i++)
2441                                 texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
2442                         texture->startpostshaderpass = shaderpassindex;
2443                 }
2444
2445                 if (shader->dpshadow)
2446                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2447                 if (shader->dpnoshadow)
2448                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2449                 if (shader->dpnortlight)
2450                         texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2451                 if (shader->vertexalpha)
2452                         texture->basematerialflags |= MATERIALFLAG_ALPHAGEN_VERTEX;
2453                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2454                 texture->reflectmin = shader->reflectmin;
2455                 texture->reflectmax = shader->reflectmax;
2456                 texture->refractfactor = shader->refractfactor;
2457                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2458                 texture->reflectfactor = shader->reflectfactor;
2459                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2460                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2461                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2462                 texture->offsetmapping = shader->offsetmapping;
2463                 texture->offsetscale = shader->offsetscale;
2464                 texture->offsetbias = shader->offsetbias;
2465                 texture->specularscalemod = shader->specularscalemod;
2466                 texture->specularpowermod = shader->specularpowermod;
2467                 texture->rtlightambient = shader->rtlightambient;
2468                 if (shader->dpreflectcube[0])
2469                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2470
2471                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2472                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2473                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2474                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2475                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2476                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2477                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2478                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2479                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2480
2481         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2482         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2483         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2484         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2485                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2486         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2487                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2488         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2489         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2490         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2491         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2492         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2493                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2494         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2495         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2496         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2497         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2498                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2499         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2500                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2501                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2502         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2503                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2504         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2505         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2506                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2507         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2508         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2509         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2510                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2511         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2512         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2513
2514                 texture->surfaceflags = shader->surfaceflags;
2515                 if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW  ;
2516         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL   ;
2517         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
2518         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL       ;
2519         //      if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER   ;
2520         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->surfaceflags |= Q3SURFACEFLAG_FOG          ;
2521         //      if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA         ;
2522                 if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER  ;
2523                 if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS   ;
2524                 if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE     ;
2525                 if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT     ;
2526                 if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW       ;
2527         //      if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP       ;
2528                 if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT     ;
2529                 if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP   ;
2530                 if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS      ;
2531         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS    ;
2532                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID     ;
2533         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN       ;
2534         //      if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP   ;
2535                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->surfaceflags |= Q3SURFACEFLAG_SKY          ;
2536                 if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK        ;
2537         //      if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME        ;
2538         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL   ;
2539         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS        ;
2540         //      if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->surfaceflags |= Q3SURFACEFLAG_WATER        ;
2541                 if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT   ;
2542                 if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->surfaceflags |= Q3SURFACEFLAG_HINT         ;
2543                 if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->surfaceflags |= Q3SURFACEFLAG_DUST         ;
2544         //      if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP      ;
2545         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID    ;
2546         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL   ;
2547
2548                 if (shader->dpmeshcollisions)
2549                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2550                 if (shader->dpshaderkill && developer_extra.integer)
2551                         Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", modelname, name);
2552         }
2553         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2554         {
2555                 if (developer_extra.integer)
2556                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", modelname, name);
2557                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2558         }
2559         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2560         {
2561                 if (developer_extra.integer)
2562                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", modelname, name);
2563                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2564                 texture->supercontents = SUPERCONTENTS_SOLID;
2565         }
2566         else
2567         {
2568                 if (developer_extra.integer)
2569                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", modelname, texture->name);
2570                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2571                 {
2572                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2573                         texture->supercontents = SUPERCONTENTS_SOLID;
2574                 }
2575                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2576                 {
2577                         texture->basematerialflags = MATERIALFLAG_SKY;
2578                         texture->supercontents = SUPERCONTENTS_SKY;
2579                 }
2580                 else
2581                 {
2582                         texture->basematerialflags = defaultmaterialflags;
2583                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2584                 }
2585                 if(cls.state == ca_dedicated)
2586                 {
2587                         texture->materialshaderpass = NULL;
2588                         success = false;
2589                 }
2590                 else
2591                 {
2592                         skinframe_t *skinframe = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false, fallback);
2593                         if (skinframe)
2594                         {
2595                                 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, skinframe);
2596                                 if (texture->materialshaderpass->skinframes[0]->hasalpha)
2597                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2598                                 if (texture->q2contents)
2599                                         texture->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(texture->q2contents);
2600                         }
2601                         else
2602                                 success = false;
2603                         if (!success && warnmissing)
2604                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", modelname, texture->name);
2605                 }
2606         }
2607         // init the animation variables
2608         texture->currentframe = texture;
2609         texture->currentmaterialflags = texture->basematerialflags;
2610         if (!texture->materialshaderpass)
2611                 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, R_SkinFrame_LoadMissing());
2612         if (!texture->materialshaderpass->skinframes[0])
2613                 texture->materialshaderpass->skinframes[0] = R_SkinFrame_LoadMissing();
2614         texture->currentskinframe = texture->materialshaderpass ? texture->materialshaderpass->skinframes[0] : NULL;
2615         texture->backgroundcurrentskinframe = texture->backgroundshaderpass ? texture->backgroundshaderpass->skinframes[0] : NULL;
2616         return success;
2617 }
2618
2619 void Mod_LoadCustomMaterial(mempool_t *mempool, texture_t *texture, const char *name, int supercontents, int materialflags, skinframe_t *skinframe)
2620 {
2621         if (!(materialflags & (MATERIALFLAG_WALL | MATERIALFLAG_SKY)))
2622                 Con_DPrintf("^1Custom texture ^3\"%s\" does not have MATERIALFLAG_WALL set\n", texture->name);
2623
2624         strlcpy(texture->name, name, sizeof(texture->name));
2625         texture->basealpha = 1.0f;
2626         texture->basematerialflags = materialflags;
2627         texture->supercontents = supercontents;
2628
2629         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2630         texture->offsetscale = 1;
2631         texture->offsetbias = 0;
2632         texture->specularscalemod = 1;
2633         texture->specularpowermod = 1;
2634         texture->rtlightambient = 0;
2635         texture->transparentsort = TRANSPARENTSORT_DISTANCE;
2636         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
2637         // JUST GREP FOR "specularscalemod = 1".
2638
2639         if (developer_extra.integer)
2640                 Con_DPrintf("^1Custom texture ^3\"%s\"\n", texture->name);
2641         if (skinframe)
2642                 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, skinframe);
2643
2644         // init the animation variables
2645         texture->currentmaterialflags = texture->basematerialflags;
2646         texture->currentframe = texture;
2647         texture->currentskinframe = skinframe;
2648         texture->backgroundcurrentskinframe = NULL;
2649 }
2650
2651 void Mod_UnloadCustomMaterial(texture_t *texture, qboolean purgeskins)
2652 {
2653         int i, j;
2654         for (i = 0; i < sizeof(texture->shaderpasses) / sizeof(texture->shaderpasses[0]); i++)
2655         {
2656                 if (texture->shaderpasses[i])
2657                 {
2658                         if (purgeskins)
2659                                 for (j = 0; j < sizeof(texture->shaderpasses[i]->skinframes) / sizeof(skinframe_t *);j++)
2660                                         if (texture->shaderpasses[i]->skinframes[j] && texture->shaderpasses[i]->skinframes[j]->base)
2661                                                 R_SkinFrame_PurgeSkinFrame(texture->shaderpasses[i]->skinframes[j]);
2662                         Mem_Free(texture->shaderpasses[i]);
2663                         texture->shaderpasses[i] = NULL;
2664                 }
2665         }
2666         texture->materialshaderpass = NULL;
2667         texture->currentskinframe = NULL;
2668         texture->backgroundcurrentskinframe = NULL;
2669 }
2670
2671 skinfile_t *Mod_LoadSkinFiles(void)
2672 {
2673         int i, words, line, wordsoverflow;
2674         char *text;
2675         const char *data;
2676         skinfile_t *skinfile = NULL, *first = NULL;
2677         skinfileitem_t *skinfileitem;
2678         char word[10][MAX_QPATH];
2679         char vabuf[1024];
2680
2681 /*
2682 sample file:
2683 U_bodyBox,models/players/Legoman/BikerA2.tga
2684 U_RArm,models/players/Legoman/BikerA1.tga
2685 U_LArm,models/players/Legoman/BikerA1.tga
2686 U_armor,common/nodraw
2687 U_sword,common/nodraw
2688 U_shield,common/nodraw
2689 U_homb,common/nodraw
2690 U_backpack,common/nodraw
2691 U_colcha,common/nodraw
2692 tag_head,
2693 tag_weapon,
2694 tag_torso,
2695 */
2696         memset(word, 0, sizeof(word));
2697         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2698         {
2699                 // If it's the first file we parse
2700                 if (skinfile == NULL)
2701                 {
2702                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2703                         first = skinfile;
2704                 }
2705                 else
2706                 {
2707                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2708                         skinfile = skinfile->next;
2709                 }
2710                 skinfile->next = NULL;
2711
2712                 for(line = 0;;line++)
2713                 {
2714                         // parse line
2715                         if (!COM_ParseToken_QuakeC(&data, true))
2716                                 break;
2717                         if (!strcmp(com_token, "\n"))
2718                                 continue;
2719                         words = 0;
2720                         wordsoverflow = false;
2721                         do
2722                         {
2723                                 if (words < 10)
2724                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2725                                 else
2726                                         wordsoverflow = true;
2727                         }
2728                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2729                         if (wordsoverflow)
2730                         {
2731                                 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: line with too many statements, skipping\n", loadmodel->name, i, line);
2732                                 continue;
2733                         }
2734                         // words is always >= 1
2735                         if (!strcmp(word[0], "replace"))
2736                         {
2737                                 if (words == 3)
2738                                 {
2739                                         if (developer_loading.integer)
2740                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2741                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2742                                         skinfileitem->next = skinfile->items;
2743                                         skinfile->items = skinfileitem;
2744                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2745                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2746                                 }
2747                                 else
2748                                         Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
2749                         }
2750                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2751                         {
2752                                 // tag name, like "tag_weapon,"
2753                                 // not used for anything (not even in Quake3)
2754                         }
2755                         else if (words >= 2 && !strcmp(word[1], ","))
2756                         {
2757                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2758                                 if (developer_loading.integer)
2759                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2760                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2761                                 skinfileitem->next = skinfile->items;
2762                                 skinfile->items = skinfileitem;
2763                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2764                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2765                         }
2766                         else
2767                                 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line);
2768                 }
2769                 Mem_Free(text);
2770         }
2771         if (i)
2772                 loadmodel->numskins = i;
2773         return first;
2774 }
2775
2776 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2777 {
2778         skinfile_t *next;
2779         skinfileitem_t *skinfileitem, *nextitem;
2780         for (;skinfile;skinfile = next)
2781         {
2782                 next = skinfile->next;
2783                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2784                 {
2785                         nextitem = skinfileitem->next;
2786                         Mem_Free(skinfileitem);
2787                 }
2788                 Mem_Free(skinfile);
2789         }
2790 }
2791
2792 int Mod_CountSkinFiles(skinfile_t *skinfile)
2793 {
2794         int i;
2795         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2796         return i;
2797 }
2798
2799 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2800 {
2801         int i;
2802         double isnap = 1.0 / snap;
2803         for (i = 0;i < numvertices*numcomponents;i++)
2804                 vertices[i] = floor(vertices[i]*isnap)*snap;
2805 }
2806
2807 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2808 {
2809         int i, outtriangles;
2810         float edgedir1[3], edgedir2[3], temp[3];
2811         // a degenerate triangle is one with no width (thickness, surface area)
2812         // these are characterized by having all 3 points colinear (along a line)
2813         // or having two points identical
2814         // the simplest check is to calculate the triangle's area
2815         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2816         {
2817                 // calculate first edge
2818                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2819                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2820                 CrossProduct(edgedir1, edgedir2, temp);
2821                 if (VectorLength2(temp) < 0.001f)
2822                         continue; // degenerate triangle (no area)
2823                 // valid triangle (has area)
2824                 VectorCopy(inelement3i, outelement3i);
2825                 outelement3i += 3;
2826                 outtriangles++;
2827         }
2828         return outtriangles;
2829 }
2830
2831 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2832 {
2833         int i, e;
2834         int firstvertex, lastvertex;
2835         if (numelements > 0 && elements)
2836         {
2837                 firstvertex = lastvertex = elements[0];
2838                 for (i = 1;i < numelements;i++)
2839                 {
2840                         e = elements[i];
2841                         firstvertex = min(firstvertex, e);
2842                         lastvertex = max(lastvertex, e);
2843                 }
2844         }
2845         else
2846                 firstvertex = lastvertex = 0;
2847         if (firstvertexpointer)
2848                 *firstvertexpointer = firstvertex;
2849         if (lastvertexpointer)
2850                 *lastvertexpointer = lastvertex;
2851 }
2852
2853 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2854 {
2855         // make an optimal set of texture-sorted batches to draw...
2856         int j, t;
2857         int *firstsurfacefortexture;
2858         int *numsurfacesfortexture;
2859         if (!mod->sortedmodelsurfaces)
2860                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2861         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2862         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2863         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2864         for (j = 0;j < mod->nummodelsurfaces;j++)
2865         {
2866                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2867                 t = (int)(surface->texture - mod->data_textures);
2868                 numsurfacesfortexture[t]++;
2869         }
2870         j = 0;
2871         for (t = 0;t < mod->num_textures;t++)
2872         {
2873                 firstsurfacefortexture[t] = j;
2874                 j += numsurfacesfortexture[t];
2875         }
2876         for (j = 0;j < mod->nummodelsurfaces;j++)
2877         {
2878                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2879                 t = (int)(surface->texture - mod->data_textures);
2880                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2881         }
2882         Mem_Free(firstsurfacefortexture);
2883         Mem_Free(numsurfacesfortexture);
2884 }
2885
2886 void Mod_BuildVBOs(void)
2887 {
2888         if (!loadmodel->surfmesh.num_vertices)
2889                 return;
2890
2891         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2892         {
2893                 int i;
2894                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2895                 {
2896                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2897                         {
2898                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2899                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2900                         }
2901                 }
2902         }
2903
2904         // build r_vertexmesh_t array
2905         // (compressed interleaved array for D3D)
2906         if (!loadmodel->surfmesh.data_vertexmesh && vid.useinterleavedarrays)
2907         {
2908                 int vertexindex;
2909                 int numvertices = loadmodel->surfmesh.num_vertices;
2910                 r_vertexmesh_t *vertexmesh;
2911                 loadmodel->surfmesh.data_vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(r_vertexmesh_t));
2912                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2913                 {
2914                         VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2915                         VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2916                         VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2917                         VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2918                         if (loadmodel->surfmesh.data_lightmapcolor4f)
2919                                 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
2920                         Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2921                         if (loadmodel->surfmesh.data_texcoordlightmap2f)
2922                                 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2923                         if (loadmodel->surfmesh.data_skeletalindex4ub)
2924                                 Vector4Copy(loadmodel->surfmesh.data_skeletalindex4ub + 4*vertexindex, vertexmesh->skeletalindex4ub);
2925                         if (loadmodel->surfmesh.data_skeletalweight4ub)
2926                                 Vector4Copy(loadmodel->surfmesh.data_skeletalweight4ub + 4*vertexindex, vertexmesh->skeletalweight4ub);
2927                 }
2928         }
2929
2930         // upload short indices as a buffer
2931         if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2932                 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
2933
2934         // upload int indices as a buffer
2935         if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2936                 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
2937
2938         // only build a vbo if one has not already been created (this is important for brush models which load specially)
2939         // vertex buffer is several arrays and we put them in the same buffer
2940         //
2941         // is this wise?  the texcoordtexture2f array is used with dynamic
2942         // vertex/svector/tvector/normal when rendering animated models, on the
2943         // other hand animated models don't use a lot of vertices anyway...
2944         if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
2945         {
2946                 int size;
2947                 unsigned char *mem;
2948                 size = 0;
2949                 loadmodel->surfmesh.vbooffset_vertexmesh         = size;if (loadmodel->surfmesh.data_vertexmesh        ) size += loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t);
2950                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2951                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2952                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2953                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2954                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2955                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2956                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2957                 loadmodel->surfmesh.vbooffset_skeletalindex4ub   = size;if (loadmodel->surfmesh.data_skeletalindex4ub  ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
2958                 loadmodel->surfmesh.vbooffset_skeletalweight4ub  = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
2959                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2960                 if (loadmodel->surfmesh.data_vertexmesh        ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertexmesh        , loadmodel->surfmesh.data_vertexmesh        , loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t));
2961                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2962                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2963                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2964                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2965                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2966                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2967                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2968                 if (loadmodel->surfmesh.data_skeletalindex4ub  ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalindex4ub  , loadmodel->surfmesh.data_skeletalindex4ub  , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
2969                 if (loadmodel->surfmesh.data_skeletalweight4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalweight4ub , loadmodel->surfmesh.data_skeletalweight4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
2970                 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false, false);
2971                 Mem_Free(mem);
2972         }
2973 }
2974
2975 extern cvar_t mod_obj_orientation;
2976 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2977 {
2978         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2979         int a, b, c;
2980         const char *texname;
2981         const int *e;
2982         const float *v, *vn, *vt;
2983         size_t l;
2984         size_t outbufferpos = 0;
2985         size_t outbuffermax = 0x100000;
2986         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2987         const msurface_t *surface;
2988         const int maxtextures = 256;
2989         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2990         dp_model_t *submodel;
2991
2992         // construct the mtllib file
2993         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2994         if (l > 0)
2995                 outbufferpos += l;
2996         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2997         {
2998                 countsurfaces++;
2999                 countvertices += surface->num_vertices;
3000                 countfaces += surface->num_triangles;
3001                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3002                 for (textureindex = 0;textureindex < counttextures;textureindex++)
3003                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3004                                 break;
3005                 if (textureindex < counttextures)
3006                         continue; // already wrote this material entry
3007                 if (textureindex >= maxtextures)
3008                         continue; // just a precaution
3009                 textureindex = counttextures++;
3010                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3011                 if (outbufferpos >= outbuffermax >> 1)
3012                 {
3013                         outbuffermax *= 2;
3014                         oldbuffer = outbuffer;
3015                         outbuffer = (char *) Z_Malloc(outbuffermax);
3016                         memcpy(outbuffer, oldbuffer, outbufferpos);
3017                         Z_Free(oldbuffer);
3018                 }
3019                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "newmtl %s\nNs 96.078431\nKa 0 0 0\nKd 0.64 0.64 0.64\nKs 0.5 0.5 0.5\nNi 1\nd 1\nillum 2\nmap_Kd %s%s\n\n", texname, texname, strstr(texname, ".tga") ? "" : ".tga");
3020                 if (l > 0)
3021                         outbufferpos += l;
3022         }
3023
3024         // write the mtllib file
3025         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3026
3027         // construct the obj file
3028         outbufferpos = 0;
3029         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# model exported from %s by darkplaces engine\n# %i vertices, %i faces, %i surfaces\nmtllib %s\n", originalfilename, countvertices, countfaces, countsurfaces, mtlfilename);
3030         if (l > 0)
3031                 outbufferpos += l;
3032
3033         for (vertexindex = 0, v = model->surfmesh.data_vertex3f, vn = model->surfmesh.data_normal3f, vt = model->surfmesh.data_texcoordtexture2f;vertexindex < model->surfmesh.num_vertices;vertexindex++, v += 3, vn += 3, vt += 2)
3034         {
3035                 if (outbufferpos >= outbuffermax >> 1)
3036                 {
3037                         outbuffermax *= 2;
3038                         oldbuffer = outbuffer;
3039                         outbuffer = (char *) Z_Malloc(outbuffermax);
3040                         memcpy(outbuffer, oldbuffer, outbufferpos);
3041                         Z_Free(oldbuffer);
3042                 }
3043                 if(mod_obj_orientation.integer)
3044                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[2], v[1], vn[0], vn[2], vn[1], vt[0], 1-vt[1]);
3045                 else
3046                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1-vt[1]);
3047                 if (l > 0)
3048                         outbufferpos += l;
3049         }
3050
3051         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3052         {
3053                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3054                 if (l > 0)
3055                         outbufferpos += l;
3056                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3057                 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3058                 {
3059                         surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3060                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3061                         if (l > 0)
3062                                 outbufferpos += l;
3063                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3064                         {
3065                                 if (outbufferpos >= outbuffermax >> 1)
3066                                 {
3067                                         outbuffermax *= 2;
3068                                         oldbuffer = outbuffer;
3069                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3070                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3071                                         Z_Free(oldbuffer);
3072                                 }
3073                                 a = e[0]+1;
3074                                 b = e[1]+1;
3075                                 c = e[2]+1;
3076                                 if(mod_obj_orientation.integer)
3077                                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,b,b,b,c,c,c);
3078                                 else
3079                                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,c,c,c,b,b,b);
3080                                 if (l > 0)
3081                                         outbufferpos += l;
3082                         }
3083                 }
3084         }
3085
3086         // write the obj file
3087         FS_WriteFile(filename, outbuffer, outbufferpos);
3088
3089         // clean up
3090         Z_Free(outbuffer);
3091         Z_Free(texturenames);
3092
3093         // print some stats
3094         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3095 }
3096
3097 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3098 {
3099         int countnodes = 0, counttriangles = 0, countframes = 0;
3100         int surfaceindex;
3101         int triangleindex;
3102         int transformindex;
3103         int poseindex;
3104         int cornerindex;
3105         const int *e;
3106         size_t l;
3107         size_t outbufferpos = 0;
3108         size_t outbuffermax = 0x100000;
3109         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3110         const msurface_t *surface;
3111         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3112         if (l > 0)
3113                 outbufferpos += l;
3114         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3115         {
3116                 if (outbufferpos >= outbuffermax >> 1)
3117                 {
3118                         outbuffermax *= 2;
3119                         oldbuffer = outbuffer;
3120                         outbuffer = (char *) Z_Malloc(outbuffermax);
3121                         memcpy(outbuffer, oldbuffer, outbufferpos);
3122                         Z_Free(oldbuffer);
3123                 }
3124                 countnodes++;
3125                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3126                 if (l > 0)
3127                         outbufferpos += l;
3128         }
3129         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3130         if (l > 0)
3131                 outbufferpos += l;
3132         for (poseindex = 0;poseindex < numposes;poseindex++)
3133         {
3134                 countframes++;
3135                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3136                 if (l > 0)
3137                         outbufferpos += l;
3138                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3139                 {
3140                         float angles[3];
3141                         float mtest[4][3];
3142                         matrix4x4_t posematrix;
3143                         if (outbufferpos >= outbuffermax >> 1)
3144                         {
3145                                 outbuffermax *= 2;
3146                                 oldbuffer = outbuffer;
3147                                 outbuffer = (char *) Z_Malloc(outbuffermax);
3148                                 memcpy(outbuffer, oldbuffer, outbufferpos);
3149                                 Z_Free(oldbuffer);
3150                         }
3151
3152                         // strangely the smd angles are for a transposed matrix, so we
3153                         // have to generate a transposed matrix, then convert that...
3154                         Matrix4x4_FromBonePose7s(&posematrix, model->num_posescale, model->data_poses7s + 7*(model->num_bones * poseindex + transformindex));
3155                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3156                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
3157                         if (angles[0] >= 180) angles[0] -= 360;
3158                         if (angles[1] >= 180) angles[1] -= 360;
3159                         if (angles[2] >= 180) angles[2] -= 360;
3160
3161 #if 0
3162 {
3163                         float a = DEG2RAD(angles[ROLL]);
3164                         float b = DEG2RAD(angles[PITCH]);
3165                         float c = DEG2RAD(angles[YAW]);
3166                         float cy, sy, cp, sp, cr, sr;
3167                         float test[4][3];
3168                         // smd matrix construction, for comparing
3169                         sy = sin(c);
3170                         cy = cos(c);
3171                         sp = sin(b);
3172                         cp = cos(b);
3173                         sr = sin(a);
3174                         cr = cos(a);
3175
3176                         test[0][0] = cp*cy;
3177                         test[0][1] = cp*sy;
3178                         test[0][2] = -sp;
3179                         test[1][0] = sr*sp*cy+cr*-sy;
3180                         test[1][1] = sr*sp*sy+cr*cy;
3181                         test[1][2] = sr*cp;
3182                         test[2][0] = (cr*sp*cy+-sr*-sy);
3183                         test[2][1] = (cr*sp*sy+-sr*cy);
3184                         test[2][2] = cr*cp;
3185                         test[3][0] = pose[9];
3186                         test[3][1] = pose[10];
3187                         test[3][2] = pose[11];
3188 }
3189 #endif
3190                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, mtest[3][0], mtest[3][1], mtest[3][2], DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
3191                         if (l > 0)
3192                                 outbufferpos += l;
3193                 }
3194         }
3195         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3196         if (l > 0)
3197                 outbufferpos += l;
3198         if (writetriangles)
3199         {
3200                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3201                 if (l > 0)
3202                         outbufferpos += l;
3203                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3204                 {
3205                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3206                         {
3207                                 counttriangles++;
3208                                 if (outbufferpos >= outbuffermax >> 1)
3209                                 {
3210                                         outbuffermax *= 2;
3211                                         oldbuffer = outbuffer;
3212                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3213                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3214                                         Z_Free(oldbuffer);
3215                                 }
3216                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3217                                 if (l > 0)
3218                                         outbufferpos += l;
3219                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3220                                 {
3221                                         const int index = e[2-cornerindex];
3222                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
3223                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
3224                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3225                                         const int b = model->surfmesh.blends[index];
3226                                         if (b < model->num_bones)
3227                                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n"                          , b, v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
3228                                         else
3229                                         {
3230                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3231                                                 const unsigned char *wi = w->index;
3232                                                 const unsigned char *wf = w->influence;
3233                                             if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f, wi[3], wf[3]/255.0f);
3234                                                 else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n"      , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f);
3235                                                 else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n"            , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f);
3236                                                 else            l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n"                          , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
3237                                         }
3238                                         if (l > 0)
3239                                                 outbufferpos += l;
3240                                 }
3241                         }
3242                 }
3243                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3244                 if (l > 0)
3245                         outbufferpos += l;
3246         }
3247
3248         FS_WriteFile(filename, outbuffer, outbufferpos);
3249         Z_Free(outbuffer);
3250
3251         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3252 }
3253
3254 /*
3255 ================
3256 Mod_Decompile_f
3257
3258 decompiles a model to editable files
3259 ================
3260 */
3261 static void Mod_Decompile_f(void)
3262 {
3263         int i, j, k, l, first, count;
3264         dp_model_t *mod;
3265         char inname[MAX_QPATH];
3266         char outname[MAX_QPATH];
3267         char mtlname[MAX_QPATH];
3268         char basename[MAX_QPATH];
3269         char animname[MAX_QPATH];
3270         char animname2[MAX_QPATH];
3271         char zymtextbuffer[16384];
3272         char dpmtextbuffer[16384];
3273         char framegroupstextbuffer[16384];
3274         int zymtextsize = 0;
3275         int dpmtextsize = 0;
3276         int framegroupstextsize = 0;
3277         char vabuf[1024];
3278
3279         if (Cmd_Argc() != 2)
3280         {
3281                 Con_Print("usage: modeldecompile <filename>\n");
3282                 return;
3283         }
3284
3285         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3286         FS_StripExtension(inname, basename, sizeof(basename));
3287
3288         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3289         if (!mod)
3290         {
3291                 Con_Print("No such model\n");
3292                 return;
3293         }
3294         if (mod->brush.submodel)
3295         {
3296                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3297                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3298                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3299                 outname[0] = 0;
3300         }
3301         if (!mod->surfmesh.num_triangles)
3302         {
3303                 Con_Print("Empty model (or sprite)\n");
3304                 return;
3305         }
3306
3307         // export OBJ if possible (not on sprites)
3308         if (mod->surfmesh.num_triangles)
3309         {
3310                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3311                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3312                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3313         }
3314
3315         // export SMD if possible (only for skeletal models)
3316         if (mod->surfmesh.num_triangles && mod->num_bones)
3317         {
3318                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3319                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3320                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3321                 if (l > 0) zymtextsize += l;
3322                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3323                 if (l > 0) dpmtextsize += l;
3324                 for (i = 0;i < mod->numframes;i = j)
3325                 {
3326                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3327                         first = mod->animscenes[i].firstframe;
3328                         if (mod->animscenes[i].framecount > 1)
3329                         {
3330                                 // framegroup anim
3331                                 count = mod->animscenes[i].framecount;
3332                                 j = i + 1;
3333                         }
3334                         else
3335                         {
3336                                 // individual frame
3337                                 // check for additional frames with same name
3338                                 for (l = 0, k = (int)strlen(animname);animname[l];l++)
3339                                         if(animname[l] < '0' || animname[l] > '9')
3340                                                 k = l + 1;
3341                                 if(k > 0 && animname[k-1] == '_')
3342                                         --k;
3343                                 animname[k] = 0;
3344                                 count = mod->num_poses - first;
3345                                 for (j = i + 1;j < mod->numframes;j++)
3346                                 {
3347                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3348                                         for (l = 0, k = (int)strlen(animname2);animname2[l];l++)
3349                                                 if(animname2[l] < '0' || animname2[l] > '9')
3350                                                         k = l + 1;
3351                                         if(k > 0 && animname[k-1] == '_')
3352                                                 --k;
3353                                         animname2[k] = 0;
3354                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3355                                         {
3356                                                 count = mod->animscenes[j].firstframe - first;
3357                                                 break;
3358                                         }
3359                                 }
3360                                 // if it's only one frame, use the original frame name
3361                                 if (j == i + 1)
3362                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3363                                 
3364                         }
3365                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3366                         Mod_Decompile_SMD(mod, outname, first, count, false);
3367                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3368                         {
3369                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3370                                 if (l > 0) zymtextsize += l;
3371                         }
3372                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3373                         {
3374                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3375                                 if (l > 0) dpmtextsize += l;
3376                         }
3377                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3378                         {
3379                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3380                                 if (l > 0) framegroupstextsize += l;
3381                         }
3382                 }
3383                 if (zymtextsize)
3384                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3385                 if (dpmtextsize)
3386                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3387                 if (framegroupstextsize)
3388                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3389         }
3390 }
3391
3392 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, mempool_t *mempool, int width, int height)
3393 {
3394         int y;
3395         memset(state, 0, sizeof(*state));
3396         state->width = width;
3397         state->height = height;
3398         state->currentY = 0;
3399         state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(mempool, state->height * sizeof(*state->rows));
3400         for (y = 0;y < state->height;y++)
3401         {
3402                 state->rows[y].currentX = 0;
3403                 state->rows[y].rowY = -1;
3404         }
3405 }
3406
3407 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3408 {
3409         int y;
3410         state->currentY = 0;
3411         for (y = 0;y < state->height;y++)
3412         {
3413                 state->rows[y].currentX = 0;
3414                 state->rows[y].rowY = -1;
3415         }
3416 }
3417
3418 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3419 {
3420         if (state->rows)
3421                 Mem_Free(state->rows);
3422         memset(state, 0, sizeof(*state));
3423 }
3424
3425 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3426 {
3427         mod_alloclightmap_row_t *row;
3428         int y;
3429
3430         row = state->rows + blockheight;
3431         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3432         {
3433                 if (state->currentY + blockheight <= state->height)
3434                 {
3435                         // use the current allocation position
3436                         row->rowY = state->currentY;
3437                         row->currentX = 0;
3438                         state->currentY += blockheight;
3439                 }
3440                 else
3441                 {
3442                         // find another position
3443                         for (y = blockheight;y < state->height;y++)
3444                         {
3445                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3446                                 {
3447                                         row = state->rows + y;
3448                                         break;
3449                                 }
3450                         }
3451                         if (y == state->height)
3452                                 return false;
3453                 }
3454         }
3455         *outy = row->rowY;
3456         *outx = row->currentX;
3457         row->currentX += blockwidth;
3458
3459         return true;
3460 }
3461
3462 typedef struct lightmapsample_s
3463 {
3464         float pos[3];
3465         float sh1[4][3];
3466         float *vertex_color;
3467         unsigned char *lm_bgr;
3468         unsigned char *lm_dir;
3469 }
3470 lightmapsample_t;
3471
3472 typedef struct lightmapvertex_s
3473 {
3474         int index;
3475         float pos[3];
3476         float normal[3];
3477         float texcoordbase[2];
3478         float texcoordlightmap[2];
3479         float lightcolor[4];
3480 }
3481 lightmapvertex_t;
3482
3483 typedef struct lightmaptriangle_s
3484 {
3485         int triangleindex;
3486         int surfaceindex;
3487         int lightmapindex;
3488         int axis;
3489         int lmoffset[2];
3490         int lmsize[2];
3491         // 2D modelspace coordinates of min corner
3492         // snapped to lightmap grid but not in grid coordinates
3493         float lmbase[2];
3494         // 2D modelspace to lightmap coordinate scale
3495         float lmscale[2];
3496         float vertex[3][3];
3497         float mins[3];
3498         float maxs[3];
3499 }
3500 lightmaptriangle_t;
3501
3502 typedef struct lightmaplight_s
3503 {
3504         float origin[3];
3505         float radius;
3506         float iradius;
3507         float radius2;
3508         float color[3];
3509         svbsp_t svbsp;
3510 }
3511 lightmaplight_t;
3512
3513 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3514
3515 #define MAX_LIGHTMAPSAMPLES 64
3516 static int mod_generatelightmaps_numoffsets[3];
3517 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3518
3519 static int mod_generatelightmaps_numlights;
3520 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3521
3522 extern cvar_t r_shadow_lightattenuationdividebias;
3523 extern cvar_t r_shadow_lightattenuationlinearscale;
3524
3525 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3526 {
3527         int i;
3528         int index;
3529         int result;
3530         float relativepoint[3];
3531         float color[3];
3532         float dir[3];
3533         float dist;
3534         float dist2;
3535         float intensity;
3536         float sample[5*3];
3537         float lightorigin[3];
3538         float lightradius;
3539         float lightradius2;
3540         float lightiradius;
3541         float lightcolor[3];
3542         trace_t trace;
3543         for (i = 0;i < 5*3;i++)
3544                 sample[i] = 0.0f;
3545         for (index = 0;;index++)
3546         {
3547                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3548                 if (result < 0)
3549                         break;
3550                 if (result == 0)
3551                         continue;
3552                 lightradius2 = lightradius * lightradius;
3553                 VectorSubtract(lightorigin, pos, relativepoint);
3554                 dist2 = VectorLength2(relativepoint);
3555                 if (dist2 >= lightradius2)
3556                         continue;
3557                 lightiradius = 1.0f / lightradius;
3558                 dist = sqrt(dist2) * lightiradius;
3559                 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3560                 if (intensity <= 0.0f)
3561                         continue;
3562                 if (model && model->TraceLine)
3563                 {
3564                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT | MATERIALFLAG_NOSHADOW);
3565                         if (trace.fraction < 1)
3566                                 continue;
3567                 }
3568                 // scale down intensity to add to both ambient and diffuse
3569                 //intensity *= 0.5f;
3570                 VectorNormalize(relativepoint);
3571                 VectorScale(lightcolor, intensity, color);
3572                 VectorMA(sample    , 0.5f            , color, sample    );
3573                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3574                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3575                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3576                 // calculate a weighted average light direction as well
3577                 intensity *= VectorLength(color);
3578                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3579         }
3580         // calculate the direction we'll use to reduce the sample to a directional light source
3581         VectorCopy(sample + 12, dir);
3582         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3583         VectorNormalize(dir);
3584         // extract the diffuse color along the chosen direction and scale it
3585         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3586         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3587         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3588         // subtract some of diffuse from ambient
3589         VectorMA(sample, -0.333f, diffuse, ambient);
3590         // store the normalized lightdir
3591         VectorCopy(dir, lightdir);
3592 }
3593
3594 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3595 {
3596         int surfaceindex;
3597         int triangleindex;
3598         const msurface_t *surface;
3599         const float *vertex3f = model->surfmesh.data_vertex3f;
3600         const int *element3i = model->surfmesh.data_element3i;
3601         const int *e;
3602         float v2[3][3];
3603         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3604         {
3605                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3606                         continue;
3607                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3608                         continue;
3609                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3610                 {
3611                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3612                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3613                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3614                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3615                 }
3616         }
3617 }
3618
3619 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3620 {
3621         int maxnodes = 1<<14;
3622         svbsp_node_t *nodes;
3623         float origin[3];
3624         float mins[3];
3625         float maxs[3];
3626         svbsp_t svbsp;
3627         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3628         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3629         VectorCopy(lightinfo->origin, origin);
3630         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3631         for (;;)
3632         {
3633                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3634                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3635                 if (svbsp.ranoutofnodes)
3636                 {
3637                         maxnodes *= 16;
3638                         if (maxnodes > 1<<22)
3639                         {
3640                                 Mem_Free(nodes);
3641                                 return;
3642                         }
3643                         Mem_Free(nodes);
3644                         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3645                 }
3646                 else
3647                         break;
3648         }
3649         if (svbsp.numnodes > 0)
3650         {
3651                 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3652                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3653                 lightinfo->svbsp = svbsp;
3654         }
3655         Mem_Free(nodes);
3656 }
3657
3658 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3659 {
3660         int index;
3661         int result;
3662         lightmaplight_t *lightinfo;
3663         float origin[3];
3664         float radius;
3665         float color[3];
3666         mod_generatelightmaps_numlights = 0;
3667         for (index = 0;;index++)
3668         {
3669                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3670                 if (result < 0)
3671                         break;
3672                 if (result > 0)
3673                         mod_generatelightmaps_numlights++;
3674         }
3675         if (mod_generatelightmaps_numlights > 0)
3676         {
3677                 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3678                 lightinfo = mod_generatelightmaps_lightinfo;
3679                 for (index = 0;;index++)
3680                 {
3681                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3682                         if (result < 0)
3683                                 break;
3684                         if (result > 0)
3685                                 lightinfo++;
3686                 }
3687         }
3688         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3689         {
3690                 lightinfo->iradius = 1.0f / lightinfo->radius;
3691                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3692                 // TODO: compute svbsp
3693                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3694         }
3695 }
3696
3697 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3698 {
3699         int i;
3700         if (mod_generatelightmaps_lightinfo)
3701         {
3702                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3703                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3704                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3705                 Mem_Free(mod_generatelightmaps_lightinfo);
3706         }
3707         mod_generatelightmaps_lightinfo = NULL;
3708         mod_generatelightmaps_numlights = 0;
3709 }
3710
3711 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3712 {
3713         const svbsp_node_t *node;
3714         const svbsp_node_t *nodes = svbsp->nodes;
3715         int num = 0;
3716         while (num >= 0)
3717         {
3718                 node = nodes + num;
3719                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3720         }
3721         return num == -1; // true if empty, false if solid (shadowed)
3722 }
3723
3724 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3725 {
3726         int i;
3727         float relativepoint[3];
3728         float color[3];
3729         float offsetpos[3];
3730         float dist;
3731         float dist2;
3732         float intensity;
3733         int offsetindex;
3734         int hits;
3735         int tests;
3736         const lightmaplight_t *lightinfo;
3737         trace_t trace;
3738         for (i = 0;i < 5*3;i++)
3739                 sample[i] = 0.0f;
3740         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3741         {
3742                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3743                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3744                 // don't accept light from behind a surface, it causes bad shading
3745                 if (normal && DotProduct(relativepoint, normal) <= 0)
3746                         continue;
3747                 dist2 = VectorLength2(relativepoint);
3748                 if (dist2 >= lightinfo->radius2)
3749                         continue;
3750                 dist = sqrt(dist2) * lightinfo->iradius;
3751                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3752                 if (intensity <= 0)
3753                         continue;
3754                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3755                 {
3756                         hits = 0;
3757                         tests = 1;
3758                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3759                                 hits++;
3760                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3761                         {
3762                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3763                                 if (!normal)
3764                                 {
3765                                         // for light grid we'd better check visibility of the offset point
3766                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT | MATERIALFLAG_NOSHADOW);
3767                                         if (trace.fraction < 1)
3768                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3769                                 }
3770                                 tests++;
3771                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3772                                         hits++;
3773                         }
3774                         if (!hits)
3775                                 continue;
3776                         // scale intensity according to how many rays succeeded
3777                         // we know one test is valid, half of the rest will fail...
3778                         //if (normal && tests > 1)
3779                         //      intensity *= (tests - 1.0f) / tests;
3780                         intensity *= (float)hits / tests;
3781                 }
3782                 // scale down intensity to add to both ambient and diffuse
3783                 //intensity *= 0.5f;
3784                 VectorNormalize(relativepoint);
3785                 VectorScale(lightinfo->color, intensity, color);
3786                 VectorMA(sample    , 0.5f            , color, sample    );
3787                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3788                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3789                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3790                 // calculate a weighted average light direction as well
3791                 intensity *= VectorLength(color);
3792                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3793         }
3794 }
3795
3796 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3797 {
3798         float sample[5*3];
3799         float color[3];
3800         float dir[3];
3801         float f;
3802         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3803         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3804         VectorCopy(sample + 12, dir);
3805         VectorNormalize(dir);
3806         //VectorAdd(dir, normal, dir);
3807         //VectorNormalize(dir);
3808         f = DotProduct(dir, normal);
3809         f = max(0, f) * 255.0f;
3810         VectorScale(sample, f, color);
3811         //VectorCopy(normal, dir);
3812         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3813         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3814         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3815         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3816         lm_bgr[3] = 255;
3817         lm_dir[0] = (unsigned char)dir[2];
3818         lm_dir[1] = (unsigned char)dir[1];
3819         lm_dir[2] = (unsigned char)dir[0];
3820         lm_dir[3] = 255;
3821 }
3822
3823 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3824 {
3825         float sample[5*3];
3826         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3827         VectorCopy(sample, vertex_color);
3828 }
3829
3830 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3831 {
3832         float sample[5*3];
3833         float ambient[3];
3834         float diffuse[3];
3835         float dir[3];
3836         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3837         // calculate the direction we'll use to reduce the sample to a directional light source
3838         VectorCopy(sample + 12, dir);
3839         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3840         VectorNormalize(dir);
3841         // extract the diffuse color along the chosen direction and scale it
3842         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3843         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3844         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3845         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3846         VectorScale(sample, 127.5f, ambient);
3847         VectorMA(ambient, -0.333f, diffuse, ambient);
3848         // encode to the grid format
3849         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3850         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3851         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3852         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3853         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3854         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3855         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3856         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3857         else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
3858 }
3859
3860 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3861 {
3862         float radius[3];
3863         float temp[3];
3864         int i, j;
3865         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3866         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3867         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3868         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3869         radius[0] = mod_generatelightmaps_lightmapradius.value;
3870         radius[1] = mod_generatelightmaps_vertexradius.value;
3871         radius[2] = mod_generatelightmaps_gridradius.value;
3872         for (i = 0;i < 3;i++)
3873         {
3874                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3875                 {
3876                         VectorRandom(temp);
3877                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3878                 }
3879         }
3880 }
3881
3882 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3883 {
3884         msurface_t *surface;
3885         int surfaceindex;
3886         int i;
3887         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3888         {
3889                 surface = model->data_surfaces + surfaceindex;
3890                 surface->lightmaptexture = NULL;
3891                 surface->deluxemaptexture = NULL;
3892         }
3893         if (model->brushq3.data_lightmaps)
3894         {
3895                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3896                         if (model->brushq3.data_lightmaps[i])
3897                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3898                 Mem_Free(model->brushq3.data_lightmaps);
3899                 model->brushq3.data_lightmaps = NULL;
3900         }
3901         if (model->brushq3.data_deluxemaps)
3902         {
3903                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3904                         if (model->brushq3.data_deluxemaps[i])
3905                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3906                 Mem_Free(model->brushq3.data_deluxemaps);
3907                 model->brushq3.data_deluxemaps = NULL;
3908         }
3909 }
3910
3911 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3912 {
3913         msurface_t *surface;
3914         int surfaceindex;
3915         int vertexindex;
3916         int outvertexindex;
3917         int i;
3918         const int *e;
3919         surfmesh_t oldsurfmesh;
3920         size_t size;
3921         unsigned char *data;
3922         oldsurfmesh = model->surfmesh;
3923         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3924         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3925         size = 0;
3926         size += model->surfmesh.num_vertices * sizeof(float[3]);
3927         size += model->surfmesh.num_vertices * sizeof(float[3]);
3928         size += model->surfmesh.num_vertices * sizeof(float[3]);
3929         size += model->surfmesh.num_vertices * sizeof(float[3]);
3930         size += model->surfmesh.num_vertices * sizeof(float[2]);
3931         size += model->surfmesh.num_vertices * sizeof(float[2]);
3932         size += model->surfmesh.num_vertices * sizeof(float[4]);
3933         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3934         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3935         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3936         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3937         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3938         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3939         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3940         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3941         if (model->surfmesh.num_vertices > 65536)
3942                 model->surfmesh.data_element3s = NULL;
3943
3944         if (model->surfmesh.data_element3i_indexbuffer)
3945                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3946         model->surfmesh.data_element3i_indexbuffer = NULL;
3947         if (model->surfmesh.data_element3s_indexbuffer)
3948                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3949         model->surfmesh.data_element3s_indexbuffer = NULL;
3950         if (model->surfmesh.vbo_vertexbuffer)
3951                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
3952         model->surfmesh.vbo_vertexbuffer = 0;
3953
3954         // convert all triangles to unique vertex data
3955         outvertexindex = 0;
3956         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3957         {
3958                 surface = model->data_surfaces + surfaceindex;
3959                 surface->num_firstvertex = outvertexindex;
3960                 surface->num_vertices = surface->num_triangles*3;
3961                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3962                 for (i = 0;i < surface->num_triangles*3;i++)
3963                 {
3964                         vertexindex = e[i];
3965                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3966                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3967                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3968                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3969                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3970                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3971                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3972                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3973                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3974                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3975                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3976                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3977                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3978                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3979                         if (oldsurfmesh.data_texcoordlightmap2f)
3980                         {
3981                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3982                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3983                         }
3984                         if (oldsurfmesh.data_lightmapcolor4f)
3985                         {
3986                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3987                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3988                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3989                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3990                         }
3991                         else
3992                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3993                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3994                         outvertexindex++;
3995                 }
3996         }
3997         if (model->surfmesh.data_element3s)
3998                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3999                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4000
4001         // find and update all submodels to use this new surfmesh data
4002         for (i = 0;i < model->brush.numsubmodels;i++)
4003                 model->brush.submodels[i]->surfmesh = model->surfmesh;
4004 }
4005
4006 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4007 {
4008         msurface_t *surface;
4009         int surfaceindex;
4010         int i;
4011         int axis;
4012         float normal[3];
4013         const int *e;
4014         lightmaptriangle_t *triangle;
4015         // generate lightmap triangle structs
4016         mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4017         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4018         {
4019                 surface = model->data_surfaces + surfaceindex;
4020                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4021                 for (i = 0;i < surface->num_triangles;i++)
4022                 {
4023                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4024                         triangle->triangleindex = surface->num_firsttriangle+i;
4025                         triangle->surfaceindex = surfaceindex;
4026                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4027                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4028                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4029                         // calculate bounds of triangle
4030                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4031                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4032                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4033                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4034                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4035                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4036                         // pick an axial projection based on the triangle normal
4037                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4038                         axis = 0;
4039                         if (fabs(normal[1]) > fabs(normal[axis]))
4040                                 axis = 1;
4041                         if (fabs(normal[2]) > fabs(normal[axis]))
4042                                 axis = 2;
4043                         triangle->axis = axis;
4044                 }
4045         }
4046 }
4047
4048 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4049 {
4050         if (mod_generatelightmaps_lightmaptriangles)
4051                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4052         mod_generatelightmaps_lightmaptriangles = NULL;
4053 }
4054
4055 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4056
4057 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4058 {
4059         msurface_t *surface;
4060         int surfaceindex;
4061         int lightmapindex;
4062         int lightmapnumber;
4063         int i;
4064         int j;
4065         int k;
4066         int x;
4067         int y;
4068         int axis;
4069         int axis1;
4070         int axis2;
4071         int retry;
4072         int pixeloffset;
4073         float trianglenormal[3];
4074         float samplecenter[3];
4075         float samplenormal[3];
4076         float temp[3];
4077         float lmiscale[2];
4078         float slopex;
4079         float slopey;
4080         float slopebase;
4081         float lmscalepixels;
4082         float lmmins;
4083         float lmmaxs;
4084         float lm_basescalepixels;
4085         int lm_borderpixels;
4086         int lm_texturesize;
4087         //int lm_maxpixels;
4088         const int *e;
4089         lightmaptriangle_t *triangle;
4090         unsigned char *lightmappixels;
4091         unsigned char *deluxemappixels;
4092         mod_alloclightmap_state_t lmstate;
4093         char vabuf[1024];
4094
4095         // generate lightmap projection information for all triangles
4096         if (model->texturepool == NULL)
4097                 model->texturepool = R_AllocTexturePool();
4098         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4099         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4100         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4101         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4102         Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
4103         lightmapnumber = 0;
4104         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4105         {
4106                 surface = model->data_surfaces + surfaceindex;
4107                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4108                 lmscalepixels = lm_basescalepixels;
4109                 for (retry = 0;retry < 30;retry++)
4110                 {
4111                         // after a couple failed attempts, degrade quality to make it fit
4112                         if (retry > 1)
4113                                 lmscalepixels *= 0.5f;
4114                         for (i = 0;i < surface->num_triangles;i++)
4115                         {
4116                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4117                                 triangle->lightmapindex = lightmapnumber;
4118                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4119                                 // pick two planar axes for projection
4120                                 // lightmap coordinates here are in pixels
4121                                 // lightmap projections are snapped to pixel grid explicitly, such
4122                                 // that two neighboring triangles sharing an edge and projection
4123                                 // axis will have identical sample spacing along their shared edge
4124                                 k = 0;
4125                                 for (j = 0;j < 3;j++)
4126                                 {
4127                                         if (j == triangle->axis)
4128                                                 continue;
4129                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4130                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4131                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4132                                         triangle->lmbase[k] = lmmins/lmscalepixels;
4133                                         triangle->lmscale[k] = lmscalepixels;
4134                                         k++;
4135                                 }
4136                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4137                                         break;
4138                         }
4139                         // if all fit in this texture, we're done with this surface
4140                         if (i == surface->num_triangles)
4141                                 break;
4142                         // if we haven't maxed out the lightmap size yet, we retry the
4143                         // entire surface batch...
4144                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4145                         {
4146                                 lm_texturesize *= 2;
4147                                 surfaceindex = -1;
4148                                 lightmapnumber = 0;
4149                                 Mod_AllocLightmap_Free(&lmstate);
4150                                 Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
4151                                 break;
4152                         }
4153                         // if we have maxed out the lightmap size, and this triangle does
4154                         // not fit in the same texture as the rest of the surface, we have
4155                         // to retry the entire surface in a new texture (can only use one)
4156                         // with multiple retries, the lightmap quality degrades until it
4157                         // fits (or gives up)
4158                         if (surfaceindex > 0)
4159                                 lightmapnumber++;
4160                         Mod_AllocLightmap_Reset(&lmstate);
4161                 }
4162         }
4163         lightmapnumber++;
4164         Mod_AllocLightmap_Free(&lmstate);
4165
4166         // now put triangles together into lightmap textures, and do not allow
4167         // triangles of a surface to go into different textures (as that would
4168         // require rewriting the surface list)
4169         model->brushq3.deluxemapping_modelspace = true;
4170         model->brushq3.deluxemapping = true;
4171         model->brushq3.num_mergedlightmaps = lightmapnumber;
4172         model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4173         model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4174         lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4175         deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4176         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4177         {
4178                 surface = model->data_surfaces + surfaceindex;
4179                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4180                 for (i = 0;i < surface->num_triangles;i++)
4181                 {
4182                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4183                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4184                         VectorNormalize(trianglenormal);
4185                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4186                         axis = triangle->axis;
4187                         axis1 = axis == 0 ? 1 : 0;
4188                         axis2 = axis == 2 ? 1 : 2;
4189                         lmiscale[0] = 1.0f / triangle->lmscale[0];
4190                         lmiscale[1] = 1.0f / triangle->lmscale[1];
4191                         if (trianglenormal[axis] < 0)
4192                                 VectorNegate(trianglenormal, trianglenormal);
4193                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4194                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4195                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4196                         for (j = 0;j < 3;j++)
4197                         {
4198                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4199                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4200                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4201 #if 0
4202                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4203                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4204                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4205                                 Con_Printf("%f:%f %f:%f %f:%f = %f %f\n", triangle->vertex[j][axis1], samplecenter[axis1], triangle->vertex[j][axis2], samplecenter[axis2], triangle->vertex[j][axis], samplecenter[axis], t2f[0], t2f[1]);
4206 #endif
4207                         }
4208
4209 #if 0
4210                         switch (axis)
4211                         {
4212                         default:
4213                         case 0:
4214                                 forward[0] = 0;
4215                                 forward[1] = 1.0f / triangle->lmscale[0];
4216                                 forward[2] = 0;
4217                                 left[0] = 0;
4218                                 left[1] = 0;
4219                                 left[2] = 1.0f / triangle->lmscale[1];
4220                                 up[0] = 1.0f;
4221                                 up[1] = 0;
4222                                 up[2] = 0;
4223                                 origin[0] = 0;
4224                                 origin[1] = triangle->lmbase[0];
4225                                 origin[2] = triangle->lmbase[1];
4226                                 break;
4227                         case 1:
4228                                 forward[0] = 1.0f / triangle->lmscale[0];
4229                                 forward[1] = 0;
4230                                 forward[2] = 0;
4231                                 left[0] = 0;
4232                                 left[1] = 0;
4233                                 left[2] = 1.0f / triangle->lmscale[1];
4234                                 up[0] = 0;
4235                                 up[1] = 1.0f;
4236                                 up[2] = 0;
4237                                 origin[0] = triangle->lmbase[0];
4238                                 origin[1] = 0;
4239                                 origin[2] = triangle->lmbase[1];
4240                                 break;
4241                         case 2:
4242                                 forward[0] = 1.0f / triangle->lmscale[0];
4243                                 forward[1] = 0;
4244                                 forward[2] = 0;
4245                                 left[0] = 0;
4246                                 left[1] = 1.0f / triangle->lmscale[1];
4247                                 left[2] = 0;
4248                                 up[0] = 0;
4249                                 up[1] = 0;
4250                                 up[2] = 1.0f;
4251                                 origin[0] = triangle->lmbase[0];
4252                                 origin[1] = triangle->lmbase[1];
4253                                 origin[2] = 0;
4254                                 break;
4255                         }
4256                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4257 #endif
4258 #define LM_DIST_EPSILON (1.0f / 32.0f)
4259                         for (y = 0;y < triangle->lmsize[1];y++)
4260                         {
4261                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4262                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4263                                 {
4264                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4265                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4266                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4267                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4268                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4269                                 }
4270                         }
4271                 }
4272         }
4273
4274         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4275         {
4276                 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4277                 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4278         }
4279
4280         if (lightmappixels)
4281                 Mem_Free(lightmappixels);
4282         if (deluxemappixels)
4283                 Mem_Free(deluxemappixels);
4284
4285         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4286         {
4287                 surface = model->data_surfaces + surfaceindex;
4288                 if (!surface->num_triangles)
4289                         continue;
4290                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4291                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4292                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4293                 surface->lightmapinfo = NULL;
4294         }
4295
4296         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4297         model->brushq1.lightdata = NULL;
4298         model->brushq1.lightmapupdateflags = NULL;
4299         model->brushq1.firstrender = false;
4300         model->brushq1.num_lightstyles = 0;
4301         model->brushq1.data_lightstyleinfo = NULL;
4302         for (i = 0;i < model->brush.numsubmodels;i++)
4303         {
4304                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4305                 model->brush.submodels[i]->brushq1.firstrender = false;
4306                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4307                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4308         }
4309 }
4310
4311 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4312 {
4313         int i;
4314         for (i = 0;i < model->surfmesh.num_vertices;i++)
4315                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4316 }
4317
4318 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4319 {
4320         int x;
4321         int y;
4322         int z;
4323         int index = 0;
4324         float pos[3];
4325         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4326         {
4327                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4328                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4329                 {
4330                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4331                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4332                         {
4333                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4334                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4335                         }
4336                 }
4337         }
4338 }
4339
4340 extern cvar_t mod_q3bsp_nolightmaps;
4341 static void Mod_GenerateLightmaps(dp_model_t *model)
4342 {
4343         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4344         dp_model_t *oldloadmodel = loadmodel;
4345         loadmodel = model;
4346
4347         Mod_GenerateLightmaps_InitSampleOffsets(model);
4348         Mod_GenerateLightmaps_DestroyLightmaps(model);
4349         Mod_GenerateLightmaps_UnweldTriangles(model);
4350         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4351         Mod_GenerateLightmaps_CreateLights(model);
4352         if(!mod_q3bsp_nolightmaps.integer)
4353                 Mod_GenerateLightmaps_CreateLightmaps(model);
4354         Mod_GenerateLightmaps_UpdateVertexColors(model);
4355         Mod_GenerateLightmaps_UpdateLightGrid(model);
4356         Mod_GenerateLightmaps_DestroyLights(model);
4357         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4358
4359         loadmodel = oldloadmodel;
4360 }
4361
4362 static void Mod_GenerateLightmaps_f(void)
4363 {
4364         if (Cmd_Argc() != 1)
4365         {
4366                 Con_Printf("usage: mod_generatelightmaps\n");
4367                 return;
4368         }
4369         if (!cl.worldmodel)
4370         {
4371                 Con_Printf("no worldmodel loaded\n");
4372                 return;
4373         }
4374         Mod_GenerateLightmaps(cl.worldmodel);
4375 }
4376
4377 void Mod_Mesh_Create(dp_model_t *mod, const char *name)
4378 {
4379         memset(mod, 0, sizeof(*mod));
4380         strlcpy(mod->name, name, sizeof(mod->name));
4381         mod->mempool = Mem_AllocPool(name, 0, NULL);
4382         mod->texturepool = R_AllocTexturePool();
4383         mod->Draw = R_Q1BSP_Draw;
4384         mod->DrawDepth = R_Q1BSP_DrawDepth;
4385         mod->DrawDebug = R_Q1BSP_DrawDebug;
4386         mod->DrawPrepass = R_Q1BSP_DrawPrepass;
4387         mod->GetLightInfo = R_Q1BSP_GetLightInfo;
4388         mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
4389         mod->DrawLight = R_Q1BSP_DrawLight;
4390 }
4391
4392 void Mod_Mesh_Destroy(dp_model_t *mod)
4393 {
4394         Mod_UnloadModel(mod);
4395 }
4396
4397 // resets the mesh model to have no geometry to render, ready for a new frame -
4398 // the mesh will be prepared for rendering later using Mod_Mesh_Finalize
4399 void Mod_Mesh_Reset(dp_model_t *mod)
4400 {
4401         mod->num_surfaces = 0;
4402         mod->surfmesh.num_vertices = 0;
4403         mod->surfmesh.num_triangles = 0;
4404         memset(mod->surfmesh.data_vertexhash, -1, mod->surfmesh.num_vertexhashsize * sizeof(*mod->surfmesh.data_vertexhash));
4405         mod->DrawSky = NULL; // will be set if a texture needs it
4406         mod->DrawAddWaterPlanes = NULL; // will be set if a texture needs it
4407 }
4408
4409 texture_t *Mod_Mesh_GetTexture(dp_model_t *mod, const char *name, int defaultdrawflags, int defaulttexflags, int defaultmaterialflags)
4410 {
4411         int i;
4412         texture_t *t;
4413         for (i = 0; i < mod->num_textures; i++)
4414                 if (!strcmp(mod->data_textures[i].name, name))
4415                         return mod->data_textures + i;
4416         if (mod->max_textures <= mod->num_textures)
4417         {
4418                 texture_t *oldtextures = mod->data_textures;
4419                 mod->max_textures = max(mod->max_textures * 2, 1024);
4420                 mod->data_textures = (texture_t *)Mem_Realloc(mod->mempool, mod->data_textures, mod->max_textures * sizeof(*mod->data_textures));
4421                 // update the pointers
4422                 for (i = 0; i < mod->num_surfaces; i++)
4423                         mod->data_surfaces[i].texture = mod->data_textures + (mod->data_surfaces[i].texture - oldtextures);
4424         }
4425         t = &mod->data_textures[mod->num_textures++];
4426         Mod_LoadTextureFromQ3Shader(mod->mempool, mod->name, t, name, false, true, defaulttexflags, defaultmaterialflags);
4427         switch (defaultdrawflags & DRAWFLAG_MASK)
4428         {
4429         case DRAWFLAG_ADDITIVE:
4430                 t->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED;
4431                 t->currentmaterialflags = t->basematerialflags;
4432                 break;
4433         case DRAWFLAG_MODULATE:
4434                 t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
4435                 t->currentmaterialflags = t->basematerialflags;
4436                 t->customblendfunc[0] = GL_DST_COLOR;
4437                 t->customblendfunc[1] = GL_ZERO;
4438                 break;
4439         case DRAWFLAG_2XMODULATE:
4440                 t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
4441                 t->currentmaterialflags = t->basematerialflags;
4442                 t->customblendfunc[0] = GL_DST_COLOR;
4443                 t->customblendfunc[1] = GL_SRC_COLOR;
4444                 break;
4445         case DRAWFLAG_SCREEN:
4446                 t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
4447                 t->currentmaterialflags = t->basematerialflags;
4448                 t->customblendfunc[0] = GL_ONE_MINUS_DST_COLOR;
4449                 t->customblendfunc[1] = GL_ONE;
4450                 break;
4451         default:
4452                 break;
4453         }
4454         return t;
4455 }
4456
4457 msurface_t *Mod_Mesh_AddSurface(dp_model_t *mod, texture_t *tex, qboolean batchwithprevioussurface)
4458 {
4459         msurface_t *surf;
4460         // batch if possible; primarily useful for UI rendering where bounding boxes don't matter
4461         if (batchwithprevioussurface && mod->num_surfaces > 0 && mod->data_surfaces[mod->num_surfaces - 1].texture == tex)
4462                 return mod->data_surfaces + mod->num_surfaces - 1;
4463         // create new surface
4464         if (mod->max_surfaces == mod->num_surfaces)
4465         {
4466                 mod->max_surfaces = 2 * max(mod->num_surfaces, 64);
4467                 mod->data_surfaces = (msurface_t *)Mem_Realloc(mod->mempool, mod->data_surfaces, mod->max_surfaces * sizeof(*mod->data_surfaces));
4468                 mod->sortedmodelsurfaces = (int *)Mem_Realloc(mod->mempool, mod->sortedmodelsurfaces, mod->max_surfaces * sizeof(*mod->sortedmodelsurfaces));
4469         }
4470         surf = mod->data_surfaces + mod->num_surfaces;
4471         mod->num_surfaces++;
4472         memset(surf, 0, sizeof(*surf));
4473         surf->texture = tex;
4474         surf->num_firsttriangle = mod->surfmesh.num_triangles;
4475         surf->num_firstvertex = mod->surfmesh.num_vertices;
4476         if (tex->basematerialflags & (MATERIALFLAG_SKY))
4477                 mod->DrawSky = R_Q1BSP_DrawSky;
4478         if (tex->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
4479                 mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
4480         return surf;
4481 }
4482
4483 int Mod_Mesh_IndexForVertex(dp_model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a)
4484 {
4485         int hashindex, h, vnum, mask;
4486         surfmesh_t *mesh = &mod->surfmesh;
4487         if (mesh->max_vertices == mesh->num_vertices)
4488         {
4489                 mesh->max_vertices = max(mesh->num_vertices * 2, 256);
4490                 mesh->data_vertex3f = (float *)Mem_Realloc(mod->mempool, mesh->data_vertex3f, mesh->max_vertices * sizeof(float[3]));
4491                 mesh->data_svector3f = (float *)Mem_Realloc(mod->mempool, mesh->data_svector3f, mesh->max_vertices * sizeof(float[3]));
4492                 mesh->data_tvector3f = (float *)Mem_Realloc(mod->mempool, mesh->data_tvector3f, mesh->max_vertices * sizeof(float[3]));
4493                 mesh->data_normal3f = (float *)Mem_Realloc(mod->mempool, mesh->data_normal3f, mesh->max_vertices * sizeof(float[3]));
4494                 mesh->data_texcoordtexture2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordtexture2f, mesh->max_vertices * sizeof(float[2]));
4495                 mesh->data_texcoordlightmap2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordlightmap2f, mesh->max_vertices * sizeof(float[2]));
4496                 mesh->data_lightmapcolor4f = (float *)Mem_Realloc(mod->mempool, mesh->data_lightmapcolor4f, mesh->max_vertices * sizeof(float[4]));
4497                 // rebuild the hash table
4498                 mesh->num_vertexhashsize = 4 * mesh->max_vertices;
4499                 mesh->num_vertexhashsize &= ~(mesh->num_vertexhashsize - 1); // round down to pow2
4500                 mesh->data_vertexhash = (int *)Mem_Realloc(mod->mempool, mesh->data_vertexhash, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
4501                 memset(mesh->data_vertexhash, -1, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
4502                 mask = mod->surfmesh.num_vertexhashsize - 1;
4503                 // no need to hash the vertices for the entire model, the latest surface will suffice.
4504                 for (vnum = surf ? surf->num_firstvertex : 0; vnum < mesh->num_vertices; vnum++)
4505                 {
4506                         // this uses prime numbers intentionally for computing the hash
4507                         hashindex = (unsigned int)(mesh->data_vertex3f[vnum * 3 + 0] * 2003 + mesh->data_vertex3f[vnum * 3 + 1] * 4001 + mesh->data_vertex3f[vnum * 3 + 2] * 7919 + mesh->data_normal3f[vnum * 3 + 0] * 4097 + mesh->data_normal3f[vnum * 3 + 1] * 257 + mesh->data_normal3f[vnum * 3 + 2] * 17) & mask;
4508                         for (h = hashindex; mesh->data_vertexhash[h] >= 0; h = (h + 1) & mask)
4509                                 ; // just iterate until we find the terminator
4510                         mesh->data_vertexhash[h] = vnum;
4511                 }
4512         }
4513         mask = mod->surfmesh.num_vertexhashsize - 1;
4514         // this uses prime numbers intentionally for computing the hash
4515         hashindex = (unsigned int)(x * 2003 + y * 4001 + z * 7919 + nx * 4097 + ny * 257 + nz * 17) & mask;
4516         // when possible find an identical vertex within the same surface and return it
4517         for(h = hashindex;(vnum = mesh->data_vertexhash[h]) >= 0;h = (h + 1) & mask)
4518         {
4519                 if (vnum >= surf->num_firstvertex
4520                  && mesh->data_vertex3f[vnum * 3 + 0] == x && mesh->data_vertex3f[vnum * 3 + 1] == y && mesh->data_vertex3f[vnum * 3 + 2] == z
4521                  && mesh->data_normal3f[vnum * 3 + 0] == nx && mesh->data_normal3f[vnum * 3 + 1] == ny && mesh->data_normal3f[vnum * 3 + 2] == nz
4522                  && mesh->data_texcoordtexture2f[vnum * 2 + 0] == s && mesh->data_texcoordtexture2f[vnum * 2 + 1] == t
4523                  && mesh->data_texcoordlightmap2f[vnum * 2 + 0] == u && mesh->data_texcoordlightmap2f[vnum * 2 + 1] == v
4524                  && mesh->data_lightmapcolor4f[vnum * 4 + 0] == r && mesh->data_lightmapcolor4f[vnum * 4 + 1] == g && mesh->data_lightmapcolor4f[vnum * 4 + 2] == b && mesh->data_lightmapcolor4f[vnum * 4 + 3] == a)
4525                         return vnum;
4526         }
4527         // add the new vertex
4528         vnum = mesh->num_vertices++;
4529         if (surf->num_vertices > 0)
4530         {
4531                 if (surf->mins[0] > x) surf->mins[0] = x;
4532                 if (surf->mins[1] > y) surf->mins[1] = y;
4533                 if (surf->mins[2] > z) surf->mins[2] = z;
4534                 if (surf->maxs[0] < x) surf->maxs[0] = x;
4535                 if (surf->maxs[1] < y) surf->maxs[1] = y;
4536                 if (surf->maxs[2] < z) surf->maxs[2] = z;
4537         }
4538         else
4539         {
4540                 VectorSet(surf->mins, x, y, z);
4541                 VectorSet(surf->maxs, x, y, z);
4542         }
4543         surf->num_vertices = mesh->num_vertices - surf->num_firstvertex;
4544         mesh->data_vertexhash[h] = vnum;
4545         mesh->data_vertex3f[vnum * 3 + 0] = x;
4546         mesh->data_vertex3f[vnum * 3 + 1] = y;
4547         mesh->data_vertex3f[vnum * 3 + 2] = z;
4548         mesh->data_normal3f[vnum * 3 + 0] = nx;
4549         mesh->data_normal3f[vnum * 3 + 1] = ny;
4550         mesh->data_normal3f[vnum * 3 + 2] = nz;
4551         mesh->data_texcoordtexture2f[vnum * 2 + 0] = s;
4552         mesh->data_texcoordtexture2f[vnum * 2 + 1] = t;
4553         mesh->data_texcoordlightmap2f[vnum * 2 + 0] = u;
4554         mesh->data_texcoordlightmap2f[vnum * 2 + 1] = v;
4555         mesh->data_lightmapcolor4f[vnum * 4 + 0] = r;
4556         mesh->data_lightmapcolor4f[vnum * 4 + 1] = g;
4557         mesh->data_lightmapcolor4f[vnum * 4 + 2] = b;
4558         mesh->data_lightmapcolor4f[vnum * 4 + 3] = a;
4559         return vnum;
4560 }
4561
4562 void Mod_Mesh_AddTriangle(dp_model_t *mod, msurface_t *surf, int e0, int e1, int e2)
4563 {
4564         surfmesh_t *mesh = &mod->surfmesh;
4565         if (mesh->max_triangles == mesh->num_triangles)
4566         {
4567                 mesh->max_triangles = 2 * max(mesh->num_triangles, 128);
4568                 mesh->data_element3s = (unsigned short *)Mem_Realloc(mod->mempool, mesh->data_element3s, mesh->max_triangles * sizeof(unsigned short[3]));
4569                 mesh->data_element3i = (int *)Mem_Realloc(mod->mempool, mesh->data_element3i, mesh->max_triangles * sizeof(int[3]));
4570         }
4571         mesh->data_element3s[mesh->num_triangles * 3 + 0] = e0;
4572         mesh->data_element3s[mesh->num_triangles * 3 + 1] = e1;
4573         mesh->data_element3s[mesh->num_triangles * 3 + 2] = e2;
4574         mesh->data_element3i[mesh->num_triangles * 3 + 0] = e0;
4575         mesh->data_element3i[mesh->num_triangles * 3 + 1] = e1;
4576         mesh->data_element3i[mesh->num_triangles * 3 + 2] = e2;
4577         mesh->num_triangles++;
4578         surf->num_triangles++;
4579 }
4580
4581 static void Mod_Mesh_MakeSortedSurfaces(dp_model_t *mod)
4582 {
4583         int i, j;
4584         texture_t *tex;
4585         msurface_t *surf, *surf2;
4586
4587         // build the sorted surfaces list properly to reduce material setup
4588         // this is easy because we're just sorting on texture and don't care about the order of textures
4589         mod->nummodelsurfaces = 0;
4590         for (i = 0; i < mod->num_surfaces; i++)
4591                 mod->data_surfaces[i].included = false;
4592         for (i = 0; i < mod->num_surfaces; i++)
4593         {
4594                 surf = mod->data_surfaces + i;
4595                 if (surf->included)
4596                         continue;
4597                 tex = surf->texture;
4598                 // j = i is intentional
4599                 for (j = i; j < mod->num_surfaces; j++)
4600                 {
4601                         surf2 = mod->data_surfaces + j;
4602                         if (surf2->included)
4603                                 continue;
4604                         if (surf2->texture == tex)
4605                         {
4606                                 surf2->included = true;
4607                                 mod->sortedmodelsurfaces[mod->nummodelsurfaces++] = j;
4608                         }
4609                 }
4610         }
4611 }
4612
4613 void Mod_Mesh_ComputeBounds(dp_model_t *mod)
4614 {
4615         int i;
4616         vec_t x2a, x2b, y2a, y2b, z2a, z2b, x2, y2, z2, yawradius, rotatedradius;
4617
4618         if (mod->surfmesh.num_vertices > 0)
4619         {
4620                 // calculate normalmins/normalmaxs
4621                 VectorCopy(mod->surfmesh.data_vertex3f, mod->normalmins);
4622                 VectorCopy(mod->surfmesh.data_vertex3f, mod->normalmaxs);
4623                 for (i = 1; i < mod->surfmesh.num_vertices; i++)
4624                 {
4625                         float x = mod->surfmesh.data_vertex3f[i * 3 + 0];
4626                         float y = mod->surfmesh.data_vertex3f[i * 3 + 1];
4627                         float z = mod->surfmesh.data_vertex3f[i * 3 + 2];
4628                         // expand bounds to include this vertex
4629                         if (mod->normalmins[0] > x) mod->normalmins[0] = x;
4630                         if (mod->normalmins[1] > y) mod->normalmins[1] = y;
4631                         if (mod->normalmins[2] > z) mod->normalmins[2] = z;
4632                         if (mod->normalmaxs[0] < x) mod->normalmaxs[0] = x;
4633                         if (mod->normalmaxs[1] < y) mod->normalmaxs[1] = y;
4634                         if (mod->normalmaxs[2] < z) mod->normalmaxs[2] = z;
4635                 }
4636                 // calculate yawmins/yawmaxs, rotatedmins/maxs from normalmins/maxs
4637                 // (fast but less accurate than doing it per vertex)
4638                 x2a = mod->normalmins[0] * mod->normalmins[0];
4639                 x2b = mod->normalmaxs[0] * mod->normalmaxs[0];
4640                 y2a = mod->normalmins[1] * mod->normalmins[1];
4641                 y2b = mod->normalmaxs[1] * mod->normalmaxs[1];
4642                 z2a = mod->normalmins[2] * mod->normalmins[2];
4643                 z2b = mod->normalmaxs[2] * mod->normalmaxs[2];
4644                 x2 = max(x2a, x2b);
4645                 y2 = max(y2a, y2b);
4646                 z2 = max(z2a, z2b);
4647                 yawradius = sqrt(x2 + y2);
4648                 rotatedradius = sqrt(x2 + y2 + z2);
4649                 VectorSet(mod->yawmins, -yawradius, -yawradius, mod->normalmins[2]);
4650                 VectorSet(mod->yawmaxs, yawradius, yawradius, mod->normalmaxs[2]);
4651                 VectorSet(mod->rotatedmins, -rotatedradius, -rotatedradius, -rotatedradius);
4652                 VectorSet(mod->rotatedmaxs, rotatedradius, rotatedradius, rotatedradius);
4653                 mod->radius = rotatedradius;
4654                 mod->radius2 = x2 + y2 + z2;
4655         }
4656         else
4657         {
4658                 VectorClear(mod->normalmins);
4659                 VectorClear(mod->normalmaxs);
4660                 VectorClear(mod->yawmins);
4661                 VectorClear(mod->yawmaxs);
4662                 VectorClear(mod->rotatedmins);
4663                 VectorClear(mod->rotatedmaxs);
4664                 mod->radius = 0;
4665                 mod->radius2 = 0;
4666         }
4667 }
4668
4669 void Mod_Mesh_Finalize(dp_model_t *mod)
4670 {
4671         Mod_Mesh_ComputeBounds(mod);
4672         Mod_Mesh_MakeSortedSurfaces(mod);
4673         Mod_BuildTextureVectorsFromNormals(0, mod->surfmesh.num_vertices, mod->surfmesh.num_triangles, mod->surfmesh.data_vertex3f, mod->surfmesh.data_texcoordtexture2f, mod->surfmesh.data_normal3f, mod->surfmesh.data_element3i, mod->surfmesh.data_svector3f, mod->surfmesh.data_tvector3f, true);
4674 }