1b1b29cd15a2a2238f093da54cca817c0bc12b0e
[xonotic/darkplaces.git] / model_shared.c
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_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
31 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"};
32 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
33 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
34 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
35 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
36 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
37 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
38 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
39 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
40 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
41 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
42
43 dp_model_t *loadmodel;
44
45 static mempool_t *mod_mempool;
46 static memexpandablearray_t models;
47
48 static mempool_t* q3shaders_mem;
49 typedef struct q3shader_hash_entry_s
50 {
51   q3shaderinfo_t shader;
52   struct q3shader_hash_entry_s* chain;
53 } q3shader_hash_entry_t;
54 #define Q3SHADER_HASH_SIZE  1021
55 typedef struct q3shader_data_s
56 {
57   memexpandablearray_t hash_entries;
58   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
59   memexpandablearray_t char_ptrs;
60 } q3shader_data_t;
61 static q3shader_data_t* q3shader_data;
62
63 static void mod_start(void)
64 {
65         int i, count;
66         int nummodels = Mem_ExpandableArray_IndexRange(&models);
67         dp_model_t *mod;
68
69         SCR_PushLoadingScreen(false, "Loading models", 1.0);
70         count = 0;
71         for (i = 0;i < nummodels;i++)
72                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
73                         if (mod->used)
74                                 ++count;
75         for (i = 0;i < nummodels;i++)
76                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
77                         if (mod->used)
78                         {
79                                 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
80                                 Mod_LoadModel(mod, true, false);
81                                 SCR_PopLoadingScreen(false);
82                         }
83         SCR_PopLoadingScreen(false);
84 }
85
86 static void mod_shutdown(void)
87 {
88         int i;
89         int nummodels = Mem_ExpandableArray_IndexRange(&models);
90         dp_model_t *mod;
91
92         for (i = 0;i < nummodels;i++)
93                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
94                         Mod_UnloadModel(mod);
95
96         Mod_FreeQ3Shaders();
97         Mod_Skeletal_FreeBuffers();
98 }
99
100 static void mod_newmap(void)
101 {
102         msurface_t *surface;
103         int i, j, k, surfacenum, ssize, tsize;
104         int nummodels = Mem_ExpandableArray_IndexRange(&models);
105         dp_model_t *mod;
106
107         for (i = 0;i < nummodels;i++)
108         {
109                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
110                 {
111                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
112                         {
113                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
114                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
115                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
116                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[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_enableshadowvolumes);
165         Cvar_RegisterVariable(&r_mipskins);
166         Cvar_RegisterVariable(&r_mipnormalmaps);
167         Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
168         Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
169         Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
170
171         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
172         Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
173         Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
174         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
175         Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
176         Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
177
178         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
179         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
180         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
181         Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
182 }
183
184 void Mod_RenderInit(void)
185 {
186         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
187 }
188
189 void Mod_UnloadModel (dp_model_t *mod)
190 {
191         char name[MAX_QPATH];
192         qboolean used;
193         dp_model_t *parentmodel;
194
195         if (developer_loading.integer)
196                 Con_Printf("unloading model %s\n", mod->name);
197
198         strlcpy(name, mod->name, sizeof(name));
199         parentmodel = mod->brush.parentmodel;
200         used = mod->used;
201         if (mod->mempool)
202         {
203                 if (mod->surfmesh.vertex3fbuffer)
204                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertex3fbuffer);
205                 mod->surfmesh.vertex3fbuffer = NULL;
206                 if (mod->surfmesh.vertexmeshbuffer)
207                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
208                 mod->surfmesh.vertexmeshbuffer = NULL;
209                 if (mod->surfmesh.data_element3i_indexbuffer)
210                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
211                 mod->surfmesh.data_element3i_indexbuffer = NULL;
212                 if (mod->surfmesh.data_element3s_indexbuffer)
213                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
214                 mod->surfmesh.data_element3s_indexbuffer = NULL;
215                 if (mod->surfmesh.vbo_vertexbuffer)
216                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
217                 mod->surfmesh.vbo_vertexbuffer = NULL;
218         }
219         // free textures/memory attached to the model
220         R_FreeTexturePool(&mod->texturepool);
221         Mem_FreePool(&mod->mempool);
222         // clear the struct to make it available
223         memset(mod, 0, sizeof(dp_model_t));
224         // restore the fields we want to preserve
225         strlcpy(mod->name, name, sizeof(mod->name));
226         mod->brush.parentmodel = parentmodel;
227         mod->used = used;
228         mod->loaded = false;
229 }
230
231 static void R_Model_Null_Draw(entity_render_t *ent)
232 {
233         return;
234 }
235
236
237 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
238
239 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
240 {
241         const char *bufptr;
242         int start, len;
243         float fps;
244         unsigned int i;
245         qboolean loop;
246         char name[64];
247
248         bufptr = buf;
249         i = 0;
250         while(bufptr)
251         {
252                 // an anim scene!
253
254                 // REQUIRED: fetch start
255                 COM_ParseToken_Simple(&bufptr, true, false, true);
256                 if (!bufptr)
257                         break; // end of file
258                 if (!strcmp(com_token, "\n"))
259                         continue; // empty line
260                 start = atoi(com_token);
261
262                 // REQUIRED: fetch length
263                 COM_ParseToken_Simple(&bufptr, true, false, true);
264                 if (!bufptr || !strcmp(com_token, "\n"))
265                 {
266                         Con_Printf("framegroups file: missing number of frames\n");
267                         continue;
268                 }
269                 len = atoi(com_token);
270
271                 // OPTIONAL args start
272                 COM_ParseToken_Simple(&bufptr, true, false, true);
273
274                 // OPTIONAL: fetch fps
275                 fps = 20;
276                 if (bufptr && strcmp(com_token, "\n"))
277                 {
278                         fps = atof(com_token);
279                         COM_ParseToken_Simple(&bufptr, true, false, true);
280                 }
281
282                 // OPTIONAL: fetch loopflag
283                 loop = true;
284                 if (bufptr && strcmp(com_token, "\n"))
285                 {
286                         loop = (atoi(com_token) != 0);
287                         COM_ParseToken_Simple(&bufptr, true, false, true);
288                 }
289
290                 // OPTIONAL: fetch name
291                 name[0] = 0;
292                 if (bufptr && strcmp(com_token, "\n"))
293                 {
294                         strlcpy(name, com_token, sizeof(name));
295                         COM_ParseToken_Simple(&bufptr, true, false, true);
296                 }
297
298                 // OPTIONAL: remaining unsupported tokens (eat them)
299                 while (bufptr && strcmp(com_token, "\n"))
300                         COM_ParseToken_Simple(&bufptr, true, false, true);
301
302                 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
303
304                 if(cb)
305                         cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
306                 ++i;
307         }
308
309         return i;
310 }
311
312 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
313 {
314         dp_model_t *mod = (dp_model_t *) pass;
315         animscene_t *anim = &mod->animscenes[i];
316         if(name)
317                 strlcpy(anim->name, name, sizeof(anim[i].name));
318         else
319                 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
320         anim->firstframe = bound(0, start, mod->num_poses - 1);
321         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
322         anim->framerate = max(1, fps);
323         anim->loop = !!loop;
324         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
325 }
326
327 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
328 {
329         unsigned int cnt;
330
331         // 0. count
332         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
333         if(!cnt)
334         {
335                 Con_Printf("no scene found in framegroups file, aborting\n");
336                 return;
337         }
338         mod->numframes = cnt;
339
340         // 1. reallocate
341         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
342         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
343
344         // 2. parse
345         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
346 }
347
348 static void Mod_FindPotentialDeforms(dp_model_t *mod)
349 {
350         int i, j;
351         texture_t *texture;
352         mod->wantnormals = false;
353         mod->wanttangents = false;
354         for (i = 0;i < mod->num_textures;i++)
355         {
356                 texture = mod->data_textures + i;
357                 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
358                         mod->wantnormals = true;
359                 for (j = 0;j < Q3MAXDEFORMS;j++)
360                 {
361                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
362                         {
363                                 mod->wanttangents = true;
364                                 mod->wantnormals = true;
365                                 break;
366                         }
367                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
368                                 mod->wantnormals = true;
369                 }
370         }
371 }
372
373 /*
374 ==================
375 Mod_LoadModel
376
377 Loads a model
378 ==================
379 */
380 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
381 {
382         int num;
383         unsigned int crc;
384         void *buf;
385         fs_offset_t filesize = 0;
386         char vabuf[1024];
387
388         mod->used = true;
389
390         if (mod->name[0] == '*') // submodel
391                 return mod;
392         
393         if (!strcmp(mod->name, "null"))
394         {
395                 if(mod->loaded)
396                         return mod;
397
398                 if (mod->loaded || mod->mempool)
399                         Mod_UnloadModel(mod);
400
401                 if (developer_loading.integer)
402                         Con_Printf("loading model %s\n", mod->name);
403
404                 mod->used = true;
405                 mod->crc = (unsigned int)-1;
406                 mod->loaded = false;
407
408                 VectorClear(mod->normalmins);
409                 VectorClear(mod->normalmaxs);
410                 VectorClear(mod->yawmins);
411                 VectorClear(mod->yawmaxs);
412                 VectorClear(mod->rotatedmins);
413                 VectorClear(mod->rotatedmaxs);
414
415                 mod->modeldatatypestring = "null";
416                 mod->type = mod_null;
417                 mod->Draw = R_Model_Null_Draw;
418                 mod->numframes = 2;
419                 mod->numskins = 1;
420
421                 // no fatal errors occurred, so this model is ready to use.
422                 mod->loaded = true;
423
424                 return mod;
425         }
426
427         crc = 0;
428         buf = NULL;
429
430         // even if the model is loaded it still may need reloading...
431
432         // if it is not loaded or checkdisk is true we need to calculate the crc
433         if (!mod->loaded || checkdisk)
434         {
435                 if (checkdisk && mod->loaded)
436                         Con_DPrintf("checking model %s\n", mod->name);
437                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
438                 if (buf)
439                 {
440                         crc = CRC_Block((unsigned char *)buf, filesize);
441                         // we need to reload the model if the crc does not match
442                         if (mod->crc != crc)
443                                 mod->loaded = false;
444                 }
445         }
446
447         // if the model is already loaded and checks passed, just return
448         if (mod->loaded)
449         {
450                 if (buf)
451                         Mem_Free(buf);
452                 return mod;
453         }
454
455         if (developer_loading.integer)
456                 Con_Printf("loading model %s\n", mod->name);
457         
458         SCR_PushLoadingScreen(true, mod->name, 1);
459
460         // LordHavoc: unload the existing model in this slot (if there is one)
461         if (mod->loaded || mod->mempool)
462                 Mod_UnloadModel(mod);
463
464         // load the model
465         mod->used = true;
466         mod->crc = crc;
467         // errors can prevent the corresponding mod->loaded = true;
468         mod->loaded = false;
469
470         // default lightmap scale
471         mod->lightmapscale = 1;
472
473         // default model radius and bounding box (mainly for missing models)
474         mod->radius = 16;
475         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
476         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
477         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
478         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
479         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
480         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
481
482         if (!q3shaders_mem)
483         {
484                 // load q3 shaders for the first time, or after a level change
485                 Mod_LoadQ3Shaders();
486         }
487
488         if (buf)
489         {
490                 char *bufend = (char *)buf + filesize;
491
492                 // all models use memory, so allocate a memory pool
493                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
494
495                 num = LittleLong(*((int *)buf));
496                 // call the apropriate loader
497                 loadmodel = mod;
498                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
499                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
500                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
501                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
502                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
503                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
504                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
505                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
506                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
507                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
508                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
509                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
510                 else if (num == BSPVERSION || num == 30 || !memcmp(buf, "BSP2", 4)) Mod_Q1BSP_Load(mod, buf, bufend);
511                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
512                 Mem_Free(buf);
513
514                 Mod_FindPotentialDeforms(mod);
515
516                 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
517                 if(buf)
518                 {
519                         Mod_FrameGroupify(mod, (const char *)buf);
520                         Mem_Free(buf);
521                 }
522
523                 Mod_BuildVBOs();
524         }
525         else if (crash)
526         {
527                 // LordHavoc: Sys_Error was *ANNOYING*
528                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
529         }
530
531         // no fatal errors occurred, so this model is ready to use.
532         mod->loaded = true;
533
534         SCR_PopLoadingScreen(false);
535
536         return mod;
537 }
538
539 void Mod_ClearUsed(void)
540 {
541         int i;
542         int nummodels = Mem_ExpandableArray_IndexRange(&models);
543         dp_model_t *mod;
544         for (i = 0;i < nummodels;i++)
545                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
546                         mod->used = false;
547 }
548
549 void Mod_PurgeUnused(void)
550 {
551         int i;
552         int nummodels = Mem_ExpandableArray_IndexRange(&models);
553         dp_model_t *mod;
554         for (i = 0;i < nummodels;i++)
555         {
556                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
557                 {
558                         Mod_UnloadModel(mod);
559                         Mem_ExpandableArray_FreeRecord(&models, mod);
560                 }
561         }
562 }
563
564 /*
565 ==================
566 Mod_FindName
567
568 ==================
569 */
570 dp_model_t *Mod_FindName(const char *name, const char *parentname)
571 {
572         int i;
573         int nummodels;
574         dp_model_t *mod;
575
576         if (!parentname)
577                 parentname = "";
578
579         // if we're not dedicatd, the renderer calls will crash without video
580         Host_StartVideo();
581
582         nummodels = Mem_ExpandableArray_IndexRange(&models);
583
584         if (!name[0])
585                 Host_Error ("Mod_ForName: empty name");
586
587         // search the currently loaded models
588         for (i = 0;i < nummodels;i++)
589         {
590                 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))))
591                 {
592                         mod->used = true;
593                         return mod;
594                 }
595         }
596
597         // no match found, create a new one
598         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
599         strlcpy(mod->name, name, sizeof(mod->name));
600         if (parentname[0])
601                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
602         else
603                 mod->brush.parentmodel = NULL;
604         mod->loaded = false;
605         mod->used = true;
606         return mod;
607 }
608
609 /*
610 ==================
611 Mod_ForName
612
613 Loads in a model for the given name
614 ==================
615 */
616 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
617 {
618         dp_model_t *model;
619         model = Mod_FindName(name, parentname);
620         if (!model->loaded || checkdisk)
621                 Mod_LoadModel(model, crash, checkdisk);
622         return model;
623 }
624
625 /*
626 ==================
627 Mod_Reload
628
629 Reloads all models if they have changed
630 ==================
631 */
632 void Mod_Reload(void)
633 {
634         int i, count;
635         int nummodels = Mem_ExpandableArray_IndexRange(&models);
636         dp_model_t *mod;
637
638         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
639         count = 0;
640         for (i = 0;i < nummodels;i++)
641                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
642                         ++count;
643         for (i = 0;i < nummodels;i++)
644                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
645                 {
646                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
647                         Mod_LoadModel(mod, true, true);
648                         SCR_PopLoadingScreen(false);
649                 }
650         SCR_PopLoadingScreen(false);
651 }
652
653 unsigned char *mod_base;
654
655
656 //=============================================================================
657
658 /*
659 ================
660 Mod_Print
661 ================
662 */
663 static void Mod_Print(void)
664 {
665         int i;
666         int nummodels = Mem_ExpandableArray_IndexRange(&models);
667         dp_model_t *mod;
668
669         Con_Print("Loaded models:\n");
670         for (i = 0;i < nummodels;i++)
671         {
672                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
673                 {
674                         if (mod->brush.numsubmodels)
675                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
676                         else
677                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
678                 }
679         }
680 }
681
682 /*
683 ================
684 Mod_Precache
685 ================
686 */
687 static void Mod_Precache(void)
688 {
689         if (Cmd_Argc() == 2)
690                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
691         else
692                 Con_Print("usage: modelprecache <filename>\n");
693 }
694
695 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
696 {
697         int i, count;
698         unsigned char *used;
699         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
700         memset(used, 0, numvertices);
701         for (i = 0;i < numelements;i++)
702                 used[elements[i]] = 1;
703         for (i = 0, count = 0;i < numvertices;i++)
704                 remapvertices[i] = used[i] ? count++ : -1;
705         Mem_Free(used);
706         return count;
707 }
708
709 #if 1
710 // fast way, using an edge hash
711 #define TRIANGLEEDGEHASH 8192
712 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
713 {
714         int i, j, p, e1, e2, *n, hashindex, count, match;
715         const int *e;
716         typedef struct edgehashentry_s
717         {
718                 struct edgehashentry_s *next;
719                 int triangle;
720                 int element[2];
721         }
722         edgehashentry_t;
723         static edgehashentry_t **edgehash;
724         edgehashentry_t *edgehashentries, *hash;
725         if (!numtriangles)
726                 return;
727         edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
728         // if there are too many triangles for the stack array, allocate larger buffer
729         edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
730         // find neighboring triangles
731         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
732         {
733                 for (j = 0, p = 2;j < 3;p = j, j++)
734                 {
735                         e1 = e[p];
736                         e2 = e[j];
737                         // this hash index works for both forward and backward edges
738                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
739                         hash = edgehashentries + i * 3 + j;
740                         hash->next = edgehash[hashindex];
741                         edgehash[hashindex] = hash;
742                         hash->triangle = i;
743                         hash->element[0] = e1;
744                         hash->element[1] = e2;
745                 }
746         }
747         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
748         {
749                 for (j = 0, p = 2;j < 3;p = j, j++)
750                 {
751                         e1 = e[p];
752                         e2 = e[j];
753                         // this hash index works for both forward and backward edges
754                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
755                         count = 0;
756                         match = -1;
757                         for (hash = edgehash[hashindex];hash;hash = hash->next)
758                         {
759                                 if (hash->element[0] == e2 && hash->element[1] == e1)
760                                 {
761                                         if (hash->triangle != i)
762                                                 match = hash->triangle;
763                                         count++;
764                                 }
765                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
766                                         count++;
767                         }
768                         // detect edges shared by three triangles and make them seams
769                         if (count > 2)
770                                 match = -1;
771                         n[p] = match;
772                 }
773
774                 // also send a keepalive here (this can take a while too!)
775                 CL_KeepaliveMessage(false);
776         }
777         // free the allocated buffer
778         Mem_Free(edgehashentries);
779         Mem_Free(edgehash);
780 }
781 #else
782 // very slow but simple way
783 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
784 {
785         int i, match, count;
786         count = 0;
787         match = -1;
788         for (i = 0;i < numtriangles;i++, elements += 3)
789         {
790                      if ((elements[0] == start && elements[1] == end)
791                       || (elements[1] == start && elements[2] == end)
792                       || (elements[2] == start && elements[0] == end))
793                 {
794                         if (i != ignore)
795                                 match = i;
796                         count++;
797                 }
798                 else if ((elements[1] == start && elements[0] == end)
799                       || (elements[2] == start && elements[1] == end)
800                       || (elements[0] == start && elements[2] == end))
801                         count++;
802         }
803         // detect edges shared by three triangles and make them seams
804         if (count > 2)
805                 match = -1;
806         return match;
807 }
808
809 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
810 {
811         int i, *n;
812         const int *e;
813         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
814         {
815                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
816                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
817                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
818         }
819 }
820 #endif
821
822 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
823 {
824         int i, warned = false, endvertex = firstvertex + numverts;
825         for (i = 0;i < numtriangles * 3;i++)
826         {
827                 if (elements[i] < firstvertex || elements[i] >= endvertex)
828                 {
829                         if (!warned)
830                         {
831                                 warned = true;
832                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
833                         }
834                         elements[i] = firstvertex;
835                 }
836         }
837 }
838
839 // warning: this is an expensive function!
840 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
841 {
842         int i, j;
843         const int *element;
844         float *vectorNormal;
845         float areaNormal[3];
846         // clear the vectors
847         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
848         // process each vertex of each triangle and accumulate the results
849         // use area-averaging, to make triangles with a big area have a bigger
850         // weighting on the vertex normal than triangles with a small area
851         // to do so, just add the 'normals' together (the bigger the area
852         // the greater the length of the normal is
853         element = elements;
854         for (i = 0; i < numtriangles; i++, element += 3)
855         {
856                 TriangleNormal(
857                         vertex3f + element[0] * 3,
858                         vertex3f + element[1] * 3,
859                         vertex3f + element[2] * 3,
860                         areaNormal
861                         );
862
863                 if (!areaweighting)
864                         VectorNormalize(areaNormal);
865
866                 for (j = 0;j < 3;j++)
867                 {
868                         vectorNormal = normal3f + element[j] * 3;
869                         vectorNormal[0] += areaNormal[0];
870                         vectorNormal[1] += areaNormal[1];
871                         vectorNormal[2] += areaNormal[2];
872                 }
873         }
874         // and just normalize the accumulated vertex normal in the end
875         vectorNormal = normal3f + 3 * firstvertex;
876         for (i = 0; i < numvertices; i++, vectorNormal += 3)
877                 VectorNormalize(vectorNormal);
878 }
879
880 #if 0
881 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)
882 {
883         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
884         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
885         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
886
887         // 6 multiply, 9 subtract
888         VectorSubtract(v1, v0, v10);
889         VectorSubtract(v2, v0, v20);
890         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
891         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
892         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
893         // 12 multiply, 10 subtract
894         tc10[1] = tc1[1] - tc0[1];
895         tc20[1] = tc2[1] - tc0[1];
896         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
897         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
898         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
899         tc10[0] = tc1[0] - tc0[0];
900         tc20[0] = tc2[0] - tc0[0];
901         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
902         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
903         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
904         // 12 multiply, 4 add, 6 subtract
905         f = DotProduct(svector3f, normal3f);
906         svector3f[0] -= f * normal3f[0];
907         svector3f[1] -= f * normal3f[1];
908         svector3f[2] -= f * normal3f[2];
909         f = DotProduct(tvector3f, normal3f);
910         tvector3f[0] -= f * normal3f[0];
911         tvector3f[1] -= f * normal3f[1];
912         tvector3f[2] -= f * normal3f[2];
913         // if texture is mapped the wrong way (counterclockwise), the tangents
914         // have to be flipped, this is detected by calculating a normal from the
915         // two tangents, and seeing if it is opposite the surface normal
916         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
917         CrossProduct(tvector3f, svector3f, tangentcross);
918         if (DotProduct(tangentcross, normal3f) < 0)
919         {
920                 VectorNegate(svector3f, svector3f);
921                 VectorNegate(tvector3f, tvector3f);
922         }
923 }
924 #endif
925
926 // warning: this is a very expensive function!
927 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)
928 {
929         int i, tnum;
930         float sdir[3], tdir[3], normal[3], *sv, *tv;
931         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
932         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
933         const int *e;
934         // clear the vectors
935         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
936         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
937         // process each vertex of each triangle and accumulate the results
938         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
939         {
940                 v0 = vertex3f + e[0] * 3;
941                 v1 = vertex3f + e[1] * 3;
942                 v2 = vertex3f + e[2] * 3;
943                 tc0 = texcoord2f + e[0] * 2;
944                 tc1 = texcoord2f + e[1] * 2;
945                 tc2 = texcoord2f + e[2] * 2;
946
947                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
948                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
949
950                 // calculate the edge directions and surface normal
951                 // 6 multiply, 9 subtract
952                 VectorSubtract(v1, v0, v10);
953                 VectorSubtract(v2, v0, v20);
954                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
955                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
956                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
957
958                 // calculate the tangents
959                 // 12 multiply, 10 subtract
960                 tc10[1] = tc1[1] - tc0[1];
961                 tc20[1] = tc2[1] - tc0[1];
962                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
963                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
964                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
965                 tc10[0] = tc1[0] - tc0[0];
966                 tc20[0] = tc2[0] - tc0[0];
967                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
968                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
969                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
970
971                 // if texture is mapped the wrong way (counterclockwise), the tangents
972                 // have to be flipped, this is detected by calculating a normal from the
973                 // two tangents, and seeing if it is opposite the surface normal
974                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
975                 CrossProduct(tdir, sdir, tangentcross);
976                 if (DotProduct(tangentcross, normal) < 0)
977                 {
978                         VectorNegate(sdir, sdir);
979                         VectorNegate(tdir, tdir);
980                 }
981
982                 if (!areaweighting)
983                 {
984                         VectorNormalize(sdir);
985                         VectorNormalize(tdir);
986                 }
987                 for (i = 0;i < 3;i++)
988                 {
989                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
990                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
991                 }
992         }
993         // make the tangents completely perpendicular to the surface normal, and
994         // then normalize them
995         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
996         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
997         {
998                 f = -DotProduct(sv, n);
999                 VectorMA(sv, f, n, sv);
1000                 VectorNormalize(sv);
1001                 f = -DotProduct(tv, n);
1002                 VectorMA(tv, f, n, tv);
1003                 VectorNormalize(tv);
1004         }
1005 }
1006
1007 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1008 {
1009         unsigned char *data;
1010         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 * (3 + (neighbors ? 3 : 0)) * sizeof(int) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
1011         loadmodel->surfmesh.num_vertices = numvertices;
1012         loadmodel->surfmesh.num_triangles = numtriangles;
1013         if (loadmodel->surfmesh.num_vertices)
1014         {
1015                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1016                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1017                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1018                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1019                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1020                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1021                 if (vertexcolors)
1022                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1023                 if (lightmapoffsets)
1024                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1025         }
1026         if (loadmodel->surfmesh.num_triangles)
1027         {
1028                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1029                 if (neighbors)
1030                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1031                 if (loadmodel->surfmesh.num_vertices <= 65536)
1032                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1033         }
1034 }
1035
1036 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
1037 {
1038         shadowmesh_t *newmesh;
1039         unsigned char *data;
1040         int size;
1041         size = sizeof(shadowmesh_t);
1042         size += maxverts * sizeof(float[3]);
1043         if (light)
1044                 size += maxverts * sizeof(float[11]);
1045         size += maxtriangles * sizeof(int[3]);
1046         if (maxverts <= 65536)
1047                 size += maxtriangles * sizeof(unsigned short[3]);
1048         if (neighbors)
1049                 size += maxtriangles * sizeof(int[3]);
1050         if (expandable)
1051                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1052         data = (unsigned char *)Mem_Alloc(mempool, size);
1053         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1054         newmesh->map_diffuse = map_diffuse;
1055         newmesh->map_specular = map_specular;
1056         newmesh->map_normal = map_normal;
1057         newmesh->maxverts = maxverts;
1058         newmesh->maxtriangles = maxtriangles;
1059         newmesh->numverts = 0;
1060         newmesh->numtriangles = 0;
1061         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1062         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1063
1064         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1065         if (light)
1066         {
1067                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1068                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1069                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1070                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1071         }
1072         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1073         if (neighbors)
1074         {
1075                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1076         }
1077         if (expandable)
1078         {
1079                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1080                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1081         }
1082         if (maxverts <= 65536)
1083                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1084         return newmesh;
1085 }
1086
1087 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1088 {
1089         shadowmesh_t *newmesh;
1090         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1091         newmesh->numverts = oldmesh->numverts;
1092         newmesh->numtriangles = oldmesh->numtriangles;
1093         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1094         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1095
1096         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1097         if (newmesh->svector3f && oldmesh->svector3f)
1098         {
1099                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1100                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1101                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1102                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1103         }
1104         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1105         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1106                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1107         return newmesh;
1108 }
1109
1110 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1111 {
1112         int hashindex, vnum;
1113         shadowmeshvertexhash_t *hash;
1114         // this uses prime numbers intentionally
1115         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1116         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1117         {
1118                 vnum = (hash - mesh->vertexhashentries);
1119                 if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2]))
1120                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1121                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1122                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1123                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1124                         return hash - mesh->vertexhashentries;
1125         }
1126         vnum = mesh->numverts++;
1127         hash = mesh->vertexhashentries + vnum;
1128         hash->next = mesh->vertexhashtable[hashindex];
1129         mesh->vertexhashtable[hashindex] = hash;
1130         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1131         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1132         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1133         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1134         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1135         return vnum;
1136 }
1137
1138 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1139 {
1140         if (mesh->numtriangles == 0)
1141         {
1142                 // set the properties on this empty mesh to be more favorable...
1143                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1144                 mesh->map_diffuse = map_diffuse;
1145                 mesh->map_specular = map_specular;
1146                 mesh->map_normal = map_normal;
1147         }
1148         while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
1149         {
1150                 if (mesh->next == NULL)
1151                         mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true);
1152                 mesh = mesh->next;
1153         }
1154         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1155         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1156         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1157         mesh->numtriangles++;
1158 }
1159
1160 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
1161 {
1162         int i, j, e;
1163         float vbuf[3*14], *v;
1164         memset(vbuf, 0, sizeof(vbuf));
1165         for (i = 0;i < numtris;i++)
1166         {
1167                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1168                 {
1169                         e = *element3i++;
1170                         if (vertex3f)
1171                         {
1172                                 v[0] = vertex3f[e * 3 + 0];
1173                                 v[1] = vertex3f[e * 3 + 1];
1174                                 v[2] = vertex3f[e * 3 + 2];
1175                         }
1176                         if (svector3f)
1177                         {
1178                                 v[3] = svector3f[e * 3 + 0];
1179                                 v[4] = svector3f[e * 3 + 1];
1180                                 v[5] = svector3f[e * 3 + 2];
1181                         }
1182                         if (tvector3f)
1183                         {
1184                                 v[6] = tvector3f[e * 3 + 0];
1185                                 v[7] = tvector3f[e * 3 + 1];
1186                                 v[8] = tvector3f[e * 3 + 2];
1187                         }
1188                         if (normal3f)
1189                         {
1190                                 v[9] = normal3f[e * 3 + 0];
1191                                 v[10] = normal3f[e * 3 + 1];
1192                                 v[11] = normal3f[e * 3 + 2];
1193                         }
1194                         if (texcoord2f)
1195                         {
1196                                 v[12] = texcoord2f[e * 2 + 0];
1197                                 v[13] = texcoord2f[e * 2 + 1];
1198                         }
1199                 }
1200                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1201         }
1202
1203         // the triangle calculation can take a while, so let's do a keepalive here
1204         CL_KeepaliveMessage(false);
1205 }
1206
1207 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
1208 {
1209         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1210         CL_KeepaliveMessage(false);
1211
1212         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1213 }
1214
1215 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1216 {
1217         if (!mesh->numverts)
1218                 return;
1219
1220         // build r_vertexmesh_t array
1221         // (compressed interleaved array for D3D)
1222         if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1223         {
1224                 int vertexindex;
1225                 int numvertices = mesh->numverts;
1226                 r_vertexmesh_t *vertexmesh;
1227                 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1228                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1229                 {
1230                         VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1231                         VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1232                         VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1233                         VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1234                         Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1235                 }
1236         }
1237
1238         // upload r_vertexmesh_t array as a buffer
1239         if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1240                 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1241
1242         // upload vertex3f array as a buffer
1243         if (mesh->vertex3f && !mesh->vertex3fbuffer)
1244                 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1245
1246         // upload short indices as a buffer
1247         if (mesh->element3s && !mesh->element3s_indexbuffer)
1248                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1249
1250         // upload int indices as a buffer
1251         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1252                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1253
1254         // vertex buffer is several arrays and we put them in the same buffer
1255         //
1256         // is this wise?  the texcoordtexture2f array is used with dynamic
1257         // vertex/svector/tvector/normal when rendering animated models, on the
1258         // other hand animated models don't use a lot of vertices anyway...
1259         if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1260         {
1261                 size_t size;
1262                 unsigned char *mem;
1263                 size = 0;
1264                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1265                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1266                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1267                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1268                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1269                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1270                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1271                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1272                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1273                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1274                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1275                 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1276                 Mem_Free(mem);
1277         }
1278 }
1279
1280 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1281 {
1282         shadowmesh_t *mesh, *newmesh, *nextmesh;
1283         // reallocate meshs to conserve space
1284         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1285         {
1286                 nextmesh = mesh->next;
1287                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1288                 {
1289                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1290                         newmesh->next = firstmesh;
1291                         firstmesh = newmesh;
1292                         if (newmesh->element3s)
1293                         {
1294                                 int i;
1295                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1296                                         newmesh->element3s[i] = newmesh->element3i[i];
1297                         }
1298                         if (createvbo)
1299                                 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1300                 }
1301                 Mem_Free(mesh);
1302         }
1303
1304         // this can take a while, so let's do a keepalive here
1305         CL_KeepaliveMessage(false);
1306
1307         return firstmesh;
1308 }
1309
1310 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1311 {
1312         int i;
1313         shadowmesh_t *mesh;
1314         vec3_t nmins, nmaxs, ncenter, temp;
1315         float nradius2, dist2, *v;
1316         VectorClear(nmins);
1317         VectorClear(nmaxs);
1318         // calculate bbox
1319         for (mesh = firstmesh;mesh;mesh = mesh->next)
1320         {
1321                 if (mesh == firstmesh)
1322                 {
1323                         VectorCopy(mesh->vertex3f, nmins);
1324                         VectorCopy(mesh->vertex3f, nmaxs);
1325                 }
1326                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1327                 {
1328                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1329                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1330                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1331                 }
1332         }
1333         // calculate center and radius
1334         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1335         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1336         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1337         nradius2 = 0;
1338         for (mesh = firstmesh;mesh;mesh = mesh->next)
1339         {
1340                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1341                 {
1342                         VectorSubtract(v, ncenter, temp);
1343                         dist2 = DotProduct(temp, temp);
1344                         if (nradius2 < dist2)
1345                                 nradius2 = dist2;
1346                 }
1347         }
1348         // return data
1349         if (mins)
1350                 VectorCopy(nmins, mins);
1351         if (maxs)
1352                 VectorCopy(nmaxs, maxs);
1353         if (center)
1354                 VectorCopy(ncenter, center);
1355         if (radius)
1356                 *radius = sqrt(nradius2);
1357 }
1358
1359 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1360 {
1361         shadowmesh_t *nextmesh;
1362         for (;mesh;mesh = nextmesh)
1363         {
1364                 if (mesh->vertex3fbuffer)
1365                         R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1366                 if (mesh->vertexmeshbuffer)
1367                         R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1368                 if (mesh->element3i_indexbuffer)
1369                         R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1370                 if (mesh->element3s_indexbuffer)
1371                         R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1372                 if (mesh->vbo_vertexbuffer)
1373                         R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1374                 nextmesh = mesh->next;
1375                 Mem_Free(mesh);
1376         }
1377 }
1378
1379 void Mod_CreateCollisionMesh(dp_model_t *mod)
1380 {
1381         int k, numcollisionmeshtriangles;
1382         qboolean usesinglecollisionmesh = false;
1383         const msurface_t *surface = NULL;
1384
1385         mempool_t *mempool = mod->mempool;
1386         if (!mempool && mod->brush.parentmodel)
1387                 mempool = mod->brush.parentmodel->mempool;
1388         // make a single combined collision mesh for physics engine use
1389         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1390         numcollisionmeshtriangles = 0;
1391         for (k = 0;k < mod->nummodelsurfaces;k++)
1392         {
1393                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1394                 if (!strcmp(surface->texture->name, "collision") || !strcmp(surface->texture->name, "collisionconvex")) // found collision mesh
1395                 {
1396                         usesinglecollisionmesh = true;
1397                         numcollisionmeshtriangles = surface->num_triangles;
1398                         break;
1399                 }
1400                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1401                         continue;
1402                 numcollisionmeshtriangles += surface->num_triangles;
1403         }
1404         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1405         if (usesinglecollisionmesh)
1406                 Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1407         else
1408         {
1409                 for (k = 0;k < mod->nummodelsurfaces;k++)
1410                 {
1411                         surface = mod->data_surfaces + mod->firstmodelsurface + k;
1412                         if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1413                                 continue;
1414                         Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1415                 }
1416         }
1417         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1418 }
1419
1420 #if 0
1421 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)
1422 {
1423         float v[3], tc[3];
1424         v[0] = ix;
1425         v[1] = iy;
1426         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1427                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1428         else
1429                 v[2] = 0;
1430         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1431         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1432         texcoord2f[0] = tc[0];
1433         texcoord2f[1] = tc[1];
1434 }
1435
1436 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)
1437 {
1438         float vup[3], vdown[3], vleft[3], vright[3];
1439         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1440         float sv[3], tv[3], nl[3];
1441         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1442         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1443         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1444         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1445         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1446         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1447         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1448         VectorAdd(svector3f, sv, svector3f);
1449         VectorAdd(tvector3f, tv, tvector3f);
1450         VectorAdd(normal3f, nl, normal3f);
1451         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1452         VectorAdd(svector3f, sv, svector3f);
1453         VectorAdd(tvector3f, tv, tvector3f);
1454         VectorAdd(normal3f, nl, normal3f);
1455         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1456         VectorAdd(svector3f, sv, svector3f);
1457         VectorAdd(tvector3f, tv, tvector3f);
1458         VectorAdd(normal3f, nl, normal3f);
1459 }
1460
1461 static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1462 {
1463         int x, y, ix, iy, *e;
1464         e = element3i;
1465         for (y = 0;y < height;y++)
1466         {
1467                 for (x = 0;x < width;x++)
1468                 {
1469                         e[0] = (y + 1) * (width + 1) + (x + 0);
1470                         e[1] = (y + 0) * (width + 1) + (x + 0);
1471                         e[2] = (y + 1) * (width + 1) + (x + 1);
1472                         e[3] = (y + 0) * (width + 1) + (x + 0);
1473                         e[4] = (y + 0) * (width + 1) + (x + 1);
1474                         e[5] = (y + 1) * (width + 1) + (x + 1);
1475                         e += 6;
1476                 }
1477         }
1478         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1479         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1480                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1481                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1482 }
1483 #endif
1484
1485 #if 0
1486 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1487 {
1488         float mins[3];
1489         float maxs[3];
1490         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1491         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1492         float viewvector[3];
1493         unsigned int firstvertex;
1494         unsigned int *e;
1495         float *v;
1496         if (chunkwidth < 2 || chunkheight < 2)
1497                 return;
1498         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]);
1499         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]);
1500         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1501         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1502         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1503         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1504         {
1505                 // too close for this stepsize, emit as 4 chunks instead
1506                 stepsize /= 2;
1507                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1508                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1509                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1510                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1511                 return;
1512         }
1513         // emit the geometry at stepsize into our vertex buffer / index buffer
1514         // we add two columns and two rows for skirt
1515         outwidth = chunkwidth+2;
1516         outheight = chunkheight+2;
1517         outwidth2 = outwidth-1;
1518         outheight2 = outheight-1;
1519         outwidth3 = outwidth+1;
1520         outheight3 = outheight+1;
1521         firstvertex = numvertices;
1522         e = model->terrain.element3i + numtriangles;
1523         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1524         v = model->terrain.vertex3f + numvertices;
1525         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1526         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1527         for (ty = 0;ty < outheight;ty++)
1528         {
1529                 for (tx = 0;tx < outwidth;tx++)
1530                 {
1531                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1532                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1533                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1534                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1535                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1536                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1537                 }
1538         }
1539         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1540         for (ty = 0;ty <= outheight;ty++)
1541         {
1542                 skirtrow = ty == 0 || ty == outheight;
1543                 ry = y+bound(1, ty, outheight)*stepsize;
1544                 for (tx = 0;tx <= outwidth;tx++)
1545                 {
1546                         skirt = skirtrow || tx == 0 || tx == outwidth;
1547                         rx = x+bound(1, tx, outwidth)*stepsize;
1548                         v[0] = rx*scale[0];
1549                         v[1] = ry*scale[1];
1550                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1551                         v += 3;
1552                 }
1553         }
1554         // TODO: emit skirt vertices
1555 }
1556
1557 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1558 {
1559         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1560         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1561         Mod_Terrain_BuildChunk(model, 
1562 }
1563 #endif
1564
1565 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1566 {
1567         int offset = 0;
1568         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1569         {
1570                 offset = bound(0, s[4] - '0', 9);
1571                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1572                 s += 4;
1573                 if(*s)
1574                         ++s;
1575         }
1576         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1577         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1578         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1579         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1580         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1581         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1582         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1583         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1584         return offset | Q3WAVEFUNC_NONE;
1585 }
1586
1587 void Mod_FreeQ3Shaders(void)
1588 {
1589         Mem_FreePool(&q3shaders_mem);
1590 }
1591
1592 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1593 {
1594         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1595         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1596         q3shader_hash_entry_t* lastEntry = NULL;
1597         while (entry != NULL)
1598         {
1599                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1600                 {
1601                         // redeclaration
1602                         if(shader->dpshaderkill)
1603                         {
1604                                 // killed shader is a redeclarion? we can safely ignore it
1605                                 return;
1606                         }
1607                         else if(entry->shader.dpshaderkill)
1608                         {
1609                                 // replace the old shader!
1610                                 // this will skip the entry allocating part
1611                                 // below and just replace the shader
1612                                 break;
1613                         }
1614                         else
1615                         {
1616                                 unsigned char *start, *end, *start2;
1617                                 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1618                                 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1619                                 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1620                                 if(memcmp(start, start2, end - start))
1621                                         Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1622                                 else
1623                                         Con_DPrintf("Shader '%s' already defined\n", shader->name);
1624                                 return;
1625                         }
1626                 }
1627                 lastEntry = entry;
1628                 entry = entry->chain;
1629         }
1630         if (entry == NULL)
1631         {
1632                 if (lastEntry->shader.name[0] != 0)
1633                 {
1634                         /* Add to chain */
1635                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1636                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1637
1638                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1639                         lastEntry->chain = newEntry;
1640                         newEntry->chain = NULL;
1641                         lastEntry = newEntry;
1642                 }
1643                 /* else: head of chain, in hash entry array */
1644                 entry = lastEntry;
1645         }
1646         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1647 }
1648
1649 extern cvar_t mod_noshader_default_offsetmapping;
1650 extern cvar_t mod_q3shader_default_offsetmapping;
1651 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1652 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1653 extern cvar_t mod_q3shader_default_polygonoffset;
1654 extern cvar_t mod_q3shader_default_polygonfactor;
1655 extern cvar_t mod_q3shader_force_addalpha;
1656 extern cvar_t mod_q3shader_force_terrain_alphaflag;
1657 void Mod_LoadQ3Shaders(void)
1658 {
1659         int j;
1660         int fileindex;
1661         fssearch_t *search;
1662         char *f;
1663         const char *text;
1664         q3shaderinfo_t shader;
1665         q3shaderinfo_layer_t *layer;
1666         int numparameters;
1667         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1668         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1669         unsigned long custsurfaceflags[256]; 
1670         int numcustsurfaceflags;
1671         qboolean dpshaderkill;
1672
1673         Mod_FreeQ3Shaders();
1674
1675         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1676         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1677                 sizeof (q3shader_data_t));
1678         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1679                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1680         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1681                 q3shaders_mem, sizeof (char**), 256);
1682
1683         // parse custinfoparms.txt
1684         numcustsurfaceflags = 0;
1685         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1686         {
1687                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1688                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1689                 else
1690                 {
1691                         while (COM_ParseToken_QuakeC(&text, false))
1692                                 if (!strcasecmp(com_token, "}"))
1693                                         break;
1694                         // custom surfaceflags section
1695                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1696                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1697                         else
1698                         {
1699                                 while(COM_ParseToken_QuakeC(&text, false))
1700                                 {
1701                                         if (!strcasecmp(com_token, "}"))
1702                                                 break;  
1703                                         // register surfaceflag
1704                                         if (numcustsurfaceflags >= 256)
1705                                         {
1706                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1707                                                 break;
1708                                         }
1709                                         // name
1710                                         j = strlen(com_token)+1;
1711                                         custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j);
1712                                         strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1);
1713                                         // value
1714                                         if (COM_ParseToken_QuakeC(&text, false))
1715                                                 custsurfaceflags[numcustsurfaceflags] = strtol(com_token, NULL, 0);
1716                                         else
1717                                                 custsurfaceflags[numcustsurfaceflags] = 0;
1718                                         numcustsurfaceflags++;
1719                                 }
1720                         }
1721                 }
1722                 Mem_Free(f);
1723         }
1724
1725         // parse shaders
1726         search = FS_Search("scripts/*.shader", true, false);
1727         if (!search)
1728                 return;
1729         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1730         {
1731                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1732                 if (!f)
1733                         continue;
1734                 while (COM_ParseToken_QuakeC(&text, false))
1735                 {
1736                         memset (&shader, 0, sizeof(shader));
1737                         shader.name[0] = 0;
1738                         shader.surfaceparms = 0;
1739                         shader.surfaceflags = 0;
1740                         shader.textureflags = 0;
1741                         shader.numlayers = 0;
1742                         shader.lighting = false;
1743                         shader.vertexalpha = false;
1744                         shader.textureblendalpha = false;
1745                         shader.primarylayer = 0;
1746                         shader.backgroundlayer = 0;
1747                         shader.skyboxname[0] = 0;
1748                         shader.deforms[0].deform = Q3DEFORM_NONE;
1749                         shader.dpnortlight = false;
1750                         shader.dpshadow = false;
1751                         shader.dpnoshadow = false;
1752                         shader.dpmeshcollisions = false;
1753                         shader.dpshaderkill = false;
1754                         shader.dpreflectcube[0] = 0;
1755                         shader.reflectmin = 0;
1756                         shader.reflectmax = 1;
1757                         shader.refractfactor = 1;
1758                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1759                         shader.reflectfactor = 1;
1760                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1761                         shader.r_water_wateralpha = 1;
1762                         shader.r_water_waterscroll[0] = 0;
1763                         shader.r_water_waterscroll[1] = 0;
1764                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1765                         shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1766                         shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1767                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1768                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1769                         shader.transparentsort = TRANSPARENTSORT_DISTANCE;
1770                         shader.specularscalemod = 1;
1771                         shader.specularpowermod = 1;
1772                         shader.rtlightambient = 0;
1773                         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
1774                         // JUST GREP FOR "specularscalemod = 1".
1775
1776                         strlcpy(shader.name, com_token, sizeof(shader.name));
1777                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1778                         {
1779                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1780                                 break;
1781                         }
1782                         while (COM_ParseToken_QuakeC(&text, false))
1783                         {
1784                                 if (!strcasecmp(com_token, "}"))
1785                                         break;
1786                                 if (!strcasecmp(com_token, "{"))
1787                                 {
1788                                         static q3shaderinfo_layer_t dummy;
1789                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1790                                         {
1791                                                 layer = shader.layers + shader.numlayers++;
1792                                         }
1793                                         else
1794                                         {
1795                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1796                                                 memset(&dummy, 0, sizeof(dummy));
1797                                                 layer = &dummy;
1798                                         }
1799                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1800                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1801                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1802                                         layer->blendfunc[0] = GL_ONE;
1803                                         layer->blendfunc[1] = GL_ZERO;
1804                                         while (COM_ParseToken_QuakeC(&text, false))
1805                                         {
1806                                                 if (!strcasecmp(com_token, "}"))
1807                                                         break;
1808                                                 if (!strcasecmp(com_token, "\n"))
1809                                                         continue;
1810                                                 numparameters = 0;
1811                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1812                                                 {
1813                                                         if (j < TEXTURE_MAXFRAMES + 4)
1814                                                         {
1815                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1816                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1817                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1818                                                                 else
1819                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1820                                                                 numparameters = j + 1;
1821                                                         }
1822                                                         if (!COM_ParseToken_QuakeC(&text, true))
1823                                                                 break;
1824                                                 }
1825                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1826                                                 //      parameter[j][0] = 0;
1827                                                 if (developer_insane.integer)
1828                                                 {
1829                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1830                                                         for (j = 0;j < numparameters;j++)
1831                                                                 Con_DPrintf(" %s", parameter[j]);
1832                                                         Con_DPrint("\n");
1833                                                 }
1834                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1835                                                 {
1836                                                         if (numparameters == 2)
1837                                                         {
1838                                                                 if (!strcasecmp(parameter[1], "add"))
1839                                                                 {
1840                                                                         layer->blendfunc[0] = GL_ONE;
1841                                                                         layer->blendfunc[1] = GL_ONE;
1842                                                                 }
1843                                                                 else if (!strcasecmp(parameter[1], "addalpha"))
1844                                                                 {
1845                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1846                                                                         layer->blendfunc[1] = GL_ONE;
1847                                                                 }
1848                                                                 else if (!strcasecmp(parameter[1], "filter"))
1849                                                                 {
1850                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1851                                                                         layer->blendfunc[1] = GL_ZERO;
1852                                                                 }
1853                                                                 else if (!strcasecmp(parameter[1], "blend"))
1854                                                                 {
1855                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1856                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1857                                                                 }
1858                                                         }
1859                                                         else if (numparameters == 3)
1860                                                         {
1861                                                                 int k;
1862                                                                 for (k = 0;k < 2;k++)
1863                                                                 {
1864                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1865                                                                                 layer->blendfunc[k] = GL_ONE;
1866                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1867                                                                                 layer->blendfunc[k] = GL_ZERO;
1868                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1869                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1870                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1871                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1872                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1873                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1874                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1875                                                                                 layer->blendfunc[k] = GL_DST_ALPHA;
1876                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1877                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1878                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1879                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1880                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1881                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1882                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1883                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1884                                                                         else
1885                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1886                                                                 }
1887                                                         }
1888                                                 }
1889                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1890                                                         layer->alphatest = true;
1891                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1892                                                 {
1893                                                         if (!strcasecmp(parameter[0], "clampmap"))
1894                                                                 layer->clampmap = true;
1895                                                         layer->numframes = 1;
1896                                                         layer->framerate = 1;
1897                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1898                                                                 &q3shader_data->char_ptrs);
1899                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1900                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1901                                                                 shader.lighting = true;
1902                                                 }
1903                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1904                                                 {
1905                                                         int i;
1906                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1907                                                         layer->framerate = atof(parameter[1]);
1908                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1909                                                         for (i = 0;i < layer->numframes;i++)
1910                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1911                                                 }
1912                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1913                                                 {
1914                                                         int i;
1915                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1916                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1917                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1918                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1919                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1920                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1921                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1922                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1923                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1924                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1925                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1926                                                         else if (!strcasecmp(parameter[1], "wave"))
1927                                                         {
1928                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1929                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1930                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1931                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1932                                                         }
1933                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1934                                                 }
1935                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1936                                                 {
1937                                                         int i;
1938                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1939                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1940                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1941                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1942                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1943                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1944                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1945                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1946                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1947                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1948                                                         else if (!strcasecmp(parameter[1], "wave"))
1949                                                         {
1950                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1951                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1952                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1953                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1954                                                         }
1955                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1956                                                 }
1957                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1958                                                 {
1959                                                         int i;
1960                                                         // observed values: tcgen environment
1961                                                         // no other values have been observed in real shaders
1962                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1963                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1964                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1965                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1966                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1967                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1968                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1969                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1970                                                 }
1971                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1972                                                 {
1973                                                         int i, tcmodindex;
1974                                                         // observed values:
1975                                                         // tcmod rotate #
1976                                                         // tcmod scale # #
1977                                                         // tcmod scroll # #
1978                                                         // tcmod stretch sin # # # #
1979                                                         // tcmod stretch triangle # # # #
1980                                                         // tcmod transform # # # # # #
1981                                                         // tcmod turb # # # #
1982                                                         // tcmod turb sin # # # #  (this is bogus)
1983                                                         // no other values have been observed in real shaders
1984                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1985                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1986                                                                         break;
1987                                                         if (tcmodindex < Q3MAXTCMODS)
1988                                                         {
1989                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1990                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1991                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1992                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1993                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1994                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1995                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1996                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1997                                                                 {
1998                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1999                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
2000                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
2001                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
2002                                                                 }
2003                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
2004                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
2005                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
2006                                                         }
2007                                                         else
2008                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
2009                                                 }
2010                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
2011                                                 if (!strcasecmp(com_token, "}"))
2012                                                         break;
2013                                         }
2014                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
2015                                                 shader.lighting = true;
2016                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
2017                                         {
2018                                                 if (layer == shader.layers + 0)
2019                                                 {
2020                                                         // vertex controlled transparency
2021                                                         shader.vertexalpha = true;
2022                                                 }
2023                                                 else
2024                                                 {
2025                                                         // multilayer terrain shader or similar
2026                                                         shader.textureblendalpha = true;
2027                                                         if (mod_q3shader_force_terrain_alphaflag.integer)
2028                                                                 shader.layers[0].texflags |= TEXF_ALPHA;
2029                                                 }
2030                                         }
2031
2032                                         if(mod_q3shader_force_addalpha.integer)
2033                                         {
2034                                                 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2035                                                 // this cvar brings back this behaviour
2036                                                 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2037                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
2038                                         }
2039                                         
2040                                         layer->texflags = 0;
2041                                         if (layer->alphatest)
2042                                                 layer->texflags |= TEXF_ALPHA;
2043                                         switch(layer->blendfunc[0])
2044                                         {
2045                                                 case GL_SRC_ALPHA:
2046                                                 case GL_ONE_MINUS_SRC_ALPHA:
2047                                                         layer->texflags |= TEXF_ALPHA;
2048                                                         break;
2049                                         }
2050                                         switch(layer->blendfunc[1])
2051                                         {
2052                                                 case GL_SRC_ALPHA:
2053                                                 case GL_ONE_MINUS_SRC_ALPHA:
2054                                                         layer->texflags |= TEXF_ALPHA;
2055                                                         break;
2056                                         }
2057                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2058                                                 layer->texflags |= TEXF_MIPMAP;
2059                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2060                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2061                                         if (layer->clampmap)
2062                                                 layer->texflags |= TEXF_CLAMP;
2063                                         continue;
2064                                 }
2065                                 numparameters = 0;
2066                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2067                                 {
2068                                         if (j < TEXTURE_MAXFRAMES + 4)
2069                                         {
2070                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2071                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2072                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2073                                                 else
2074                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2075                                                 numparameters = j + 1;
2076                                         }
2077                                         if (!COM_ParseToken_QuakeC(&text, true))
2078                                                 break;
2079                                 }
2080                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2081                                 //      parameter[j][0] = 0;
2082                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2083                                         break;
2084                                 if (developer_insane.integer)
2085                                 {
2086                                         Con_DPrintf("%s: ", shader.name);
2087                                         for (j = 0;j < numparameters;j++)
2088                                                 Con_DPrintf(" %s", parameter[j]);
2089                                         Con_DPrint("\n");
2090                                 }
2091                                 if (numparameters < 1)
2092                                         continue;
2093                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2094                                 {
2095                                         if (!strcasecmp(parameter[1], "alphashadow"))
2096                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2097                                         else if (!strcasecmp(parameter[1], "areaportal"))
2098                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2099                                         else if (!strcasecmp(parameter[1], "botclip"))
2100                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2101                                         else if (!strcasecmp(parameter[1], "clusterportal"))
2102                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2103                                         else if (!strcasecmp(parameter[1], "detail"))
2104                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2105                                         else if (!strcasecmp(parameter[1], "donotenter"))
2106                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2107                                         else if (!strcasecmp(parameter[1], "dust"))
2108                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2109                                         else if (!strcasecmp(parameter[1], "hint"))
2110                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2111                                         else if (!strcasecmp(parameter[1], "fog"))
2112                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2113                                         else if (!strcasecmp(parameter[1], "lava"))
2114                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2115                                         else if (!strcasecmp(parameter[1], "lightfilter"))
2116                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2117                                         else if (!strcasecmp(parameter[1], "lightgrid"))
2118                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2119                                         else if (!strcasecmp(parameter[1], "metalsteps"))
2120                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2121                                         else if (!strcasecmp(parameter[1], "nodamage"))
2122                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2123                                         else if (!strcasecmp(parameter[1], "nodlight"))
2124                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2125                                         else if (!strcasecmp(parameter[1], "nodraw"))
2126                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2127                                         else if (!strcasecmp(parameter[1], "nodrop"))
2128                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2129                                         else if (!strcasecmp(parameter[1], "noimpact"))
2130                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2131                                         else if (!strcasecmp(parameter[1], "nolightmap"))
2132                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2133                                         else if (!strcasecmp(parameter[1], "nomarks"))
2134                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2135                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
2136                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2137                                         else if (!strcasecmp(parameter[1], "nonsolid"))
2138                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2139                                         else if (!strcasecmp(parameter[1], "origin"))
2140                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2141                                         else if (!strcasecmp(parameter[1], "playerclip"))
2142                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2143                                         else if (!strcasecmp(parameter[1], "sky"))
2144                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2145                                         else if (!strcasecmp(parameter[1], "slick"))
2146                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2147                                         else if (!strcasecmp(parameter[1], "slime"))
2148                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2149                                         else if (!strcasecmp(parameter[1], "structural"))
2150                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2151                                         else if (!strcasecmp(parameter[1], "trans"))
2152                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2153                                         else if (!strcasecmp(parameter[1], "water"))
2154                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2155                                         else if (!strcasecmp(parameter[1], "pointlight"))
2156                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2157                                         else if (!strcasecmp(parameter[1], "antiportal"))
2158                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2159                                         else if (!strcasecmp(parameter[1], "skip"))
2160                                                 ; // shader.surfaceparms |= Q3SURFACEPARM_SKIP; FIXME we don't have enough #defines for this any more, and the engine doesn't need this one anyway
2161                                         else
2162                                         {
2163                                                 // try custom surfaceparms
2164                                                 for (j = 0; j < numcustsurfaceflags; j++)
2165                                                 {
2166                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2167                                                         {
2168                                                                 shader.surfaceflags |= custsurfaceflags[j];
2169                                                                 break;
2170                                                         }
2171                                                 }
2172                                                 // failed all
2173                                                 if (j == numcustsurfaceflags)
2174                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2175                                         }
2176                                 }
2177                                 else if (!strcasecmp(parameter[0], "dpshadow"))
2178                                         shader.dpshadow = true;
2179                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2180                                         shader.dpnoshadow = true;
2181                                 else if (!strcasecmp(parameter[0], "dpnortlight"))
2182                                         shader.dpnortlight = true;
2183                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2184                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2185                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2186                                         shader.dpmeshcollisions = true;
2187                                 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2188                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2189                                 {
2190                                         if (Cvar_VariableValue(parameter[1]) == 0.0f)
2191                                                 shader.dpshaderkill = dpshaderkill;
2192                                 }
2193                                 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2194                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2195                                 {
2196                                         const char *op = NULL;
2197                                         if (numparameters >= 3)
2198                                                 op = parameter[2];
2199                                         if(!op)
2200                                         {
2201                                                 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2202                                                         shader.dpshaderkill = dpshaderkill;
2203                                         }
2204                                         else if (numparameters >= 4 && !strcmp(op, "=="))
2205                                         {
2206                                                 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2207                                                         shader.dpshaderkill = dpshaderkill;
2208                                         }
2209                                         else if (numparameters >= 4 && !strcmp(op, "!="))
2210                                         {
2211                                                 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2212                                                         shader.dpshaderkill = dpshaderkill;
2213                                         }
2214                                         else if (numparameters >= 4 && !strcmp(op, ">"))
2215                                         {
2216                                                 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2217                                                         shader.dpshaderkill = dpshaderkill;
2218                                         }
2219                                         else if (numparameters >= 4 && !strcmp(op, "<"))
2220                                         {
2221                                                 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2222                                                         shader.dpshaderkill = dpshaderkill;
2223                                         }
2224                                         else if (numparameters >= 4 && !strcmp(op, ">="))
2225                                         {
2226                                                 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2227                                                         shader.dpshaderkill = dpshaderkill;
2228                                         }
2229                                         else if (numparameters >= 4 && !strcmp(op, "<="))
2230                                         {
2231                                                 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2232                                                         shader.dpshaderkill = dpshaderkill;
2233                                         }
2234                                         else
2235                                         {
2236                                                 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2237                                         }
2238                                 }
2239                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2240                                 {
2241                                         // some q3 skies don't have the sky parm set
2242                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2243                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2244                                 }
2245                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2246                                 {
2247                                         // some q3 skies don't have the sky parm set
2248                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2249                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2250                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2251                                 }
2252                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2253                                 {
2254                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2255                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2256                                 }
2257                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2258                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2259                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2260                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2261                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2262                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2263                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2264                                 {
2265                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2266                                         if(numparameters >= 2)
2267                                         {
2268                                                 shader.biaspolygonfactor = atof(parameter[1]);
2269                                                 if(numparameters >= 3)
2270                                                         shader.biaspolygonoffset = atof(parameter[2]);
2271                                                 else
2272                                                         shader.biaspolygonoffset = 0;
2273                                         }
2274                                 }
2275                                 else if (!strcasecmp(parameter[0], "dptransparentsort") && numparameters >= 2)
2276                                 {
2277                                         shader.textureflags |= Q3TEXTUREFLAG_TRANSPARENTSORT;
2278                                         if (!strcasecmp(parameter[1], "sky"))
2279                                                 shader.transparentsort = TRANSPARENTSORT_SKY;
2280                                         else if (!strcasecmp(parameter[1], "distance"))
2281                                                 shader.transparentsort = TRANSPARENTSORT_DISTANCE;
2282                                         else if (!strcasecmp(parameter[1], "hud"))
2283                                                 shader.transparentsort = TRANSPARENTSORT_HUD;
2284                                         else
2285                                                 Con_DPrintf("%s parsing warning: unknown dptransparentsort category \"%s\", or not enough arguments\n", search->filenames[fileindex], parameter[1]);
2286                                 }
2287                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2288                                 {
2289                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2290                                         shader.refractfactor = atof(parameter[1]);
2291                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2292                                 }
2293                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2294                                 {
2295                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2296                                         shader.reflectfactor = atof(parameter[1]);
2297                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2298                                 }
2299                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2300                                 {
2301                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2302                                 }
2303                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2304                                 {
2305                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2306                                         shader.reflectmin = atof(parameter[1]);
2307                                         shader.reflectmax = atof(parameter[2]);
2308                                         shader.refractfactor = atof(parameter[3]);
2309                                         shader.reflectfactor = atof(parameter[4]);
2310                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2311                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2312                                         shader.r_water_wateralpha = atof(parameter[11]);
2313                                 }
2314                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2315                                 {
2316                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2317                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2318                                 }
2319                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2320                                 {
2321                                         shader.specularscalemod = atof(parameter[1]);
2322                                 }
2323                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2324                                 {
2325                                         shader.specularpowermod = atof(parameter[1]);
2326                                 }
2327                                 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2328                                 {
2329                                         shader.rtlightambient = atof(parameter[1]);
2330                                 }
2331                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2332                                 {
2333                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2334                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2335                                         else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2336                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2337                                         else if (!strcasecmp(parameter[1], "linear"))
2338                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2339                                         else if (!strcasecmp(parameter[1], "relief"))
2340                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2341                                         if (numparameters >= 3)
2342                                                 shader.offsetscale = atof(parameter[2]);
2343                                         if (numparameters >= 5)
2344                                         {
2345                                                 if(!strcasecmp(parameter[3], "bias"))
2346                                                         shader.offsetbias = atof(parameter[4]);
2347                                                 else if(!strcasecmp(parameter[3], "match"))
2348                                                         shader.offsetbias = 1.0f - atof(parameter[4]);
2349                                                 else if(!strcasecmp(parameter[3], "match8"))
2350                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2351                                                 else if(!strcasecmp(parameter[3], "match16"))
2352                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2353                                         }
2354                                 }
2355                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2356                                 {
2357                                         int i, deformindex;
2358                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2359                                                 if (!shader.deforms[deformindex].deform)
2360                                                         break;
2361                                         if (deformindex < Q3MAXDEFORMS)
2362                                         {
2363                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2364                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2365                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2366                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2367                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2368                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2369                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2370                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2371                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2372                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2373                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2374                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2375                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2376                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2377                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2378                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2379                                                 {
2380                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2381                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2382                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2383                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2384                                                 }
2385                                                 else if (!strcasecmp(parameter[1], "move"            ))
2386                                                 {
2387                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2388                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2389                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2390                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2391                                                 }
2392                                         }
2393                                 }
2394                         }
2395                         // hide this shader if a cvar said it should be killed
2396                         if (shader.dpshaderkill)
2397                                 shader.numlayers = 0;
2398                         // pick the primary layer to render with
2399                         if (shader.numlayers)
2400                         {
2401                                 shader.backgroundlayer = -1;
2402                                 shader.primarylayer = 0;
2403                                 // if lightmap comes first this is definitely an ordinary texture
2404                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2405                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
2406                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2407                                 {
2408                                         shader.backgroundlayer = -1;
2409                                         shader.primarylayer = 1;
2410                                 }
2411                                 else if (shader.numlayers >= 2
2412                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2413                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
2414                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2415                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
2416                                 {
2417                                         // terrain blending or other effects
2418                                         shader.backgroundlayer = 0;
2419                                         shader.primarylayer = 1;
2420                                 }
2421                         }
2422                         // fix up multiple reflection types
2423                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2424                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2425
2426                         Q3Shader_AddToHash (&shader);
2427                 }
2428                 Mem_Free(f);
2429         }
2430         FS_FreeSearch(search);
2431         // free custinfoparm values
2432         for (j = 0; j < numcustsurfaceflags; j++)
2433                 Mem_Free(custsurfaceparmnames[j]);
2434 }
2435
2436 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2437 {
2438         unsigned short hash;
2439         q3shader_hash_entry_t* entry;
2440         if (!q3shaders_mem)
2441                 Mod_LoadQ3Shaders();
2442         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2443         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2444         while (entry != NULL)
2445         {
2446                 if (strcasecmp (entry->shader.name, name) == 0)
2447                         return &entry->shader;
2448                 entry = entry->chain;
2449         }
2450         return NULL;
2451 }
2452
2453 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2454 {
2455         int j;
2456         int texflagsmask, texflagsor;
2457         qboolean success = true;
2458         q3shaderinfo_t *shader;
2459         if (!name)
2460                 name = "";
2461         strlcpy(texture->name, name, sizeof(texture->name));
2462         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2463
2464         texflagsmask = ~0;
2465         if(!(defaulttexflags & TEXF_PICMIP))
2466                 texflagsmask &= ~TEXF_PICMIP;
2467         if(!(defaulttexflags & TEXF_COMPRESS))
2468                 texflagsmask &= ~TEXF_COMPRESS;
2469         texflagsor = 0;
2470         if(defaulttexflags & TEXF_ISWORLD)
2471                 texflagsor |= TEXF_ISWORLD;
2472         if(defaulttexflags & TEXF_ISSPRITE)
2473                 texflagsor |= TEXF_ISSPRITE;
2474         // unless later loaded from the shader
2475         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2476         texture->offsetscale = 1;
2477         texture->offsetbias = 0;
2478         texture->specularscalemod = 1;
2479         texture->specularpowermod = 1; 
2480         texture->rtlightambient = 0;
2481         texture->transparentsort = TRANSPARENTSORT_DISTANCE;
2482         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
2483         // JUST GREP FOR "specularscalemod = 1".
2484
2485         if (shader)
2486         {
2487                 if (developer_loading.integer)
2488                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2489
2490                 // allow disabling of picmip or compression by defaulttexflags
2491                 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2492
2493                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2494                 {
2495                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2496                         if (shader->skyboxname[0])
2497                         {
2498                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2499                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2500                         }
2501                 }
2502                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2503                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2504                 else
2505                         texture->basematerialflags = MATERIALFLAG_WALL;
2506
2507                 if (shader->layers[0].alphatest)
2508                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2509                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2510                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2511                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2512                 {
2513                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2514                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2515                 }
2516                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2517                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2518                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2519                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2520                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2521                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2522                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2523                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2524                 texture->customblendfunc[0] = GL_ONE;
2525                 texture->customblendfunc[1] = GL_ZERO;
2526                 texture->transparentsort = shader->transparentsort;
2527                 if (shader->numlayers > 0)
2528                 {
2529                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2530                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2531 /*
2532 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2533 * additive               GL_ONE GL_ONE
2534 additive weird         GL_ONE GL_SRC_ALPHA
2535 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2536 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2537 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2538 brighten               GL_DST_COLOR GL_ONE
2539 brighten               GL_ONE GL_SRC_COLOR
2540 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2541 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2542 * modulate               GL_DST_COLOR GL_ZERO
2543 * modulate               GL_ZERO GL_SRC_COLOR
2544 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2545 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2546 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2547 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2548 * no blend               GL_ONE GL_ZERO
2549 nothing                GL_ZERO GL_ONE
2550 */
2551                         // if not opaque, figure out what blendfunc to use
2552                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2553                         {
2554                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2555                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2556                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2557                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2558                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2559                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2560                                 else
2561                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2562                         }
2563                 }
2564                 if (!shader->lighting)
2565                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2566                 if (shader->primarylayer >= 0)
2567                 {
2568                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2569                         // copy over many primarylayer parameters
2570                         texture->rgbgen = primarylayer->rgbgen;
2571                         texture->alphagen = primarylayer->alphagen;
2572                         texture->tcgen = primarylayer->tcgen;
2573                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2574                         // load the textures
2575                         texture->numskinframes = primarylayer->numframes;
2576                         texture->skinframerate = primarylayer->framerate;
2577                         for (j = 0;j < primarylayer->numframes;j++)
2578                         {
2579                                 if(cls.state == ca_dedicated)
2580                                 {
2581                                         texture->skinframes[j] = NULL;
2582                                 }
2583                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2584                                 {
2585                                         Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name);
2586                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2587                                 }
2588                         }
2589                 }
2590                 if (shader->backgroundlayer >= 0)
2591                 {
2592                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2593                         // copy over one secondarylayer parameter
2594                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2595                         // load the textures
2596                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2597                         texture->backgroundskinframerate = backgroundlayer->framerate;
2598                         for (j = 0;j < backgroundlayer->numframes;j++)
2599                         {
2600                                 if(cls.state == ca_dedicated)
2601                                 {
2602                                         texture->skinframes[j] = NULL;
2603                                 }
2604                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2605                                 {
2606                                         Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (background frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
2607                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2608                                 }
2609                         }
2610                 }
2611                 if (shader->dpshadow)
2612                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2613                 if (shader->dpnoshadow)
2614                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2615                 if (shader->dpnortlight)
2616                         texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2617                 if (shader->vertexalpha)
2618                         texture->basematerialflags |= MATERIALFLAG_ALPHAGEN_VERTEX;
2619                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2620                 texture->reflectmin = shader->reflectmin;
2621                 texture->reflectmax = shader->reflectmax;
2622                 texture->refractfactor = shader->refractfactor;
2623                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2624                 texture->reflectfactor = shader->reflectfactor;
2625                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2626                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2627                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2628                 texture->offsetmapping = shader->offsetmapping;
2629                 texture->offsetscale = shader->offsetscale;
2630                 texture->offsetbias = shader->offsetbias;
2631                 texture->specularscalemod = shader->specularscalemod;
2632                 texture->specularpowermod = shader->specularpowermod;
2633                 texture->rtlightambient = shader->rtlightambient;
2634                 if (shader->dpreflectcube[0])
2635                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2636
2637                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2638                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2639                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2640                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2641                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2642                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2643                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2644                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2645                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2646
2647         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2648         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2649         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2650         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2651                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2652         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2653                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2654         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2655         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2656         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2657         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2658         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2659                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2660         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2661         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2662         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2663         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2664                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2665         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2666                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2667                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2668         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2669                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2670         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2671         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2672                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2673         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2674         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2675         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2676                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2677         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2678         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2679
2680                 texture->surfaceflags = shader->surfaceflags;
2681                 if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW  ;
2682         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL   ;
2683         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
2684         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL       ;
2685         //      if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER   ;
2686         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->surfaceflags |= Q3SURFACEFLAG_FOG          ;
2687         //      if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA         ;
2688                 if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER  ;
2689                 if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS   ;
2690                 if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE     ;
2691                 if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT     ;
2692                 if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW       ;
2693         //      if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP       ;
2694                 if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT     ;
2695                 if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP   ;
2696                 if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS      ;
2697         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS    ;
2698                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID     ;
2699         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN       ;
2700         //      if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP   ;
2701                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->surfaceflags |= Q3SURFACEFLAG_SKY          ;
2702                 if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK        ;
2703         //      if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME        ;
2704         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL   ;
2705         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS        ;
2706         //      if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->surfaceflags |= Q3SURFACEFLAG_WATER        ;
2707                 if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT   ;
2708                 if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->surfaceflags |= Q3SURFACEFLAG_HINT         ;
2709                 if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->surfaceflags |= Q3SURFACEFLAG_DUST         ;
2710         //      if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP      ;
2711         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID    ;
2712         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL   ;
2713
2714                 if (shader->dpmeshcollisions)
2715                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2716                 if (shader->dpshaderkill && developer_extra.integer)
2717                         Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2718         }
2719         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2720         {
2721                 if (developer_extra.integer)
2722                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2723                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2724         }
2725         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2726         {
2727                 if (developer_extra.integer)
2728                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2729                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2730                 texture->supercontents = SUPERCONTENTS_SOLID;
2731         }
2732         else
2733         {
2734                 if (developer_extra.integer)
2735                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2736                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2737                 {
2738                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2739                         texture->supercontents = SUPERCONTENTS_SOLID;
2740                 }
2741                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2742                 {
2743                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2744                         texture->supercontents = SUPERCONTENTS_SKY;
2745                 }
2746                 else
2747                 {
2748                         texture->basematerialflags |= MATERIALFLAG_WALL;
2749                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2750                 }
2751                 texture->numskinframes = 1;
2752                 if(cls.state == ca_dedicated)
2753                 {
2754                         texture->skinframes[0] = NULL;
2755                         success = false;
2756                 }
2757                 else
2758                 {
2759                         if (fallback)
2760                         {
2761                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2762                                 {
2763                                         if(texture->skinframes[0]->hasalpha)
2764                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2765                                 }
2766                                 else
2767                                         success = false;
2768                         }
2769                         else
2770                                 success = false;
2771                         if (!success && warnmissing)
2772                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2773                 }
2774         }
2775         // init the animation variables
2776         texture->currentframe = texture;
2777         if (texture->numskinframes < 1)
2778                 texture->numskinframes = 1;
2779         if (!texture->skinframes[0])
2780                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2781         texture->currentskinframe = texture->skinframes[0];
2782         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2783         return success;
2784 }
2785
2786 skinfile_t *Mod_LoadSkinFiles(void)
2787 {
2788         int i, words, line, wordsoverflow;
2789         char *text;
2790         const char *data;
2791         skinfile_t *skinfile = NULL, *first = NULL;
2792         skinfileitem_t *skinfileitem;
2793         char word[10][MAX_QPATH];
2794         char vabuf[1024];
2795
2796 /*
2797 sample file:
2798 U_bodyBox,models/players/Legoman/BikerA2.tga
2799 U_RArm,models/players/Legoman/BikerA1.tga
2800 U_LArm,models/players/Legoman/BikerA1.tga
2801 U_armor,common/nodraw
2802 U_sword,common/nodraw
2803 U_shield,common/nodraw
2804 U_homb,common/nodraw
2805 U_backpack,common/nodraw
2806 U_colcha,common/nodraw
2807 tag_head,
2808 tag_weapon,
2809 tag_torso,
2810 */
2811         memset(word, 0, sizeof(word));
2812         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2813         {
2814                 // If it's the first file we parse
2815                 if (skinfile == NULL)
2816                 {
2817                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2818                         first = skinfile;
2819                 }
2820                 else
2821                 {
2822                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2823                         skinfile = skinfile->next;
2824                 }
2825                 skinfile->next = NULL;
2826
2827                 for(line = 0;;line++)
2828                 {
2829                         // parse line
2830                         if (!COM_ParseToken_QuakeC(&data, true))
2831                                 break;
2832                         if (!strcmp(com_token, "\n"))
2833                                 continue;
2834                         words = 0;
2835                         wordsoverflow = false;
2836                         do
2837                         {
2838                                 if (words < 10)
2839                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2840                                 else
2841                                         wordsoverflow = true;
2842                         }
2843                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2844                         if (wordsoverflow)
2845                         {
2846                                 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);
2847                                 continue;
2848                         }
2849                         // words is always >= 1
2850                         if (!strcmp(word[0], "replace"))
2851                         {
2852                                 if (words == 3)
2853                                 {
2854                                         if (developer_loading.integer)
2855                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2856                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2857                                         skinfileitem->next = skinfile->items;
2858                                         skinfile->items = skinfileitem;
2859                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2860                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2861                                 }
2862                                 else
2863                                         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]);
2864                         }
2865                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2866                         {
2867                                 // tag name, like "tag_weapon,"
2868                                 // not used for anything (not even in Quake3)
2869                         }
2870                         else if (words >= 2 && !strcmp(word[1], ","))
2871                         {
2872                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2873                                 if (developer_loading.integer)
2874                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2875                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2876                                 skinfileitem->next = skinfile->items;
2877                                 skinfile->items = skinfileitem;
2878                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2879                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2880                         }
2881                         else
2882                                 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);
2883                 }
2884                 Mem_Free(text);
2885         }
2886         if (i)
2887                 loadmodel->numskins = i;
2888         return first;
2889 }
2890
2891 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2892 {
2893         skinfile_t *next;
2894         skinfileitem_t *skinfileitem, *nextitem;
2895         for (;skinfile;skinfile = next)
2896         {
2897                 next = skinfile->next;
2898                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2899                 {
2900                         nextitem = skinfileitem->next;
2901                         Mem_Free(skinfileitem);
2902                 }
2903                 Mem_Free(skinfile);
2904         }
2905 }
2906
2907 int Mod_CountSkinFiles(skinfile_t *skinfile)
2908 {
2909         int i;
2910         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2911         return i;
2912 }
2913
2914 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2915 {
2916         int i;
2917         double isnap = 1.0 / snap;
2918         for (i = 0;i < numvertices*numcomponents;i++)
2919                 vertices[i] = floor(vertices[i]*isnap)*snap;
2920 }
2921
2922 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2923 {
2924         int i, outtriangles;
2925         float edgedir1[3], edgedir2[3], temp[3];
2926         // a degenerate triangle is one with no width (thickness, surface area)
2927         // these are characterized by having all 3 points colinear (along a line)
2928         // or having two points identical
2929         // the simplest check is to calculate the triangle's area
2930         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2931         {
2932                 // calculate first edge
2933                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2934                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2935                 CrossProduct(edgedir1, edgedir2, temp);
2936                 if (VectorLength2(temp) < 0.001f)
2937                         continue; // degenerate triangle (no area)
2938                 // valid triangle (has area)
2939                 VectorCopy(inelement3i, outelement3i);
2940                 outelement3i += 3;
2941                 outtriangles++;
2942         }
2943         return outtriangles;
2944 }
2945
2946 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2947 {
2948         int i, e;
2949         int firstvertex, lastvertex;
2950         if (numelements > 0 && elements)
2951         {
2952                 firstvertex = lastvertex = elements[0];
2953                 for (i = 1;i < numelements;i++)
2954                 {
2955                         e = elements[i];
2956                         firstvertex = min(firstvertex, e);
2957                         lastvertex = max(lastvertex, e);
2958                 }
2959         }
2960         else
2961                 firstvertex = lastvertex = 0;
2962         if (firstvertexpointer)
2963                 *firstvertexpointer = firstvertex;
2964         if (lastvertexpointer)
2965                 *lastvertexpointer = lastvertex;
2966 }
2967
2968 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2969 {
2970         // make an optimal set of texture-sorted batches to draw...
2971         int j, t;
2972         int *firstsurfacefortexture;
2973         int *numsurfacesfortexture;
2974         if (!mod->sortedmodelsurfaces)
2975                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2976         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2977         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2978         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2979         for (j = 0;j < mod->nummodelsurfaces;j++)
2980         {
2981                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2982                 int t = (int)(surface->texture - mod->data_textures);
2983                 numsurfacesfortexture[t]++;
2984         }
2985         j = 0;
2986         for (t = 0;t < mod->num_textures;t++)
2987         {
2988                 firstsurfacefortexture[t] = j;
2989                 j += numsurfacesfortexture[t];
2990         }
2991         for (j = 0;j < mod->nummodelsurfaces;j++)
2992         {
2993                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2994                 int t = (int)(surface->texture - mod->data_textures);
2995                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2996         }
2997         Mem_Free(firstsurfacefortexture);
2998         Mem_Free(numsurfacesfortexture);
2999 }
3000
3001 void Mod_BuildVBOs(void)
3002 {
3003         if (!loadmodel->surfmesh.num_vertices)
3004                 return;
3005
3006         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
3007         {
3008                 int i;
3009                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
3010                 {
3011                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
3012                         {
3013                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
3014                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
3015                         }
3016                 }
301