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[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 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, void *pass);
238
239 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
247         bufptr = buf;
248         i = 0;
249         for(;;)
250         {
251                 // an anim scene!
252                 if (!COM_ParseToken_Simple(&bufptr, true, false))
253                         break;
254                 if (!strcmp(com_token, "\n"))
255                         continue; // empty line
256                 start = atoi(com_token);
257                 if (!COM_ParseToken_Simple(&bufptr, true, false))
258                         break;
259                 if (!strcmp(com_token, "\n"))
260                 {
261                         Con_Printf("framegroups file: missing number of frames\n");
262                         continue;
263                 }
264                 len = atoi(com_token);
265                 if (!COM_ParseToken_Simple(&bufptr, true, false))
266                         break;
267                 // we default to looping as it's usually wanted, so to NOT loop you append a 0
268                 if (strcmp(com_token, "\n"))
269                 {
270                         fps = atof(com_token);
271                         if (!COM_ParseToken_Simple(&bufptr, true, false))
272                                 break;
273                         if (strcmp(com_token, "\n"))
274                                 loop = atoi(com_token) != 0;
275                         else
276                                 loop = true;
277                 }
278                 else
279                 {
280                         fps = 20;
281                         loop = true;
282                 }
283
284                 if(cb)
285                         cb(i, start, len, fps, loop, pass);
286                 ++i;
287         }
288
289         return i;
290 }
291
292 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
293 {
294         unsigned int *cnt = (unsigned int *) pass;
295         ++*cnt;
296 }
297
298 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
299 {
300         dp_model_t *mod = (dp_model_t *) pass;
301         animscene_t *anim = &mod->animscenes[i];
302         dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
303         anim->firstframe = bound(0, start, mod->num_poses - 1);
304         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
305         anim->framerate = max(1, fps);
306         anim->loop = !!loop;
307         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
308 }
309
310 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
311 {
312         unsigned int cnt;
313
314         // 0. count
315         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
316         if(!cnt)
317         {
318                 Con_Printf("no scene found in framegroups file, aborting\n");
319                 return;
320         }
321         mod->numframes = cnt;
322
323         // 1. reallocate
324         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
325         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
326
327         // 2. parse
328         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
329 }
330
331 void Mod_FindPotentialDeforms(dp_model_t *mod)
332 {
333         int i, j;
334         texture_t *texture;
335         mod->wantnormals = false;
336         mod->wanttangents = false;
337         for (i = 0;i < mod->num_textures;i++)
338         {
339                 texture = mod->data_textures + i;
340                 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
341                         mod->wantnormals = true;
342                 for (j = 0;j < Q3MAXDEFORMS;j++)
343                 {
344                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
345                         {
346                                 mod->wanttangents = true;
347                                 mod->wantnormals = true;
348                                 break;
349                         }
350                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
351                                 mod->wantnormals = true;
352                 }
353         }
354 }
355
356 /*
357 ==================
358 Mod_LoadModel
359
360 Loads a model
361 ==================
362 */
363 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
364 {
365         int num;
366         unsigned int crc;
367         void *buf;
368         fs_offset_t filesize = 0;
369
370         mod->used = true;
371
372         if (mod->name[0] == '*') // submodel
373                 return mod;
374         
375         if (!strcmp(mod->name, "null"))
376         {
377                 if(mod->loaded)
378                         return mod;
379
380                 if (mod->loaded || mod->mempool)
381                         Mod_UnloadModel(mod);
382
383                 if (developer_loading.integer)
384                         Con_Printf("loading model %s\n", mod->name);
385
386                 mod->used = true;
387                 mod->crc = (unsigned int)-1;
388                 mod->loaded = false;
389
390                 VectorClear(mod->normalmins);
391                 VectorClear(mod->normalmaxs);
392                 VectorClear(mod->yawmins);
393                 VectorClear(mod->yawmaxs);
394                 VectorClear(mod->rotatedmins);
395                 VectorClear(mod->rotatedmaxs);
396
397                 mod->modeldatatypestring = "null";
398                 mod->type = mod_null;
399                 mod->Draw = R_Model_Null_Draw;
400                 mod->numframes = 2;
401                 mod->numskins = 1;
402
403                 // no fatal errors occurred, so this model is ready to use.
404                 mod->loaded = true;
405
406                 return mod;
407         }
408
409         crc = 0;
410         buf = NULL;
411
412         // even if the model is loaded it still may need reloading...
413
414         // if it is not loaded or checkdisk is true we need to calculate the crc
415         if (!mod->loaded || checkdisk)
416         {
417                 if (checkdisk && mod->loaded)
418                         Con_DPrintf("checking model %s\n", mod->name);
419                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
420                 if (buf)
421                 {
422                         crc = CRC_Block((unsigned char *)buf, filesize);
423                         // we need to reload the model if the crc does not match
424                         if (mod->crc != crc)
425                                 mod->loaded = false;
426                 }
427         }
428
429         // if the model is already loaded and checks passed, just return
430         if (mod->loaded)
431         {
432                 if (buf)
433                         Mem_Free(buf);
434                 return mod;
435         }
436
437         if (developer_loading.integer)
438                 Con_Printf("loading model %s\n", mod->name);
439         
440         SCR_PushLoadingScreen(true, mod->name, 1);
441
442         // LordHavoc: unload the existing model in this slot (if there is one)
443         if (mod->loaded || mod->mempool)
444                 Mod_UnloadModel(mod);
445
446         // load the model
447         mod->used = true;
448         mod->crc = crc;
449         // errors can prevent the corresponding mod->loaded = true;
450         mod->loaded = false;
451
452         // default model radius and bounding box (mainly for missing models)
453         mod->radius = 16;
454         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
455         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
456         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
457         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
458         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
459         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
460
461         if (!q3shaders_mem)
462         {
463                 // load q3 shaders for the first time, or after a level change
464                 Mod_LoadQ3Shaders();
465         }
466
467         if (buf)
468         {
469                 char *bufend = (char *)buf + filesize;
470
471                 // all models use memory, so allocate a memory pool
472                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
473
474                 num = LittleLong(*((int *)buf));
475                 // call the apropriate loader
476                 loadmodel = mod;
477                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
478                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
479                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
480                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
481                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
482                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
483                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
484                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
485                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
486                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
487                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
488                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
489                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
490                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
491                 Mem_Free(buf);
492
493                 Mod_FindPotentialDeforms(mod);
494                                         
495                 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
496                 if(buf)
497                 {
498                         Mod_FrameGroupify(mod, (const char *)buf);
499                         Mem_Free(buf);
500                 }
501
502                 Mod_BuildVBOs();
503         }
504         else if (crash)
505         {
506                 // LordHavoc: Sys_Error was *ANNOYING*
507                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
508         }
509
510         // no fatal errors occurred, so this model is ready to use.
511         mod->loaded = true;
512
513         SCR_PopLoadingScreen(false);
514
515         return mod;
516 }
517
518 void Mod_ClearUsed(void)
519 {
520         int i;
521         int nummodels = Mem_ExpandableArray_IndexRange(&models);
522         dp_model_t *mod;
523         for (i = 0;i < nummodels;i++)
524                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
525                         mod->used = false;
526 }
527
528 void Mod_PurgeUnused(void)
529 {
530         int i;
531         int nummodels = Mem_ExpandableArray_IndexRange(&models);
532         dp_model_t *mod;
533         for (i = 0;i < nummodels;i++)
534         {
535                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
536                 {
537                         Mod_UnloadModel(mod);
538                         Mem_ExpandableArray_FreeRecord(&models, mod);
539                 }
540         }
541 }
542
543 /*
544 ==================
545 Mod_FindName
546
547 ==================
548 */
549 dp_model_t *Mod_FindName(const char *name, const char *parentname)
550 {
551         int i;
552         int nummodels;
553         dp_model_t *mod;
554
555         if (!parentname)
556                 parentname = "";
557
558         // if we're not dedicatd, the renderer calls will crash without video
559         Host_StartVideo();
560
561         nummodels = Mem_ExpandableArray_IndexRange(&models);
562
563         if (!name[0])
564                 Host_Error ("Mod_ForName: NULL name");
565
566         // search the currently loaded models
567         for (i = 0;i < nummodels;i++)
568         {
569                 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))))
570                 {
571                         mod->used = true;
572                         return mod;
573                 }
574         }
575
576         // no match found, create a new one
577         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
578         strlcpy(mod->name, name, sizeof(mod->name));
579         if (parentname[0])
580                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
581         else
582                 mod->brush.parentmodel = NULL;
583         mod->loaded = false;
584         mod->used = true;
585         return mod;
586 }
587
588 /*
589 ==================
590 Mod_ForName
591
592 Loads in a model for the given name
593 ==================
594 */
595 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
596 {
597         dp_model_t *model;
598         model = Mod_FindName(name, parentname);
599         if (!model->loaded || checkdisk)
600                 Mod_LoadModel(model, crash, checkdisk);
601         return model;
602 }
603
604 /*
605 ==================
606 Mod_Reload
607
608 Reloads all models if they have changed
609 ==================
610 */
611 void Mod_Reload(void)
612 {
613         int i, count;
614         int nummodels = Mem_ExpandableArray_IndexRange(&models);
615         dp_model_t *mod;
616
617         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
618         count = 0;
619         for (i = 0;i < nummodels;i++)
620                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
621                         ++count;
622         for (i = 0;i < nummodels;i++)
623                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
624                 {
625                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
626                         Mod_LoadModel(mod, true, true);
627                         SCR_PopLoadingScreen(false);
628                 }
629         SCR_PopLoadingScreen(false);
630 }
631
632 unsigned char *mod_base;
633
634
635 //=============================================================================
636
637 /*
638 ================
639 Mod_Print
640 ================
641 */
642 static void Mod_Print(void)
643 {
644         int i;
645         int nummodels = Mem_ExpandableArray_IndexRange(&models);
646         dp_model_t *mod;
647
648         Con_Print("Loaded models:\n");
649         for (i = 0;i < nummodels;i++)
650         {
651                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
652                 {
653                         if (mod->brush.numsubmodels)
654                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
655                         else
656                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
657                 }
658         }
659 }
660
661 /*
662 ================
663 Mod_Precache
664 ================
665 */
666 static void Mod_Precache(void)
667 {
668         if (Cmd_Argc() == 2)
669                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
670         else
671                 Con_Print("usage: modelprecache <filename>\n");
672 }
673
674 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
675 {
676         int i, count;
677         unsigned char *used;
678         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
679         memset(used, 0, numvertices);
680         for (i = 0;i < numelements;i++)
681                 used[elements[i]] = 1;
682         for (i = 0, count = 0;i < numvertices;i++)
683                 remapvertices[i] = used[i] ? count++ : -1;
684         Mem_Free(used);
685         return count;
686 }
687
688 #if 1
689 // fast way, using an edge hash
690 #define TRIANGLEEDGEHASH 8192
691 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
692 {
693         int i, j, p, e1, e2, *n, hashindex, count, match;
694         const int *e;
695         typedef struct edgehashentry_s
696         {
697                 struct edgehashentry_s *next;
698                 int triangle;
699                 int element[2];
700         }
701         edgehashentry_t;
702         static edgehashentry_t **edgehash;
703         edgehashentry_t *edgehashentries, *hash;
704         if (!numtriangles)
705                 return;
706         edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
707         // if there are too many triangles for the stack array, allocate larger buffer
708         edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
709         // find neighboring triangles
710         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
711         {
712                 for (j = 0, p = 2;j < 3;p = j, j++)
713                 {
714                         e1 = e[p];
715                         e2 = e[j];
716                         // this hash index works for both forward and backward edges
717                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
718                         hash = edgehashentries + i * 3 + j;
719                         hash->next = edgehash[hashindex];
720                         edgehash[hashindex] = hash;
721                         hash->triangle = i;
722                         hash->element[0] = e1;
723                         hash->element[1] = e2;
724                 }
725         }
726         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
727         {
728                 for (j = 0, p = 2;j < 3;p = j, j++)
729                 {
730                         e1 = e[p];
731                         e2 = e[j];
732                         // this hash index works for both forward and backward edges
733                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
734                         count = 0;
735                         match = -1;
736                         for (hash = edgehash[hashindex];hash;hash = hash->next)
737                         {
738                                 if (hash->element[0] == e2 && hash->element[1] == e1)
739                                 {
740                                         if (hash->triangle != i)
741                                                 match = hash->triangle;
742                                         count++;
743                                 }
744                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
745                                         count++;
746                         }
747                         // detect edges shared by three triangles and make them seams
748                         if (count > 2)
749                                 match = -1;
750                         n[p] = match;
751                 }
752
753                 // also send a keepalive here (this can take a while too!)
754                 CL_KeepaliveMessage(false);
755         }
756         // free the allocated buffer
757         Mem_Free(edgehashentries);
758         Mem_Free(edgehash);
759 }
760 #else
761 // very slow but simple way
762 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
763 {
764         int i, match, count;
765         count = 0;
766         match = -1;
767         for (i = 0;i < numtriangles;i++, elements += 3)
768         {
769                      if ((elements[0] == start && elements[1] == end)
770                       || (elements[1] == start && elements[2] == end)
771                       || (elements[2] == start && elements[0] == end))
772                 {
773                         if (i != ignore)
774                                 match = i;
775                         count++;
776                 }
777                 else if ((elements[1] == start && elements[0] == end)
778                       || (elements[2] == start && elements[1] == end)
779                       || (elements[0] == start && elements[2] == end))
780                         count++;
781         }
782         // detect edges shared by three triangles and make them seams
783         if (count > 2)
784                 match = -1;
785         return match;
786 }
787
788 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
789 {
790         int i, *n;
791         const int *e;
792         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
793         {
794                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
795                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
796                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
797         }
798 }
799 #endif
800
801 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
802 {
803         int i, warned = false, endvertex = firstvertex + numverts;
804         for (i = 0;i < numtriangles * 3;i++)
805         {
806                 if (elements[i] < firstvertex || elements[i] >= endvertex)
807                 {
808                         if (!warned)
809                         {
810                                 warned = true;
811                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
812                         }
813                         elements[i] = firstvertex;
814                 }
815         }
816 }
817
818 // warning: this is an expensive function!
819 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
820 {
821         int i, j;
822         const int *element;
823         float *vectorNormal;
824         float areaNormal[3];
825         // clear the vectors
826         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
827         // process each vertex of each triangle and accumulate the results
828         // use area-averaging, to make triangles with a big area have a bigger
829         // weighting on the vertex normal than triangles with a small area
830         // to do so, just add the 'normals' together (the bigger the area
831         // the greater the length of the normal is
832         element = elements;
833         for (i = 0; i < numtriangles; i++, element += 3)
834         {
835                 TriangleNormal(
836                         vertex3f + element[0] * 3,
837                         vertex3f + element[1] * 3,
838                         vertex3f + element[2] * 3,
839                         areaNormal
840                         );
841
842                 if (!areaweighting)
843                         VectorNormalize(areaNormal);
844
845                 for (j = 0;j < 3;j++)
846                 {
847                         vectorNormal = normal3f + element[j] * 3;
848                         vectorNormal[0] += areaNormal[0];
849                         vectorNormal[1] += areaNormal[1];
850                         vectorNormal[2] += areaNormal[2];
851                 }
852         }
853         // and just normalize the accumulated vertex normal in the end
854         vectorNormal = normal3f + 3 * firstvertex;
855         for (i = 0; i < numvertices; i++, vectorNormal += 3)
856                 VectorNormalize(vectorNormal);
857 }
858
859 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)
860 {
861         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
862         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
863         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
864
865         // 6 multiply, 9 subtract
866         VectorSubtract(v1, v0, v10);
867         VectorSubtract(v2, v0, v20);
868         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
869         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
870         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
871         // 12 multiply, 10 subtract
872         tc10[1] = tc1[1] - tc0[1];
873         tc20[1] = tc2[1] - tc0[1];
874         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
875         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
876         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
877         tc10[0] = tc1[0] - tc0[0];
878         tc20[0] = tc2[0] - tc0[0];
879         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
880         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
881         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
882         // 12 multiply, 4 add, 6 subtract
883         f = DotProduct(svector3f, normal3f);
884         svector3f[0] -= f * normal3f[0];
885         svector3f[1] -= f * normal3f[1];
886         svector3f[2] -= f * normal3f[2];
887         f = DotProduct(tvector3f, normal3f);
888         tvector3f[0] -= f * normal3f[0];
889         tvector3f[1] -= f * normal3f[1];
890         tvector3f[2] -= f * normal3f[2];
891         // if texture is mapped the wrong way (counterclockwise), the tangents
892         // have to be flipped, this is detected by calculating a normal from the
893         // two tangents, and seeing if it is opposite the surface normal
894         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
895         CrossProduct(tvector3f, svector3f, tangentcross);
896         if (DotProduct(tangentcross, normal3f) < 0)
897         {
898                 VectorNegate(svector3f, svector3f);
899                 VectorNegate(tvector3f, tvector3f);
900         }
901 }
902
903 // warning: this is a very expensive function!
904 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)
905 {
906         int i, tnum;
907         float sdir[3], tdir[3], normal[3], *sv, *tv;
908         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
909         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
910         const int *e;
911         // clear the vectors
912         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
913         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
914         // process each vertex of each triangle and accumulate the results
915         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
916         {
917                 v0 = vertex3f + e[0] * 3;
918                 v1 = vertex3f + e[1] * 3;
919                 v2 = vertex3f + e[2] * 3;
920                 tc0 = texcoord2f + e[0] * 2;
921                 tc1 = texcoord2f + e[1] * 2;
922                 tc2 = texcoord2f + e[2] * 2;
923
924                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
925                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
926
927                 // calculate the edge directions and surface normal
928                 // 6 multiply, 9 subtract
929                 VectorSubtract(v1, v0, v10);
930                 VectorSubtract(v2, v0, v20);
931                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
932                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
933                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
934
935                 // calculate the tangents
936                 // 12 multiply, 10 subtract
937                 tc10[1] = tc1[1] - tc0[1];
938                 tc20[1] = tc2[1] - tc0[1];
939                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
940                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
941                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
942                 tc10[0] = tc1[0] - tc0[0];
943                 tc20[0] = tc2[0] - tc0[0];
944                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
945                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
946                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
947
948                 // if texture is mapped the wrong way (counterclockwise), the tangents
949                 // have to be flipped, this is detected by calculating a normal from the
950                 // two tangents, and seeing if it is opposite the surface normal
951                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
952                 CrossProduct(tdir, sdir, tangentcross);
953                 if (DotProduct(tangentcross, normal) < 0)
954                 {
955                         VectorNegate(sdir, sdir);
956                         VectorNegate(tdir, tdir);
957                 }
958
959                 if (!areaweighting)
960                 {
961                         VectorNormalize(sdir);
962                         VectorNormalize(tdir);
963                 }
964                 for (i = 0;i < 3;i++)
965                 {
966                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
967                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
968                 }
969         }
970         // make the tangents completely perpendicular to the surface normal, and
971         // then normalize them
972         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
973         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
974         {
975                 f = -DotProduct(sv, n);
976                 VectorMA(sv, f, n, sv);
977                 VectorNormalize(sv);
978                 f = -DotProduct(tv, n);
979                 VectorMA(tv, f, n, tv);
980                 VectorNormalize(tv);
981         }
982 }
983
984 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
985 {
986         unsigned char *data;
987         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));
988         loadmodel->surfmesh.num_vertices = numvertices;
989         loadmodel->surfmesh.num_triangles = numtriangles;
990         if (loadmodel->surfmesh.num_vertices)
991         {
992                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
993                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
994                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
995                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
996                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
997                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
998                 if (vertexcolors)
999                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1000                 if (lightmapoffsets)
1001                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1002         }
1003         if (loadmodel->surfmesh.num_triangles)
1004         {
1005                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1006                 if (neighbors)
1007                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1008                 if (loadmodel->surfmesh.num_vertices <= 65536)
1009                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1010         }
1011 }
1012
1013 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)
1014 {
1015         shadowmesh_t *newmesh;
1016         unsigned char *data;
1017         int size;
1018         size = sizeof(shadowmesh_t);
1019         size += maxverts * sizeof(float[3]);
1020         if (light)
1021                 size += maxverts * sizeof(float[11]);
1022         size += maxtriangles * sizeof(int[3]);
1023         if (maxverts <= 65536)
1024                 size += maxtriangles * sizeof(unsigned short[3]);
1025         if (neighbors)
1026                 size += maxtriangles * sizeof(int[3]);
1027         if (expandable)
1028                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1029         data = (unsigned char *)Mem_Alloc(mempool, size);
1030         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1031         newmesh->map_diffuse = map_diffuse;
1032         newmesh->map_specular = map_specular;
1033         newmesh->map_normal = map_normal;
1034         newmesh->maxverts = maxverts;
1035         newmesh->maxtriangles = maxtriangles;
1036         newmesh->numverts = 0;
1037         newmesh->numtriangles = 0;
1038         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1039         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1040
1041         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1042         if (light)
1043         {
1044                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1045                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1046                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1047                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1048         }
1049         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1050         if (neighbors)
1051         {
1052                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1053         }
1054         if (expandable)
1055         {
1056                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1057                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1058         }
1059         if (maxverts <= 65536)
1060                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1061         return newmesh;
1062 }
1063
1064 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1065 {
1066         shadowmesh_t *newmesh;
1067         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1068         newmesh->numverts = oldmesh->numverts;
1069         newmesh->numtriangles = oldmesh->numtriangles;
1070         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1071         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1072
1073         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1074         if (newmesh->svector3f && oldmesh->svector3f)
1075         {
1076                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1077                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1078                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1079                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1080         }
1081         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1082         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1083                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1084         return newmesh;
1085 }
1086
1087 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1088 {
1089         int hashindex, vnum;
1090         shadowmeshvertexhash_t *hash;
1091         // this uses prime numbers intentionally
1092         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1093         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1094         {
1095                 vnum = (hash - mesh->vertexhashentries);
1096                 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]))
1097                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1098                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1099                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1100                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1101                         return hash - mesh->vertexhashentries;
1102         }
1103         vnum = mesh->numverts++;
1104         hash = mesh->vertexhashentries + vnum;
1105         hash->next = mesh->vertexhashtable[hashindex];
1106         mesh->vertexhashtable[hashindex] = hash;
1107         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1108         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1109         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1110         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1111         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1112         return vnum;
1113 }
1114
1115 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1116 {
1117         if (mesh->numtriangles == 0)
1118         {
1119                 // set the properties on this empty mesh to be more favorable...
1120                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1121                 mesh->map_diffuse = map_diffuse;
1122                 mesh->map_specular = map_specular;
1123                 mesh->map_normal = map_normal;
1124         }
1125         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)
1126         {
1127                 if (mesh->next == NULL)
1128                         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);
1129                 mesh = mesh->next;
1130         }
1131         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1132         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1133         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1134         mesh->numtriangles++;
1135 }
1136
1137 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)
1138 {
1139         int i, j, e;
1140         float vbuf[3*14], *v;
1141         memset(vbuf, 0, sizeof(vbuf));
1142         for (i = 0;i < numtris;i++)
1143         {
1144                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1145                 {
1146                         e = *element3i++;
1147                         if (vertex3f)
1148                         {
1149                                 v[0] = vertex3f[e * 3 + 0];
1150                                 v[1] = vertex3f[e * 3 + 1];
1151                                 v[2] = vertex3f[e * 3 + 2];
1152                         }
1153                         if (svector3f)
1154                         {
1155                                 v[3] = svector3f[e * 3 + 0];
1156                                 v[4] = svector3f[e * 3 + 1];
1157                                 v[5] = svector3f[e * 3 + 2];
1158                         }
1159                         if (tvector3f)
1160                         {
1161                                 v[6] = tvector3f[e * 3 + 0];
1162                                 v[7] = tvector3f[e * 3 + 1];
1163                                 v[8] = tvector3f[e * 3 + 2];
1164                         }
1165                         if (normal3f)
1166                         {
1167                                 v[9] = normal3f[e * 3 + 0];
1168                                 v[10] = normal3f[e * 3 + 1];
1169                                 v[11] = normal3f[e * 3 + 2];
1170                         }
1171                         if (texcoord2f)
1172                         {
1173                                 v[12] = texcoord2f[e * 2 + 0];
1174                                 v[13] = texcoord2f[e * 2 + 1];
1175                         }
1176                 }
1177                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1178         }
1179
1180         // the triangle calculation can take a while, so let's do a keepalive here
1181         CL_KeepaliveMessage(false);
1182 }
1183
1184 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)
1185 {
1186         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1187         CL_KeepaliveMessage(false);
1188
1189         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1190 }
1191
1192 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1193 {
1194         if (!mesh->numverts)
1195                 return;
1196
1197         // build r_vertexmesh_t array
1198         // (compressed interleaved array for D3D)
1199         if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1200         {
1201                 int vertexindex;
1202                 int numvertices = mesh->numverts;
1203                 r_vertexmesh_t *vertexmesh;
1204                 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1205                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1206                 {
1207                         VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1208                         VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1209                         VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1210                         VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1211                         Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1212                 }
1213         }
1214
1215         // upload r_vertexmesh_t array as a buffer
1216         if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1217                 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1218
1219         // upload vertex3f array as a buffer
1220         if (mesh->vertex3f && !mesh->vertex3fbuffer)
1221                 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1222
1223         // upload short indices as a buffer
1224         if (mesh->element3s && !mesh->element3s_indexbuffer)
1225                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1226
1227         // upload int indices as a buffer
1228         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1229                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1230
1231         // vertex buffer is several arrays and we put them in the same buffer
1232         //
1233         // is this wise?  the texcoordtexture2f array is used with dynamic
1234         // vertex/svector/tvector/normal when rendering animated models, on the
1235         // other hand animated models don't use a lot of vertices anyway...
1236         if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1237         {
1238                 size_t size;
1239                 unsigned char *mem;
1240                 size = 0;
1241                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1242                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1243                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1244                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1245                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1246                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1247                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1248                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1249                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1250                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1251                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1252                 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1253                 Mem_Free(mem);
1254         }
1255 }
1256
1257 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1258 {
1259         shadowmesh_t *mesh, *newmesh, *nextmesh;
1260         // reallocate meshs to conserve space
1261         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1262         {
1263                 nextmesh = mesh->next;
1264                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1265                 {
1266                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1267                         newmesh->next = firstmesh;
1268                         firstmesh = newmesh;
1269                         if (newmesh->element3s)
1270                         {
1271                                 int i;
1272                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1273                                         newmesh->element3s[i] = newmesh->element3i[i];
1274                         }
1275                         if (createvbo)
1276                                 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1277                 }
1278                 Mem_Free(mesh);
1279         }
1280
1281         // this can take a while, so let's do a keepalive here
1282         CL_KeepaliveMessage(false);
1283
1284         return firstmesh;
1285 }
1286
1287 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1288 {
1289         int i;
1290         shadowmesh_t *mesh;
1291         vec3_t nmins, nmaxs, ncenter, temp;
1292         float nradius2, dist2, *v;
1293         VectorClear(nmins);
1294         VectorClear(nmaxs);
1295         // calculate bbox
1296         for (mesh = firstmesh;mesh;mesh = mesh->next)
1297         {
1298                 if (mesh == firstmesh)
1299                 {
1300                         VectorCopy(mesh->vertex3f, nmins);
1301                         VectorCopy(mesh->vertex3f, nmaxs);
1302                 }
1303                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1304                 {
1305                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1306                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1307                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1308                 }
1309         }
1310         // calculate center and radius
1311         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1312         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1313         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1314         nradius2 = 0;
1315         for (mesh = firstmesh;mesh;mesh = mesh->next)
1316         {
1317                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1318                 {
1319                         VectorSubtract(v, ncenter, temp);
1320                         dist2 = DotProduct(temp, temp);
1321                         if (nradius2 < dist2)
1322                                 nradius2 = dist2;
1323                 }
1324         }
1325         // return data
1326         if (mins)
1327                 VectorCopy(nmins, mins);
1328         if (maxs)
1329                 VectorCopy(nmaxs, maxs);
1330         if (center)
1331                 VectorCopy(ncenter, center);
1332         if (radius)
1333                 *radius = sqrt(nradius2);
1334 }
1335
1336 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1337 {
1338         shadowmesh_t *nextmesh;
1339         for (;mesh;mesh = nextmesh)
1340         {
1341                 if (mesh->vertex3fbuffer)
1342                         R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1343                 if (mesh->vertexmeshbuffer)
1344                         R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1345                 if (mesh->element3i_indexbuffer)
1346                         R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1347                 if (mesh->element3s_indexbuffer)
1348                         R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1349                 if (mesh->vbo_vertexbuffer)
1350                         R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1351                 nextmesh = mesh->next;
1352                 Mem_Free(mesh);
1353         }
1354 }
1355
1356 void Mod_CreateCollisionMesh(dp_model_t *mod)
1357 {
1358         int k, numcollisionmeshtriangles;
1359         qboolean usesinglecollisionmesh = false;
1360         const msurface_t *surface = NULL;
1361
1362         mempool_t *mempool = mod->mempool;
1363         if (!mempool && mod->brush.parentmodel)
1364                 mempool = mod->brush.parentmodel->mempool;
1365         // make a single combined collision mesh for physics engine use
1366         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1367         numcollisionmeshtriangles = 0;
1368         for (k = 0;k < mod->nummodelsurfaces;k++)
1369         {
1370                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1371                 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1372                 {
1373                         usesinglecollisionmesh = true;
1374                         numcollisionmeshtriangles = surface->num_triangles;
1375                         break;
1376                 }
1377                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1378                         continue;
1379                 numcollisionmeshtriangles += surface->num_triangles;
1380         }
1381         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1382         if (usesinglecollisionmesh)
1383                 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));
1384         else
1385         {
1386                 for (k = 0;k < mod->nummodelsurfaces;k++)
1387                 {
1388                         surface = mod->data_surfaces + mod->firstmodelsurface + k;
1389                         if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1390                                 continue;
1391                         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));
1392                 }
1393         }
1394         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1395 }
1396
1397 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)
1398 {
1399         float v[3], tc[3];
1400         v[0] = ix;
1401         v[1] = iy;
1402         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1403                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1404         else
1405                 v[2] = 0;
1406         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1407         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1408         texcoord2f[0] = tc[0];
1409         texcoord2f[1] = tc[1];
1410 }
1411
1412 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)
1413 {
1414         float vup[3], vdown[3], vleft[3], vright[3];
1415         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1416         float sv[3], tv[3], nl[3];
1417         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1418         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1419         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1420         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1421         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1422         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1423         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1424         VectorAdd(svector3f, sv, svector3f);
1425         VectorAdd(tvector3f, tv, tvector3f);
1426         VectorAdd(normal3f, nl, normal3f);
1427         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1428         VectorAdd(svector3f, sv, svector3f);
1429         VectorAdd(tvector3f, tv, tvector3f);
1430         VectorAdd(normal3f, nl, normal3f);
1431         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1432         VectorAdd(svector3f, sv, svector3f);
1433         VectorAdd(tvector3f, tv, tvector3f);
1434         VectorAdd(normal3f, nl, normal3f);
1435 }
1436
1437 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)
1438 {
1439         int x, y, ix, iy, *e;
1440         e = element3i;
1441         for (y = 0;y < height;y++)
1442         {
1443                 for (x = 0;x < width;x++)
1444                 {
1445                         e[0] = (y + 1) * (width + 1) + (x + 0);
1446                         e[1] = (y + 0) * (width + 1) + (x + 0);
1447                         e[2] = (y + 1) * (width + 1) + (x + 1);
1448                         e[3] = (y + 0) * (width + 1) + (x + 0);
1449                         e[4] = (y + 0) * (width + 1) + (x + 1);
1450                         e[5] = (y + 1) * (width + 1) + (x + 1);
1451                         e += 6;
1452                 }
1453         }
1454         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1455         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1456                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1457                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1458 }
1459
1460 #if 0
1461 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1462 {
1463         float mins[3];
1464         float maxs[3];
1465         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1466         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1467         float viewvector[3];
1468         unsigned int firstvertex;
1469         unsigned int *e;
1470         float *v;
1471         if (chunkwidth < 2 || chunkheight < 2)
1472                 return;
1473         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]);
1474         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]);
1475         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1476         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1477         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1478         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1479         {
1480                 // too close for this stepsize, emit as 4 chunks instead
1481                 stepsize /= 2;
1482                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1483                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1484                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1485                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1486                 return;
1487         }
1488         // emit the geometry at stepsize into our vertex buffer / index buffer
1489         // we add two columns and two rows for skirt
1490         outwidth = chunkwidth+2;
1491         outheight = chunkheight+2;
1492         outwidth2 = outwidth-1;
1493         outheight2 = outheight-1;
1494         outwidth3 = outwidth+1;
1495         outheight3 = outheight+1;
1496         firstvertex = numvertices;
1497         e = model->terrain.element3i + numtriangles;
1498         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1499         v = model->terrain.vertex3f + numvertices;
1500         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1501         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1502         for (ty = 0;ty < outheight;ty++)
1503         {
1504                 for (tx = 0;tx < outwidth;tx++)
1505                 {
1506                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1507                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1508                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1509                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1510                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1511                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1512                 }
1513         }
1514         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1515         for (ty = 0;ty <= outheight;ty++)
1516         {
1517                 skirtrow = ty == 0 || ty == outheight;
1518                 ry = y+bound(1, ty, outheight)*stepsize;
1519                 for (tx = 0;tx <= outwidth;tx++)
1520                 {
1521                         skirt = skirtrow || tx == 0 || tx == outwidth;
1522                         rx = x+bound(1, tx, outwidth)*stepsize;
1523                         v[0] = rx*scale[0];
1524                         v[1] = ry*scale[1];
1525                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1526                         v += 3;
1527                 }
1528         }
1529         // TODO: emit skirt vertices
1530 }
1531
1532 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1533 {
1534         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1535         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1536         Mod_Terrain_BuildChunk(model, 
1537 }
1538 #endif
1539
1540 int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1541 {
1542         int offset = 0;
1543         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1544         {
1545                 offset = bound(0, s[4] - '0', 9);
1546                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1547                 s += 4;
1548                 if(*s)
1549                         ++s;
1550         }
1551         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1552         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1553         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1554         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1555         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1556         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1557         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1558         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1559         return offset | Q3WAVEFUNC_NONE;
1560 }
1561
1562 void Mod_FreeQ3Shaders(void)
1563 {
1564         Mem_FreePool(&q3shaders_mem);
1565 }
1566
1567 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1568 {
1569         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1570         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1571         q3shader_hash_entry_t* lastEntry = NULL;
1572         while (entry != NULL)
1573         {
1574                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1575                 {
1576                         unsigned char *start, *end, *start2;
1577                         start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1578                         end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1579                         start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1580                         if(memcmp(start, start2, end - start))
1581                                 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1582                         else
1583                                 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1584                         return;
1585                 }
1586                 lastEntry = entry;
1587                 entry = entry->chain;
1588         }
1589         if (entry == NULL)
1590         {
1591                 if (lastEntry->shader.name[0] != 0)
1592                 {
1593                         /* Add to chain */
1594                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1595                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1596
1597                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1598                         lastEntry->chain = newEntry;
1599                         newEntry->chain = NULL;
1600                         lastEntry = newEntry;
1601                 }
1602                 /* else: head of chain, in hash entry array */
1603                 entry = lastEntry;
1604         }
1605         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1606 }
1607
1608 extern cvar_t mod_noshader_default_offsetmapping;
1609 extern cvar_t mod_q3shader_default_offsetmapping;
1610 extern cvar_t mod_q3shader_default_polygonoffset;
1611 extern cvar_t mod_q3shader_default_polygonfactor;
1612 void Mod_LoadQ3Shaders(void)
1613 {
1614         int j;
1615         int fileindex;
1616         fssearch_t *search;
1617         char *f;
1618         const char *text;
1619         q3shaderinfo_t shader;
1620         q3shaderinfo_layer_t *layer;
1621         int numparameters;
1622         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1623         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1624         unsigned long custsurfaceparms[256]; 
1625         int numcustsurfaceparms;
1626
1627         Mod_FreeQ3Shaders();
1628
1629         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1630         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1631                 sizeof (q3shader_data_t));
1632         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1633                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1634         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1635                 q3shaders_mem, sizeof (char**), 256);
1636
1637         // parse custinfoparms.txt
1638         numcustsurfaceparms = 0;
1639         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1640         {
1641                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1642                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1643                 else
1644                 {
1645                         while (COM_ParseToken_QuakeC(&text, false))
1646                                 if (!strcasecmp(com_token, "}"))
1647                                         break;
1648                         // custom surfaceflags section
1649                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1650                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1651                         else
1652                         {
1653                                 while(COM_ParseToken_QuakeC(&text, false))
1654                                 {
1655                                         if (!strcasecmp(com_token, "}"))
1656                                                 break;  
1657                                         // register surfaceflag
1658                                         if (numcustsurfaceparms >= 256)
1659                                         {
1660                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1661                                                 break;
1662                                         }
1663                                         // name
1664                                         j = strlen(com_token)+1;
1665                                         custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1666                                         strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1667                                         // value
1668                                         if (COM_ParseToken_QuakeC(&text, false))
1669                                                 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1670                                         else
1671                                                 custsurfaceparms[numcustsurfaceparms] = 0;
1672                                         numcustsurfaceparms++;
1673                                 }
1674                         }
1675                 }
1676                 Mem_Free(f);
1677         }
1678
1679         // parse shaders
1680         search = FS_Search("scripts/*.shader", true, false);
1681         if (!search)
1682                 return;
1683         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1684         {
1685                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1686                 if (!f)
1687                         continue;
1688                 while (COM_ParseToken_QuakeC(&text, false))
1689                 {
1690                         memset (&shader, 0, sizeof(shader));
1691                         shader.reflectmin = 0;
1692                         shader.reflectmax = 1;
1693                         shader.refractfactor = 1;
1694                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1695                         shader.reflectfactor = 1;
1696                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1697                         shader.r_water_wateralpha = 1;
1698                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1699                         shader.offsetscale = 1;
1700                         shader.specularscalemod = 1;
1701                         shader.specularpowermod = 1;
1702                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1703                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1704
1705                         strlcpy(shader.name, com_token, sizeof(shader.name));
1706                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1707                         {
1708                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1709                                 break;
1710                         }
1711                         while (COM_ParseToken_QuakeC(&text, false))
1712                         {
1713                                 if (!strcasecmp(com_token, "}"))
1714                                         break;
1715                                 if (!strcasecmp(com_token, "{"))
1716                                 {
1717                                         static q3shaderinfo_layer_t dummy;
1718                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1719                                         {
1720                                                 layer = shader.layers + shader.numlayers++;
1721                                         }
1722                                         else
1723                                         {
1724                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1725                                                 memset(&dummy, 0, sizeof(dummy));
1726                                                 layer = &dummy;
1727                                         }
1728                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1729                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1730                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1731                                         layer->blendfunc[0] = GL_ONE;
1732                                         layer->blendfunc[1] = GL_ZERO;
1733                                         while (COM_ParseToken_QuakeC(&text, false))
1734                                         {
1735                                                 if (!strcasecmp(com_token, "}"))
1736                                                         break;
1737                                                 if (!strcasecmp(com_token, "\n"))
1738                                                         continue;
1739                                                 numparameters = 0;
1740                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1741                                                 {
1742                                                         if (j < TEXTURE_MAXFRAMES + 4)
1743                                                         {
1744                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1745                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1746                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1747                                                                 else
1748                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1749                                                                 numparameters = j + 1;
1750                                                         }
1751                                                         if (!COM_ParseToken_QuakeC(&text, true))
1752                                                                 break;
1753                                                 }
1754                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1755                                                 //      parameter[j][0] = 0;
1756                                                 if (developer_insane.integer)
1757                                                 {
1758                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1759                                                         for (j = 0;j < numparameters;j++)
1760                                                                 Con_DPrintf(" %s", parameter[j]);
1761                                                         Con_DPrint("\n");
1762                                                 }
1763                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1764                                                 {
1765                                                         if (numparameters == 2)
1766                                                         {
1767                                                                 if (!strcasecmp(parameter[1], "add"))
1768                                                                 {
1769                                                                         layer->blendfunc[0] = GL_ONE;
1770                                                                         layer->blendfunc[1] = GL_ONE;
1771                                                                 }
1772                                                                 else if (!strcasecmp(parameter[1], "filter"))
1773                                                                 {
1774                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1775                                                                         layer->blendfunc[1] = GL_ZERO;
1776                                                                 }
1777                                                                 else if (!strcasecmp(parameter[1], "blend"))
1778                                                                 {
1779                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1780                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1781                                                                 }
1782                                                         }
1783                                                         else if (numparameters == 3)
1784                                                         {
1785                                                                 int k;
1786                                                                 for (k = 0;k < 2;k++)
1787                                                                 {
1788                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1789                                                                                 layer->blendfunc[k] = GL_ONE;
1790                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1791                                                                                 layer->blendfunc[k] = GL_ZERO;
1792                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1793                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1794                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1795                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1796                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1797                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1798                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1799                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1800                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1801                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1802                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1803                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1804                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1805                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1806                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1807                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1808                                                                         else
1809                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1810                                                                 }
1811                                                         }
1812                                                 }
1813                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1814                                                         layer->alphatest = true;
1815                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1816                                                 {
1817                                                         if (!strcasecmp(parameter[0], "clampmap"))
1818                                                                 layer->clampmap = true;
1819                                                         layer->numframes = 1;
1820                                                         layer->framerate = 1;
1821                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1822                                                                 &q3shader_data->char_ptrs);
1823                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1824                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1825                                                                 shader.lighting = true;
1826                                                 }
1827                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1828                                                 {
1829                                                         int i;
1830                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1831                                                         layer->framerate = atof(parameter[1]);
1832                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1833                                                         for (i = 0;i < layer->numframes;i++)
1834                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1835                                                 }
1836                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1837                                                 {
1838                                                         int i;
1839                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1840                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1841                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1842                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1843                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1844                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1845                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1846                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1847                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1848                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1849                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1850                                                         else if (!strcasecmp(parameter[1], "wave"))
1851                                                         {
1852                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1853                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1854                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1855                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1856                                                         }
1857                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1858                                                 }
1859                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1860                                                 {
1861                                                         int i;
1862                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1863                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1864                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1865                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1866                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1867                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1868                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1869                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1870                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1871                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1872                                                         else if (!strcasecmp(parameter[1], "wave"))
1873                                                         {
1874                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1875                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1876                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1877                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1878                                                         }
1879                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1880                                                 }
1881                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1882                                                 {
1883                                                         int i;
1884                                                         // observed values: tcgen environment
1885                                                         // no other values have been observed in real shaders
1886                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1887                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1888                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1889                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1890                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1891                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1892                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1893                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1894                                                 }
1895                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1896                                                 {
1897                                                         int i, tcmodindex;
1898                                                         // observed values:
1899                                                         // tcmod rotate #
1900                                                         // tcmod scale # #
1901                                                         // tcmod scroll # #
1902                                                         // tcmod stretch sin # # # #
1903                                                         // tcmod stretch triangle # # # #
1904                                                         // tcmod transform # # # # # #
1905                                                         // tcmod turb # # # #
1906                                                         // tcmod turb sin # # # #  (this is bogus)
1907                                                         // no other values have been observed in real shaders
1908                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1909                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1910                                                                         break;
1911                                                         if (tcmodindex < Q3MAXTCMODS)
1912                                                         {
1913                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1914                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1915                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1916                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1917                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1918                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1919                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1920                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1921                                                                 {
1922                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1923                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1924                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1925                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1926                                                                 }
1927                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1928                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1929                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1930                                                         }
1931                                                         else
1932                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1933                                                 }
1934                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1935                                                 if (!strcasecmp(com_token, "}"))
1936                                                         break;
1937                                         }
1938                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1939                                                 shader.lighting = true;
1940                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1941                                         {
1942                                                 if (layer == shader.layers + 0)
1943                                                 {
1944                                                         // vertex controlled transparency
1945                                                         shader.vertexalpha = true;
1946                                                 }
1947                                                 else
1948                                                 {
1949                                                         // multilayer terrain shader or similar
1950                                                         shader.textureblendalpha = true;
1951                                                 }
1952                                         }
1953                                         layer->texflags = TEXF_ALPHA;
1954                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1955                                                 layer->texflags |= TEXF_MIPMAP;
1956                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1957                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1958                                         if (layer->clampmap)
1959                                                 layer->texflags |= TEXF_CLAMP;
1960                                         continue;
1961                                 }
1962                                 numparameters = 0;
1963                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1964                                 {
1965                                         if (j < TEXTURE_MAXFRAMES + 4)
1966                                         {
1967                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1968                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1969                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1970                                                 else
1971                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1972                                                 numparameters = j + 1;
1973                                         }
1974                                         if (!COM_ParseToken_QuakeC(&text, true))
1975                                                 break;
1976                                 }
1977                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1978                                 //      parameter[j][0] = 0;
1979                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1980                                         break;
1981                                 if (developer_insane.integer)
1982                                 {
1983                                         Con_DPrintf("%s: ", shader.name);
1984                                         for (j = 0;j < numparameters;j++)
1985                                                 Con_DPrintf(" %s", parameter[j]);
1986                                         Con_DPrint("\n");
1987                                 }
1988                                 if (numparameters < 1)
1989                                         continue;
1990                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1991                                 {
1992                                         if (!strcasecmp(parameter[1], "alphashadow"))
1993                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1994                                         else if (!strcasecmp(parameter[1], "areaportal"))
1995                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1996                                         else if (!strcasecmp(parameter[1], "botclip"))
1997                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1998                                         else if (!strcasecmp(parameter[1], "clusterportal"))
1999                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2000                                         else if (!strcasecmp(parameter[1], "detail"))
2001                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2002                                         else if (!strcasecmp(parameter[1], "donotenter"))
2003                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2004                                         else if (!strcasecmp(parameter[1], "dust"))
2005                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2006                                         else if (!strcasecmp(parameter[1], "hint"))
2007                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2008                                         else if (!strcasecmp(parameter[1], "fog"))
2009                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2010                                         else if (!strcasecmp(parameter[1], "lava"))
2011                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2012                                         else if (!strcasecmp(parameter[1], "lightfilter"))
2013                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2014                                         else if (!strcasecmp(parameter[1], "lightgrid"))
2015                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2016                                         else if (!strcasecmp(parameter[1], "metalsteps"))
2017                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2018                                         else if (!strcasecmp(parameter[1], "nodamage"))
2019                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2020                                         else if (!strcasecmp(parameter[1], "nodlight"))
2021                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2022                                         else if (!strcasecmp(parameter[1], "nodraw"))
2023                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2024                                         else if (!strcasecmp(parameter[1], "nodrop"))
2025                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2026                                         else if (!strcasecmp(parameter[1], "noimpact"))
2027                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2028                                         else if (!strcasecmp(parameter[1], "nolightmap"))
2029                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2030                                         else if (!strcasecmp(parameter[1], "nomarks"))
2031                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2032                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
2033                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2034                                         else if (!strcasecmp(parameter[1], "nonsolid"))
2035                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2036                                         else if (!strcasecmp(parameter[1], "origin"))
2037                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2038                                         else if (!strcasecmp(parameter[1], "playerclip"))
2039                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2040                                         else if (!strcasecmp(parameter[1], "sky"))
2041                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2042                                         else if (!strcasecmp(parameter[1], "slick"))
2043                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2044                                         else if (!strcasecmp(parameter[1], "slime"))
2045                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2046                                         else if (!strcasecmp(parameter[1], "structural"))
2047                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2048                                         else if (!strcasecmp(parameter[1], "trans"))
2049                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2050                                         else if (!strcasecmp(parameter[1], "water"))
2051                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2052                                         else if (!strcasecmp(parameter[1], "pointlight"))
2053                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2054                                         else if (!strcasecmp(parameter[1], "antiportal"))
2055                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2056                                         else
2057                                         {
2058                                                 // try custom surfaceparms
2059                                                 for (j = 0; j < numcustsurfaceparms; j++)
2060                                                 {
2061                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2062                                                         {
2063                                                                 shader.surfaceparms |= custsurfaceparms[j];
2064                                                                 break;
2065                                                         }
2066                                                 }
2067                                                 // failed all
2068                                                 if (j == numcustsurfaceparms)
2069                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2070                                         }
2071                                 }
2072                                 else if (!strcasecmp(parameter[0], "dpshadow"))
2073                                         shader.dpshadow = true;
2074                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2075                                         shader.dpnoshadow = true;
2076                                 else if (!strcasecmp(parameter[0], "dpnortlight"))
2077                                         shader.dpnortlight = true;
2078                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2079                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2080                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2081                                         shader.dpmeshcollisions = true;
2082                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2083                                 {
2084                                         // some q3 skies don't have the sky parm set
2085                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2086                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2087                                 }
2088                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2089                                 {
2090                                         // some q3 skies don't have the sky parm set
2091                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2092                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2093                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2094                                 }
2095                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2096                                 {
2097                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2098                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2099                                 }
2100                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2101                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2102                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2103                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2104                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2105                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2106                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2107                                 {
2108                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2109                                         if(numparameters >= 2)
2110                                         {
2111                                                 shader.biaspolygonfactor = atof(parameter[1]);
2112                                                 if(numparameters >= 3)
2113                                                         shader.biaspolygonoffset = atof(parameter[2]);
2114                                                 else
2115                                                         shader.biaspolygonoffset = 0;
2116                                         }
2117                                 }
2118                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2119                                 {
2120                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2121                                         shader.refractfactor = atof(parameter[1]);
2122                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2123                                 }
2124                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2125                                 {
2126                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2127                                         shader.reflectfactor = atof(parameter[1]);
2128                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2129                                 }
2130                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2131                                 {
2132                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2133                                 }
2134                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2135                                 {
2136                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2137                                         shader.reflectmin = atof(parameter[1]);
2138                                         shader.reflectmax = atof(parameter[2]);
2139                                         shader.refractfactor = atof(parameter[3]);
2140                                         shader.reflectfactor = atof(parameter[4]);
2141                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2142                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2143                                         shader.r_water_wateralpha = atof(parameter[11]);
2144                                 }
2145                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2146                                 {
2147                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2148                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2149                                 }
2150                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2151                                 {
2152                                         shader.specularscalemod = atof(parameter[1]);
2153                                 }
2154                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2155                                 {
2156                                         shader.specularpowermod = atof(parameter[1]);
2157                                 }
2158                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
2159                                 {
2160                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2161                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2162                                         else if (!strcasecmp(parameter[1], "default"))
2163                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2164                                         else if (!strcasecmp(parameter[1], "linear"))
2165                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2166                                         else if (!strcasecmp(parameter[1], "relief"))
2167                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2168                                         shader.offsetscale = atof(parameter[2]);
2169                                 }
2170                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2171                                 {
2172                                         int i, deformindex;
2173                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2174                                                 if (!shader.deforms[deformindex].deform)
2175                                                         break;
2176                                         if (deformindex < Q3MAXDEFORMS)
2177                                         {
2178                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2179                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2180                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2181                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2182                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2183                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2184                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2185                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2186                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2187                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2188                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2189                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2190                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2191                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2192                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2193                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2194                                                 {
2195                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2196                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2197                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2198                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2199                                                 }
2200                                                 else if (!strcasecmp(parameter[1], "move"            ))
2201                                                 {
2202                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2203                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2204                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2205                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2206                                                 }
2207                                         }
2208                                 }
2209                         }
2210                         // pick the primary layer to render with
2211                         if (shader.numlayers)
2212                         {
2213                                 shader.backgroundlayer = -1;
2214                                 shader.primarylayer = 0;
2215                                 // if lightmap comes first this is definitely an ordinary texture
2216                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2217                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
2218                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2219                                 {
2220                                         shader.backgroundlayer = -1;
2221                                         shader.primarylayer = 1;
2222                                 }
2223                                 else if (shader.numlayers >= 2
2224                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2225                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
2226                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2227                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
2228                                 {
2229                                         // terrain blending or other effects
2230                                         shader.backgroundlayer = 0;
2231                                         shader.primarylayer = 1;
2232                                 }
2233                         }
2234                         // fix up multiple reflection types
2235                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2236                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2237
2238                         Q3Shader_AddToHash (&shader);
2239                 }
2240                 Mem_Free(f);
2241         }
2242         FS_FreeSearch(search);
2243         // free custinfoparm values
2244         for (j = 0; j < numcustsurfaceparms; j++)
2245                 Mem_Free(custsurfaceparmnames[j]);
2246 }
2247
2248 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2249 {
2250         unsigned short hash;
2251         q3shader_hash_entry_t* entry;
2252         if (!q3shaders_mem)
2253                 Mod_LoadQ3Shaders();
2254         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2255         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2256         while (entry != NULL)
2257         {
2258                 if (strcasecmp (entry->shader.name, name) == 0)
2259                         return &entry->shader;
2260                 entry = entry->chain;
2261         }
2262         return NULL;
2263 }
2264
2265 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2266 {
2267         int j;
2268         int texflagsmask, texflagsor;
2269         qboolean success = true;
2270         q3shaderinfo_t *shader;
2271         if (!name)
2272                 name = "";
2273         strlcpy(texture->name, name, sizeof(texture->name));
2274         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2275
2276         texflagsmask = ~0;
2277         if(!(defaulttexflags & TEXF_PICMIP))
2278                 texflagsmask &= ~TEXF_PICMIP;
2279         if(!(defaulttexflags & TEXF_COMPRESS))
2280                 texflagsmask &= ~TEXF_COMPRESS;
2281         texflagsor = 0;
2282         if(defaulttexflags & TEXF_ISWORLD)
2283                 texflagsor |= TEXF_ISWORLD;
2284         if(defaulttexflags & TEXF_ISSPRITE)
2285                 texflagsor |= TEXF_ISSPRITE;
2286         // unless later loaded from the shader
2287         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2288         texture->offsetscale = 1;
2289         texture->specularscalemod = 1;
2290         texture->specularpowermod = 1; 
2291         // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2292         // HERE, AND Q1BSP LOADING
2293         // JUST GREP FOR "specularscalemod = 1".
2294
2295         if (shader)
2296         {
2297                 if (developer_loading.integer)
2298                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2299                 texture->surfaceparms = shader->surfaceparms;
2300
2301                 // allow disabling of picmip or compression by defaulttexflags
2302                 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2303
2304                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2305                 {
2306                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2307                         if (shader->skyboxname[0])
2308                         {
2309                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2310                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2311                         }
2312                 }
2313                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2314                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2315                 else
2316                         texture->basematerialflags = MATERIALFLAG_WALL;
2317
2318                 if (shader->layers[0].alphatest)
2319                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2320                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2321                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2322                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2323                 {
2324                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2325                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2326                 }
2327                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2328                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2329                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2330                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2331                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2332                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2333                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2334                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2335                 texture->customblendfunc[0] = GL_ONE;
2336                 texture->customblendfunc[1] = GL_ZERO;
2337                 if (shader->numlayers > 0)
2338                 {
2339                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2340                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2341 /*
2342 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2343 * additive               GL_ONE GL_ONE
2344 additive weird         GL_ONE GL_SRC_ALPHA
2345 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2346 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2347 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2348 brighten               GL_DST_COLOR GL_ONE
2349 brighten               GL_ONE GL_SRC_COLOR
2350 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2351 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2352 * modulate               GL_DST_COLOR GL_ZERO
2353 * modulate               GL_ZERO GL_SRC_COLOR
2354 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2355 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2356 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2357 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2358 * no blend               GL_ONE GL_ZERO
2359 nothing                GL_ZERO GL_ONE
2360 */
2361                         // if not opaque, figure out what blendfunc to use
2362                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2363                         {
2364                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2365                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2366                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2367                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2368                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2369                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2370                                 else
2371                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2372                         }
2373                 }
2374                 if (!shader->lighting)
2375                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2376                 if (shader->primarylayer >= 0)
2377                 {
2378                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2379                         // copy over many primarylayer parameters
2380                         texture->rgbgen = primarylayer->rgbgen;
2381                         texture->alphagen = primarylayer->alphagen;
2382                         texture->tcgen = primarylayer->tcgen;
2383                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2384                         // load the textures
2385                         texture->numskinframes = primarylayer->numframes;
2386                         texture->skinframerate = primarylayer->framerate;
2387                         for (j = 0;j < primarylayer->numframes;j++)
2388                         {
2389                                 if(cls.state == ca_dedicated)
2390                                 {
2391                                         texture->skinframes[j] = NULL;
2392                                 }
2393                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2394                                 {
2395                                         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);
2396                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2397                                 }
2398                         }
2399                 }
2400                 if (shader->backgroundlayer >= 0)
2401                 {
2402                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2403                         // copy over one secondarylayer parameter
2404                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2405                         // load the textures
2406                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2407                         texture->backgroundskinframerate = backgroundlayer->framerate;
2408                         for (j = 0;j < backgroundlayer->numframes;j++)
2409                         {
2410                                 if(cls.state == ca_dedicated)
2411                                 {
2412                                         texture->skinframes[j] = NULL;
2413                                 }
2414                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2415                                 {
2416                                         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);
2417                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2418                                 }
2419                         }
2420                 }
2421                 if (shader->dpshadow)
2422                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2423                 if (shader->dpnoshadow)
2424                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2425                 if (shader->dpnortlight)
2426                         texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2427                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2428                 texture->reflectmin = shader->reflectmin;
2429                 texture->reflectmax = shader->reflectmax;
2430                 texture->refractfactor = shader->refractfactor;
2431                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2432                 texture->reflectfactor = shader->reflectfactor;
2433                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2434                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2435                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2436                 texture->offsetmapping = shader->offsetmapping;
2437                 texture->offsetscale = shader->offsetscale;
2438                 texture->specularscalemod = shader->specularscalemod;
2439                 texture->specularpowermod = shader->specularpowermod;
2440                 if (shader->dpreflectcube[0])
2441                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2442
2443                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2444                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2445                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2446                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2447                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2448                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2449                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2450                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2451                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2452
2453         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2454         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2455         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2456         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2457                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2458         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2459                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2460         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2461         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2462         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2463         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2464         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2465                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2466         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2467         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2468         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2469         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2470                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2471         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2472                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2473                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2474         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2475                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2476         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2477         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2478                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2479         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2480         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2481         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2482                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2483         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2484         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2485
2486                 if (shader->dpmeshcollisions)
2487                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2488         }
2489         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2490         {
2491                 if (developer_extra.integer)
2492                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2493                 texture->surfaceparms = 0;
2494                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2495         }
2496         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2497         {
2498                 if (developer_extra.integer)
2499                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2500                 texture->surfaceparms = 0;
2501                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2502                 texture->supercontents = SUPERCONTENTS_SOLID;
2503         }
2504         else
2505         {
2506                 if (developer_extra.integer)
2507                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2508                 texture->surfaceparms = 0;
2509                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2510                 {
2511                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2512                         texture->supercontents = SUPERCONTENTS_SOLID;
2513                 }
2514                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2515                 {
2516                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2517                         texture->supercontents = SUPERCONTENTS_SKY;
2518                 }
2519                 else
2520                 {
2521                         texture->basematerialflags |= MATERIALFLAG_WALL;
2522                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2523                 }
2524                 texture->numskinframes = 1;
2525                 if(cls.state == ca_dedicated)
2526                 {
2527                         texture->skinframes[0] = NULL;
2528                 }
2529                 else
2530                 {
2531                         if (fallback)
2532                         {
2533                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2534                                 {
2535                                         if(texture->skinframes[0]->hasalpha)
2536                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2537                                 }
2538                                 else
2539                                         success = false;
2540                         }
2541                         else
2542                                 success = false;
2543                         if (!success && warnmissing)
2544                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2545                 }
2546         }
2547         // init the animation variables
2548         texture->currentframe = texture;
2549         if (texture->numskinframes < 1)
2550                 texture->numskinframes = 1;
2551         if (!texture->skinframes[0])
2552                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2553         texture->currentskinframe = texture->skinframes[0];
2554         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2555         return success;
2556 }
2557
2558 skinfile_t *Mod_LoadSkinFiles(void)
2559 {
2560         int i, words, line, wordsoverflow;
2561         char *text;
2562         const char *data;
2563         skinfile_t *skinfile = NULL, *first = NULL;
2564         skinfileitem_t *skinfileitem;
2565         char word[10][MAX_QPATH];
2566
2567 /*
2568 sample file:
2569 U_bodyBox,models/players/Legoman/BikerA2.tga
2570 U_RArm,models/players/Legoman/BikerA1.tga
2571 U_LArm,models/players/Legoman/BikerA1.tga
2572 U_armor,common/nodraw
2573 U_sword,common/nodraw
2574 U_shield,common/nodraw
2575 U_homb,common/nodraw
2576 U_backpack,common/nodraw
2577 U_colcha,common/nodraw
2578 tag_head,
2579 tag_weapon,
2580 tag_torso,
2581 */
2582         memset(word, 0, sizeof(word));
2583         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2584         {
2585                 // If it's the first file we parse
2586                 if (skinfile == NULL)
2587                 {
2588                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2589                         first = skinfile;
2590                 }
2591                 else
2592                 {
2593                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2594                         skinfile = skinfile->next;
2595                 }
2596                 skinfile->next = NULL;
2597
2598                 for(line = 0;;line++)
2599                 {
2600                         // parse line
2601                         if (!COM_ParseToken_QuakeC(&data, true))
2602                                 break;
2603                         if (!strcmp(com_token, "\n"))
2604                                 continue;
2605                         words = 0;
2606                         wordsoverflow = false;
2607                         do
2608                         {
2609                                 if (words < 10)
2610                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2611                                 else
2612                                         wordsoverflow = true;
2613                         }
2614                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2615                         if (wordsoverflow)
2616                         {
2617                                 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);
2618                                 continue;
2619                         }
2620                         // words is always >= 1
2621                         if (!strcmp(word[0], "replace"))
2622                         {
2623                                 if (words == 3)
2624                                 {
2625                                         if (developer_loading.integer)
2626                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2627                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2628                                         skinfileitem->next = skinfile->items;
2629                                         skinfile->items = skinfileitem;
2630                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2631                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2632                                 }
2633                                 else
2634                                         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]);
2635                         }
2636                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2637                         {
2638                                 // tag name, like "tag_weapon,"
2639                                 // not used for anything (not even in Quake3)
2640                         }
2641                         else if (words >= 2 && !strcmp(word[1], ","))
2642                         {
2643                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2644                                 if (developer_loading.integer)
2645                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2646                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2647                                 skinfileitem->next = skinfile->items;
2648                                 skinfile->items = skinfileitem;
2649                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2650                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2651                         }
2652                         else
2653                                 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);
2654                 }
2655                 Mem_Free(text);
2656         }
2657         if (i)
2658                 loadmodel->numskins = i;
2659         return first;
2660 }
2661
2662 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2663 {
2664         skinfile_t *next;
2665         skinfileitem_t *skinfileitem, *nextitem;
2666         for (;skinfile;skinfile = next)
2667         {
2668                 next = skinfile->next;
2669                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2670                 {
2671                         nextitem = skinfileitem->next;
2672                         Mem_Free(skinfileitem);
2673                 }
2674                 Mem_Free(skinfile);
2675         }
2676 }
2677
2678 int Mod_CountSkinFiles(skinfile_t *skinfile)
2679 {
2680         int i;
2681         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2682         return i;
2683 }
2684
2685 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2686 {
2687         int i;
2688         double isnap = 1.0 / snap;
2689         for (i = 0;i < numvertices*numcomponents;i++)
2690                 vertices[i] = floor(vertices[i]*isnap)*snap;
2691 }
2692
2693 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2694 {
2695         int i, outtriangles;
2696         float edgedir1[3], edgedir2[3], temp[3];
2697         // a degenerate triangle is one with no width (thickness, surface area)
2698         // these are characterized by having all 3 points colinear (along a line)
2699         // or having two points identical
2700         // the simplest check is to calculate the triangle's area
2701         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2702         {
2703                 // calculate first edge
2704                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2705                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2706                 CrossProduct(edgedir1, edgedir2, temp);
2707                 if (VectorLength2(temp) < 0.001f)
2708                         continue; // degenerate triangle (no area)
2709                 // valid triangle (has area)
2710                 VectorCopy(inelement3i, outelement3i);
2711                 outelement3i += 3;
2712                 outtriangles++;
2713         }
2714         return outtriangles;
2715 }
2716
2717 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2718 {
2719         int i, e;
2720         int firstvertex, lastvertex;
2721         if (numelements > 0 && elements)
2722         {
2723                 firstvertex = lastvertex = elements[0];
2724                 for (i = 1;i < numelements;i++)
2725                 {
2726                         e = elements[i];
2727                         firstvertex = min(firstvertex, e);
2728                         lastvertex = max(lastvertex, e);
2729                 }
2730         }
2731         else
2732                 firstvertex = lastvertex = 0;
2733         if (firstvertexpointer)
2734                 *firstvertexpointer = firstvertex;
2735         if (lastvertexpointer)
2736                 *lastvertexpointer = lastvertex;
2737 }
2738
2739 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2740 {
2741         // make an optimal set of texture-sorted batches to draw...
2742         int j, t;
2743         int *firstsurfacefortexture;
2744         int *numsurfacesfortexture;
2745         if (!mod->sortedmodelsurfaces)
2746                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2747         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2748         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2749         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2750         for (j = 0;j < mod->nummodelsurfaces;j++)
2751         {
2752                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2753                 int t = (int)(surface->texture - mod->data_textures);
2754                 numsurfacesfortexture[t]++;
2755         }
2756         j = 0;
2757         for (t = 0;t < mod->num_textures;t++)
2758         {
2759                 firstsurfacefortexture[t] = j;
2760                 j += numsurfacesfortexture[t];
2761         }
2762         for (j = 0;j < mod->nummodelsurfaces;j++)
2763         {
2764                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2765                 int t = (int)(surface->texture - mod->data_textures);
2766                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2767         }
2768         Mem_Free(firstsurfacefortexture);
2769         Mem_Free(numsurfacesfortexture);
2770 }
2771
2772 void Mod_BuildVBOs(void)
2773 {
2774         if (!loadmodel->surfmesh.num_vertices)
2775                 return;
2776
2777         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2778         {
2779                 int i;
2780                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2781                 {
2782                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2783                         {
2784                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2785                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2786                         }
2787                 }
2788         }
2789
2790         // build r_vertexmesh_t array
2791         // (compressed interleaved array for D3D)
2792         if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
2793         {
2794                 int vertexindex;
2795                 int numvertices = loadmodel->surfmesh.num_vertices;
2796                 r_vertexmesh_t *vertexmesh;
2797                 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2798                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2799                 {
2800                         VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2801                         VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2802                         VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2803                         VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2804                         if (loadmodel->surfmesh.data_lightmapcolor4f)
2805                                 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
2806                         Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2807                         if (loadmodel->surfmesh.data_texcoordlightmap2f)
2808                                 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2809                 }
2810         }
2811
2812         // upload r_vertexmesh_t array as a buffer
2813         if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2814                 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2815
2816         // upload vertex3f array as a buffer
2817         if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
2818                 loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
2819
2820         // upload short indices as a buffer
2821         if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2822                 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2823
2824         // upload int indices as a buffer
2825         if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2826                 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2827
2828         // only build a vbo if one has not already been created (this is important for brush models which load specially)
2829         // vertex buffer is several arrays and we put them in the same buffer
2830         //
2831         // is this wise?  the texcoordtexture2f array is used with dynamic
2832         // vertex/svector/tvector/normal when rendering animated models, on the
2833         // other hand animated models don't use a lot of vertices anyway...
2834         if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
2835         {
2836                 size_t size;
2837                 unsigned char *mem;
2838                 size = 0;
2839                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2840                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2841                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2842                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2843                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2844                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2845                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2846                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2847                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2848                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2849                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2850                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2851                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2852                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2853                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2854                 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
2855                 Mem_Free(mem);
2856         }
2857 }
2858
2859 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2860 {
2861         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2862         int a, b, c;
2863         const char *texname;
2864         const int *e;
2865         const float *v, *vn, *vt;
2866         size_t l;
2867         size_t outbufferpos = 0;
2868         size_t outbuffermax = 0x100000;
2869         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2870         const msurface_t *surface;
2871         const int maxtextures = 256;
2872         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2873         dp_model_t *submodel;
2874
2875         // construct the mtllib file
2876         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2877         if (l > 0)
2878                 outbufferpos += l;
2879         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2880         {
2881                 countsurfaces++;
2882                 countvertices += surface->num_vertices;
2883                 countfaces += surface->num_triangles;
2884                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2885                 for (textureindex = 0;textureindex < counttextures;textureindex++)
2886                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2887                                 break;
2888                 if (textureindex < counttextures)
2889                         continue; // already wrote this material entry
2890                 if (textureindex >= maxtextures)
2891                         continue; // just a precaution
2892                 textureindex = counttextures++;
2893                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2894                 if (outbufferpos >= outbuffermax >> 1)
2895                 {
2896                         outbuffermax *= 2;
2897                         oldbuffer = outbuffer;
2898                         outbuffer = (char *) Z_Malloc(outbuffermax);
2899                         memcpy(outbuffer, oldbuffer, outbufferpos);
2900                         Z_Free(oldbuffer);
2901                 }
2902                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "newmtl %s\nNs 96.078431\nKa 0 0 0\nKd 0.64 0.64 0.64\nKs 0.5 0.5 0.5\nNi 1\nd 1\nillum 2\nmap_Kd %s%s\n\n", texname, texname, strstr(texname, ".tga") ? "" : ".tga");
2903                 if (l > 0)
2904                         outbufferpos += l;
2905         }
2906
2907         // write the mtllib file
2908         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2909
2910         // construct the obj file
2911         outbufferpos = 0;
2912         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# model exported from %s by darkplaces engine\n# %i vertices, %i faces, %i surfaces\nmtllib %s\n", originalfilename, countvertices, countfaces, countsurfaces, mtlfilename);
2913         if (l > 0)
2914                 outbufferpos += l;
2915
2916         for (vertexindex = 0, v = model->surfmesh.data_vertex3f, vn = model->surfmesh.data_normal3f, vt = model->surfmesh.data_texcoordtexture2f;vertexindex < model->surfmesh.num_vertices;vertexindex++, v += 3, vn += 3, vt += 2)
2917         {
2918                 if (outbufferpos >= outbuffermax >> 1)
2919                 {
2920                         outbuffermax *= 2;
2921                         oldbuffer = outbuffer;
2922                         outbuffer = (char *) Z_Malloc(outbuffermax);
2923                         memcpy(outbuffer, oldbuffer, outbufferpos);
2924                         Z_Free(oldbuffer);
2925                 }
2926                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[2], v[1], vn[0], vn[2], vn[1], vt[0], 1-vt[1]);
2927                 if (l > 0)
2928                         outbufferpos += l;
2929         }
2930
2931         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
2932         {
2933                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
2934                 if (l > 0)
2935                         outbufferpos += l;
2936                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
2937                 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
2938                 {
2939                         surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
2940                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2941                         if (l > 0)
2942                                 outbufferpos += l;
2943                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2944                         {
2945                                 if (outbufferpos >= outbuffermax >> 1)
2946                                 {
2947                                         outbuffermax *= 2;
2948                                         oldbuffer = outbuffer;
2949                                         outbuffer = (char *) Z_Malloc(outbuffermax);
2950                                         memcpy(outbuffer, oldbuffer, outbufferpos);
2951                                         Z_Free(oldbuffer);
2952                                 }
2953                                 a = e[0]+1;
2954                                 b = e[1]+1;
2955                                 c = e[2]+1;
2956                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,b,b,b,c,c,c);
2957                                 if (l > 0)
2958                                         outbufferpos += l;
2959                         }
2960                 }
2961         }
2962
2963         // write the obj file
2964         FS_WriteFile(filename, outbuffer, outbufferpos);
2965
2966         // clean up
2967         Z_Free(outbuffer);
2968         Z_Free(texturenames);
2969
2970         // print some stats
2971         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2972 }
2973
2974 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2975 {
2976         int countnodes = 0, counttriangles = 0, countframes = 0;
2977         int surfaceindex;
2978         int triangleindex;
2979         int transformindex;
2980         int poseindex;
2981         int cornerindex;
2982         const int *e;
2983         size_t l;
2984         size_t outbufferpos = 0;
2985         size_t outbuffermax = 0x100000;
2986         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2987         const msurface_t *surface;
2988         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2989         if (l > 0)
2990                 outbufferpos += l;
2991         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2992         {
2993                 if (outbufferpos >= outbuffermax >> 1)
2994                 {
2995                         outbuffermax *= 2;
2996                         oldbuffer = outbuffer;
2997                         outbuffer = (char *) Z_Malloc(outbuffermax);
2998                         memcpy(outbuffer, oldbuffer, outbufferpos);
2999                         Z_Free(oldbuffer);
3000                 }
3001                 countnodes++;
3002                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3003                 if (l > 0)
3004                         outbufferpos += l;
3005         }
3006         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3007         if (l > 0)
3008                 outbufferpos += l;
3009         for (poseindex = 0;poseindex < numposes;poseindex++)
3010         {
3011                 countframes++;
3012                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3013                 if (l > 0)
3014                         outbufferpos += l;
3015                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3016                 {
3017                         float angles[3];
3018                         float mtest[4][3];
3019                         matrix4x4_t posematrix;
3020                         if (outbufferpos >= outbuffermax >> 1)
3021                         {
3022                                 outbuffermax *= 2;
3023                                 oldbuffer = outbuffer;
3024                                 outbuffer = (char *) Z_Malloc(outbuffermax);
3025                                 memcpy(outbuffer, oldbuffer, outbufferpos);
3026                                 Z_Free(oldbuffer);
3027                         }
3028
3029                         // strangely the smd angles are for a transposed matrix, so we
3030                         // have to generate a transposed matrix, then convert that...
3031                         Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3032                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3033                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
3034                         if (angles[0] >= 180) angles[0] -= 360;
3035                         if (angles[1] >= 180) angles[1] -= 360;
3036                         if (angles[2] >= 180) angles[2] -= 360;
3037
3038 #if 0
3039 {
3040                         float a = DEG2RAD(angles[ROLL]);
3041                         float b = DEG2RAD(angles[PITCH]);
3042                         float c = DEG2RAD(angles[YAW]);
3043                         float cy, sy, cp, sp, cr, sr;
3044                         float test[4][3];
3045                         // smd matrix construction, for comparing
3046                         sy = sin(c);
3047                         cy = cos(c);
3048                         sp = sin(b);
3049                         cp = cos(b);
3050                         sr = sin(a);
3051                         cr = cos(a);
3052
3053                         test[0][0] = cp*cy;
3054                         test[0][1] = cp*sy;
3055                         test[0][2] = -sp;
3056                         test[1][0] = sr*sp*cy+cr*-sy;
3057                         test[1][1] = sr*sp*sy+cr*cy;
3058                         test[1][2] = sr*cp;
3059                         test[2][0] = (cr*sp*cy+-sr*-sy);
3060                         test[2][1] = (cr*sp*sy+-sr*cy);
3061                         test[2][2] = cr*cp;
3062                         test[3][0] = pose[9];
3063                         test[3][1] = pose[10];
3064                         test[3][2] = pose[11];
3065 }
3066 #endif
3067                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, mtest[3][0], mtest[3][1], mtest[3][2], DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
3068                         if (l > 0)
3069                                 outbufferpos += l;
3070                 }
3071         }
3072         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3073         if (l > 0)
3074                 outbufferpos += l;
3075         if (writetriangles)
3076         {
3077                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3078                 if (l > 0)
3079                         outbufferpos += l;
3080                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3081                 {
3082                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3083                         {
3084                                 counttriangles++;
3085                                 if (outbufferpos >= outbuffermax >> 1)
3086                                 {
3087                                         outbuffermax *= 2;
3088                                         oldbuffer = outbuffer;
3089                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3090                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3091                                         Z_Free(oldbuffer);
3092                                 }
3093                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3094                                 if (l > 0)
3095                                         outbufferpos += l;
3096                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3097                                 {
3098                                         const int index = e[2-cornerindex];
3099                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
3100                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
3101                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3102                                         const int b = model->surfmesh.blends[index];
3103                                         if (b < model->num_bones)
3104                                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n"                          , b, v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
3105                                         else
3106                                         {
3107                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3108                                                 const unsigned char *wi = w->index;
3109                                                 const unsigned char *wf = w->influence;
3110                                             if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f, wi[3], wf[3]/255.0f);
3111                                                 else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n"      , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f);
3112                                                 else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n"            , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f);
3113                                                 else            l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n"                          , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
3114                                         }
3115                                         if (l > 0)
3116                                                 outbufferpos += l;
3117                                 }
3118                         }
3119                 }
3120                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3121                 if (l > 0)
3122                         outbufferpos += l;
3123         }
3124
3125         FS_WriteFile(filename, outbuffer, outbufferpos);
3126         Z_Free(outbuffer);
3127
3128         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3129 }
3130
3131 /*
3132 ================
3133 Mod_Decompile_f
3134
3135 decompiles a model to editable files
3136 ================
3137 */
3138 static void Mod_Decompile_f(void)
3139 {
3140         int i, j, k, l, first, count;
3141         dp_model_t *mod;
3142         char inname[MAX_QPATH];
3143         char outname[MAX_QPATH];
3144         char mtlname[MAX_QPATH];
3145         char basename[MAX_QPATH];
3146         char animname[MAX_QPATH];
3147         char animname2[MAX_QPATH];
3148         char zymtextbuffer[16384];
3149         char dpmtextbuffer[16384];
3150         char framegroupstextbuffer[16384];
3151         int zymtextsize = 0;
3152         int dpmtextsize = 0;
3153         int framegroupstextsize = 0;
3154
3155         if (Cmd_Argc() != 2)
3156         {
3157                 Con_Print("usage: modeldecompile <filename>\n");
3158                 return;
3159         }
3160
3161         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3162         FS_StripExtension(inname, basename, sizeof(basename));
3163
3164         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3165         if (mod->brush.submodel)
3166         {
3167                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3168                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3169                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3170                 outname[0] = 0;
3171         }
3172         if (!mod)
3173         {
3174                 Con_Print("No such model\n");
3175                 return;
3176         }
3177         if (!mod->surfmesh.num_triangles)
3178         {
3179                 Con_Print("Empty model (or sprite)\n");
3180                 return;
3181         }
3182
3183         // export OBJ if possible (not on sprites)
3184         if (mod->surfmesh.num_triangles)
3185         {
3186                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3187                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3188                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3189         }
3190
3191         // export SMD if possible (only for skeletal models)
3192         if (mod->surfmesh.num_triangles && mod->num_bones)
3193         {
3194                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3195                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3196                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3197                 if (l > 0) zymtextsize += l;
3198                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3199                 if (l > 0) dpmtextsize += l;
3200                 for (i = 0;i < mod->numframes;i = j)
3201                 {
3202                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3203                         first = mod->animscenes[i].firstframe;
3204                         if (mod->animscenes[i].framecount > 1)
3205                         {
3206                                 // framegroup anim
3207                                 count = mod->animscenes[i].framecount;
3208                                 j = i + 1;
3209                         }
3210                         else
3211                         {
3212                                 // individual frame
3213                                 // check for additional frames with same name
3214                                 for (l = 0, k = strlen(animname);animname[l];l++)
3215                                         if(animname[l] < '0' || animname[l] > '9')
3216                                                 k = l + 1;
3217                                 if(k > 0 && animname[k-1] == '_')
3218                                         --k;
3219                                 animname[k] = 0;
3220                                 count = mod->num_poses - first;
3221                                 for (j = i + 1;j < mod->numframes;j++)
3222                                 {
3223                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3224                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
3225                                                 if(animname2[l] < '0' || animname2[l] > '9')
3226                                                         k = l + 1;
3227                                         if(k > 0 && animname[k-1] == '_')
3228                                                 --k;
3229                                         animname2[k] = 0;
3230                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3231                                         {
3232                                                 count = mod->animscenes[j].firstframe - first;
3233                                                 break;
3234                                         }
3235                                 }
3236                                 // if it's only one frame, use the original frame name
3237                                 if (j == i + 1)
3238                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3239                                 
3240                         }
3241                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3242                         Mod_Decompile_SMD(mod, outname, first, count, false);
3243                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3244                         {
3245                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3246                                 if (l > 0) zymtextsize += l;
3247                         }
3248                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3249                         {
3250                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3251                                 if (l > 0) dpmtextsize += l;
3252                         }
3253                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3254                         {
3255                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3256                                 if (l > 0) framegroupstextsize += l;
3257                         }
3258                 }
3259                 if (zymtextsize)
3260                         FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3261                 if (dpmtextsize)
3262                         FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3263                 if (framegroupstextsize)
3264                         FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3265         }
3266 }
3267
3268 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3269 {
3270         int y;
3271         memset(state, 0, sizeof(*state));
3272         state->width = width;
3273         state->height = height;
3274         state->currentY = 0;
3275         state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3276         for (y = 0;y < state->height;y++)
3277         {
3278                 state->rows[y].currentX = 0;
3279                 state->rows[y].rowY = -1;
3280         }
3281 }
3282
3283 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3284 {
3285         int y;
3286         state->currentY = 0;
3287         for (y = 0;y < state->height;y++)
3288         {
3289                 state->rows[y].currentX = 0;
3290                 state->rows[y].rowY = -1;
3291         }
3292 }
3293
3294 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3295 {
3296         if (state->rows)
3297                 Mem_Free(state->rows);
3298         memset(state, 0, sizeof(*state));
3299 }
3300
3301 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3302 {
3303         mod_alloclightmap_row_t *row;
3304         int y;
3305
3306         row = state->rows + blockheight;
3307         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3308         {
3309                 if (state->currentY + blockheight <= state->height)
3310                 {
3311                         // use the current allocation position
3312                         row->rowY = state->currentY;
3313                         row->currentX = 0;
3314                         state->currentY += blockheight;
3315                 }
3316                 else
3317                 {
3318                         // find another position
3319                         for (y = blockheight;y < state->height;y++)
3320                         {
3321                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3322                                 {
3323                                         row = state->rows + y;
3324                                         break;
3325                                 }
3326                         }
3327                         if (y == state->height)
3328                                 return false;
3329                 }
3330         }
3331         *outy = row->rowY;
3332         *outx = row->currentX;
3333         row->currentX += blockwidth;
3334
3335         return true;
3336 }
3337
3338 typedef struct lightmapsample_s
3339 {
3340         float pos[3];
3341         float sh1[4][3];
3342         float *vertex_color;
3343         unsigned char *lm_bgr;
3344         unsigned char *lm_dir;
3345 }
3346 lightmapsample_t;
3347
3348 typedef struct lightmapvertex_s
3349 {
3350         int index;
3351         float pos[3];
3352         float normal[3];
3353         float texcoordbase[2];
3354         float texcoordlightmap[2];
3355         float lightcolor[4];
3356 }
3357 lightmapvertex_t;
3358
3359 typedef struct lightmaptriangle_s
3360 {
3361         int triangleindex;
3362         int surfaceindex;
3363         int lightmapindex;
3364         int axis;
3365         int lmoffset[2];
3366         int lmsize[2];
3367         // 2D modelspace coordinates of min corner
3368         // snapped to lightmap grid but not in grid coordinates
3369         float lmbase[2];
3370         // 2D modelspace to lightmap coordinate scale
3371         float lmscale[2];
3372         float vertex[3][3];
3373         float mins[3];
3374         float maxs[3];
3375 }
3376 lightmaptriangle_t;
3377
3378 typedef struct lightmaplight_s
3379 {
3380         float origin[3];
3381         float radius;
3382         float iradius;
3383         float radius2;
3384         float color[3];
3385         svbsp_t svbsp;
3386 }
3387 lightmaplight_t;
3388
3389 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3390
3391 #define MAX_LIGHTMAPSAMPLES 64
3392 static int mod_generatelightmaps_numoffsets[3];
3393 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3394
3395 static int mod_generatelightmaps_numlights;
3396 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3397
3398 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3399 extern cvar_t r_shadow_lightattenuationdividebias;
3400 extern cvar_t r_shadow_lightattenuationlinearscale;
3401
3402 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3403 {
3404         int i;
3405         int index;
3406         int result;
3407         float relativepoint[3];
3408         float color[3];
3409         float dir[3];
3410         float dist;
3411         float dist2;
3412         float intensity;
3413         float sample[5*3];
3414         float lightorigin[3];
3415         float lightradius;
3416         float lightradius2;
3417         float lightiradius;
3418         float lightcolor[3];
3419         trace_t trace;
3420         for (i = 0;i < 5*3;i++)
3421                 sample[i] = 0.0f;
3422         for (index = 0;;index++)
3423         {
3424                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3425                 if (result < 0)
3426                         break;
3427                 if (result == 0)
3428                         continue;
3429                 lightradius2 = lightradius * lightradius;
3430                 VectorSubtract(lightorigin, pos, relativepoint);
3431                 dist2 = VectorLength2(relativepoint);
3432                 if (dist2 >= lightradius2)
3433                         continue;
3434                 lightiradius = 1.0f / lightradius;
3435                 dist = sqrt(dist2) * lightiradius;
3436                 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3437                 if (intensity <= 0.0f)
3438                         continue;
3439                 if (model && model->TraceLine)
3440                 {
3441                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3442                         if (trace.fraction < 1)
3443                                 continue;
3444                 }
3445                 // scale down intensity to add to both ambient and diffuse
3446                 //intensity *= 0.5f;
3447                 VectorNormalize(relativepoint);
3448                 VectorScale(lightcolor, intensity, color);
3449                 VectorMA(sample    , 0.5f            , color, sample    );
3450                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3451                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3452                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3453                 // calculate a weighted average light direction as well
3454                 intensity *= VectorLength(color);
3455                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3456         }
3457         // calculate the direction we'll use to reduce the sample to a directional light source
3458         VectorCopy(sample + 12, dir);
3459         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3460         VectorNormalize(dir);
3461         // extract the diffuse color along the chosen direction and scale it
3462         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3463         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3464         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3465         // subtract some of diffuse from ambient
3466         VectorMA(sample, -0.333f, diffuse, ambient);
3467         // store the normalized lightdir
3468         VectorCopy(dir, lightdir);
3469 }
3470
3471 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3472 {
3473         int surfaceindex;
3474         int triangleindex;
3475         const msurface_t *surface;
3476         const float *vertex3f = model->surfmesh.data_vertex3f;
3477         const int *element3i = model->surfmesh.data_element3i;
3478         const int *e;
3479         float v2[3][3];
3480         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3481         {
3482                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3483                         continue;
3484                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3485                         continue;
3486                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3487                 {
3488                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3489                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3490                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3491                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3492                 }
3493         }
3494 }
3495
3496 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3497 {
3498         int maxnodes = 1<<14;
3499         svbsp_node_t *nodes;
3500         float origin[3];
3501         float mins[3];
3502         float maxs[3];
3503         svbsp_t svbsp;
3504         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3505         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3506         VectorCopy(lightinfo->origin, origin);
3507         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3508         for (;;)
3509         {
3510                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3511                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3512                 if (svbsp.ranoutofnodes)
3513                 {
3514                         maxnodes *= 16;
3515                         if (maxnodes > 1<<22)
3516                         {
3517                                 Mem_Free(nodes);
3518                                 return;
3519                         }
3520                         Mem_Free(nodes);
3521                         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3522                 }
3523                 else
3524                         break;
3525         }
3526         if (svbsp.numnodes > 0)
3527         {
3528                 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3529                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3530                 lightinfo->svbsp = svbsp;
3531         }
3532         Mem_Free(nodes);
3533 }
3534
3535 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3536 {
3537         int index;
3538         int result;
3539         lightmaplight_t *lightinfo;
3540         float origin[3];
3541         float radius;
3542         float color[3];
3543         mod_generatelightmaps_numlights = 0;
3544         for (index = 0;;index++)
3545         {
3546                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3547                 if (result < 0)
3548                         break;
3549                 if (result > 0)
3550                         mod_generatelightmaps_numlights++;
3551         }
3552         if (mod_generatelightmaps_numlights > 0)
3553         {
3554                 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3555                 lightinfo = mod_generatelightmaps_lightinfo;
3556                 for (index = 0;;index++)
3557                 {
3558                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3559                         if (result < 0)
3560                                 break;
3561                         if (result > 0)
3562                                 lightinfo++;
3563                 }
3564         }
3565         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3566         {
3567                 lightinfo->iradius = 1.0f / lightinfo->radius;
3568                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3569                 // TODO: compute svbsp
3570                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3571         }
3572 }
3573
3574 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3575 {
3576         int i;
3577         if (mod_generatelightmaps_lightinfo)
3578         {
3579                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3580                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3581                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3582                 Mem_Free(mod_generatelightmaps_lightinfo);
3583         }
3584         mod_generatelightmaps_lightinfo = NULL;
3585         mod_generatelightmaps_numlights = 0;
3586 }
3587
3588 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3589 {
3590         const svbsp_node_t *node;
3591         const svbsp_node_t *nodes = svbsp->nodes;
3592         int num = 0;
3593         while (num >= 0)
3594         {
3595                 node = nodes + num;
3596                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3597         }
3598         return num == -1; // true if empty, false if solid (shadowed)
3599 }
3600
3601 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3602 {
3603         int i;
3604         float relativepoint[3];
3605         float color[3];
3606         float offsetpos[3];
3607         float dist;
3608         float dist2;
3609         float intensity;
3610         int offsetindex;
3611         int hits;
3612         int tests;
3613         const lightmaplight_t *lightinfo;
3614         trace_t trace;
3615         for (i = 0;i < 5*3;i++)
3616                 sample[i] = 0.0f;
3617         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3618         {
3619                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3620                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3621                 // don't accept light from behind a surface, it causes bad shading
3622                 if (normal && DotProduct(relativepoint, normal) <= 0)
3623                         continue;
3624                 dist2 = VectorLength2(relativepoint);
3625                 if (dist2 >= lightinfo->radius2)
3626                         continue;
3627                 dist = sqrt(dist2) * lightinfo->iradius;
3628                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3629                 if (intensity <= 0)
3630                         continue;
3631                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3632                 {
3633                         hits = 0;
3634                         tests = 1;
3635                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3636                                 hits++;
3637                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3638                         {
3639                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3640                                 if (!normal)
3641                                 {
3642                                         // for light grid we'd better check visibility of the offset point
3643                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3644                                         if (trace.fraction < 1)
3645                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3646                                 }
3647                                 tests++;
3648                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3649                                         hits++;
3650                         }
3651                         if (!hits)
3652                                 continue;
3653                         // scale intensity according to how many rays succeeded
3654                         // we know one test is valid, half of the rest will fail...
3655                         //if (normal && tests > 1)
3656                         //      intensity *= (tests - 1.0f) / tests;
3657                         intensity *= (float)hits / tests;
3658                 }
3659                 // scale down intensity to add to both ambient and diffuse
3660                 //intensity *= 0.5f;
3661                 VectorNormalize(relativepoint);
3662                 VectorScale(lightinfo->color, intensity, color);
3663                 VectorMA(sample    , 0.5f            , color, sample    );
3664                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3665                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3666                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3667                 // calculate a weighted average light direction as well
3668                 intensity *= VectorLength(color);
3669                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3670         }
3671 }
3672
3673 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3674 {
3675         float sample[5*3];
3676         float color[3];
3677         float dir[3];
3678         float f;
3679         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3680         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3681         VectorCopy(sample + 12, dir);
3682         VectorNormalize(dir);
3683         //VectorAdd(dir, normal, dir);
3684         //VectorNormalize(dir);
3685         f = DotProduct(dir, normal);
3686         f = max(0, f) * 255.0f;
3687         VectorScale(sample, f, color);
3688         //VectorCopy(normal, dir);
3689         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3690         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3691         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3692         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3693         lm_bgr[3] = 255;
3694         lm_dir[0] = (unsigned char)dir[2];
3695         lm_dir[1] = (unsigned char)dir[1];
3696         lm_dir[2] = (unsigned char)dir[0];
3697         lm_dir[3] = 255;
3698 }
3699
3700 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3701 {
3702         float sample[5*3];
3703         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3704         VectorCopy(sample, vertex_color);
3705 }
3706
3707 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3708 {
3709         float sample[5*3];
3710         float ambient[3];
3711         float diffuse[3];
3712         float dir[3];
3713         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3714         // calculate the direction we'll use to reduce the sample to a directional light source
3715         VectorCopy(sample + 12, dir);
3716         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3717         VectorNormalize(dir);
3718         // extract the diffuse color along the chosen direction and scale it
3719         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3720         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3721         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3722         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3723         VectorScale(sample, 127.5f, ambient);
3724         VectorMA(ambient, -0.333f, diffuse, ambient);
3725         // encode to the grid format
3726         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3727         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3728         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3729         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3730         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3731         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3732         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3733         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3734         else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
3735 }
3736
3737 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3738 {
3739         float radius[3];
3740         float temp[3];
3741         int i, j;
3742         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3743         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3744         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3745         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3746         radius[0] = mod_generatelightmaps_lightmapradius.value;
3747         radius[1] = mod_generatelightmaps_vertexradius.value;
3748         radius[2] = mod_generatelightmaps_gridradius.value;
3749         for (i = 0;i < 3;i++)
3750         {
3751                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3752                 {
3753                         VectorRandom(temp);
3754                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3755                 }
3756         }
3757 }
3758
3759 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3760 {
3761         msurface_t *surface;
3762         int surfaceindex;
3763         int i;
3764         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3765         {
3766                 surface = model->data_surfaces + surfaceindex;
3767                 surface->lightmaptexture = NULL;
3768                 surface->deluxemaptexture = NULL;
3769         }
3770         if (model->brushq3.data_lightmaps)
3771         {
3772                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3773                         if (model->brushq3.data_lightmaps[i])
3774                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3775                 Mem_Free(model->brushq3.data_lightmaps);
3776                 model->brushq3.data_lightmaps = NULL;
3777         }
3778         if (model->brushq3.data_deluxemaps)
3779         {
3780                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3781                         if (model->brushq3.data_deluxemaps[i])
3782                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3783                 Mem_Free(model->brushq3.data_deluxemaps);
3784                 model->brushq3.data_deluxemaps = NULL;
3785         }
3786 }
3787
3788 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3789 {
3790         msurface_t *surface;
3791         int surfaceindex;
3792         int vertexindex;
3793         int outvertexindex;
3794         int i;
3795         const int *e;
3796         surfmesh_t oldsurfmesh;
3797         size_t size;
3798         unsigned char *data;
3799         oldsurfmesh = model->surfmesh;
3800         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3801         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3802         size = 0;
3803         size += model->surfmesh.num_vertices * sizeof(float[3]);
3804         size += model->surfmesh.num_vertices * sizeof(float[3]);
3805         size += model->surfmesh.num_vertices * sizeof(float[3]);
3806         size += model->surfmesh.num_vertices * sizeof(float[3]);
3807         size += model->surfmesh.num_vertices * sizeof(float[2]);
3808         size += model->surfmesh.num_vertices * sizeof(float[2]);
3809         size += model->surfmesh.num_vertices * sizeof(float[4]);
3810         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3811         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3812         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3813         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3814         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3815         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3816         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3817         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3818         if (model->surfmesh.num_vertices > 65536)
3819                 model->surfmesh.data_element3s = NULL;
3820
3821         if (model->surfmesh.vertexmesh)
3822                 Mem_Free(model->surfmesh.vertexmesh);
3823         model->surfmesh.vertexmesh = NULL;
3824         if (model->surfmesh.vertex3fbuffer)
3825                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
3826         model->surfmesh.vertex3fbuffer = NULL;
3827         if (model->surfmesh.vertexmeshbuffer)
3828                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3829         model->surfmesh.vertexmeshbuffer = NULL;
3830         if (model->surfmesh.data_element3i_indexbuffer)
3831                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3832         model->surfmesh.data_element3i_indexbuffer = NULL;
3833         if (model->surfmesh.data_element3s_indexbuffer)
3834                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3835         model->surfmesh.data_element3s_indexbuffer = NULL;
3836         if (model->surfmesh.vbo_vertexbuffer)
3837                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
3838         model->surfmesh.vbo_vertexbuffer = 0;
3839
3840         // convert all triangles to unique vertex data
3841         outvertexindex = 0;
3842         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3843         {
3844                 surface = model->data_surfaces + surfaceindex;
3845                 surface->num_firstvertex = outvertexindex;
3846                 surface->num_vertices = surface->num_triangles*3;
3847                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3848                 for (i = 0;i < surface->num_triangles*3;i++)
3849                 {
3850                         vertexindex = e[i];
3851                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3852                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3853                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3854                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3855                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3856                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3857                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3858                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3859                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3860                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3861                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3862                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3863                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3864                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3865                         if (oldsurfmesh.data_texcoordlightmap2f)
3866                         {
3867                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3868                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3869                         }
3870                         if (oldsurfmesh.data_lightmapcolor4f)
3871                         {
3872                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3873                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3874                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3875                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3876                         }
3877                         else
3878                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3879                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3880                         outvertexindex++;
3881                 }
3882         }
3883         if (model->surfmesh.data_element3s)
3884                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3885                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
3886
3887         // find and update all submodels to use this new surfmesh data
3888         for (i = 0;i < model->brush.numsubmodels;i++)
3889                 model->brush.submodels[i]->surfmesh = model->surfmesh;
3890 }
3891
3892 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
3893 {
3894         msurface_t *surface;
3895         int surfaceindex;
3896         int i;
3897         int axis;
3898         float normal[3];
3899         const int *e;
3900         lightmaptriangle_t *triangle;
3901         // generate lightmap triangle structs
3902         mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3903         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3904         {
3905                 surface = model->data_surfaces + surfaceindex;
3906                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3907                 for (i = 0;i < surface->num_triangles;i++)
3908                 {
3909                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3910                         triangle->triangleindex = surface->num_firsttriangle+i;
3911                         triangle->surfaceindex = surfaceindex;
3912                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
3913                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
3914                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
3915                         // calculate bounds of triangle
3916                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
3917                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
3918                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
3919                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
3920                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
3921                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
3922                         // pick an axial projection based on the triangle normal
3923                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
3924                         axis = 0;
3925                         if (fabs(normal[1]) > fabs(normal[axis]))
3926                                 axis = 1;
3927                         if (fabs(normal[2]) > fabs(normal[axis]))
3928                                 axis = 2;
3929                         triangle->axis = axis;
3930                 }
3931         }
3932 }
3933
3934 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
3935 {
3936         if (mod_generatelightmaps_lightmaptriangles)
3937                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
3938         mod_generatelightmaps_lightmaptriangles = NULL;
3939 }
3940
3941 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
3942
3943 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
3944 {
3945         msurface_t *surface;
3946         int surfaceindex;
3947         int lightmapindex;
3948         int lightmapnumber;
3949         int i;
3950         int j;
3951         int k;
3952         int x;
3953         int y;
3954         int axis;
3955         int axis1;
3956         int axis2;
3957         int retry;
3958         int pixeloffset;
3959         float trianglenormal[3];
3960         float samplecenter[3];
3961         float samplenormal[3];
3962         float temp[3];
3963         float lmiscale[2];
3964         float slopex;
3965         float slopey;
3966         float slopebase;
3967         float lmscalepixels;
3968         float lmmins;
3969         float lmmaxs;
3970         float lm_basescalepixels;
3971         int lm_borderpixels;
3972         int lm_texturesize;
3973         //int lm_maxpixels;
3974         const int *e;
3975         lightmaptriangle_t *triangle;
3976         unsigned char *lightmappixels;
3977         unsigned char *deluxemappixels;
3978         mod_alloclightmap_state_t lmstate;
3979
3980         // generate lightmap projection information for all triangles
3981         if (model->texturepool == NULL)
3982                 model->texturepool = R_AllocTexturePool();
3983         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
3984         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
3985         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
3986         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
3987         Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3988         lightmapnumber = 0;
3989         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3990         {
3991                 surface = model->data_surfaces + surfaceindex;
3992                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3993                 lmscalepixels = lm_basescalepixels;
3994                 for (retry = 0;retry < 30;retry++)
3995                 {
3996                         // after a couple failed attempts, degrade quality to make it fit
3997                         if (retry > 1)
3998                                 lmscalepixels *= 0.5f;
3999                         for (i = 0;i < surface->num_triangles;i++)
4000                         {
4001                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4002                                 triangle->lightmapindex = lightmapnumber;
4003                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4004                                 // pick two planar axes for projection
4005                                 // lightmap coordinates here are in pixels
4006                                 // lightmap projections are snapped to pixel grid explicitly, such
4007                                 // that two neighboring triangles sharing an edge and projection
4008                                 // axis will have identical sampl espacing along their shared edge
4009                                 k = 0;
4010                                 for (j = 0;j < 3;j++)
4011                                 {
4012                                         if (j == triangle->axis)
4013                                                 continue;
4014                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4015                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4016                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4017                                         triangle->lmbase[k] = lmmins/lmscalepixels;
4018                                         triangle->lmscale[k] = lmscalepixels;
4019                                         k++;
4020                                 }
4021                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4022                                         break;
4023                         }
4024                         // if all fit in this texture, we're done with this surface
4025                         if (i == surface->num_triangles)
4026                                 break;
4027                         // if we haven't maxed out the lightmap size yet, we retry the
4028                         // entire surface batch...
4029                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4030                         {
4031                                 lm_texturesize *= 2;
4032                                 surfaceindex = -1;
4033                                 lightmapnumber = 0;
4034                                 Mod_AllocLightmap_Free(&lmstate);
4035                                 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4036                                 break;
4037                         }
4038                         // if we have maxed out the lightmap size, and this triangle does
4039                         // not fit in the same texture as the rest of the surface, we have
4040                         // to retry the entire surface in a new texture (can only use one)
4041                         // with multiple retries, the lightmap quality degrades until it
4042                         // fits (or gives up)
4043                         if (surfaceindex > 0)
4044                                 lightmapnumber++;
4045                         Mod_AllocLightmap_Reset(&lmstate);
4046                 }
4047         }
4048         lightmapnumber++;
4049         Mod_AllocLightmap_Free(&lmstate);
4050
4051         // now put triangles together into lightmap textures, and do not allow
4052         // triangles of a surface to go into different textures (as that would
4053         // require rewriting the surface list)
4054         model->brushq3.deluxemapping_modelspace = true;
4055         model->brushq3.deluxemapping = true;
4056         model->brushq3.num_mergedlightmaps = lightmapnumber;
4057         model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4058         model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4059         lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4060         deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4061         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4062         {
4063                 surface = model->data_surfaces + surfaceindex;
4064                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4065                 for (i = 0;i < surface->num_triangles;i++)
4066                 {
4067                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4068                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4069                         VectorNormalize(trianglenormal);
4070                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4071                         axis = triangle->axis;
4072                         axis1 = axis == 0 ? 1 : 0;
4073                         axis2 = axis == 2 ? 1 : 2;
4074                         lmiscale[0] = 1.0f / triangle->lmscale[0];
4075                         lmiscale[1] = 1.0f / triangle->lmscale[1];
4076                         if (trianglenormal[axis] < 0)
4077                                 VectorNegate(trianglenormal, trianglenormal);
4078                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4079                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4080                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4081                         for (j = 0;j < 3;j++)
4082                         {
4083                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4084                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4085                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4086 #if 0
4087                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4088                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4089                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4090                                 Con_Printf("%f:%f %f:%f %f:%f = %f %f\n", triangle->vertex[j][axis1], samplecenter[axis1], triangle->vertex[j][axis2], samplecenter[axis2], triangle->vertex[j][axis], samplecenter[axis], t2f[0], t2f[1]);
4091 #endif
4092                         }
4093
4094 #if 0
4095                         switch (axis)
4096                         {
4097                         default:
4098                         case 0:
4099                                 forward[0] = 0;
4100                                 forward[1] = 1.0f / triangle->lmscale[0];
4101                                 forward[2] = 0;
4102                                 left[0] = 0;
4103                                 left[1] = 0;
4104                                 left[2] = 1.0f / triangle->lmscale[1];
4105                                 up[0] = 1.0f;
4106                                 up[1] = 0;
4107                                 up[2] = 0;
4108                                 origin[0] = 0;
4109                                 origin[1] = triangle->lmbase[0];
4110                                 origin[2] = triangle->lmbase[1];
4111                                 break;
4112                         case 1:
4113                                 forward[0] = 1.0f / triangle->lmscale[0];
4114                                 forward[1] = 0;
4115                                 forward[2] = 0;
4116                                 left[0] = 0;
4117                                 left[1] = 0;
4118                                 left[2] = 1.0f / triangle->lmscale[1];
4119                                 up[0] = 0;
4120                                 up[1] = 1.0f;
4121                                 up[2] = 0;
4122                                 origin[0] = triangle->lmbase[0];
4123                                 origin[1] = 0;
4124                                 origin[2] = triangle->lmbase[1];
4125                                 break;
4126                         case 2:
4127                                 forward[0] = 1.0f / triangle->lmscale[0];
4128                                 forward[1] = 0;
4129                                 forward[2] = 0;
4130                                 left[0] = 0;
4131                                 left[1] = 1.0f / triangle->lmscale[1];
4132                                 left[2] = 0;
4133                                 up[0] = 0;
4134                                 up[1] = 0;
4135                                 up[2] = 1.0f;
4136                                 origin[0] = triangle->lmbase[0];
4137                                 origin[1] = triangle->lmbase[1];
4138                                 origin[2] = 0;
4139                                 break;
4140                         }
4141                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4142 #endif
4143 #define LM_DIST_EPSILON (1.0f / 32.0f)
4144                         for (y = 0;y < triangle->lmsize[1];y++)
4145                         {
4146                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4147                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4148                                 {
4149                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4150                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4151                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4152                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4153                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4154                                 }
4155                         }
4156                 }
4157         }
4158
4159         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4160         {
4161                 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4162                 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4163         }
4164
4165         if (lightmappixels)
4166                 Mem_Free(lightmappixels);
4167         if (deluxemappixels)
4168                 Mem_Free(deluxemappixels);
4169
4170         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4171         {
4172                 surface = model->data_surfaces + surfaceindex;
4173                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4174                 if (!surface->num_triangles)
4175                         continue;
4176                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4177                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4178                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4179                 surface->lightmapinfo = NULL;
4180         }
4181
4182         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4183         model->brushq1.lightdata = NULL;
4184         model->brushq1.lightmapupdateflags = NULL;
4185         model->brushq1.firstrender = false;
4186         model->brushq1.num_lightstyles = 0;
4187         model->brushq1.data_lightstyleinfo = NULL;
4188         for (i = 0;i < model->brush.numsubmodels;i++)
4189         {
4190                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4191                 model->brush.submodels[i]->brushq1.firstrender = false;
4192                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4193                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4194         }
4195 }
4196
4197 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4198 {
4199         int i;
4200         for (i = 0;i < model->surfmesh.num_vertices;i++)
4201                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4202 }
4203
4204 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4205 {
4206         int x;
4207         int y;
4208         int z;
4209         int index = 0;
4210         float pos[3];
4211         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4212         {
4213                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4214                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4215                 {
4216                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4217                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4218                         {
4219                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4220                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4221                         }
4222                 }
4223         }
4224 }
4225
4226 extern cvar_t mod_q3bsp_nolightmaps;
4227 static void Mod_GenerateLightmaps(dp_model_t *model)
4228 {
4229         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4230         dp_model_t *oldloadmodel = loadmodel;
4231         loadmodel = model;
4232
4233         Mod_GenerateLightmaps_InitSampleOffsets(model);
4234         Mod_GenerateLightmaps_DestroyLightmaps(model);
4235         Mod_GenerateLightmaps_UnweldTriangles(model);
4236         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4237         Mod_GenerateLightmaps_CreateLights(model);
4238         if(!mod_q3bsp_nolightmaps.integer)
4239                 Mod_GenerateLightmaps_CreateLightmaps(model);
4240         Mod_GenerateLightmaps_UpdateVertexColors(model);
4241         Mod_GenerateLightmaps_UpdateLightGrid(model);
4242         Mod_GenerateLightmaps_DestroyLights(model);
4243         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4244
4245         loadmodel = oldloadmodel;
4246 }
4247
4248 static void Mod_GenerateLightmaps_f(void)
4249 {
4250         if (Cmd_Argc() != 1)
4251         {
4252                 Con_Printf("usage: mod_generatelightmaps\n");
4253                 return;
4254         }
4255         if (!cl.worldmodel)
4256         {
4257                 Con_Printf("no worldmodel loaded\n");
4258                 return;
4259         }
4260         Mod_GenerateLightmaps(cl.worldmodel);
4261 }