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fix C++ compile error
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28 #include "polygon.h"
29
30 cvar_t r_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.data_element3i_indexbuffer)
204                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
205                 mod->surfmesh.data_element3i_indexbuffer = NULL;
206                 if (mod->surfmesh.data_element3s_indexbuffer)
207                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
208                 mod->surfmesh.data_element3s_indexbuffer = NULL;
209                 if (mod->surfmesh.vbo_vertexbuffer)
210                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
211                 mod->surfmesh.vbo_vertexbuffer = NULL;
212         }
213         // free textures/memory attached to the model
214         R_FreeTexturePool(&mod->texturepool);
215         Mem_FreePool(&mod->mempool);
216         // clear the struct to make it available
217         memset(mod, 0, sizeof(dp_model_t));
218         // restore the fields we want to preserve
219         strlcpy(mod->name, name, sizeof(mod->name));
220         mod->brush.parentmodel = parentmodel;
221         mod->used = used;
222         mod->loaded = false;
223 }
224
225 static void R_Model_Null_Draw(entity_render_t *ent)
226 {
227         return;
228 }
229
230
231 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
232
233 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
234 {
235         const char *bufptr;
236         int start, len;
237         float fps;
238         unsigned int i;
239         qboolean loop;
240         char name[64];
241
242         bufptr = buf;
243         i = 0;
244         while(bufptr)
245         {
246                 // an anim scene!
247
248                 // REQUIRED: fetch start
249                 COM_ParseToken_Simple(&bufptr, true, false, true);
250                 if (!bufptr)
251                         break; // end of file
252                 if (!strcmp(com_token, "\n"))
253                         continue; // empty line
254                 start = atoi(com_token);
255
256                 // REQUIRED: fetch length
257                 COM_ParseToken_Simple(&bufptr, true, false, true);
258                 if (!bufptr || !strcmp(com_token, "\n"))
259                 {
260                         Con_Printf("framegroups file: missing number of frames\n");
261                         continue;
262                 }
263                 len = atoi(com_token);
264
265                 // OPTIONAL args start
266                 COM_ParseToken_Simple(&bufptr, true, false, true);
267
268                 // OPTIONAL: fetch fps
269                 fps = 20;
270                 if (bufptr && strcmp(com_token, "\n"))
271                 {
272                         fps = atof(com_token);
273                         COM_ParseToken_Simple(&bufptr, true, false, true);
274                 }
275
276                 // OPTIONAL: fetch loopflag
277                 loop = true;
278                 if (bufptr && strcmp(com_token, "\n"))
279                 {
280                         loop = (atoi(com_token) != 0);
281                         COM_ParseToken_Simple(&bufptr, true, false, true);
282                 }
283
284                 // OPTIONAL: fetch name
285                 name[0] = 0;
286                 if (bufptr && strcmp(com_token, "\n"))
287                 {
288                         strlcpy(name, com_token, sizeof(name));
289                         COM_ParseToken_Simple(&bufptr, true, false, true);
290                 }
291
292                 // OPTIONAL: remaining unsupported tokens (eat them)
293                 while (bufptr && strcmp(com_token, "\n"))
294                         COM_ParseToken_Simple(&bufptr, true, false, true);
295
296                 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
297
298                 if(cb)
299                         cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
300                 ++i;
301         }
302
303         return i;
304 }
305
306 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
307 {
308         dp_model_t *mod = (dp_model_t *) pass;
309         animscene_t *anim = &mod->animscenes[i];
310         if(name)
311                 strlcpy(anim->name, name, sizeof(anim[i].name));
312         else
313                 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
314         anim->firstframe = bound(0, start, mod->num_poses - 1);
315         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
316         anim->framerate = max(1, fps);
317         anim->loop = !!loop;
318         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
319 }
320
321 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
322 {
323         unsigned int cnt;
324
325         // 0. count
326         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
327         if(!cnt)
328         {
329                 Con_Printf("no scene found in framegroups file, aborting\n");
330                 return;
331         }
332         mod->numframes = cnt;
333
334         // 1. reallocate
335         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
336         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
337
338         // 2. parse
339         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
340 }
341
342 static void Mod_FindPotentialDeforms(dp_model_t *mod)
343 {
344         int i, j;
345         texture_t *texture;
346         mod->wantnormals = false;
347         mod->wanttangents = false;
348         for (i = 0;i < mod->num_textures;i++)
349         {
350                 texture = mod->data_textures + i;
351                 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
352                         mod->wantnormals = true;
353                 for (j = 0;j < Q3MAXDEFORMS;j++)
354                 {
355                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
356                         {
357                                 mod->wanttangents = true;
358                                 mod->wantnormals = true;
359                                 break;
360                         }
361                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
362                                 mod->wantnormals = true;
363                 }
364         }
365 }
366
367 /*
368 ==================
369 Mod_LoadModel
370
371 Loads a model
372 ==================
373 */
374 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
375 {
376         int num;
377         unsigned int crc;
378         void *buf;
379         fs_offset_t filesize = 0;
380         char vabuf[1024];
381
382         mod->used = true;
383
384         if (mod->name[0] == '*') // submodel
385                 return mod;
386         
387         if (!strcmp(mod->name, "null"))
388         {
389                 if(mod->loaded)
390                         return mod;
391
392                 if (mod->loaded || mod->mempool)
393                         Mod_UnloadModel(mod);
394
395                 if (developer_loading.integer)
396                         Con_Printf("loading model %s\n", mod->name);
397
398                 mod->used = true;
399                 mod->crc = (unsigned int)-1;
400                 mod->loaded = false;
401
402                 VectorClear(mod->normalmins);
403                 VectorClear(mod->normalmaxs);
404                 VectorClear(mod->yawmins);
405                 VectorClear(mod->yawmaxs);
406                 VectorClear(mod->rotatedmins);
407                 VectorClear(mod->rotatedmaxs);
408
409                 mod->modeldatatypestring = "null";
410                 mod->type = mod_null;
411                 mod->Draw = R_Model_Null_Draw;
412                 mod->numframes = 2;
413                 mod->numskins = 1;
414
415                 // no fatal errors occurred, so this model is ready to use.
416                 mod->loaded = true;
417
418                 return mod;
419         }
420
421         crc = 0;
422         buf = NULL;
423
424         // even if the model is loaded it still may need reloading...
425
426         // if it is not loaded or checkdisk is true we need to calculate the crc
427         if (!mod->loaded || checkdisk)
428         {
429                 if (checkdisk && mod->loaded)
430                         Con_DPrintf("checking model %s\n", mod->name);
431                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
432                 if (buf)
433                 {
434                         crc = CRC_Block((unsigned char *)buf, filesize);
435                         // we need to reload the model if the crc does not match
436                         if (mod->crc != crc)
437                                 mod->loaded = false;
438                 }
439         }
440
441         // if the model is already loaded and checks passed, just return
442         if (mod->loaded)
443         {
444                 if (buf)
445                         Mem_Free(buf);
446                 return mod;
447         }
448
449         if (developer_loading.integer)
450                 Con_Printf("loading model %s\n", mod->name);
451         
452         SCR_PushLoadingScreen(true, mod->name, 1);
453
454         // LordHavoc: unload the existing model in this slot (if there is one)
455         if (mod->loaded || mod->mempool)
456                 Mod_UnloadModel(mod);
457
458         // load the model
459         mod->used = true;
460         mod->crc = crc;
461         // errors can prevent the corresponding mod->loaded = true;
462         mod->loaded = false;
463
464         // default lightmap scale
465         mod->lightmapscale = 1;
466
467         // default model radius and bounding box (mainly for missing models)
468         mod->radius = 16;
469         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
470         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
471         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
472         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
473         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
474         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
475
476         if (!q3shaders_mem)
477         {
478                 // load q3 shaders for the first time, or after a level change
479                 Mod_LoadQ3Shaders();
480         }
481
482         if (buf)
483         {
484                 char *bufend = (char *)buf + filesize;
485
486                 // all models use memory, so allocate a memory pool
487                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
488
489                 num = LittleLong(*((int *)buf));
490                 // call the apropriate loader
491                 loadmodel = mod;
492                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
493                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
494                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
495                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
496                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
497                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
498                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
499                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
500                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
501                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
502                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
503                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
504                 else if (num == BSPVERSION || num == 30 || !memcmp(buf, "BSP2", 4) || !memcmp(buf, "2PSB", 4)) Mod_Q1BSP_Load(mod, buf, bufend);
505                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
506                 Mem_Free(buf);
507
508                 Mod_FindPotentialDeforms(mod);
509
510                 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
511                 if(buf)
512                 {
513                         Mod_FrameGroupify(mod, (const char *)buf);
514                         Mem_Free(buf);
515                 }
516
517                 Mod_BuildVBOs();
518         }
519         else if (crash)
520         {
521                 // LordHavoc: Sys_Error was *ANNOYING*
522                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
523         }
524
525         // no fatal errors occurred, so this model is ready to use.
526         mod->loaded = true;
527
528         SCR_PopLoadingScreen(false);
529
530         return mod;
531 }
532
533 void Mod_ClearUsed(void)
534 {
535         int i;
536         int nummodels = Mem_ExpandableArray_IndexRange(&models);
537         dp_model_t *mod;
538         for (i = 0;i < nummodels;i++)
539                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
540                         mod->used = false;
541 }
542
543 void Mod_PurgeUnused(void)
544 {
545         int i;
546         int nummodels = Mem_ExpandableArray_IndexRange(&models);
547         dp_model_t *mod;
548         for (i = 0;i < nummodels;i++)
549         {
550                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
551                 {
552                         Mod_UnloadModel(mod);
553                         Mem_ExpandableArray_FreeRecord(&models, mod);
554                 }
555         }
556 }
557
558 /*
559 ==================
560 Mod_FindName
561
562 ==================
563 */
564 dp_model_t *Mod_FindName(const char *name, const char *parentname)
565 {
566         int i;
567         int nummodels;
568         dp_model_t *mod;
569
570         if (!parentname)
571                 parentname = "";
572
573         // if we're not dedicatd, the renderer calls will crash without video
574         Host_StartVideo();
575
576         nummodels = Mem_ExpandableArray_IndexRange(&models);
577
578         if (!name[0])
579                 Host_Error ("Mod_ForName: empty name");
580
581         // search the currently loaded models
582         for (i = 0;i < nummodels;i++)
583         {
584                 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))))
585                 {
586                         mod->used = true;
587                         return mod;
588                 }
589         }
590
591         // no match found, create a new one
592         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
593         strlcpy(mod->name, name, sizeof(mod->name));
594         if (parentname[0])
595                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
596         else
597                 mod->brush.parentmodel = NULL;
598         mod->loaded = false;
599         mod->used = true;
600         return mod;
601 }
602
603 /*
604 ==================
605 Mod_ForName
606
607 Loads in a model for the given name
608 ==================
609 */
610 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
611 {
612         dp_model_t *model;
613         model = Mod_FindName(name, parentname);
614         if (!model->loaded || checkdisk)
615                 Mod_LoadModel(model, crash, checkdisk);
616         return model;
617 }
618
619 /*
620 ==================
621 Mod_Reload
622
623 Reloads all models if they have changed
624 ==================
625 */
626 void Mod_Reload(void)
627 {
628         int i, count;
629         int nummodels = Mem_ExpandableArray_IndexRange(&models);
630         dp_model_t *mod;
631
632         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
633         count = 0;
634         for (i = 0;i < nummodels;i++)
635                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
636                         ++count;
637         for (i = 0;i < nummodels;i++)
638                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
639                 {
640                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
641                         Mod_LoadModel(mod, true, true);
642                         SCR_PopLoadingScreen(false);
643                 }
644         SCR_PopLoadingScreen(false);
645 }
646
647 unsigned char *mod_base;
648
649
650 //=============================================================================
651
652 /*
653 ================
654 Mod_Print
655 ================
656 */
657 static void Mod_Print(void)
658 {
659         int i;
660         int nummodels = Mem_ExpandableArray_IndexRange(&models);
661         dp_model_t *mod;
662
663         Con_Print("Loaded models:\n");
664         for (i = 0;i < nummodels;i++)
665         {
666                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
667                 {
668                         if (mod->brush.numsubmodels)
669                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
670                         else
671                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
672                 }
673         }
674 }
675
676 /*
677 ================
678 Mod_Precache
679 ================
680 */
681 static void Mod_Precache(void)
682 {
683         if (Cmd_Argc() == 2)
684                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
685         else
686                 Con_Print("usage: modelprecache <filename>\n");
687 }
688
689 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
690 {
691         int i, count;
692         unsigned char *used;
693         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
694         memset(used, 0, numvertices);
695         for (i = 0;i < numelements;i++)
696                 used[elements[i]] = 1;
697         for (i = 0, count = 0;i < numvertices;i++)
698                 remapvertices[i] = used[i] ? count++ : -1;
699         Mem_Free(used);
700         return count;
701 }
702
703 #if 1
704 // fast way, using an edge hash
705 #define TRIANGLEEDGEHASH 8192
706 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
707 {
708         int i, j, p, e1, e2, *n, hashindex, count, match;
709         const int *e;
710         typedef struct edgehashentry_s
711         {
712                 struct edgehashentry_s *next;
713                 int triangle;
714                 int element[2];
715         }
716         edgehashentry_t;
717         static edgehashentry_t **edgehash;
718         edgehashentry_t *edgehashentries, *hash;
719         if (!numtriangles)
720                 return;
721         edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
722         // if there are too many triangles for the stack array, allocate larger buffer
723         edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
724         // find neighboring triangles
725         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
726         {
727                 for (j = 0, p = 2;j < 3;p = j, j++)
728                 {
729                         e1 = e[p];
730                         e2 = e[j];
731                         // this hash index works for both forward and backward edges
732                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
733                         hash = edgehashentries + i * 3 + j;
734                         hash->next = edgehash[hashindex];
735                         edgehash[hashindex] = hash;
736                         hash->triangle = i;
737                         hash->element[0] = e1;
738                         hash->element[1] = e2;
739                 }
740         }
741         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
742         {
743                 for (j = 0, p = 2;j < 3;p = j, j++)
744                 {
745                         e1 = e[p];
746                         e2 = e[j];
747                         // this hash index works for both forward and backward edges
748                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
749                         count = 0;
750                         match = -1;
751                         for (hash = edgehash[hashindex];hash;hash = hash->next)
752                         {
753                                 if (hash->element[0] == e2 && hash->element[1] == e1)
754                                 {
755                                         if (hash->triangle != i)
756                                                 match = hash->triangle;
757                                         count++;
758                                 }
759                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
760                                         count++;
761                         }
762                         // detect edges shared by three triangles and make them seams
763                         if (count > 2)
764                                 match = -1;
765                         n[p] = match;
766                 }
767
768                 // also send a keepalive here (this can take a while too!)
769                 CL_KeepaliveMessage(false);
770         }
771         // free the allocated buffer
772         Mem_Free(edgehashentries);
773         Mem_Free(edgehash);
774 }
775 #else
776 // very slow but simple way
777 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
778 {
779         int i, match, count;
780         count = 0;
781         match = -1;
782         for (i = 0;i < numtriangles;i++, elements += 3)
783         {
784                      if ((elements[0] == start && elements[1] == end)
785                       || (elements[1] == start && elements[2] == end)
786                       || (elements[2] == start && elements[0] == end))
787                 {
788                         if (i != ignore)
789                                 match = i;
790                         count++;
791                 }
792                 else if ((elements[1] == start && elements[0] == end)
793                       || (elements[2] == start && elements[1] == end)
794                       || (elements[0] == start && elements[2] == end))
795                         count++;
796         }
797         // detect edges shared by three triangles and make them seams
798         if (count > 2)
799                 match = -1;
800         return match;
801 }
802
803 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
804 {
805         int i, *n;
806         const int *e;
807         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
808         {
809                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
810                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
811                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
812         }
813 }
814 #endif
815
816 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
817 {
818         int i, warned = false, endvertex = firstvertex + numverts;
819         for (i = 0;i < numtriangles * 3;i++)
820         {
821                 if (elements[i] < firstvertex || elements[i] >= endvertex)
822                 {
823                         if (!warned)
824                         {
825                                 warned = true;
826                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
827                         }
828                         elements[i] = firstvertex;
829                 }
830         }
831 }
832
833 // warning: this is an expensive function!
834 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
835 {
836         int i, j;
837         const int *element;
838         float *vectorNormal;
839         float areaNormal[3];
840         // clear the vectors
841         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
842         // process each vertex of each triangle and accumulate the results
843         // use area-averaging, to make triangles with a big area have a bigger
844         // weighting on the vertex normal than triangles with a small area
845         // to do so, just add the 'normals' together (the bigger the area
846         // the greater the length of the normal is
847         element = elements;
848         for (i = 0; i < numtriangles; i++, element += 3)
849         {
850                 TriangleNormal(
851                         vertex3f + element[0] * 3,
852                         vertex3f + element[1] * 3,
853                         vertex3f + element[2] * 3,
854                         areaNormal
855                         );
856
857                 if (!areaweighting)
858                         VectorNormalize(areaNormal);
859
860                 for (j = 0;j < 3;j++)
861                 {
862                         vectorNormal = normal3f + element[j] * 3;
863                         vectorNormal[0] += areaNormal[0];
864                         vectorNormal[1] += areaNormal[1];
865                         vectorNormal[2] += areaNormal[2];
866                 }
867         }
868         // and just normalize the accumulated vertex normal in the end
869         vectorNormal = normal3f + 3 * firstvertex;
870         for (i = 0; i < numvertices; i++, vectorNormal += 3)
871                 VectorNormalize(vectorNormal);
872 }
873
874 #if 0
875 static void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
876 {
877         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
878         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
879         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
880
881         // 6 multiply, 9 subtract
882         VectorSubtract(v1, v0, v10);
883         VectorSubtract(v2, v0, v20);
884         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
885         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
886         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
887         // 12 multiply, 10 subtract
888         tc10[1] = tc1[1] - tc0[1];
889         tc20[1] = tc2[1] - tc0[1];
890         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
891         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
892         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
893         tc10[0] = tc1[0] - tc0[0];
894         tc20[0] = tc2[0] - tc0[0];
895         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
896         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
897         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
898         // 12 multiply, 4 add, 6 subtract
899         f = DotProduct(svector3f, normal3f);
900         svector3f[0] -= f * normal3f[0];
901         svector3f[1] -= f * normal3f[1];
902         svector3f[2] -= f * normal3f[2];
903         f = DotProduct(tvector3f, normal3f);
904         tvector3f[0] -= f * normal3f[0];
905         tvector3f[1] -= f * normal3f[1];
906         tvector3f[2] -= f * normal3f[2];
907         // if texture is mapped the wrong way (counterclockwise), the tangents
908         // have to be flipped, this is detected by calculating a normal from the
909         // two tangents, and seeing if it is opposite the surface normal
910         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
911         CrossProduct(tvector3f, svector3f, tangentcross);
912         if (DotProduct(tangentcross, normal3f) < 0)
913         {
914                 VectorNegate(svector3f, svector3f);
915                 VectorNegate(tvector3f, tvector3f);
916         }
917 }
918 #endif
919
920 // warning: this is a very expensive function!
921 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)
922 {
923         int i, tnum;
924         float sdir[3], tdir[3], normal[3], *sv, *tv;
925         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
926         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
927         const int *e;
928         // clear the vectors
929         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
930         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
931         // process each vertex of each triangle and accumulate the results
932         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
933         {
934                 v0 = vertex3f + e[0] * 3;
935                 v1 = vertex3f + e[1] * 3;
936                 v2 = vertex3f + e[2] * 3;
937                 tc0 = texcoord2f + e[0] * 2;
938                 tc1 = texcoord2f + e[1] * 2;
939                 tc2 = texcoord2f + e[2] * 2;
940
941                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
942                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
943
944                 // calculate the edge directions and surface normal
945                 // 6 multiply, 9 subtract
946                 VectorSubtract(v1, v0, v10);
947                 VectorSubtract(v2, v0, v20);
948                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
949                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
950                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
951
952                 // calculate the tangents
953                 // 12 multiply, 10 subtract
954                 tc10[1] = tc1[1] - tc0[1];
955                 tc20[1] = tc2[1] - tc0[1];
956                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
957                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
958                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
959                 tc10[0] = tc1[0] - tc0[0];
960                 tc20[0] = tc2[0] - tc0[0];
961                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
962                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
963                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
964
965                 // if texture is mapped the wrong way (counterclockwise), the tangents
966                 // have to be flipped, this is detected by calculating a normal from the
967                 // two tangents, and seeing if it is opposite the surface normal
968                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
969                 CrossProduct(tdir, sdir, tangentcross);
970                 if (DotProduct(tangentcross, normal) < 0)
971                 {
972                         VectorNegate(sdir, sdir);
973                         VectorNegate(tdir, tdir);
974                 }
975
976                 if (!areaweighting)
977                 {
978                         VectorNormalize(sdir);
979                         VectorNormalize(tdir);
980                 }
981                 for (i = 0;i < 3;i++)
982                 {
983                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
984                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
985                 }
986         }
987         // make the tangents completely perpendicular to the surface normal, and
988         // then normalize them
989         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
990         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
991         {
992                 f = -DotProduct(sv, n);
993                 VectorMA(sv, f, n, sv);
994                 VectorNormalize(sv);
995                 f = -DotProduct(tv, n);
996                 VectorMA(tv, f, n, tv);
997                 VectorNormalize(tv);
998         }
999 }
1000
1001 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1002 {
1003         unsigned char *data;
1004         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));
1005         loadmodel->surfmesh.num_vertices = numvertices;
1006         loadmodel->surfmesh.num_triangles = numtriangles;
1007         if (loadmodel->surfmesh.num_vertices)
1008         {
1009                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1010                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1011                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1012                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1013                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1014                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1015                 if (vertexcolors)
1016                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1017                 if (lightmapoffsets)
1018                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1019         }
1020         if (loadmodel->surfmesh.num_triangles)
1021         {
1022                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1023                 if (neighbors)
1024                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1025                 if (loadmodel->surfmesh.num_vertices <= 65536)
1026                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1027         }
1028 }
1029
1030 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)
1031 {
1032         shadowmesh_t *newmesh;
1033         unsigned char *data;
1034         int size;
1035         size = sizeof(shadowmesh_t);
1036         size += maxverts * sizeof(float[3]);
1037         if (light)
1038                 size += maxverts * sizeof(float[11]);
1039         size += maxtriangles * sizeof(int[3]);
1040         if (maxverts <= 65536)
1041                 size += maxtriangles * sizeof(unsigned short[3]);
1042         if (neighbors)
1043                 size += maxtriangles * sizeof(int[3]);
1044         if (expandable)
1045                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1046         data = (unsigned char *)Mem_Alloc(mempool, size);
1047         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1048         newmesh->map_diffuse = map_diffuse;
1049         newmesh->map_specular = map_specular;
1050         newmesh->map_normal = map_normal;
1051         newmesh->maxverts = maxverts;
1052         newmesh->maxtriangles = maxtriangles;
1053         newmesh->numverts = 0;
1054         newmesh->numtriangles = 0;
1055         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1056         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1057
1058         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1059         if (light)
1060         {
1061                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1062                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1063                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1064                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1065         }
1066         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1067         if (neighbors)
1068         {
1069                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1070         }
1071         if (expandable)
1072         {
1073                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1074                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1075         }
1076         if (maxverts <= 65536)
1077                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1078         return newmesh;
1079 }
1080
1081 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1082 {
1083         shadowmesh_t *newmesh;
1084         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1085         newmesh->numverts = oldmesh->numverts;
1086         newmesh->numtriangles = oldmesh->numtriangles;
1087         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1088         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1089
1090         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1091         if (newmesh->svector3f && oldmesh->svector3f)
1092         {
1093                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1094                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1095                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1096                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1097         }
1098         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1099         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1100                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1101         return newmesh;
1102 }
1103
1104 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1105 {
1106         int hashindex, vnum;
1107         shadowmeshvertexhash_t *hash;
1108         // this uses prime numbers intentionally
1109         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1110         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1111         {
1112                 vnum = (hash - mesh->vertexhashentries);
1113                 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]))
1114                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1115                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1116                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1117                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1118                         return hash - mesh->vertexhashentries;
1119         }
1120         vnum = mesh->numverts++;
1121         hash = mesh->vertexhashentries + vnum;
1122         hash->next = mesh->vertexhashtable[hashindex];
1123         mesh->vertexhashtable[hashindex] = hash;
1124         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1125         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1126         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1127         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1128         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1129         return vnum;
1130 }
1131
1132 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1133 {
1134         if (mesh->numtriangles == 0)
1135         {
1136                 // set the properties on this empty mesh to be more favorable...
1137                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1138                 mesh->map_diffuse = map_diffuse;
1139                 mesh->map_specular = map_specular;
1140                 mesh->map_normal = map_normal;
1141         }
1142         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)
1143         {
1144                 if (mesh->next == NULL)
1145                         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);
1146                 mesh = mesh->next;
1147         }
1148         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1149         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1150         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1151         mesh->numtriangles++;
1152 }
1153
1154 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)
1155 {
1156         int i, j, e;
1157         float vbuf[3*14], *v;
1158         memset(vbuf, 0, sizeof(vbuf));
1159         for (i = 0;i < numtris;i++)
1160         {
1161                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1162                 {
1163                         e = *element3i++;
1164                         if (vertex3f)
1165                         {
1166                                 v[0] = vertex3f[e * 3 + 0];
1167                                 v[1] = vertex3f[e * 3 + 1];
1168                                 v[2] = vertex3f[e * 3 + 2];
1169                         }
1170                         if (svector3f)
1171                         {
1172                                 v[3] = svector3f[e * 3 + 0];
1173                                 v[4] = svector3f[e * 3 + 1];
1174                                 v[5] = svector3f[e * 3 + 2];
1175                         }
1176                         if (tvector3f)
1177                         {
1178                                 v[6] = tvector3f[e * 3 + 0];
1179                                 v[7] = tvector3f[e * 3 + 1];
1180                                 v[8] = tvector3f[e * 3 + 2];
1181                         }
1182                         if (normal3f)
1183                         {
1184                                 v[9] = normal3f[e * 3 + 0];
1185                                 v[10] = normal3f[e * 3 + 1];
1186                                 v[11] = normal3f[e * 3 + 2];
1187                         }
1188                         if (texcoord2f)
1189                         {
1190                                 v[12] = texcoord2f[e * 2 + 0];
1191                                 v[13] = texcoord2f[e * 2 + 1];
1192                         }
1193                 }
1194                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1195         }
1196
1197         // the triangle calculation can take a while, so let's do a keepalive here
1198         CL_KeepaliveMessage(false);
1199 }
1200
1201 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)
1202 {
1203         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1204         CL_KeepaliveMessage(false);
1205
1206         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1207 }
1208
1209 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1210 {
1211         if (!mesh->numverts)
1212                 return;
1213
1214         // build r_vertexmesh_t array
1215         // (compressed interleaved array for D3D)
1216         if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1217         {
1218                 int vertexindex;
1219                 int numvertices = mesh->numverts;
1220                 r_vertexmesh_t *vertexmesh;
1221                 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1222                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1223                 {
1224                         VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1225                         VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1226                         VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1227                         VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1228                         Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1229                 }
1230         }
1231
1232         // upload short indices as a buffer
1233         if (mesh->element3s && !mesh->element3s_indexbuffer)
1234                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
1235
1236         // upload int indices as a buffer
1237         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1238                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
1239
1240         // vertex buffer is several arrays and we put them in the same buffer
1241         //
1242         // is this wise?  the texcoordtexture2f array is used with dynamic
1243         // vertex/svector/tvector/normal when rendering animated models, on the
1244         // other hand animated models don't use a lot of vertices anyway...
1245         if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1246         {
1247                 size_t size;
1248                 unsigned char *mem;
1249                 size = 0;
1250                 mesh->vbooffset_vertexmesh         = size;if (mesh->vertexmesh        ) size += mesh->numverts * sizeof(r_vertexmesh_t);
1251                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1252                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1253                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1254                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1255                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1256                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1257                 if (mesh->vertexmesh        ) memcpy(mem + mesh->vbooffset_vertexmesh        , mesh->vertexmesh        , mesh->numverts * sizeof(r_vertexmesh_t));
1258                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1259                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1260                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1261                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1262                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1263                 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false, false);
1264                 Mem_Free(mem);
1265         }
1266 }
1267
1268 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1269 {
1270         shadowmesh_t *mesh, *newmesh, *nextmesh;
1271         // reallocate meshs to conserve space
1272         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1273         {
1274                 nextmesh = mesh->next;
1275                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1276                 {
1277                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1278                         newmesh->next = firstmesh;
1279                         firstmesh = newmesh;
1280                         if (newmesh->element3s)
1281                         {
1282                                 int i;
1283                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1284                                         newmesh->element3s[i] = newmesh->element3i[i];
1285                         }
1286                         if (createvbo)
1287                                 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1288                 }
1289                 Mem_Free(mesh);
1290         }
1291
1292         // this can take a while, so let's do a keepalive here
1293         CL_KeepaliveMessage(false);
1294
1295         return firstmesh;
1296 }
1297
1298 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1299 {
1300         int i;
1301         shadowmesh_t *mesh;
1302         vec3_t nmins, nmaxs, ncenter, temp;
1303         float nradius2, dist2, *v;
1304         VectorClear(nmins);
1305         VectorClear(nmaxs);
1306         // calculate bbox
1307         for (mesh = firstmesh;mesh;mesh = mesh->next)
1308         {
1309                 if (mesh == firstmesh)
1310                 {
1311                         VectorCopy(mesh->vertex3f, nmins);
1312                         VectorCopy(mesh->vertex3f, nmaxs);
1313                 }
1314                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1315                 {
1316                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1317                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1318                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1319                 }
1320         }
1321         // calculate center and radius
1322         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1323         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1324         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1325         nradius2 = 0;
1326         for (mesh = firstmesh;mesh;mesh = mesh->next)
1327         {
1328                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1329                 {
1330                         VectorSubtract(v, ncenter, temp);
1331                         dist2 = DotProduct(temp, temp);
1332                         if (nradius2 < dist2)
1333                                 nradius2 = dist2;
1334                 }
1335         }
1336         // return data
1337         if (mins)
1338                 VectorCopy(nmins, mins);
1339         if (maxs)
1340                 VectorCopy(nmaxs, maxs);
1341         if (center)
1342                 VectorCopy(ncenter, center);
1343         if (radius)
1344                 *radius = sqrt(nradius2);
1345 }
1346
1347 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1348 {
1349         shadowmesh_t *nextmesh;
1350         for (;mesh;mesh = nextmesh)
1351         {
1352                 if (mesh->element3i_indexbuffer)
1353                         R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1354                 if (mesh->element3s_indexbuffer)
1355                         R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1356                 if (mesh->vbo_vertexbuffer)
1357                         R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1358                 nextmesh = mesh->next;
1359                 Mem_Free(mesh);
1360         }
1361 }
1362
1363 void Mod_CreateCollisionMesh(dp_model_t *mod)
1364 {
1365         int k, numcollisionmeshtriangles;
1366         qboolean usesinglecollisionmesh = false;
1367         const msurface_t *surface = NULL;
1368
1369         mempool_t *mempool = mod->mempool;
1370         if (!mempool && mod->brush.parentmodel)
1371                 mempool = mod->brush.parentmodel->mempool;
1372         // make a single combined collision mesh for physics engine use
1373         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1374         numcollisionmeshtriangles = 0;
1375         for (k = 0;k < mod->nummodelsurfaces;k++)
1376         {
1377                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1378                 if (!strcmp(surface->texture->name, "collision") || !strcmp(surface->texture->name, "collisionconvex")) // found collision mesh
1379                 {
1380                         usesinglecollisionmesh = true;
1381                         numcollisionmeshtriangles = surface->num_triangles;
1382                         break;
1383                 }
1384                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1385                         continue;
1386                 numcollisionmeshtriangles += surface->num_triangles;
1387         }
1388         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1389         if (usesinglecollisionmesh)
1390                 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));
1391         else
1392         {
1393                 for (k = 0;k < mod->nummodelsurfaces;k++)
1394                 {
1395                         surface = mod->data_surfaces + mod->firstmodelsurface + k;
1396                         if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1397                                 continue;
1398                         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));
1399                 }
1400         }
1401         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1402 }
1403
1404 #if 0
1405 static void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1406 {
1407         float v[3], tc[3];
1408         v[0] = ix;
1409         v[1] = iy;
1410         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1411                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1412         else
1413                 v[2] = 0;
1414         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1415         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1416         texcoord2f[0] = tc[0];
1417         texcoord2f[1] = tc[1];
1418 }
1419
1420 static void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1421 {
1422         float vup[3], vdown[3], vleft[3], vright[3];
1423         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1424         float sv[3], tv[3], nl[3];
1425         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1426         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1427         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1428         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1429         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1430         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1431         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1432         VectorAdd(svector3f, sv, svector3f);
1433         VectorAdd(tvector3f, tv, tvector3f);
1434         VectorAdd(normal3f, nl, normal3f);
1435         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1436         VectorAdd(svector3f, sv, svector3f);
1437         VectorAdd(tvector3f, tv, tvector3f);
1438         VectorAdd(normal3f, nl, normal3f);
1439         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1440         VectorAdd(svector3f, sv, svector3f);
1441         VectorAdd(tvector3f, tv, tvector3f);
1442         VectorAdd(normal3f, nl, normal3f);
1443 }
1444
1445 static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1446 {
1447         int x, y, ix, iy, *e;
1448         e = element3i;
1449         for (y = 0;y < height;y++)
1450         {
1451                 for (x = 0;x < width;x++)
1452                 {
1453                         e[0] = (y + 1) * (width + 1) + (x + 0);
1454                         e[1] = (y + 0) * (width + 1) + (x + 0);
1455                         e[2] = (y + 1) * (width + 1) + (x + 1);
1456                         e[3] = (y + 0) * (width + 1) + (x + 0);
1457                         e[4] = (y + 0) * (width + 1) + (x + 1);
1458                         e[5] = (y + 1) * (width + 1) + (x + 1);
1459                         e += 6;
1460                 }
1461         }
1462         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1463         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1464                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1465                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1466 }
1467 #endif
1468
1469 #if 0
1470 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1471 {
1472         float mins[3];
1473         float maxs[3];
1474         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1475         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1476         float viewvector[3];
1477         unsigned int firstvertex;
1478         unsigned int *e;
1479         float *v;
1480         if (chunkwidth < 2 || chunkheight < 2)
1481                 return;
1482         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]);
1483         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]);
1484         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1485         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1486         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1487         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1488         {
1489                 // too close for this stepsize, emit as 4 chunks instead
1490                 stepsize /= 2;
1491                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1492                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1493                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1494                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1495                 return;
1496         }
1497         // emit the geometry at stepsize into our vertex buffer / index buffer
1498         // we add two columns and two rows for skirt
1499         outwidth = chunkwidth+2;
1500         outheight = chunkheight+2;
1501         outwidth2 = outwidth-1;
1502         outheight2 = outheight-1;
1503         outwidth3 = outwidth+1;
1504         outheight3 = outheight+1;
1505         firstvertex = numvertices;
1506         e = model->terrain.element3i + numtriangles;
1507         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1508         v = model->terrain.vertex3f + numvertices;
1509         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1510         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1511         for (ty = 0;ty < outheight;ty++)
1512         {
1513                 for (tx = 0;tx < outwidth;tx++)
1514                 {
1515                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1516                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1517                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1518                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1519                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1520                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1521                 }
1522         }
1523         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1524         for (ty = 0;ty <= outheight;ty++)
1525         {
1526                 skirtrow = ty == 0 || ty == outheight;
1527                 ry = y+bound(1, ty, outheight)*stepsize;
1528                 for (tx = 0;tx <= outwidth;tx++)
1529                 {
1530                         skirt = skirtrow || tx == 0 || tx == outwidth;
1531                         rx = x+bound(1, tx, outwidth)*stepsize;
1532                         v[0] = rx*scale[0];
1533                         v[1] = ry*scale[1];
1534                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1535                         v += 3;
1536                 }
1537         }
1538         // TODO: emit skirt vertices
1539 }
1540
1541 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1542 {
1543         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1544         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1545         Mod_Terrain_BuildChunk(model, 
1546 }
1547 #endif
1548
1549 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1550 {
1551         int offset = 0;
1552         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1553         {
1554                 offset = bound(0, s[4] - '0', 9);
1555                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1556                 s += 4;
1557                 if(*s)
1558                         ++s;
1559         }
1560         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1561         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1562         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1563         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1564         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1565         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1566         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1567         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1568         return offset | Q3WAVEFUNC_NONE;
1569 }
1570
1571 void Mod_FreeQ3Shaders(void)
1572 {
1573         Mem_FreePool(&q3shaders_mem);
1574 }
1575
1576 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1577 {
1578         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1579         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1580         q3shader_hash_entry_t* lastEntry = NULL;
1581         while (entry != NULL)
1582         {
1583                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1584                 {
1585                         // redeclaration
1586                         if(shader->dpshaderkill)
1587                         {
1588                                 // killed shader is a redeclarion? we can safely ignore it
1589                                 return;
1590                         }
1591                         else if(entry->shader.dpshaderkill)
1592                         {
1593                                 // replace the old shader!
1594                                 // this will skip the entry allocating part
1595                                 // below and just replace the shader
1596                                 break;
1597                         }
1598                         else
1599                         {
1600                                 unsigned char *start, *end, *start2;
1601                                 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1602                                 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1603                                 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1604                                 if(memcmp(start, start2, end - start))
1605                                         Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1606                                 else
1607                                         Con_DPrintf("Shader '%s' already defined\n", shader->name);
1608                                 return;
1609                         }
1610                 }
1611                 lastEntry = entry;
1612                 entry = entry->chain;
1613         }
1614         if (entry == NULL)
1615         {
1616                 if (lastEntry->shader.name[0] != 0)
1617                 {
1618                         /* Add to chain */
1619                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1620                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1621
1622                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1623                         lastEntry->chain = newEntry;
1624                         newEntry->chain = NULL;
1625                         lastEntry = newEntry;
1626                 }
1627                 /* else: head of chain, in hash entry array */
1628                 entry = lastEntry;
1629         }
1630         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1631 }
1632
1633 extern cvar_t mod_noshader_default_offsetmapping;
1634 extern cvar_t mod_q3shader_default_offsetmapping;
1635 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1636 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1637 extern cvar_t mod_q3shader_default_polygonoffset;
1638 extern cvar_t mod_q3shader_default_polygonfactor;
1639 extern cvar_t mod_q3shader_force_addalpha;
1640 extern cvar_t mod_q3shader_force_terrain_alphaflag;
1641 void Mod_LoadQ3Shaders(void)
1642 {
1643         int j;
1644         int fileindex;
1645         fssearch_t *search;
1646         char *f;
1647         const char *text;
1648         q3shaderinfo_t shader;
1649         q3shaderinfo_layer_t *layer;
1650         int numparameters;
1651         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1652         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1653         unsigned long custsurfaceflags[256]; 
1654         int numcustsurfaceflags;
1655         qboolean dpshaderkill;
1656
1657         Mod_FreeQ3Shaders();
1658
1659         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1660         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1661                 sizeof (q3shader_data_t));
1662         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1663                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1664         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1665                 q3shaders_mem, sizeof (char**), 256);
1666
1667         // parse custinfoparms.txt
1668         numcustsurfaceflags = 0;
1669         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1670         {
1671                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1672                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1673                 else
1674                 {
1675                         while (COM_ParseToken_QuakeC(&text, false))
1676                                 if (!strcasecmp(com_token, "}"))
1677                                         break;
1678                         // custom surfaceflags section
1679                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1680                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1681                         else
1682                         {
1683                                 while(COM_ParseToken_QuakeC(&text, false))
1684                                 {
1685                                         if (!strcasecmp(com_token, "}"))
1686                                                 break;  
1687                                         // register surfaceflag
1688                                         if (numcustsurfaceflags >= 256)
1689                                         {
1690                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1691                                                 break;
1692                                         }
1693                                         // name
1694                                         j = strlen(com_token)+1;
1695                                         custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j);
1696                                         strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1);
1697                                         // value
1698                                         if (COM_ParseToken_QuakeC(&text, false))
1699                                                 custsurfaceflags[numcustsurfaceflags] = strtol(com_token, NULL, 0);
1700                                         else
1701                                                 custsurfaceflags[numcustsurfaceflags] = 0;
1702                                         numcustsurfaceflags++;
1703                                 }
1704                         }
1705                 }
1706                 Mem_Free(f);
1707         }
1708
1709         // parse shaders
1710         search = FS_Search("scripts/*.shader", true, false);
1711         if (!search)
1712                 return;
1713         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1714         {
1715                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1716                 if (!f)
1717                         continue;
1718                 while (COM_ParseToken_QuakeC(&text, false))
1719                 {
1720                         memset (&shader, 0, sizeof(shader));
1721                         shader.name[0] = 0;
1722                         shader.surfaceparms = 0;
1723                         shader.surfaceflags = 0;
1724                         shader.textureflags = 0;
1725                         shader.numlayers = 0;
1726                         shader.lighting = false;
1727                         shader.vertexalpha = false;
1728                         shader.textureblendalpha = false;
1729                         shader.primarylayer = 0;
1730                         shader.backgroundlayer = 0;
1731                         shader.skyboxname[0] = 0;
1732                         shader.deforms[0].deform = Q3DEFORM_NONE;
1733                         shader.dpnortlight = false;
1734                         shader.dpshadow = false;
1735                         shader.dpnoshadow = false;
1736                         shader.dpmeshcollisions = false;
1737                         shader.dpshaderkill = false;
1738                         shader.dpreflectcube[0] = 0;
1739                         shader.reflectmin = 0;
1740                         shader.reflectmax = 1;
1741                         shader.refractfactor = 1;
1742                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1743                         shader.reflectfactor = 1;
1744                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1745                         shader.r_water_wateralpha = 1;
1746                         shader.r_water_waterscroll[0] = 0;
1747                         shader.r_water_waterscroll[1] = 0;
1748                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1749                         shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1750                         shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1751                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1752                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1753                         shader.transparentsort = TRANSPARENTSORT_DISTANCE;
1754                         shader.specularscalemod = 1;
1755                         shader.specularpowermod = 1;
1756                         shader.rtlightambient = 0;
1757                         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
1758                         // JUST GREP FOR "specularscalemod = 1".
1759
1760                         strlcpy(shader.name, com_token, sizeof(shader.name));
1761                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1762                         {
1763                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1764                                 break;
1765                         }
1766                         while (COM_ParseToken_QuakeC(&text, false))
1767                         {
1768                                 if (!strcasecmp(com_token, "}"))
1769                                         break;
1770                                 if (!strcasecmp(com_token, "{"))
1771                                 {
1772                                         static q3shaderinfo_layer_t dummy;
1773                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1774                                         {
1775                                                 layer = shader.layers + shader.numlayers++;
1776                                         }
1777                                         else
1778                                         {
1779                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1780                                                 memset(&dummy, 0, sizeof(dummy));
1781                                                 layer = &dummy;
1782                                         }
1783                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1784                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1785                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1786                                         layer->blendfunc[0] = GL_ONE;
1787                                         layer->blendfunc[1] = GL_ZERO;
1788                                         while (COM_ParseToken_QuakeC(&text, false))
1789                                         {
1790                                                 if (!strcasecmp(com_token, "}"))
1791                                                         break;
1792                                                 if (!strcasecmp(com_token, "\n"))
1793                                                         continue;
1794                                                 numparameters = 0;
1795                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1796                                                 {
1797                                                         if (j < TEXTURE_MAXFRAMES + 4)
1798                                                         {
1799                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1800                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1801                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1802                                                                 else
1803                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1804                                                                 numparameters = j + 1;
1805                                                         }
1806                                                         if (!COM_ParseToken_QuakeC(&text, true))
1807                                                                 break;
1808                                                 }
1809                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1810                                                 //      parameter[j][0] = 0;
1811                                                 if (developer_insane.integer)
1812                                                 {
1813                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1814                                                         for (j = 0;j < numparameters;j++)
1815                                                                 Con_DPrintf(" %s", parameter[j]);
1816                                                         Con_DPrint("\n");
1817                                                 }
1818                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1819                                                 {
1820                                                         if (numparameters == 2)
1821                                                         {
1822                                                                 if (!strcasecmp(parameter[1], "add"))
1823                                                                 {
1824                                                                         layer->blendfunc[0] = GL_ONE;
1825                                                                         layer->blendfunc[1] = GL_ONE;
1826                                                                 }
1827                                                                 else if (!strcasecmp(parameter[1], "addalpha"))
1828                                                                 {
1829                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1830                                                                         layer->blendfunc[1] = GL_ONE;
1831                                                                 }
1832                                                                 else if (!strcasecmp(parameter[1], "filter"))
1833                                                                 {
1834                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1835                                                                         layer->blendfunc[1] = GL_ZERO;
1836                                                                 }
1837                                                                 else if (!strcasecmp(parameter[1], "blend"))
1838                                                                 {
1839                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1840                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1841                                                                 }
1842                                                         }
1843                                                         else if (numparameters == 3)
1844                                                         {
1845                                                                 int k;
1846                                                                 for (k = 0;k < 2;k++)
1847                                                                 {
1848                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1849                                                                                 layer->blendfunc[k] = GL_ONE;
1850                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1851                                                                                 layer->blendfunc[k] = GL_ZERO;
1852                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1853                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1854                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1855                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1856                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1857                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1858                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1859                                                                                 layer->blendfunc[k] = GL_DST_ALPHA;
1860                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1861                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1862                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1863                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1864                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1865                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1866                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1867                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1868                                                                         else
1869                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1870                                                                 }
1871                                                         }
1872                                                 }
1873                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1874                                                         layer->alphatest = true;
1875                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1876                                                 {
1877                                                         if (!strcasecmp(parameter[0], "clampmap"))
1878                                                                 layer->clampmap = true;
1879                                                         layer->numframes = 1;
1880                                                         layer->framerate = 1;
1881                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1882                                                                 &q3shader_data->char_ptrs);
1883                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1884                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1885                                                                 shader.lighting = true;
1886                                                 }
1887                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1888                                                 {
1889                                                         int i;
1890                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1891                                                         layer->framerate = atof(parameter[1]);
1892                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1893                                                         for (i = 0;i < layer->numframes;i++)
1894                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1895                                                 }
1896                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1897                                                 {
1898                                                         int i;
1899                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1900                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1901                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1902                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1903                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1904                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1905                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1906                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1907                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1908                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1909                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1910                                                         else if (!strcasecmp(parameter[1], "wave"))
1911                                                         {
1912                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1913                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1914                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1915                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1916                                                         }
1917                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1918                                                 }
1919                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1920                                                 {
1921                                                         int i;
1922                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1923                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1924                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1925                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1926                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1927                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1928                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1929                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1930                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1931                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1932                                                         else if (!strcasecmp(parameter[1], "wave"))
1933                                                         {
1934                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1935                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1936                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1937                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1938                                                         }
1939                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1940                                                 }
1941                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1942                                                 {
1943                                                         int i;
1944                                                         // observed values: tcgen environment
1945                                                         // no other values have been observed in real shaders
1946                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1947                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1948                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1949                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1950                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1951                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1952                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1953                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1954                                                 }
1955                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1956                                                 {
1957                                                         int i, tcmodindex;
1958                                                         // observed values:
1959                                                         // tcmod rotate #
1960                                                         // tcmod scale # #
1961                                                         // tcmod scroll # #
1962                                                         // tcmod stretch sin # # # #
1963                                                         // tcmod stretch triangle # # # #
1964                                                         // tcmod transform # # # # # #
1965                                                         // tcmod turb # # # #
1966                                                         // tcmod turb sin # # # #  (this is bogus)
1967                                                         // no other values have been observed in real shaders
1968                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1969                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1970                                                                         break;
1971                                                         if (tcmodindex < Q3MAXTCMODS)
1972                                                         {
1973                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1974                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1975                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1976                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1977                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1978                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1979                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1980                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1981                                                                 {
1982                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1983                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1984                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1985                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1986                                                                 }
1987                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1988                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1989                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1990                                                         }
1991                                                         else
1992                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1993                                                 }
1994                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1995                                                 if (!strcasecmp(com_token, "}"))
1996                                                         break;
1997                                         }
1998                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1999                                                 shader.lighting = true;
2000                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
2001                                         {
2002                                                 if (layer == shader.layers + 0)
2003                                                 {
2004                                                         // vertex controlled transparency
2005                                                         shader.vertexalpha = true;
2006                                                 }
2007                                                 else
2008                                                 {
2009                                                         // multilayer terrain shader or similar
2010                                                         shader.textureblendalpha = true;
2011                                                         if (mod_q3shader_force_terrain_alphaflag.integer)
2012                                                                 shader.layers[0].texflags |= TEXF_ALPHA;
2013                                                 }
2014                                         }
2015
2016                                         if(mod_q3shader_force_addalpha.integer)
2017                                         {
2018                                                 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2019                                                 // this cvar brings back this behaviour
2020                                                 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2021                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
2022                                         }
2023                                         
2024                                         layer->texflags = 0;
2025                                         if (layer->alphatest)
2026                                                 layer->texflags |= TEXF_ALPHA;
2027                                         switch(layer->blendfunc[0])
2028                                         {
2029                                                 case GL_SRC_ALPHA:
2030                                                 case GL_ONE_MINUS_SRC_ALPHA:
2031                                                         layer->texflags |= TEXF_ALPHA;
2032                                                         break;
2033                                         }
2034                                         switch(layer->blendfunc[1])
2035                                         {
2036                                                 case GL_SRC_ALPHA:
2037                                                 case GL_ONE_MINUS_SRC_ALPHA:
2038                                                         layer->texflags |= TEXF_ALPHA;
2039                                                         break;
2040                                         }
2041                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2042                                                 layer->texflags |= TEXF_MIPMAP;
2043                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2044                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2045                                         if (layer->clampmap)
2046                                                 layer->texflags |= TEXF_CLAMP;
2047                                         continue;
2048                                 }
2049                                 numparameters = 0;
2050                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2051                                 {
2052                                         if (j < TEXTURE_MAXFRAMES + 4)
2053                                         {
2054                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2055                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2056                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2057                                                 else
2058                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2059                                                 numparameters = j + 1;
2060                                         }
2061                                         if (!COM_ParseToken_QuakeC(&text, true))
2062                                                 break;
2063                                 }
2064                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2065                                 //      parameter[j][0] = 0;
2066                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2067                                         break;
2068                                 if (developer_insane.integer)
2069                                 {
2070                                         Con_DPrintf("%s: ", shader.name);
2071                                         for (j = 0;j < numparameters;j++)
2072                                                 Con_DPrintf(" %s", parameter[j]);
2073                                         Con_DPrint("\n");
2074                                 }
2075                                 if (numparameters < 1)
2076                                         continue;
2077                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2078                                 {
2079                                         if (!strcasecmp(parameter[1], "alphashadow"))
2080                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2081                                         else if (!strcasecmp(parameter[1], "areaportal"))
2082                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2083                                         else if (!strcasecmp(parameter[1], "botclip"))
2084                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2085                                         else if (!strcasecmp(parameter[1], "clusterportal"))
2086                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2087                                         else if (!strcasecmp(parameter[1], "detail"))
2088                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2089                                         else if (!strcasecmp(parameter[1], "donotenter"))
2090                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2091                                         else if (!strcasecmp(parameter[1], "dust"))
2092                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2093                                         else if (!strcasecmp(parameter[1], "hint"))
2094                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2095                                         else if (!strcasecmp(parameter[1], "fog"))
2096                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2097                                         else if (!strcasecmp(parameter[1], "lava"))
2098                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2099                                         else if (!strcasecmp(parameter[1], "lightfilter"))
2100                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2101                                         else if (!strcasecmp(parameter[1], "lightgrid"))
2102                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2103                                         else if (!strcasecmp(parameter[1], "metalsteps"))
2104                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2105                                         else if (!strcasecmp(parameter[1], "nodamage"))
2106                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2107                                         else if (!strcasecmp(parameter[1], "nodlight"))
2108                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2109                                         else if (!strcasecmp(parameter[1], "nodraw"))
2110                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2111                                         else if (!strcasecmp(parameter[1], "nodrop"))
2112                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2113                                         else if (!strcasecmp(parameter[1], "noimpact"))
2114                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2115                                         else if (!strcasecmp(parameter[1], "nolightmap"))
2116                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2117                                         else if (!strcasecmp(parameter[1], "nomarks"))
2118                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2119                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
2120                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2121                                         else if (!strcasecmp(parameter[1], "nonsolid"))
2122                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2123                                         else if (!strcasecmp(parameter[1], "origin"))
2124                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2125                                         else if (!strcasecmp(parameter[1], "playerclip"))
2126                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2127                                         else if (!strcasecmp(parameter[1], "sky"))
2128                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2129                                         else if (!strcasecmp(parameter[1], "slick"))
2130                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2131                                         else if (!strcasecmp(parameter[1], "slime"))
2132                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2133                                         else if (!strcasecmp(parameter[1], "structural"))
2134                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2135                                         else if (!strcasecmp(parameter[1], "trans"))
2136                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2137                                         else if (!strcasecmp(parameter[1], "water"))
2138                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2139                                         else if (!strcasecmp(parameter[1], "pointlight"))
2140                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2141                                         else if (!strcasecmp(parameter[1], "antiportal"))
2142                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2143                                         else if (!strcasecmp(parameter[1], "skip"))
2144                                                 ; // shader.surfaceparms |= Q3SURFACEPARM_SKIP; FIXME we don't have enough #defines for this any more, and the engine doesn't need this one anyway
2145                                         else
2146                                         {
2147                                                 // try custom surfaceparms
2148                                                 for (j = 0; j < numcustsurfaceflags; j++)
2149                                                 {
2150                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2151                                                         {
2152                                                                 shader.surfaceflags |= custsurfaceflags[j];
2153                                                                 break;
2154                                                         }
2155                                                 }
2156                                                 // failed all
2157                                                 if (j == numcustsurfaceflags)
2158                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2159                                         }
2160                                 }
2161                                 else if (!strcasecmp(parameter[0], "dpshadow"))
2162                                         shader.dpshadow = true;
2163                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2164                                         shader.dpnoshadow = true;
2165                                 else if (!strcasecmp(parameter[0], "dpnortlight"))
2166                                         shader.dpnortlight = true;
2167                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2168                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2169                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2170                                         shader.dpmeshcollisions = true;
2171                                 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2172                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2173                                 {
2174                                         if (Cvar_VariableValue(parameter[1]) == 0.0f)
2175                                                 shader.dpshaderkill = dpshaderkill;
2176                                 }
2177                                 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2178                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2179                                 {
2180                                         const char *op = NULL;
2181                                         if (numparameters >= 3)
2182                                                 op = parameter[2];
2183                                         if(!op)
2184                                         {
2185                                                 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2186                                                         shader.dpshaderkill = dpshaderkill;
2187                                         }
2188                                         else if (numparameters >= 4 && !strcmp(op, "=="))
2189                                         {
2190                                                 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2191                                                         shader.dpshaderkill = dpshaderkill;
2192                                         }
2193                                         else if (numparameters >= 4 && !strcmp(op, "!="))
2194                                         {
2195                                                 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2196                                                         shader.dpshaderkill = dpshaderkill;
2197                                         }
2198                                         else if (numparameters >= 4 && !strcmp(op, ">"))
2199                                         {
2200                                                 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2201                                                         shader.dpshaderkill = dpshaderkill;
2202                                         }
2203                                         else if (numparameters >= 4 && !strcmp(op, "<"))
2204                                         {
2205                                                 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2206                                                         shader.dpshaderkill = dpshaderkill;
2207                                         }
2208                                         else if (numparameters >= 4 && !strcmp(op, ">="))
2209                                         {
2210                                                 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2211                                                         shader.dpshaderkill = dpshaderkill;
2212                                         }
2213                                         else if (numparameters >= 4 && !strcmp(op, "<="))
2214                                         {
2215                                                 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2216                                                         shader.dpshaderkill = dpshaderkill;
2217                                         }
2218                                         else
2219                                         {
2220                                                 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2221                                         }
2222                                 }
2223                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2224                                 {
2225                                         // some q3 skies don't have the sky parm set
2226                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2227                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2228                                 }
2229                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2230                                 {
2231                                         // some q3 skies don't have the sky parm set
2232                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2233                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2234                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2235                                 }
2236                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2237                                 {
2238                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2239                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2240                                 }
2241                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2242                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2243                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2244                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2245                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2246                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2247                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2248                                 {
2249                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2250                                         if(numparameters >= 2)
2251                                         {
2252                                                 shader.biaspolygonfactor = atof(parameter[1]);
2253                                                 if(numparameters >= 3)
2254                                                         shader.biaspolygonoffset = atof(parameter[2]);
2255                                                 else
2256                                                         shader.biaspolygonoffset = 0;
2257                                         }
2258                                 }
2259                                 else if (!strcasecmp(parameter[0], "dptransparentsort") && numparameters >= 2)
2260                                 {
2261                                         shader.textureflags |= Q3TEXTUREFLAG_TRANSPARENTSORT;
2262                                         if (!strcasecmp(parameter[1], "sky"))
2263                                                 shader.transparentsort = TRANSPARENTSORT_SKY;
2264                                         else if (!strcasecmp(parameter[1], "distance"))
2265                                                 shader.transparentsort = TRANSPARENTSORT_DISTANCE;
2266                                         else if (!strcasecmp(parameter[1], "hud"))
2267                                                 shader.transparentsort = TRANSPARENTSORT_HUD;
2268                                         else
2269                                                 Con_DPrintf("%s parsing warning: unknown dptransparentsort category \"%s\", or not enough arguments\n", search->filenames[fileindex], parameter[1]);
2270                                 }
2271                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2272                                 {
2273                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2274                                         shader.refractfactor = atof(parameter[1]);
2275                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2276                                 }
2277                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2278                                 {
2279                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2280                                         shader.reflectfactor = atof(parameter[1]);
2281                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2282                                 }
2283                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2284                                 {
2285                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2286                                 }
2287                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2288                                 {
2289                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2290                                         shader.reflectmin = atof(parameter[1]);
2291                                         shader.reflectmax = atof(parameter[2]);
2292                                         shader.refractfactor = atof(parameter[3]);
2293                                         shader.reflectfactor = atof(parameter[4]);
2294                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2295                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2296                                         shader.r_water_wateralpha = atof(parameter[11]);
2297                                 }
2298                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2299                                 {
2300                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2301                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2302                                 }
2303                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2304                                 {
2305                                         shader.specularscalemod = atof(parameter[1]);
2306                                 }
2307                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2308                                 {
2309                                         shader.specularpowermod = atof(parameter[1]);
2310                                 }
2311                                 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2312                                 {
2313                                         shader.rtlightambient = atof(parameter[1]);
2314                                 }
2315                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2316                                 {
2317                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2318                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2319                                         else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2320                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2321                                         else if (!strcasecmp(parameter[1], "linear"))
2322                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2323                                         else if (!strcasecmp(parameter[1], "relief"))
2324                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2325                                         if (numparameters >= 3)
2326                                                 shader.offsetscale = atof(parameter[2]);
2327                                         if (numparameters >= 5)
2328                                         {
2329                                                 if(!strcasecmp(parameter[3], "bias"))
2330                                                         shader.offsetbias = atof(parameter[4]);
2331                                                 else if(!strcasecmp(parameter[3], "match"))
2332                                                         shader.offsetbias = 1.0f - atof(parameter[4]);
2333                                                 else if(!strcasecmp(parameter[3], "match8"))
2334                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2335                                                 else if(!strcasecmp(parameter[3], "match16"))
2336                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2337                                         }
2338                                 }
2339                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2340                                 {
2341                                         int i, deformindex;
2342                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2343                                                 if (!shader.deforms[deformindex].deform)
2344                                                         break;
2345                                         if (deformindex < Q3MAXDEFORMS)
2346                                         {
2347                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2348                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2349                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2350                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2351                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2352                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2353                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2354                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2355                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2356                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2357                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2358                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2359                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2360                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2361                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2362                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2363                                                 {
2364                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2365                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2366                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2367                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2368                                                 }
2369                                                 else if (!strcasecmp(parameter[1], "move"            ))
2370                                                 {
2371                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2372                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2373                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2374                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2375                                                 }
2376                                         }
2377                                 }
2378                         }
2379                         // hide this shader if a cvar said it should be killed
2380                         if (shader.dpshaderkill)
2381                                 shader.numlayers = 0;
2382                         // pick the primary layer to render with
2383                         if (shader.numlayers)
2384                         {
2385                                 shader.backgroundlayer = -1;
2386                                 shader.primarylayer = 0;
2387                                 // if lightmap comes first this is definitely an ordinary texture
2388                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2389                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
2390                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2391                                 {
2392                                         shader.backgroundlayer = -1;
2393                                         shader.primarylayer = 1;
2394                                 }
2395                                 else if (shader.numlayers >= 2
2396                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2397                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
2398                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2399                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
2400                                 {
2401                                         // terrain blending or other effects
2402                                         shader.backgroundlayer = 0;
2403                                         shader.primarylayer = 1;
2404                                 }
2405                         }
2406                         // fix up multiple reflection types
2407                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2408                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2409
2410                         Q3Shader_AddToHash (&shader);
2411                 }
2412                 Mem_Free(f);
2413         }
2414         FS_FreeSearch(search);
2415         // free custinfoparm values
2416         for (j = 0; j < numcustsurfaceflags; j++)
2417                 Mem_Free(custsurfaceparmnames[j]);
2418 }
2419
2420 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2421 {
2422         unsigned short hash;
2423         q3shader_hash_entry_t* entry;
2424         if (!q3shaders_mem)
2425                 Mod_LoadQ3Shaders();
2426         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2427         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2428         while (entry != NULL)
2429         {
2430                 if (strcasecmp (entry->shader.name, name) == 0)
2431                         return &entry->shader;
2432                 entry = entry->chain;
2433         }
2434         return NULL;
2435 }
2436
2437 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2438 {
2439         int j;
2440         int texflagsmask, texflagsor;
2441         qboolean success = true;
2442         q3shaderinfo_t *shader;
2443         if (!name)
2444                 name = "";
2445         strlcpy(texture->name, name, sizeof(texture->name));
2446         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2447
2448         texflagsmask = ~0;
2449         if(!(defaulttexflags & TEXF_PICMIP))
2450                 texflagsmask &= ~TEXF_PICMIP;
2451         if(!(defaulttexflags & TEXF_COMPRESS))
2452                 texflagsmask &= ~TEXF_COMPRESS;
2453         texflagsor = 0;
2454         if(defaulttexflags & TEXF_ISWORLD)
2455                 texflagsor |= TEXF_ISWORLD;
2456         if(defaulttexflags & TEXF_ISSPRITE)
2457                 texflagsor |= TEXF_ISSPRITE;
2458         // unless later loaded from the shader
2459         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2460         texture->offsetscale = 1;
2461         texture->offsetbias = 0;
2462         texture->specularscalemod = 1;
2463         texture->specularpowermod = 1; 
2464         texture->rtlightambient = 0;
2465         texture->transparentsort = TRANSPARENTSORT_DISTANCE;
2466         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
2467         // JUST GREP FOR "specularscalemod = 1".
2468
2469         if (shader)
2470         {
2471                 if (developer_loading.integer)
2472                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2473
2474                 // allow disabling of picmip or compression by defaulttexflags
2475                 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2476
2477                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2478                 {
2479                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2480                         if (shader->skyboxname[0])
2481                         {
2482                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2483                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2484                         }
2485                 }
2486                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2487                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2488                 else
2489                         texture->basematerialflags = MATERIALFLAG_WALL;
2490
2491                 if (shader->layers[0].alphatest)
2492                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2493                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2494                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2495                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2496                 {
2497                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2498                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2499                 }
2500                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2501                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2502                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2503                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2504                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2505                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2506                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2507                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2508                 texture->customblendfunc[0] = GL_ONE;
2509                 texture->customblendfunc[1] = GL_ZERO;
2510                 texture->transparentsort = shader->transparentsort;
2511                 if (shader->numlayers > 0)
2512                 {
2513                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2514                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2515 /*
2516 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2517 * additive               GL_ONE GL_ONE
2518 additive weird         GL_ONE GL_SRC_ALPHA
2519 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2520 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2521 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2522 brighten               GL_DST_COLOR GL_ONE
2523 brighten               GL_ONE GL_SRC_COLOR
2524 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2525 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2526 * modulate               GL_DST_COLOR GL_ZERO
2527 * modulate               GL_ZERO GL_SRC_COLOR
2528 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2529 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2530 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2531 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2532 * no blend               GL_ONE GL_ZERO
2533 nothing                GL_ZERO GL_ONE
2534 */
2535                         // if not opaque, figure out what blendfunc to use
2536                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2537                         {
2538                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2539                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2540                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2541                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2542                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2543                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2544                                 else
2545                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2546                         }
2547                 }
2548                 if (!shader->lighting)
2549                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2550                 if (shader->primarylayer >= 0)
2551                 {
2552                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2553                         // copy over many primarylayer parameters
2554                         texture->rgbgen = primarylayer->rgbgen;
2555                         texture->alphagen = primarylayer->alphagen;
2556                         texture->tcgen = primarylayer->tcgen;
2557                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2558                         // load the textures
2559                         texture->numskinframes = primarylayer->numframes;
2560                         texture->skinframerate = primarylayer->framerate;
2561                         for (j = 0;j < primarylayer->numframes;j++)
2562                         {
2563                                 if(cls.state == ca_dedicated)
2564                                 {
2565                                         texture->skinframes[j] = NULL;
2566                                 }
2567                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2568                                 {
2569                                         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);
2570                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2571                                 }
2572                         }
2573                 }
2574                 if (shader->backgroundlayer >= 0)
2575                 {
2576                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2577                         // copy over one secondarylayer parameter
2578                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2579                         // load the textures
2580                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2581                         texture->backgroundskinframerate = backgroundlayer->framerate;
2582                         for (j = 0;j < backgroundlayer->numframes;j++)
2583                         {
2584                                 if(cls.state == ca_dedicated)
2585                                 {
2586                                         texture->skinframes[j] = NULL;
2587                                 }
2588                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2589                                 {
2590                                         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);
2591                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2592                                 }
2593                         }
2594                 }
2595                 if (shader->dpshadow)
2596                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2597                 if (shader->dpnoshadow)
2598                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2599                 if (shader->dpnortlight)
2600                         texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2601                 if (shader->vertexalpha)
2602                         texture->basematerialflags |= MATERIALFLAG_ALPHAGEN_VERTEX;
2603                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2604                 texture->reflectmin = shader->reflectmin;
2605                 texture->reflectmax = shader->reflectmax;
2606                 texture->refractfactor = shader->refractfactor;
2607                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2608                 texture->reflectfactor = shader->reflectfactor;
2609                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2610                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2611                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2612                 texture->offsetmapping = shader->offsetmapping;
2613                 texture->offsetscale = shader->offsetscale;
2614                 texture->offsetbias = shader->offsetbias;
2615                 texture->specularscalemod = shader->specularscalemod;
2616                 texture->specularpowermod = shader->specularpowermod;
2617                 texture->rtlightambient = shader->rtlightambient;
2618                 if (shader->dpreflectcube[0])
2619                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2620
2621                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2622                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2623                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2624                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2625                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2626                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2627                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2628                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2629                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2630
2631         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2632         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2633         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2634         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2635                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2636         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2637                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2638         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2639         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2640         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2641         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2642         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2643                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2644         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2645         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2646         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2647         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2648                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2649         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2650                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2651                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2652         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2653                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2654         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2655         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2656                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2657         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2658         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2659         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2660                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2661         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2662         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2663
2664                 texture->surfaceflags = shader->surfaceflags;
2665                 if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW  ;
2666         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL   ;
2667         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
2668         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL       ;
2669         //      if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER   ;
2670         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->surfaceflags |= Q3SURFACEFLAG_FOG          ;
2671         //      if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA         ;
2672                 if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER  ;
2673                 if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS   ;
2674                 if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE     ;
2675                 if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT     ;
2676                 if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW       ;
2677         //      if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP       ;
2678                 if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT     ;
2679                 if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP   ;
2680                 if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS      ;
2681         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS    ;
2682                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID     ;
2683         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN       ;
2684         //      if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP   ;
2685                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->surfaceflags |= Q3SURFACEFLAG_SKY          ;
2686                 if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK        ;
2687         //      if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME        ;
2688         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL   ;
2689         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS        ;
2690         //      if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->surfaceflags |= Q3SURFACEFLAG_WATER        ;
2691                 if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT   ;
2692                 if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->surfaceflags |= Q3SURFACEFLAG_HINT         ;
2693                 if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->surfaceflags |= Q3SURFACEFLAG_DUST         ;
2694         //      if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP      ;
2695         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID    ;
2696         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL   ;
2697
2698                 if (shader->dpmeshcollisions)
2699                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2700                 if (shader->dpshaderkill && developer_extra.integer)
2701                         Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2702         }
2703         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2704         {
2705                 if (developer_extra.integer)
2706                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2707                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2708         }
2709         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2710         {
2711                 if (developer_extra.integer)
2712                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2713                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2714                 texture->supercontents = SUPERCONTENTS_SOLID;
2715         }
2716         else
2717         {
2718                 if (developer_extra.integer)
2719                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2720                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2721                 {
2722                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2723                         texture->supercontents = SUPERCONTENTS_SOLID;
2724                 }
2725                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2726                 {
2727                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2728                         texture->supercontents = SUPERCONTENTS_SKY;
2729                 }
2730                 else
2731                 {
2732                         texture->basematerialflags |= MATERIALFLAG_WALL;
2733                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2734                 }
2735                 texture->numskinframes = 1;
2736                 if(cls.state == ca_dedicated)
2737                 {
2738                         texture->skinframes[0] = NULL;
2739                         success = false;
2740                 }
2741                 else
2742                 {
2743                         if (fallback)
2744                         {
2745                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2746                                 {
2747                                         if(texture->skinframes[0]->hasalpha)
2748                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2749                                 }
2750                                 else
2751                                         success = false;
2752                         }
2753                         else
2754                                 success = false;
2755                         if (!success && warnmissing)
2756                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2757                 }
2758         }
2759         // init the animation variables
2760         texture->currentframe = texture;
2761         if (texture->numskinframes < 1)
2762                 texture->numskinframes = 1;
2763         if (!texture->skinframes[0])
2764                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2765         texture->currentskinframe = texture->skinframes[0];
2766         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2767         return success;
2768 }
2769
2770 skinfile_t *Mod_LoadSkinFiles(void)
2771 {
2772         int i, words, line, wordsoverflow;
2773         char *text;
2774         const char *data;
2775         skinfile_t *skinfile = NULL, *first = NULL;
2776         skinfileitem_t *skinfileitem;
2777         char word[10][MAX_QPATH];
2778         char vabuf[1024];
2779
2780 /*
2781 sample file:
2782 U_bodyBox,models/players/Legoman/BikerA2.tga
2783 U_RArm,models/players/Legoman/BikerA1.tga
2784 U_LArm,models/players/Legoman/BikerA1.tga
2785 U_armor,common/nodraw
2786 U_sword,common/nodraw
2787 U_shield,common/nodraw
2788 U_homb,common/nodraw
2789 U_backpack,common/nodraw
2790 U_colcha,common/nodraw
2791 tag_head,
2792 tag_weapon,
2793 tag_torso,
2794 */
2795         memset(word, 0, sizeof(word));
2796         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2797         {
2798                 // If it's the first file we parse
2799                 if (skinfile == NULL)
2800                 {
2801                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2802                         first = skinfile;
2803                 }
2804                 else
2805                 {
2806                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2807                         skinfile = skinfile->next;
2808                 }
2809                 skinfile->next = NULL;
2810
2811                 for(line = 0;;line++)
2812                 {
2813                         // parse line
2814                         if (!COM_ParseToken_QuakeC(&data, true))
2815                                 break;
2816                         if (!strcmp(com_token, "\n"))
2817                                 continue;
2818                         words = 0;
2819                         wordsoverflow = false;
2820                         do
2821                         {
2822                                 if (words < 10)
2823                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2824                                 else
2825                                         wordsoverflow = true;
2826                         }
2827                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2828                         if (wordsoverflow)
2829                         {
2830                                 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);
2831                                 continue;
2832                         }
2833                         // words is always >= 1
2834                         if (!strcmp(word[0], "replace"))
2835                         {
2836                                 if (words == 3)
2837                                 {
2838                                         if (developer_loading.integer)
2839                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2840                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2841                                         skinfileitem->next = skinfile->items;
2842                                         skinfile->items = skinfileitem;
2843                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2844                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2845                                 }
2846                                 else
2847                                         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]);
2848                         }
2849                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2850                         {
2851                                 // tag name, like "tag_weapon,"
2852                                 // not used for anything (not even in Quake3)
2853                         }
2854                         else if (words >= 2 && !strcmp(word[1], ","))
2855                         {
2856                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2857                                 if (developer_loading.integer)
2858                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2859                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2860                                 skinfileitem->next = skinfile->items;
2861                                 skinfile->items = skinfileitem;
2862                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2863                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2864                         }
2865                         else
2866                                 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);
2867                 }
2868                 Mem_Free(text);
2869         }
2870         if (i)
2871                 loadmodel->numskins = i;
2872         return first;
2873 }
2874
2875 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2876 {
2877         skinfile_t *next;
2878         skinfileitem_t *skinfileitem, *nextitem;
2879         for (;skinfile;skinfile = next)
2880         {
2881                 next = skinfile->next;
2882                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2883                 {
2884                         nextitem = skinfileitem->next;
2885                         Mem_Free(skinfileitem);
2886                 }
2887                 Mem_Free(skinfile);
2888         }
2889 }
2890
2891 int Mod_CountSkinFiles(skinfile_t *skinfile)
2892 {
2893         int i;
2894         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2895         return i;
2896 }
2897
2898 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2899 {
2900         int i;
2901         double isnap = 1.0 / snap;
2902         for (i = 0;i < numvertices*numcomponents;i++)
2903                 vertices[i] = floor(vertices[i]*isnap)*snap;
2904 }
2905
2906 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2907 {
2908         int i, outtriangles;
2909         float edgedir1[3], edgedir2[3], temp[3];
2910         // a degenerate triangle is one with no width (thickness, surface area)
2911         // these are characterized by having all 3 points colinear (along a line)
2912         // or having two points identical
2913         // the simplest check is to calculate the triangle's area
2914         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2915         {
2916                 // calculate first edge
2917                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2918                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2919                 CrossProduct(edgedir1, edgedir2, temp);
2920                 if (VectorLength2(temp) < 0.001f)
2921                         continue; // degenerate triangle (no area)
2922                 // valid triangle (has area)
2923                 VectorCopy(inelement3i, outelement3i);
2924                 outelement3i += 3;
2925                 outtriangles++;
2926         }
2927         return outtriangles;
2928 }
2929
2930 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2931 {
2932         int i, e;
2933         int firstvertex, lastvertex;
2934         if (numelements > 0 && elements)
2935         {
2936                 firstvertex = lastvertex = elements[0];
2937                 for (i = 1;i < numelements;i++)
2938                 {
2939                         e = elements[i];
2940                         firstvertex = min(firstvertex, e);
2941                         lastvertex = max(lastvertex, e);
2942                 }
2943         }
2944         else
2945                 firstvertex = lastvertex = 0;
2946         if (firstvertexpointer)
2947                 *firstvertexpointer = firstvertex;
2948         if (lastvertexpointer)
2949                 *lastvertexpointer = lastvertex;
2950 }
2951
2952 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2953 {
2954         // make an optimal set of texture-sorted batches to draw...
2955         int j, t;
2956         int *firstsurfacefortexture;
2957         int *numsurfacesfortexture;
2958         if (!mod->sortedmodelsurfaces)
2959                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2960         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2961         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2962         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2963         for (j = 0;j < mod->nummodelsurfaces;j++)
2964         {
2965                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2966                 int t = (int)(surface->texture - mod->data_textures);
2967                 numsurfacesfortexture[t]++;
2968         }
2969         j = 0;
2970         for (t = 0;t < mod->num_textures;t++)
2971         {
2972                 firstsurfacefortexture[t] = j;
2973                 j += numsurfacesfortexture[t];
2974         }
2975         for (j = 0;j < mod->nummodelsurfaces;j++)
2976         {
2977                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2978                 int t = (int)(surface->texture - mod->data_textures);
2979                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2980         }
2981         Mem_Free(firstsurfacefortexture);
2982         Mem_Free(numsurfacesfortexture);
2983 }
2984
2985 void Mod_BuildVBOs(void)
2986 {
2987         if (!loadmodel->surfmesh.num_vertices)
2988                 return;
2989
2990         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2991         {
2992                 int i;
2993                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2994                 {
2995                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2996                         {
2997                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2998                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2999                         }
3000                 }
3001         }
3002
3003         // build r_vertexmesh_t array
3004         // (compressed interleaved array for D3D)
3005         if (!loadmodel->surfmesh.data_vertexmesh && vid.useinterleavedarrays)
3006         {
3007                 int vertexindex;
3008                 int numvertices = loadmodel->surfmesh.num_vertices;
3009                 r_vertexmesh_t *vertexmesh;
3010                 loadmodel->surfmesh.data_vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(r_vertexmesh_t));
3011                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
3012                 {
3013                         VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
3014                         VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
3015                         VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
3016                         VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
3017                         if (loadmodel->surfmesh.data_lightmapcolor4f)
3018                                 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
3019                         Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
3020                         if (loadmodel->surfmesh.data_texcoordlightmap2f)
3021                                 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
3022                         if (loadmodel->surfmesh.data_skeletalindex4ub)
3023                                 Vector4Copy(loadmodel->surfmesh.data_skeletalindex4ub + 4*vertexindex, vertexmesh->skeletalindex4ub);
3024                         if (loadmodel->surfmesh.data_skeletalweight4ub)
3025                                 Vector4Copy(loadmodel->surfmesh.data_skeletalweight4ub + 4*vertexindex, vertexmesh->skeletalweight4ub);
3026                 }
3027         }
3028
3029         // upload short indices as a buffer
3030         if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
3031                 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
3032
3033         // upload int indices as a buffer
3034         if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
3035                 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
3036
3037         // only build a vbo if one has not already been created (this is important for brush models which load specially)
3038         // vertex buffer is several arrays and we put them in the same buffer
3039         //
3040         // is this wise?  the texcoordtexture2f array is used with dynamic
3041         // vertex/svector/tvector/normal when rendering animated models, on the
3042         // other hand animated models don't use a lot of vertices anyway...
3043         if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
3044         {
3045                 size_t size;
3046                 unsigned char *mem;
3047                 size = 0;
3048                 loadmodel->surfmesh.vbooffset_vertexmesh         = size;if (loadmodel->surfmesh.data_vertexmesh        ) size += loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t);
3049                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3050                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3051                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3052                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3053                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3054                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3055                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
3056                 loadmodel->surfmesh.vbooffset_skeletalindex4ub   = size;if (loadmodel->surfmesh.data_skeletalindex4ub  ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
3057                 loadmodel->surfmesh.vbooffset_skeletalweight4ub  = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
3058                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
3059                 if (loadmodel->surfmesh.data_vertexmesh        ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertexmesh        , loadmodel->surfmesh.data_vertexmesh        , loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t));
3060                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3061                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3062                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3063                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3064                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3065                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3066                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3067                 if (loadmodel->surfmesh.data_skeletalindex4ub  ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalindex4ub  , loadmodel->surfmesh.data_skeletalindex4ub  , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
3068                 if (loadmodel->surfmesh.data_skeletalweight4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalweight4ub , loadmodel->surfmesh.data_skeletalweight4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
3069                 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false, false);
3070                 Mem_Free(mem);
3071         }
3072 }
3073
3074 extern cvar_t mod_obj_orientation;
3075 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3076 {
3077         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3078         int a, b, c;
3079         const char *texname;
3080         const int *e;
3081         const float *v, *vn, *vt;
3082         size_t l;
3083         size_t outbufferpos = 0;
3084         size_t outbuffermax = 0x100000;
3085         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3086         const msurface_t *surface;
3087         const int maxtextures = 256;
3088         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3089         dp_model_t *submodel;
3090
3091         // construct the mtllib file
3092         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3093         if (l > 0)
3094                 outbufferpos += l;
3095         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3096         {
3097                 countsurfaces++;
3098                 countvertices += surface->num_vertices;
3099                 countfaces += surface->num_triangles;
3100                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3101                 for (textureindex = 0;textureindex < counttextures;textureindex++)
3102                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3103                                 break;
3104                 if (textureindex < counttextures)
3105                         continue; // already wrote this material entry
3106                 if (textureindex >= maxtextures)
3107                         continue; // just a precaution
3108                 textureindex = counttextures++;
3109                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3110                 if (outbufferpos >= outbuffermax >> 1)
3111                 {
3112                         outbuffermax *= 2;
3113                         oldbuffer = outbuffer;
3114                         outbuffer = (char *) Z_Malloc(outbuffermax);
3115                         memcpy(outbuffer, oldbuffer, outbufferpos);
3116                         Z_Free(oldbuffer);
3117                 }
3118                 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");
3119                 if (l > 0)
3120                         outbufferpos += l;
3121         }
3122
3123         // write the mtllib file
3124         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3125
3126         // construct the obj file
3127         outbufferpos = 0;
3128         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);
3129         if (l > 0)
3130                 outbufferpos += l;
3131
3132         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)
3133         {
3134                 if (outbufferpos >= outbuffermax >> 1)
3135                 {
3136                         outbuffermax *= 2;
3137                         oldbuffer = outbuffer;
3138                         outbuffer = (char *) Z_Malloc(outbuffermax);
3139                         memcpy(outbuffer, oldbuffer, outbufferpos);
3140                         Z_Free(oldbuffer);
3141                 }
3142                 if(mod_obj_orientation.integer)
3143                         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]);
3144                 else
3145                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1-vt[1]);
3146                 if (l > 0)
3147                         outbufferpos += l;
3148         }
3149
3150         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3151         {
3152                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3153                 if (l > 0)
3154                         outbufferpos += l;
3155                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3156                 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3157                 {
3158                         surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3159                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3160                         if (l > 0)
3161                                 outbufferpos += l;
3162                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3163                         {
3164                                 if (outbufferpos >= outbuffermax >> 1)
3165                                 {
3166                                         outbuffermax *= 2;
3167                                         oldbuffer = outbuffer;
3168                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3169                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3170                                         Z_Free(oldbuffer);
3171                                 }
3172                                 a = e[0]+1;
3173                                 b = e[1]+1;
3174                                 c = e[2]+1;
3175                                 if(mod_obj_orientation.integer)
3176                                         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);
3177                                 else
3178                                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,c,c,c,b,b,b);
3179                                 if (l > 0)
3180                                         outbufferpos += l;
3181                         }
3182                 }
3183         }
3184
3185         // write the obj file
3186         FS_WriteFile(filename, outbuffer, outbufferpos);
3187
3188         // clean up
3189         Z_Free(outbuffer);
3190         Z_Free(texturenames);
3191
3192         // print some stats
3193         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3194 }
3195
3196 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3197 {
3198         int countnodes = 0, counttriangles = 0, countframes = 0;
3199         int surfaceindex;
3200         int triangleindex;
3201         int transformindex;
3202         int poseindex;
3203         int cornerindex;
3204         const int *e;
3205         size_t l;
3206         size_t outbufferpos = 0;
3207         size_t outbuffermax = 0x100000;
3208         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3209         const msurface_t *surface;
3210         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3211         if (l > 0)
3212                 outbufferpos += l;
3213         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3214         {
3215                 if (outbufferpos >= outbuffermax >> 1)
3216                 {
3217                         outbuffermax *= 2;
3218                         oldbuffer = outbuffer;
3219                         outbuffer = (char *) Z_Malloc(outbuffermax);
3220                         memcpy(outbuffer, oldbuffer, outbufferpos);
3221                         Z_Free(oldbuffer);
3222                 }
3223                 countnodes++;
3224                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3225                 if (l > 0)
3226                         outbufferpos += l;
3227         }
3228         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3229         if (l > 0)
3230                 outbufferpos += l;
3231         for (poseindex = 0;poseindex < numposes;poseindex++)
3232         {
3233                 countframes++;
3234                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3235                 if (l > 0)
3236                         outbufferpos += l;
3237                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3238                 {
3239                         float angles[3];
3240                         float mtest[4][3];
3241                         matrix4x4_t posematrix;
3242                         if (outbufferpos >= outbuffermax >> 1)
3243                         {
3244                                 outbuffermax *= 2;
3245                                 oldbuffer = outbuffer;
3246                                 outbuffer = (char *) Z_Malloc(outbuffermax);
3247                                 memcpy(outbuffer, oldbuffer, outbufferpos);
3248                                 Z_Free(oldbuffer);
3249                         }
3250
3251                         // strangely the smd angles are for a transposed matrix, so we
3252                         // have to generate a transposed matrix, then convert that...
3253                         Matrix4x4_FromBonePose7s(&posematrix, model->num_posescale, model->data_poses7s + 7*(model->num_bones * poseindex + transformindex));
3254                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3255                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
3256                         if (angles[0] >= 180) angles[0] -= 360;
3257                         if (angles[1] >= 180) angles[1] -= 360;
3258                         if (angles[2] >= 180) angles[2] -= 360;
3259
3260 #if 0
3261 {
3262                         float a = DEG2RAD(angles[ROLL]);
3263                         float b = DEG2RAD(angles[PITCH]);
3264                         float c = DEG2RAD(angles[YAW]);
3265                         float cy, sy, cp, sp, cr, sr;
3266                         float test[4][3];
3267                         // smd matrix construction, for comparing
3268                         sy = sin(c);
3269                         cy = cos(c);
3270                         sp = sin(b);
3271                         cp = cos(b);
3272                         sr = sin(a);
3273                         cr = cos(a);
3274
3275                         test[0][0] = cp*cy;
3276                         test[0][1] = cp*sy;
3277                         test[0][2] = -sp;
3278                         test[1][0] = sr*sp*cy+cr*-sy;
3279                         test[1][1] = sr*sp*sy+cr*cy;
3280                         test[1][2] = sr*cp;
3281                         test[2][0] = (cr*sp*cy+-sr*-sy);
3282                         test[2][1] = (cr*sp*sy+-sr*cy);
3283                         test[2][2] = cr*cp;
3284                         test[3][0] = pose[9];
3285                         test[3][1] = pose[10];
3286                         test[3][2] = pose[11];
3287 }
3288 #endif
3289                         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]));
3290                         if (l > 0)
3291                                 outbufferpos += l;
3292                 }
3293         }
3294         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3295         if (l > 0)
3296                 outbufferpos += l;
3297         if (writetriangles)
3298         {
3299                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3300                 if (l > 0)
3301                         outbufferpos += l;
3302                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3303                 {
3304                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3305                         {
3306                                 counttriangles++;
3307                                 if (outbufferpos >= outbuffermax >> 1)
3308                                 {
3309                                         outbuffermax *= 2;
3310                                         oldbuffer = outbuffer;
3311                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3312                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3313                                         Z_Free(oldbuffer);
3314                                 }
3315                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3316                                 if (l > 0)
3317                                         outbufferpos += l;
3318                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3319                                 {
3320                                         const int index = e[2-cornerindex];
3321                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
3322                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
3323                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3324                                         const int b = model->surfmesh.blends[index];
3325                                         if (b < model->num_bones)
3326                                                 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]);
3327                                         else
3328                                         {
3329                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3330                                                 const unsigned char *wi = w->index;
3331                                                 const unsigned char *wf = w->influence;
3332                                             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);
3333                                                 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);
3334                                                 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);
3335                                                 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]);
3336                                         }
3337                                         if (l > 0)
3338                                                 outbufferpos += l;
3339                                 }
3340                         }
3341                 }
3342                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3343                 if (l > 0)
3344                         outbufferpos += l;
3345         }
3346
3347         FS_WriteFile(filename, outbuffer, outbufferpos);
3348         Z_Free(outbuffer);
3349
3350         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3351 }
3352
3353 /*
3354 ================
3355 Mod_Decompile_f
3356
3357 decompiles a model to editable files
3358 ================
3359 */
3360 static void Mod_Decompile_f(void)
3361 {
3362         int i, j, k, l, first, count;
3363         dp_model_t *mod;
3364         char inname[MAX_QPATH];
3365         char outname[MAX_QPATH];
3366         char mtlname[MAX_QPATH];
3367         char basename[MAX_QPATH];
3368         char animname[MAX_QPATH];
3369         char animname2[MAX_QPATH];
3370         char zymtextbuffer[16384];
3371         char dpmtextbuffer[16384];
3372         char framegroupstextbuffer[16384];
3373         int zymtextsize = 0;
3374         int dpmtextsize = 0;
3375         int framegroupstextsize = 0;
3376         char vabuf[1024];
3377
3378         if (Cmd_Argc() != 2)
3379         {
3380                 Con_Print("usage: modeldecompile <filename>\n");
3381                 return;
3382         }
3383
3384         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3385         FS_StripExtension(inname, basename, sizeof(basename));
3386
3387         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3388         if (!mod)
3389         {
3390                 Con_Print("No such model\n");
3391                 return;
3392         }
3393         if (mod->brush.submodel)
3394         {
3395                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3396                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3397                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3398                 outname[0] = 0;
3399         }
3400         if (!mod->surfmesh.num_triangles)
3401         {
3402                 Con_Print("Empty model (or sprite)\n");
3403                 return;
3404         }
3405
3406         // export OBJ if possible (not on sprites)
3407         if (mod->surfmesh.num_triangles)
3408         {
3409                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3410                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3411                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3412         }
3413
3414         // export SMD if possible (only for skeletal models)
3415         if (mod->surfmesh.num_triangles && mod->num_bones)
3416         {
3417                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3418                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3419                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3420                 if (l > 0) zymtextsize += l;
3421                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3422                 if (l > 0) dpmtextsize += l;
3423                 for (i = 0;i < mod->numframes;i = j)
3424                 {
3425                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3426                         first = mod->animscenes[i].firstframe;
3427                         if (mod->animscenes[i].framecount > 1)
3428                         {
3429                                 // framegroup anim
3430                                 count = mod->animscenes[i].framecount;
3431                                 j = i + 1;
3432                         }
3433                         else
3434                         {
3435                                 // individual frame
3436                                 // check for additional frames with same name
3437                                 for (l = 0, k = strlen(animname);animname[l];l++)
3438                                         if(animname[l] < '0' || animname[l] > '9')
3439                                                 k = l + 1;
3440                                 if(k > 0 && animname[k-1] == '_')
3441                                         --k;
3442                                 animname[k] = 0;
3443                                 count = mod->num_poses - first;
3444                                 for (j = i + 1;j < mod->numframes;j++)
3445                                 {
3446                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3447                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
3448                                                 if(animname2[l] < '0' || animname2[l] > '9')
3449                                                         k = l + 1;
3450                                         if(k > 0 && animname[k-1] == '_')
3451                                                 --k;
3452                                         animname2[k] = 0;
3453                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3454                                         {
3455                                                 count = mod->animscenes[j].firstframe - first;
3456                                                 break;
3457                                         }
3458                                 }
3459                                 // if it's only one frame, use the original frame name
3460                                 if (j == i + 1)
3461                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3462                                 
3463                         }
3464                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3465                         Mod_Decompile_SMD(mod, outname, first, count, false);
3466                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3467                         {
3468                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3469                                 if (l > 0) zymtextsize += l;
3470                         }
3471                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3472                         {
3473                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3474                                 if (l > 0) dpmtextsize += l;
3475                         }
3476                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3477                         {
3478                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3479                                 if (l > 0) framegroupstextsize += l;
3480                         }
3481                 }
3482                 if (zymtextsize)
3483                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3484                 if (dpmtextsize)
3485                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3486                 if (framegroupstextsize)
3487                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3488         }
3489 }
3490
3491 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3492 {
3493         int y;
3494         memset(state, 0, sizeof(*state));
3495         state->width = width;
3496         state->height = height;
3497         state->currentY = 0;
3498         state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3499         for (y = 0;y < state->height;y++)
3500         {
3501                 state->rows[y].currentX = 0;
3502                 state->rows[y].rowY = -1;
3503         }
3504 }
3505
3506 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3507 {
3508         int y;
3509         state->currentY = 0;
3510         for (y = 0;y < state->height;y++)
3511         {
3512                 state->rows[y].currentX = 0;
3513                 state->rows[y].rowY = -1;
3514         }
3515 }
3516
3517 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3518 {
3519         if (state->rows)
3520                 Mem_Free(state->rows);
3521         memset(state, 0, sizeof(*state));
3522 }
3523
3524 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3525 {
3526         mod_alloclightmap_row_t *row;
3527         int y;
3528
3529         row = state->rows + blockheight;
3530         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3531         {
3532                 if (state->currentY + blockheight <= state->height)
3533                 {
3534                         // use the current allocation position
3535                         row->rowY = state->currentY;
3536                         row->currentX = 0;
3537                         state->currentY += blockheight;
3538                 }
3539                 else
3540                 {
3541                         // find another position
3542                         for (y = blockheight;y < state->height;y++)
3543                         {
3544                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3545                                 {
3546                                         row = state->rows + y;
3547                                         break;
3548                                 }
3549                         }
3550                         if (y == state->height)
3551                                 return false;
3552                 }
3553         }
3554         *outy = row->rowY;
3555         *outx = row->currentX;
3556         row->currentX += blockwidth;
3557
3558         return true;
3559 }
3560
3561 typedef struct lightmapsample_s
3562 {
3563         float pos[3];
3564         float sh1[4][3];
3565         float *vertex_color;
3566         unsigned char *lm_bgr;
3567         unsigned char *lm_dir;
3568 }
3569 lightmapsample_t;
3570
3571 typedef struct lightmapvertex_s
3572 {
3573         int index;
3574         float pos[3];
3575         float normal[3];
3576         float texcoordbase[2];
3577         float texcoordlightmap[2];
3578         float lightcolor[4];
3579 }
3580 lightmapvertex_t;
3581
3582 typedef struct lightmaptriangle_s
3583 {
3584         int triangleindex;
3585         int surfaceindex;
3586         int lightmapindex;
3587         int axis;
3588         int lmoffset[2];
3589         int lmsize[2];
3590         // 2D modelspace coordinates of min corner
3591         // snapped to lightmap grid but not in grid coordinates
3592         float lmbase[2];
3593         // 2D modelspace to lightmap coordinate scale
3594         float lmscale[2];
3595         float vertex[3][3];
3596         float mins[3];
3597         float maxs[3];
3598 }
3599 lightmaptriangle_t;
3600
3601 typedef struct lightmaplight_s
3602 {
3603         float origin[3];
3604         float radius;
3605         float iradius;
3606         float radius2;
3607         float color[3];
3608         svbsp_t svbsp;
3609 }
3610 lightmaplight_t;
3611
3612 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3613
3614 #define MAX_LIGHTMAPSAMPLES 64
3615 static int mod_generatelightmaps_numoffsets[3];
3616 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3617
3618 static int mod_generatelightmaps_numlights;
3619 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3620
3621 extern cvar_t r_shadow_lightattenuationdividebias;
3622 extern cvar_t r_shadow_lightattenuationlinearscale;
3623
3624 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3625 {
3626         int i;
3627         int index;
3628         int result;
3629         float relativepoint[3];
3630         float color[3];
3631         float dir[3];
3632         float dist;
3633         float dist2;
3634         float intensity;
3635         float sample[5*3];
3636         float lightorigin[3];
3637         float lightradius;
3638         float lightradius2;
3639         float lightiradius;
3640         float lightcolor[3];
3641         trace_t trace;
3642         for (i = 0;i < 5*3;i++)
3643                 sample[i] = 0.0f;
3644         for (index = 0;;index++)
3645         {
3646                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3647                 if (result < 0)
3648                         break;
3649                 if (result == 0)
3650                         continue;
3651                 lightradius2 = lightradius * lightradius;
3652                 VectorSubtract(lightorigin, pos, relativepoint);
3653                 dist2 = VectorLength2(relativepoint);
3654                 if (dist2 >= lightradius2)
3655                         continue;
3656                 lightiradius = 1.0f / lightradius;
3657                 dist = sqrt(dist2) * lightiradius;
3658                 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3659                 if (intensity <= 0.0f)
3660                         continue;
3661                 if (model && model->TraceLine)
3662                 {
3663                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3664                         if (trace.fraction < 1)
3665                                 continue;
3666                 }
3667                 // scale down intensity to add to both ambient and diffuse
3668                 //intensity *= 0.5f;
3669                 VectorNormalize(relativepoint);
3670                 VectorScale(lightcolor, intensity, color);
3671                 VectorMA(sample    , 0.5f            , color, sample    );
3672                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3673                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3674                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3675                 // calculate a weighted average light direction as well
3676                 intensity *= VectorLength(color);
3677                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3678         }
3679         // calculate the direction we'll use to reduce the sample to a directional light source
3680         VectorCopy(sample + 12, dir);
3681         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3682         VectorNormalize(dir);
3683         // extract the diffuse color along the chosen direction and scale it
3684         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3685         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3686         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3687         // subtract some of diffuse from ambient
3688         VectorMA(sample, -0.333f, diffuse, ambient);
3689         // store the normalized lightdir
3690         VectorCopy(dir, lightdir);
3691 }
3692
3693 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3694 {
3695         int surfaceindex;
3696         int triangleindex;
3697         const msurface_t *surface;
3698         const float *vertex3f = model->surfmesh.data_vertex3f;
3699         const int *element3i = model->surfmesh.data_element3i;
3700         const int *e;
3701         float v2[3][3];
3702         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3703         {
3704                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3705                         continue;
3706                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3707                         continue;
3708                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3709                 {
3710                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3711                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3712                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3713                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3714                 }
3715         }
3716 }
3717
3718 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3719 {
3720         int maxnodes = 1<<14;
3721         svbsp_node_t *nodes;
3722         float origin[3];
3723         float mins[3];
3724         float maxs[3];
3725         svbsp_t svbsp;
3726         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3727         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3728         VectorCopy(lightinfo->origin, origin);
3729         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3730         for (;;)
3731         {
3732                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3733                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3734                 if (svbsp.ranoutofnodes)
3735                 {
3736                         maxnodes *= 16;
3737                         if (maxnodes > 1<<22)
3738                         {
3739                                 Mem_Free(nodes);
3740                                 return;
3741                         }
3742                         Mem_Free(nodes);
3743                         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3744                 }
3745                 else
3746                         break;
3747         }
3748         if (svbsp.numnodes > 0)
3749         {
3750                 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3751                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3752                 lightinfo->svbsp = svbsp;
3753         }
3754         Mem_Free(nodes);
3755 }
3756
3757 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3758 {
3759         int index;
3760         int result;
3761         lightmaplight_t *lightinfo;
3762         float origin[3];
3763         float radius;
3764         float color[3];
3765         mod_generatelightmaps_numlights = 0;
3766         for (index = 0;;index++)
3767         {
3768                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3769                 if (result < 0)
3770                         break;
3771                 if (result > 0)
3772                         mod_generatelightmaps_numlights++;
3773         }
3774         if (mod_generatelightmaps_numlights > 0)
3775         {
3776                 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3777                 lightinfo = mod_generatelightmaps_lightinfo;
3778                 for (index = 0;;index++)
3779                 {
3780                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3781                         if (result < 0)
3782                                 break;
3783                         if (result > 0)
3784                                 lightinfo++;
3785                 }
3786         }
3787         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3788         {
3789                 lightinfo->iradius = 1.0f / lightinfo->radius;
3790                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3791                 // TODO: compute svbsp
3792                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3793         }
3794 }
3795
3796 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3797 {
3798         int i;
3799         if (mod_generatelightmaps_lightinfo)
3800         {
3801                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3802                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3803                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3804                 Mem_Free(mod_generatelightmaps_lightinfo);
3805         }
3806         mod_generatelightmaps_lightinfo = NULL;
3807         mod_generatelightmaps_numlights = 0;
3808 }
3809
3810 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3811 {
3812         const svbsp_node_t *node;
3813         const svbsp_node_t *nodes = svbsp->nodes;
3814         int num = 0;
3815         while (num >= 0)
3816         {
3817                 node = nodes + num;
3818                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3819         }
3820         return num == -1; // true if empty, false if solid (shadowed)
3821 }
3822
3823 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3824 {
3825         int i;
3826         float relativepoint[3];
3827         float color[3];
3828         float offsetpos[3];
3829         float dist;
3830         float dist2;
3831         float intensity;
3832         int offsetindex;
3833         int hits;
3834         int tests;
3835         const lightmaplight_t *lightinfo;
3836         trace_t trace;
3837         for (i = 0;i < 5*3;i++)
3838                 sample[i] = 0.0f;
3839         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3840         {
3841                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3842                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3843                 // don't accept light from behind a surface, it causes bad shading
3844                 if (normal && DotProduct(relativepoint, normal) <= 0)
3845                         continue;
3846                 dist2 = VectorLength2(relativepoint);
3847                 if (dist2 >= lightinfo->radius2)
3848                         continue;
3849                 dist = sqrt(dist2) * lightinfo->iradius;
3850                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3851                 if (intensity <= 0)
3852                         continue;
3853                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3854                 {
3855                         hits = 0;
3856                         tests = 1;
3857                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3858                                 hits++;
3859                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3860                         {
3861                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3862                                 if (!normal)
3863                                 {
3864                                         // for light grid we'd better check visibility of the offset point
3865                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3866                                         if (trace.fraction < 1)
3867                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3868                                 }
3869                                 tests++;
3870                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3871                                         hits++;
3872                         }
3873                         if (!hits)
3874                                 continue;
3875                         // scale intensity according to how many rays succeeded
3876                         // we know one test is valid, half of the rest will fail...
3877                         //if (normal && tests > 1)
3878                         //      intensity *= (tests - 1.0f) / tests;
3879                         intensity *= (float)hits / tests;
3880                 }
3881                 // scale down intensity to add to both ambient and diffuse
3882                 //intensity *= 0.5f;
3883                 VectorNormalize(relativepoint);
3884                 VectorScale(lightinfo->color, intensity, color);
3885                 VectorMA(sample    , 0.5f            , color, sample    );
3886                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3887                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3888                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3889                 // calculate a weighted average light direction as well
3890                 intensity *= VectorLength(color);
3891                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3892         }
3893 }
3894
3895 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3896 {
3897         float sample[5*3];
3898         float color[3];
3899         float dir[3];
3900         float f;
3901         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3902         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3903         VectorCopy(sample + 12, dir);
3904         VectorNormalize(dir);
3905         //VectorAdd(dir, normal, dir);
3906         //VectorNormalize(dir);
3907         f = DotProduct(dir, normal);
3908         f = max(0, f) * 255.0f;
3909         VectorScale(sample, f, color);
3910         //VectorCopy(normal, dir);
3911         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3912         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3913         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3914         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3915         lm_bgr[3] = 255;
3916         lm_dir[0] = (unsigned char)dir[2];
3917         lm_dir[1] = (unsigned char)dir[1];
3918         lm_dir[2] = (unsigned char)dir[0];
3919         lm_dir[3] = 255;
3920 }
3921
3922 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3923 {
3924         float sample[5*3];
3925         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3926         VectorCopy(sample, vertex_color);
3927 }
3928
3929 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3930 {
3931         float sample[5*3];
3932         float ambient[3];
3933         float diffuse[3];
3934         float dir[3];
3935         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3936         // calculate the direction we'll use to reduce the sample to a directional light source
3937         VectorCopy(sample + 12, dir);
3938         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3939         VectorNormalize(dir);
3940         // extract the diffuse color along the chosen direction and scale it
3941         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3942         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3943         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3944         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3945         VectorScale(sample, 127.5f, ambient);
3946         VectorMA(ambient, -0.333f, diffuse, ambient);
3947         // encode to the grid format
3948         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3949         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3950         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3951         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3952         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3953         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3954         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3955         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3956         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));}
3957 }
3958
3959 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3960 {
3961         float radius[3];
3962         float temp[3];
3963         int i, j;
3964         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3965         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3966         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3967         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3968         radius[0] = mod_generatelightmaps_lightmapradius.value;
3969         radius[1] = mod_generatelightmaps_vertexradius.value;
3970         radius[2] = mod_generatelightmaps_gridradius.value;
3971         for (i = 0;i < 3;i++)
3972         {
3973                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3974                 {
3975                         VectorRandom(temp);
3976                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3977                 }
3978         }
3979 }
3980
3981 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3982 {
3983         msurface_t *surface;
3984         int surfaceindex;
3985         int i;
3986         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3987         {
3988                 surface = model->data_surfaces + surfaceindex;
3989                 surface->lightmaptexture = NULL;
3990                 surface->deluxemaptexture = NULL;
3991         }
3992         if (model->brushq3.data_lightmaps)
3993         {
3994                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3995                         if (model->brushq3.data_lightmaps[i])
3996                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3997                 Mem_Free(model->brushq3.data_lightmaps);
3998                 model->brushq3.data_lightmaps = NULL;
3999         }
4000         if (model->brushq3.data_deluxemaps)
4001         {
4002                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
4003                         if (model->brushq3.data_deluxemaps[i])
4004                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
4005                 Mem_Free(model->brushq3.data_deluxemaps);
4006                 model->brushq3.data_deluxemaps = NULL;
4007         }
4008 }
4009
4010 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
4011 {
4012         msurface_t *surface;
4013         int surfaceindex;
4014         int vertexindex;
4015         int outvertexindex;
4016         int i;
4017         const int *e;
4018         surfmesh_t oldsurfmesh;
4019         size_t size;
4020         unsigned char *data;
4021         oldsurfmesh = model->surfmesh;
4022         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
4023         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
4024         size = 0;
4025         size += model->surfmesh.num_vertices * sizeof(float[3]);
4026         size += model->surfmesh.num_vertices * sizeof(float[3]);
4027         size += model->surfmesh.num_vertices * sizeof(float[3]);
4028         size += model->surfmesh.num_vertices * sizeof(float[3]);
4029         size += model->surfmesh.num_vertices * sizeof(float[2]);
4030         size += model->surfmesh.num_vertices * sizeof(float[2]);
4031         size += model->surfmesh.num_vertices * sizeof(float[4]);
4032         data = (unsigned char *)Mem_Alloc(model->mempool, size);
4033         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4034         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4035         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4036         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4037         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
4038         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
4039         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
4040         if (model->surfmesh.num_vertices > 65536)
4041                 model->surfmesh.data_element3s = NULL;
4042
4043         if (model->surfmesh.data_element3i_indexbuffer)
4044                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
4045         model->surfmesh.data_element3i_indexbuffer = NULL;
4046         if (model->surfmesh.data_element3s_indexbuffer)
4047                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
4048         model->surfmesh.data_element3s_indexbuffer = NULL;
4049         if (model->surfmesh.vbo_vertexbuffer)
4050                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
4051         model->surfmesh.vbo_vertexbuffer = 0;
4052
4053         // convert all triangles to unique vertex data
4054         outvertexindex = 0;
4055         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4056         {
4057                 surface = model->data_surfaces + surfaceindex;
4058                 surface->num_firstvertex = outvertexindex;
4059                 surface->num_vertices = surface->num_triangles*3;
4060                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
4061                 for (i = 0;i < surface->num_triangles*3;i++)
4062                 {
4063                         vertexindex = e[i];
4064                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4065                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4066                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4067                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4068                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4069                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4070                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4071                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4072                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4073                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4074                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4075                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4076                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4077                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4078                         if (oldsurfmesh.data_texcoordlightmap2f)
4079                         {
4080                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4081                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4082                         }
4083                         if (oldsurfmesh.data_lightmapcolor4f)
4084                         {
4085                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4086                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4087                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4088                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4089                         }
4090                         else
4091                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4092                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4093                         outvertexindex++;
4094                 }
4095         }
4096         if (model->surfmesh.data_element3s)
4097                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4098                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4099
4100         // find and update all submodels to use this new surfmesh data
4101         for (i = 0;i < model->brush.numsubmodels;i++)
4102                 model->brush.submodels[i]->surfmesh = model->surfmesh;
4103 }
4104
4105 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4106 {
4107         msurface_t *surface;
4108         int surfaceindex;
4109         int i;
4110         int axis;
4111         float normal[3];
4112         const int *e;
4113         lightmaptriangle_t *triangle;
4114         // generate lightmap triangle structs
4115         mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4116         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4117         {
4118                 surface = model->data_surfaces + surfaceindex;
4119                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4120                 for (i = 0;i < surface->num_triangles;i++)
4121                 {
4122                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4123                         triangle->triangleindex = surface->num_firsttriangle+i;
4124                         triangle->surfaceindex = surfaceindex;
4125                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4126                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4127                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4128                         // calculate bounds of triangle
4129                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4130                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4131                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4132                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4133                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4134                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4135                         // pick an axial projection based on the triangle normal
4136                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4137                         axis = 0;
4138                         if (fabs(normal[1]) > fabs(normal[axis]))
4139                                 axis = 1;
4140                         if (fabs(normal[2]) > fabs(normal[axis]))
4141                                 axis = 2;
4142                         triangle->axis = axis;
4143                 }
4144         }
4145 }
4146
4147 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4148 {
4149         if (mod_generatelightmaps_lightmaptriangles)
4150                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4151         mod_generatelightmaps_lightmaptriangles = NULL;
4152 }
4153
4154 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4155
4156 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4157 {
4158         msurface_t *surface;
4159         int surfaceindex;
4160         int lightmapindex;
4161         int lightmapnumber;
4162         int i;
4163         int j;
4164         int k;
4165         int x;
4166         int y;
4167         int axis;
4168         int axis1;
4169         int axis2;
4170         int retry;
4171         int pixeloffset;
4172         float trianglenormal[3];
4173         float samplecenter[3];
4174         float samplenormal[3];
4175         float temp[3];
4176         float lmiscale[2];
4177         float slopex;
4178         float slopey;
4179         float slopebase;
4180         float lmscalepixels;
4181         float lmmins;
4182         float lmmaxs;
4183         float lm_basescalepixels;
4184         int lm_borderpixels;
4185         int lm_texturesize;
4186         //int lm_maxpixels;
4187         const int *e;
4188         lightmaptriangle_t *triangle;
4189         unsigned char *lightmappixels;
4190         unsigned char *deluxemappixels;
4191         mod_alloclightmap_state_t lmstate;
4192         char vabuf[1024];
4193
4194         // generate lightmap projection information for all triangles
4195         if (model->texturepool == NULL)
4196                 model->texturepool = R_AllocTexturePool();
4197         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4198         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4199         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4200         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4201         Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4202         lightmapnumber = 0;
4203         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4204         {
4205                 surface = model->data_surfaces + surfaceindex;
4206                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4207                 lmscalepixels = lm_basescalepixels;
4208                 for (retry = 0;retry < 30;retry++)
4209                 {
4210                         // after a couple failed attempts, degrade quality to make it fit
4211                         if (retry > 1)
4212                                 lmscalepixels *= 0.5f;
4213                         for (i = 0;i < surface->num_triangles;i++)
4214                         {
4215                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4216                                 triangle->lightmapindex = lightmapnumber;
4217                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4218                                 // pick two planar axes for projection
4219                                 // lightmap coordinates here are in pixels
4220                                 // lightmap projections are snapped to pixel grid explicitly, such
4221                                 // that two neighboring triangles sharing an edge and projection
4222                                 // axis will have identical sampl espacing along their shared edge
4223                                 k = 0;
4224                                 for (j = 0;j < 3;j++)
4225                                 {
4226                                         if (j == triangle->axis)
4227                                                 continue;
4228                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4229                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4230                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4231                                         triangle->lmbase[k] = lmmins/lmscalepixels;
4232                                         triangle->lmscale[k] = lmscalepixels;
4233                                         k++;
4234                                 }
4235                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4236                                         break;
4237                         }
4238                         // if all fit in this texture, we're done with this surface
4239                         if (i == surface->num_triangles)
4240                                 break;
4241                         // if we haven't maxed out the lightmap size yet, we retry the
4242                         // entire surface batch...
4243                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4244                         {
4245                                 lm_texturesize *= 2;
4246                                 surfaceindex = -1;
4247                                 lightmapnumber = 0;
4248                                 Mod_AllocLightmap_Free(&lmstate);
4249                                 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4250                                 break;
4251                         }
4252                         // if we have maxed out the lightmap size, and this triangle does
4253                         // not fit in the same texture as the rest of the surface, we have
4254                         // to retry the entire surface in a new texture (can only use one)
4255                         // with multiple retries, the lightmap quality degrades until it
4256                         // fits (or gives up)
4257                         if (surfaceindex > 0)
4258                                 lightmapnumber++;
4259                         Mod_AllocLightmap_Reset(&lmstate);
4260                 }
4261         }
4262         lightmapnumber++;
4263         Mod_AllocLightmap_Free(&lmstate);
4264
4265         // now put triangles together into lightmap textures, and do not allow
4266         // triangles of a surface to go into different textures (as that would
4267         // require rewriting the surface list)
4268         model->brushq3.deluxemapping_modelspace = true;
4269         model->brushq3.deluxemapping = true;
4270         model->brushq3.num_mergedlightmaps = lightmapnumber;
4271         model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4272         model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4273         lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4274         deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4275         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4276         {
4277                 surface = model->data_surfaces + surfaceindex;
4278                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4279                 for (i = 0;i < surface->num_triangles;i++)
4280                 {
4281                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4282                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4283                         VectorNormalize(trianglenormal);
4284                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4285                         axis = triangle->axis;
4286                         axis1 = axis == 0 ? 1 : 0;
4287                         axis2 = axis == 2 ? 1 : 2;
4288                         lmiscale[0] = 1.0f / triangle->lmscale[0];
4289                         lmiscale[1] = 1.0f / triangle->lmscale[1];
4290                         if (trianglenormal[axis] < 0)
4291                                 VectorNegate(trianglenormal, trianglenormal);
4292                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4293                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4294                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4295                         for (j = 0;j < 3;j++)
4296                         {
4297                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4298                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4299                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4300 #if 0
4301                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4302                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4303                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4304                                 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]);
4305 #endif
4306                         }
4307
4308 #if 0
4309                         switch (axis)
4310                         {
4311                         default:
4312                         case 0:
4313                                 forward[0] = 0;
4314                                 forward[1] = 1.0f / triangle->lmscale[0];
4315                                 forward[2] = 0;
4316                                 left[0] = 0;
4317                                 left[1] = 0;
4318                                 left[2] = 1.0f / triangle->lmscale[1];
4319                                 up[0] = 1.0f;
4320                                 up[1] = 0;
4321                                 up[2] = 0;
4322                                 origin[0] = 0;
4323                                 origin[1] = triangle->lmbase[0];
4324                                 origin[2] = triangle->lmbase[1];
4325                                 break;
4326                         case 1:
4327                                 forward[0] = 1.0f / triangle->lmscale[0];
4328                                 forward[1] = 0;
4329                                 forward[2] = 0;
4330                                 left[0] = 0;
4331                                 left[1] = 0;
4332                                 left[2] = 1.0f / triangle->lmscale[1];
4333                                 up[0] = 0;
4334                                 up[1] = 1.0f;
4335                                 up[2] = 0;
4336                                 origin[0] = triangle->lmbase[0];
4337                                 origin[1] = 0;
4338                                 origin[2] = triangle->lmbase[1];
4339                                 break;
4340                         case 2:
4341                                 forward[0] = 1.0f / triangle->lmscale[0];
4342                                 forward[1] = 0;
4343                                 forward[2] = 0;
4344                                 left[0] = 0;
4345                                 left[1] = 1.0f / triangle->lmscale[1];
4346                                 left[2] = 0;
4347                                 up[0] = 0;
4348                                 up[1] = 0;
4349                                 up[2] = 1.0f;
4350                                 origin[0] = triangle->lmbase[0];
4351                                 origin[1] = triangle->lmbase[1];
4352                                 origin[2] = 0;
4353                                 break;
4354                         }
4355                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4356 #endif
4357 #define LM_DIST_EPSILON (1.0f / 32.0f)
4358                         for (y = 0;y < triangle->lmsize[1];y++)
4359                         {
4360                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4361                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4362                                 {
4363                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4364                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4365                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4366                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4367                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4368                                 }
4369                         }
4370                 }
4371         }
4372
4373         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4374         {
4375                 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4376                 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4377         }
4378
4379         if (lightmappixels)
4380                 Mem_Free(lightmappixels);
4381         if (deluxemappixels)
4382                 Mem_Free(deluxemappixels);
4383
4384         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4385         {
4386                 surface = model->data_surfaces + surfaceindex;
4387                 if (!surface->num_triangles)
4388                         continue;
4389                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4390                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4391                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4392                 surface->lightmapinfo = NULL;
4393         }
4394
4395         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4396         model->brushq1.lightdata = NULL;
4397         model->brushq1.lightmapupdateflags = NULL;
4398         model->brushq1.firstrender = false;
4399         model->brushq1.num_lightstyles = 0;
4400         model->brushq1.data_lightstyleinfo = NULL;
4401         for (i = 0;i < model->brush.numsubmodels;i++)
4402         {
4403                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4404                 model->brush.submodels[i]->brushq1.firstrender = false;
4405                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4406                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4407         }
4408 }
4409
4410 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4411 {
4412         int i;
4413         for (i = 0;i < model->surfmesh.num_vertices;i++)
4414                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4415 }
4416
4417 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4418 {
4419         int x;
4420         int y;
4421         int z;
4422         int index = 0;
4423         float pos[3];
4424         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4425         {
4426                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4427                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4428                 {
4429                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4430                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4431                         {
4432                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4433                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4434                         }
4435                 }
4436         }
4437 }
4438
4439 extern cvar_t mod_q3bsp_nolightmaps;
4440 static void Mod_GenerateLightmaps(dp_model_t *model)
4441 {
4442         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4443         dp_model_t *oldloadmodel = loadmodel;
4444         loadmodel = model;
4445
4446         Mod_GenerateLightmaps_InitSampleOffsets(model);
4447         Mod_GenerateLightmaps_DestroyLightmaps(model);
4448         Mod_GenerateLightmaps_UnweldTriangles(model);
4449         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4450         Mod_GenerateLightmaps_CreateLights(model);
4451         if(!mod_q3bsp_nolightmaps.integer)
4452                 Mod_GenerateLightmaps_CreateLightmaps(model);
4453         Mod_GenerateLightmaps_UpdateVertexColors(model);
4454         Mod_GenerateLightmaps_UpdateLightGrid(model);
4455         Mod_GenerateLightmaps_DestroyLights(model);
4456         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4457
4458         loadmodel = oldloadmodel;
4459 }
4460
4461 static void Mod_GenerateLightmaps_f(void)
4462 {
4463         if (Cmd_Argc() != 1)
4464         {
4465                 Con_Printf("usage: mod_generatelightmaps\n");
4466                 return;
4467         }
4468         if (!cl.worldmodel)
4469         {
4470                 Con_Printf("no worldmodel loaded\n");
4471                 return;
4472         }
4473         Mod_GenerateLightmaps(cl.worldmodel);
4474 }