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added r_enableshadowvolumes cvar, this defaults to 1 but can be turned
[xonotic/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28 #include "polygon.h"
29
30 cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
31 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
32 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
33 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
34 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
35 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
36 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
37 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
38 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
39 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
40 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
41 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
42
43 dp_model_t *loadmodel;
44
45 static mempool_t *mod_mempool;
46 static memexpandablearray_t models;
47
48 static mempool_t* q3shaders_mem;
49 typedef struct q3shader_hash_entry_s
50 {
51   q3shaderinfo_t shader;
52   struct q3shader_hash_entry_s* chain;
53 } q3shader_hash_entry_t;
54 #define Q3SHADER_HASH_SIZE  1021
55 typedef struct q3shader_data_s
56 {
57   memexpandablearray_t hash_entries;
58   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
59   memexpandablearray_t char_ptrs;
60 } q3shader_data_t;
61 static q3shader_data_t* q3shader_data;
62
63 static void mod_start(void)
64 {
65         int i, count;
66         int nummodels = Mem_ExpandableArray_IndexRange(&models);
67         dp_model_t *mod;
68
69         SCR_PushLoadingScreen(false, "Loading models", 1.0);
70         count = 0;
71         for (i = 0;i < nummodels;i++)
72                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
73                         if (mod->used)
74                                 ++count;
75         for (i = 0;i < nummodels;i++)
76                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
77                         if (mod->used)
78                         {
79                                 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
80                                 Mod_LoadModel(mod, true, false);
81                                 SCR_PopLoadingScreen(false);
82                         }
83         SCR_PopLoadingScreen(false);
84 }
85
86 static void mod_shutdown(void)
87 {
88         int i;
89         int nummodels = Mem_ExpandableArray_IndexRange(&models);
90         dp_model_t *mod;
91
92         for (i = 0;i < nummodels;i++)
93                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
94                         Mod_UnloadModel(mod);
95
96         Mod_FreeQ3Shaders();
97         Mod_Skeletal_FreeBuffers();
98 }
99
100 static void mod_newmap(void)
101 {
102         msurface_t *surface;
103         int i, j, k, surfacenum, ssize, tsize;
104         int nummodels = Mem_ExpandableArray_IndexRange(&models);
105         dp_model_t *mod;
106
107         for (i = 0;i < nummodels;i++)
108         {
109                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
110                 {
111                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
112                         {
113                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
114                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
115                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
116                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
117                         }
118                         if (mod->brush.solidskyskinframe)
119                                 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
120                         if (mod->brush.alphaskyskinframe)
121                                 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
122                 }
123         }
124
125         if (!cl_stainmaps_clearonload.integer)
126                 return;
127
128         for (i = 0;i < nummodels;i++)
129         {
130                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
131                 {
132                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
133                         {
134                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
135                                 {
136                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
137                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
138                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
139                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
140                                 }
141                         }
142                 }
143         }
144 }
145
146 /*
147 ===============
148 Mod_Init
149 ===============
150 */
151 static void Mod_Print(void);
152 static void Mod_Precache (void);
153 static void Mod_Decompile_f(void);
154 static void Mod_GenerateLightmaps_f(void);
155 void Mod_Init (void)
156 {
157         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
158         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
159
160         Mod_BrushInit();
161         Mod_AliasInit();
162         Mod_SpriteInit();
163
164         Cvar_RegisterVariable(&r_enableshadowvolumes);
165         Cvar_RegisterVariable(&r_mipskins);
166         Cvar_RegisterVariable(&r_mipnormalmaps);
167         Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
168         Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
169         Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
170
171         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
172         Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
173         Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
174         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
175         Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
176         Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
177
178         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
179         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
180         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
181         Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
182 }
183
184 void Mod_RenderInit(void)
185 {
186         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
187 }
188
189 void Mod_UnloadModel (dp_model_t *mod)
190 {
191         char name[MAX_QPATH];
192         qboolean used;
193         dp_model_t *parentmodel;
194
195         if (developer_loading.integer)
196                 Con_Printf("unloading model %s\n", mod->name);
197
198         strlcpy(name, mod->name, sizeof(name));
199         parentmodel = mod->brush.parentmodel;
200         used = mod->used;
201         if (mod->mempool)
202         {
203                 if (mod->surfmesh.vertexpositionbuffer)
204                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexpositionbuffer);
205                 mod->surfmesh.vertexpositionbuffer = NULL;
206                 if (mod->surfmesh.vertexmeshbuffer)
207                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
208                 mod->surfmesh.vertexmeshbuffer = NULL;
209                 if (mod->surfmesh.data_element3i_indexbuffer)
210                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
211                 mod->surfmesh.data_element3i_indexbuffer = NULL;
212                 if (mod->surfmesh.data_element3s_indexbuffer)
213                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
214                 mod->surfmesh.data_element3s_indexbuffer = NULL;
215                 if (mod->surfmesh.vbo_vertexbuffer)
216                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
217                 mod->surfmesh.vbo_vertexbuffer = NULL;
218         }
219         // free textures/memory attached to the model
220         R_FreeTexturePool(&mod->texturepool);
221         Mem_FreePool(&mod->mempool);
222         // clear the struct to make it available
223         memset(mod, 0, sizeof(dp_model_t));
224         // restore the fields we want to preserve
225         strlcpy(mod->name, name, sizeof(mod->name));
226         mod->brush.parentmodel = parentmodel;
227         mod->used = used;
228         mod->loaded = false;
229 }
230
231 void R_Model_Null_Draw(entity_render_t *ent)
232 {
233         return;
234 }
235
236
237 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
238
239 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
240 {
241         const char *bufptr;
242         int start, len;
243         float fps;
244         unsigned int i;
245         qboolean loop;
246
247         bufptr = buf;
248         i = 0;
249         for(;;)
250         {
251                 // an anim scene!
252                 if (!COM_ParseToken_Simple(&bufptr, true, false))
253                         break;
254                 if (!strcmp(com_token, "\n"))
255                         continue; // empty line
256                 start = atoi(com_token);
257                 if (!COM_ParseToken_Simple(&bufptr, true, false))
258                         break;
259                 if (!strcmp(com_token, "\n"))
260                 {
261                         Con_Printf("framegroups file: missing number of frames\n");
262                         continue;
263                 }
264                 len = atoi(com_token);
265                 if (!COM_ParseToken_Simple(&bufptr, true, false))
266                         break;
267                 // we default to looping as it's usually wanted, so to NOT loop you append a 0
268                 if (strcmp(com_token, "\n"))
269                 {
270                         fps = atof(com_token);
271                         if (!COM_ParseToken_Simple(&bufptr, true, false))
272                                 break;
273                         if (strcmp(com_token, "\n"))
274                                 loop = atoi(com_token) != 0;
275                         else
276                                 loop = true;
277                 }
278                 else
279                 {
280                         fps = 20;
281                         loop = true;
282                 }
283
284                 if(cb)
285                         cb(i, start, len, fps, loop, pass);
286                 ++i;
287         }
288
289         return i;
290 }
291
292 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
293 {
294         unsigned int *cnt = (unsigned int *) pass;
295         ++*cnt;
296 }
297
298 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
299 {
300         dp_model_t *mod = (dp_model_t *) pass;
301         animscene_t *anim = &mod->animscenes[i];
302         dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
303         anim->firstframe = bound(0, start, mod->num_poses - 1);
304         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
305         anim->framerate = max(1, fps);
306         anim->loop = !!loop;
307         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
308 }
309
310 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
311 {
312         unsigned int cnt;
313
314         // 0. count
315         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
316         if(!cnt)
317         {
318                 Con_Printf("no scene found in framegroups file, aborting\n");
319                 return;
320         }
321         mod->numframes = cnt;
322
323         // 1. reallocate
324         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
325         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
326
327         // 2. parse
328         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
329 }
330
331 void Mod_FindPotentialDeforms(dp_model_t *mod)
332 {
333         int i, j;
334         texture_t *texture;
335         mod->wantnormals = false;
336         mod->wanttangents = false;
337         for (i = 0;i < mod->num_textures;i++)
338         {
339                 texture = mod->data_textures + i;
340                 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
341                         mod->wantnormals = true;
342                 for (j = 0;j < Q3MAXDEFORMS;j++)
343                 {
344                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
345                         {
346                                 mod->wanttangents = true;
347                                 mod->wantnormals = true;
348                                 break;
349                         }
350                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
351                                 mod->wantnormals = true;
352                 }
353         }
354 }
355
356 /*
357 ==================
358 Mod_LoadModel
359
360 Loads a model
361 ==================
362 */
363 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
364 {
365         int num;
366         unsigned int crc;
367         void *buf;
368         fs_offset_t filesize = 0;
369
370         mod->used = true;
371
372         if (mod->name[0] == '*') // submodel
373                 return mod;
374         
375         if (!strcmp(mod->name, "null"))
376         {
377                 if(mod->loaded)
378                         return mod;
379
380                 if (mod->loaded || mod->mempool)
381                         Mod_UnloadModel(mod);
382
383                 if (developer_loading.integer)
384                         Con_Printf("loading model %s\n", mod->name);
385
386                 mod->used = true;
387                 mod->crc = (unsigned int)-1;
388                 mod->loaded = false;
389
390                 VectorClear(mod->normalmins);
391                 VectorClear(mod->normalmaxs);
392                 VectorClear(mod->yawmins);
393                 VectorClear(mod->yawmaxs);
394                 VectorClear(mod->rotatedmins);
395                 VectorClear(mod->rotatedmaxs);
396
397                 mod->modeldatatypestring = "null";
398                 mod->type = mod_null;
399                 mod->Draw = R_Model_Null_Draw;
400                 mod->numframes = 2;
401                 mod->numskins = 1;
402
403                 // no fatal errors occurred, so this model is ready to use.
404                 mod->loaded = true;
405
406                 return mod;
407         }
408
409         crc = 0;
410         buf = NULL;
411
412         // even if the model is loaded it still may need reloading...
413
414         // if it is not loaded or checkdisk is true we need to calculate the crc
415         if (!mod->loaded || checkdisk)
416         {
417                 if (checkdisk && mod->loaded)
418                         Con_DPrintf("checking model %s\n", mod->name);
419                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
420                 if (buf)
421                 {
422                         crc = CRC_Block((unsigned char *)buf, filesize);
423                         // we need to reload the model if the crc does not match
424                         if (mod->crc != crc)
425                                 mod->loaded = false;
426                 }
427         }
428
429         // if the model is already loaded and checks passed, just return
430         if (mod->loaded)
431         {
432                 if (buf)
433                         Mem_Free(buf);
434                 return mod;
435         }
436
437         if (developer_loading.integer)
438                 Con_Printf("loading model %s\n", mod->name);
439         
440         SCR_PushLoadingScreen(true, mod->name, 1);
441
442         // LordHavoc: unload the existing model in this slot (if there is one)
443         if (mod->loaded || mod->mempool)
444                 Mod_UnloadModel(mod);
445
446         // load the model
447         mod->used = true;
448         mod->crc = crc;
449         // errors can prevent the corresponding mod->loaded = true;
450         mod->loaded = false;
451
452         // default model radius and bounding box (mainly for missing models)
453         mod->radius = 16;
454         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
455         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
456         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
457         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
458         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
459         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
460
461         if (!q3shaders_mem)
462         {
463                 // load q3 shaders for the first time, or after a level change
464                 Mod_LoadQ3Shaders();
465         }
466
467         if (buf)
468         {
469                 char *bufend = (char *)buf + filesize;
470
471                 // all models use memory, so allocate a memory pool
472                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
473
474                 num = LittleLong(*((int *)buf));
475                 // call the apropriate loader
476                 loadmodel = mod;
477                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
478                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
479                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
480                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
481                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
482                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
483                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
484                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
485                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
486                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
487                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
488                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
489                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
490                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
491                 Mem_Free(buf);
492
493                 Mod_FindPotentialDeforms(mod);
494                                         
495                 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
496                 if(buf)
497                 {
498                         Mod_FrameGroupify(mod, (const char *)buf);
499                         Mem_Free(buf);
500                 }
501
502                 Mod_BuildVBOs();
503         }
504         else if (crash)
505         {
506                 // LordHavoc: Sys_Error was *ANNOYING*
507                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
508         }
509
510         // no fatal errors occurred, so this model is ready to use.
511         mod->loaded = true;
512
513         SCR_PopLoadingScreen(false);
514
515         return mod;
516 }
517
518 void Mod_ClearUsed(void)
519 {
520         int i;
521         int nummodels = Mem_ExpandableArray_IndexRange(&models);
522         dp_model_t *mod;
523         for (i = 0;i < nummodels;i++)
524                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
525                         mod->used = false;
526 }
527
528 void Mod_PurgeUnused(void)
529 {
530         int i;
531         int nummodels = Mem_ExpandableArray_IndexRange(&models);
532         dp_model_t *mod;
533         for (i = 0;i < nummodels;i++)
534         {
535                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
536                 {
537                         Mod_UnloadModel(mod);
538                         Mem_ExpandableArray_FreeRecord(&models, mod);
539                 }
540         }
541 }
542
543 /*
544 ==================
545 Mod_FindName
546
547 ==================
548 */
549 dp_model_t *Mod_FindName(const char *name, const char *parentname)
550 {
551         int i;
552         int nummodels;
553         dp_model_t *mod;
554
555         if (!parentname)
556                 parentname = "";
557
558         // if we're not dedicatd, the renderer calls will crash without video
559         Host_StartVideo();
560
561         nummodels = Mem_ExpandableArray_IndexRange(&models);
562
563         if (!name[0])
564                 Host_Error ("Mod_ForName: NULL name");
565
566         // search the currently loaded models
567         for (i = 0;i < nummodels;i++)
568         {
569                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name) && ((!mod->brush.parentmodel && !parentname[0]) || (mod->brush.parentmodel && parentname[0] && !strcmp(mod->brush.parentmodel->name, parentname))))
570                 {
571                         mod->used = true;
572                         return mod;
573                 }
574         }
575
576         // no match found, create a new one
577         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
578         strlcpy(mod->name, name, sizeof(mod->name));
579         if (parentname[0])
580                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
581         else
582                 mod->brush.parentmodel = NULL;
583         mod->loaded = false;
584         mod->used = true;
585         return mod;
586 }
587
588 /*
589 ==================
590 Mod_ForName
591
592 Loads in a model for the given name
593 ==================
594 */
595 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
596 {
597         dp_model_t *model;
598         model = Mod_FindName(name, parentname);
599         if (!model->loaded || checkdisk)
600                 Mod_LoadModel(model, crash, checkdisk);
601         return model;
602 }
603
604 /*
605 ==================
606 Mod_Reload
607
608 Reloads all models if they have changed
609 ==================
610 */
611 void Mod_Reload(void)
612 {
613         int i, count;
614         int nummodels = Mem_ExpandableArray_IndexRange(&models);
615         dp_model_t *mod;
616
617         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
618         count = 0;
619         for (i = 0;i < nummodels;i++)
620                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
621                         ++count;
622         for (i = 0;i < nummodels;i++)
623                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
624                 {
625                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
626                         Mod_LoadModel(mod, true, true);
627                         SCR_PopLoadingScreen(false);
628                 }
629         SCR_PopLoadingScreen(false);
630 }
631
632 unsigned char *mod_base;
633
634
635 //=============================================================================
636
637 /*
638 ================
639 Mod_Print
640 ================
641 */
642 static void Mod_Print(void)
643 {
644         int i;
645         int nummodels = Mem_ExpandableArray_IndexRange(&models);
646         dp_model_t *mod;
647
648         Con_Print("Loaded models:\n");
649         for (i = 0;i < nummodels;i++)
650         {
651                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
652                 {
653                         if (mod->brush.numsubmodels)
654                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
655                         else
656                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
657                 }
658         }
659 }
660
661 /*
662 ================
663 Mod_Precache
664 ================
665 */
666 static void Mod_Precache(void)
667 {
668         if (Cmd_Argc() == 2)
669                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
670         else
671                 Con_Print("usage: modelprecache <filename>\n");
672 }
673
674 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
675 {
676         int i, count;
677         unsigned char *used;
678         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
679         memset(used, 0, numvertices);
680         for (i = 0;i < numelements;i++)
681                 used[elements[i]] = 1;
682         for (i = 0, count = 0;i < numvertices;i++)
683                 remapvertices[i] = used[i] ? count++ : -1;
684         Mem_Free(used);
685         return count;
686 }
687
688 #if 1
689 // fast way, using an edge hash
690 #define TRIANGLEEDGEHASH 8192
691 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
692 {
693         int i, j, p, e1, e2, *n, hashindex, count, match;
694         const int *e;
695         typedef struct edgehashentry_s
696         {
697                 struct edgehashentry_s *next;
698                 int triangle;
699                 int element[2];
700         }
701         edgehashentry_t;
702         static edgehashentry_t **edgehash;
703         edgehashentry_t *edgehashentries, *hash;
704         if (!numtriangles)
705                 return;
706         edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
707         // if there are too many triangles for the stack array, allocate larger buffer
708         edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
709         // find neighboring triangles
710         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
711         {
712                 for (j = 0, p = 2;j < 3;p = j, j++)
713                 {
714                         e1 = e[p];
715                         e2 = e[j];
716                         // this hash index works for both forward and backward edges
717                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
718                         hash = edgehashentries + i * 3 + j;
719                         hash->next = edgehash[hashindex];
720                         edgehash[hashindex] = hash;
721                         hash->triangle = i;
722                         hash->element[0] = e1;
723                         hash->element[1] = e2;
724                 }
725         }
726         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
727         {
728                 for (j = 0, p = 2;j < 3;p = j, j++)
729                 {
730                         e1 = e[p];
731                         e2 = e[j];
732                         // this hash index works for both forward and backward edges
733                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
734                         count = 0;
735                         match = -1;
736                         for (hash = edgehash[hashindex];hash;hash = hash->next)
737                         {
738                                 if (hash->element[0] == e2 && hash->element[1] == e1)
739                                 {
740                                         if (hash->triangle != i)
741                                                 match = hash->triangle;
742                                         count++;
743                                 }
744                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
745                                         count++;
746                         }
747                         // detect edges shared by three triangles and make them seams
748                         if (count > 2)
749                                 match = -1;
750                         n[p] = match;
751                 }
752
753                 // also send a keepalive here (this can take a while too!)
754                 CL_KeepaliveMessage(false);
755         }
756         // free the allocated buffer
757         Mem_Free(edgehashentries);
758         Mem_Free(edgehash);
759 }
760 #else
761 // very slow but simple way
762 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
763 {
764         int i, match, count;
765         count = 0;
766         match = -1;
767         for (i = 0;i < numtriangles;i++, elements += 3)
768         {
769                      if ((elements[0] == start && elements[1] == end)
770                       || (elements[1] == start && elements[2] == end)
771                       || (elements[2] == start && elements[0] == end))
772                 {
773                         if (i != ignore)
774                                 match = i;
775                         count++;
776                 }
777                 else if ((elements[1] == start && elements[0] == end)
778                       || (elements[2] == start && elements[1] == end)
779                       || (elements[0] == start && elements[2] == end))
780                         count++;
781         }
782         // detect edges shared by three triangles and make them seams
783         if (count > 2)
784                 match = -1;
785         return match;
786 }
787
788 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
789 {
790         int i, *n;
791         const int *e;
792         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
793         {
794                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
795                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
796                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
797         }
798 }
799 #endif
800
801 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
802 {
803         int i, warned = false, endvertex = firstvertex + numverts;
804         for (i = 0;i < numtriangles * 3;i++)
805         {
806                 if (elements[i] < firstvertex || elements[i] >= endvertex)
807                 {
808                         if (!warned)
809                         {
810                                 warned = true;
811                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
812                         }
813                         elements[i] = firstvertex;
814                 }
815         }
816 }
817
818 // warning: this is an expensive function!
819 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
820 {
821         int i, j;
822         const int *element;
823         float *vectorNormal;
824         float areaNormal[3];
825         // clear the vectors
826         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
827         // process each vertex of each triangle and accumulate the results
828         // use area-averaging, to make triangles with a big area have a bigger
829         // weighting on the vertex normal than triangles with a small area
830         // to do so, just add the 'normals' together (the bigger the area
831         // the greater the length of the normal is
832         element = elements;
833         for (i = 0; i < numtriangles; i++, element += 3)
834         {
835                 TriangleNormal(
836                         vertex3f + element[0] * 3,
837                         vertex3f + element[1] * 3,
838                         vertex3f + element[2] * 3,
839                         areaNormal
840                         );
841
842                 if (!areaweighting)
843                         VectorNormalize(areaNormal);
844
845                 for (j = 0;j < 3;j++)
846                 {
847                         vectorNormal = normal3f + element[j] * 3;
848                         vectorNormal[0] += areaNormal[0];
849                         vectorNormal[1] += areaNormal[1];
850                         vectorNormal[2] += areaNormal[2];
851                 }
852         }
853         // and just normalize the accumulated vertex normal in the end
854         vectorNormal = normal3f + 3 * firstvertex;
855         for (i = 0; i < numvertices; i++, vectorNormal += 3)
856                 VectorNormalize(vectorNormal);
857 }
858
859 void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
860 {
861         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
862         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
863         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
864
865         // 6 multiply, 9 subtract
866         VectorSubtract(v1, v0, v10);
867         VectorSubtract(v2, v0, v20);
868         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
869         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
870         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
871         // 12 multiply, 10 subtract
872         tc10[1] = tc1[1] - tc0[1];
873         tc20[1] = tc2[1] - tc0[1];
874         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
875         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
876         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
877         tc10[0] = tc1[0] - tc0[0];
878         tc20[0] = tc2[0] - tc0[0];
879         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
880         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
881         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
882         // 12 multiply, 4 add, 6 subtract
883         f = DotProduct(svector3f, normal3f);
884         svector3f[0] -= f * normal3f[0];
885         svector3f[1] -= f * normal3f[1];
886         svector3f[2] -= f * normal3f[2];
887         f = DotProduct(tvector3f, normal3f);
888         tvector3f[0] -= f * normal3f[0];
889         tvector3f[1] -= f * normal3f[1];
890         tvector3f[2] -= f * normal3f[2];
891         // if texture is mapped the wrong way (counterclockwise), the tangents
892         // have to be flipped, this is detected by calculating a normal from the
893         // two tangents, and seeing if it is opposite the surface normal
894         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
895         CrossProduct(tvector3f, svector3f, tangentcross);
896         if (DotProduct(tangentcross, normal3f) < 0)
897         {
898                 VectorNegate(svector3f, svector3f);
899                 VectorNegate(tvector3f, tvector3f);
900         }
901 }
902
903 // warning: this is a very expensive function!
904 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
905 {
906         int i, tnum;
907         float sdir[3], tdir[3], normal[3], *sv, *tv;
908         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
909         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
910         const int *e;
911         // clear the vectors
912         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
913         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
914         // process each vertex of each triangle and accumulate the results
915         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
916         {
917                 v0 = vertex3f + e[0] * 3;
918                 v1 = vertex3f + e[1] * 3;
919                 v2 = vertex3f + e[2] * 3;
920                 tc0 = texcoord2f + e[0] * 2;
921                 tc1 = texcoord2f + e[1] * 2;
922                 tc2 = texcoord2f + e[2] * 2;
923
924                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
925                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
926
927                 // calculate the edge directions and surface normal
928                 // 6 multiply, 9 subtract
929                 VectorSubtract(v1, v0, v10);
930                 VectorSubtract(v2, v0, v20);
931                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
932                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
933                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
934
935                 // calculate the tangents
936                 // 12 multiply, 10 subtract
937                 tc10[1] = tc1[1] - tc0[1];
938                 tc20[1] = tc2[1] - tc0[1];
939                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
940                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
941                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
942                 tc10[0] = tc1[0] - tc0[0];
943                 tc20[0] = tc2[0] - tc0[0];
944                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
945                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
946                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
947
948                 // if texture is mapped the wrong way (counterclockwise), the tangents
949                 // have to be flipped, this is detected by calculating a normal from the
950                 // two tangents, and seeing if it is opposite the surface normal
951                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
952                 CrossProduct(tdir, sdir, tangentcross);
953                 if (DotProduct(tangentcross, normal) < 0)
954                 {
955                         VectorNegate(sdir, sdir);
956                         VectorNegate(tdir, tdir);
957                 }
958
959                 if (!areaweighting)
960                 {
961                         VectorNormalize(sdir);
962                         VectorNormalize(tdir);
963                 }
964                 for (i = 0;i < 3;i++)
965                 {
966                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
967                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
968                 }
969         }
970         // make the tangents completely perpendicular to the surface normal, and
971         // then normalize them
972         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
973         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
974         {
975                 f = -DotProduct(sv, n);
976                 VectorMA(sv, f, n, sv);
977                 VectorNormalize(sv);
978                 f = -DotProduct(tv, n);
979                 VectorMA(tv, f, n, tv);
980                 VectorNormalize(tv);
981         }
982 }
983
984 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
985 {
986         unsigned char *data;
987         data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
988         loadmodel->surfmesh.num_vertices = numvertices;
989         loadmodel->surfmesh.num_triangles = numtriangles;
990         if (loadmodel->surfmesh.num_vertices)
991         {
992                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
993                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
994                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
995                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
996                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
997                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
998                 if (vertexcolors)
999                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1000                 if (lightmapoffsets)
1001                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1002         }
1003         if (loadmodel->surfmesh.num_triangles)
1004         {
1005                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1006                 if (neighbors)
1007                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1008                 if (loadmodel->surfmesh.num_vertices <= 65536)
1009                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1010         }
1011 }
1012
1013 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
1014 {
1015         shadowmesh_t *newmesh;
1016         unsigned char *data;
1017         int size;
1018         size = sizeof(shadowmesh_t);
1019         size += maxverts * sizeof(float[3]);
1020         if (light)
1021                 size += maxverts * sizeof(float[11]);
1022         size += maxtriangles * sizeof(int[3]);
1023         if (maxverts <= 65536)
1024                 size += maxtriangles * sizeof(unsigned short[3]);
1025         if (neighbors)
1026                 size += maxtriangles * sizeof(int[3]);
1027         if (expandable)
1028                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1029         data = (unsigned char *)Mem_Alloc(mempool, size);
1030         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1031         newmesh->map_diffuse = map_diffuse;
1032         newmesh->map_specular = map_specular;
1033         newmesh->map_normal = map_normal;
1034         newmesh->maxverts = maxverts;
1035         newmesh->maxtriangles = maxtriangles;
1036         newmesh->numverts = 0;
1037         newmesh->numtriangles = 0;
1038         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1039         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1040
1041         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1042         if (light)
1043         {
1044                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1045                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1046                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1047                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1048         }
1049         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1050         if (neighbors)
1051         {
1052                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1053         }
1054         if (expandable)
1055         {
1056                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1057                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1058         }
1059         if (maxverts <= 65536)
1060                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1061         return newmesh;
1062 }
1063
1064 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1065 {
1066         shadowmesh_t *newmesh;
1067         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1068         newmesh->numverts = oldmesh->numverts;
1069         newmesh->numtriangles = oldmesh->numtriangles;
1070         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1071         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1072
1073         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1074         if (newmesh->svector3f && oldmesh->svector3f)
1075         {
1076                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1077                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1078                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1079                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1080         }
1081         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1082         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1083                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1084         return newmesh;
1085 }
1086
1087 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1088 {
1089         int hashindex, vnum;
1090         shadowmeshvertexhash_t *hash;
1091         // this uses prime numbers intentionally
1092         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1093         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1094         {
1095                 vnum = (hash - mesh->vertexhashentries);
1096                 if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2]))
1097                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1098                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1099                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1100                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1101                         return hash - mesh->vertexhashentries;
1102         }
1103         vnum = mesh->numverts++;
1104         hash = mesh->vertexhashentries + vnum;
1105         hash->next = mesh->vertexhashtable[hashindex];
1106         mesh->vertexhashtable[hashindex] = hash;
1107         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1108         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1109         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1110         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1111         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1112         return vnum;
1113 }
1114
1115 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1116 {
1117         if (mesh->numtriangles == 0)
1118         {
1119                 // set the properties on this empty mesh to be more favorable...
1120                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1121                 mesh->map_diffuse = map_diffuse;
1122                 mesh->map_specular = map_specular;
1123                 mesh->map_normal = map_normal;
1124         }
1125         while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
1126         {
1127                 if (mesh->next == NULL)
1128                         mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true);
1129                 mesh = mesh->next;
1130         }
1131         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1132         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1133         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1134         mesh->numtriangles++;
1135 }
1136
1137 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
1138 {
1139         int i, j, e;
1140         float vbuf[3*14], *v;
1141         memset(vbuf, 0, sizeof(vbuf));
1142         for (i = 0;i < numtris;i++)
1143         {
1144                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1145                 {
1146                         e = *element3i++;
1147                         if (vertex3f)
1148                         {
1149                                 v[0] = vertex3f[e * 3 + 0];
1150                                 v[1] = vertex3f[e * 3 + 1];
1151                                 v[2] = vertex3f[e * 3 + 2];
1152                         }
1153                         if (svector3f)
1154                         {
1155                                 v[3] = svector3f[e * 3 + 0];
1156                                 v[4] = svector3f[e * 3 + 1];
1157                                 v[5] = svector3f[e * 3 + 2];
1158                         }
1159                         if (tvector3f)
1160                         {
1161                                 v[6] = tvector3f[e * 3 + 0];
1162                                 v[7] = tvector3f[e * 3 + 1];
1163                                 v[8] = tvector3f[e * 3 + 2];
1164                         }
1165                         if (normal3f)
1166                         {
1167                                 v[9] = normal3f[e * 3 + 0];
1168                                 v[10] = normal3f[e * 3 + 1];
1169                                 v[11] = normal3f[e * 3 + 2];
1170                         }
1171                         if (texcoord2f)
1172                         {
1173                                 v[12] = texcoord2f[e * 2 + 0];
1174                                 v[13] = texcoord2f[e * 2 + 1];
1175                         }
1176                 }
1177                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1178         }
1179
1180         // the triangle calculation can take a while, so let's do a keepalive here
1181         CL_KeepaliveMessage(false);
1182 }
1183
1184 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
1185 {
1186         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1187         CL_KeepaliveMessage(false);
1188
1189         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1190 }
1191
1192 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1193 {
1194         if (!mesh->numverts)
1195                 return;
1196
1197         // build r_vertexmesh_t array
1198         // (compressed interleaved array for faster rendering)
1199         if (!mesh->vertexmesh && mesh->texcoord2f)
1200         {
1201                 int vertexindex;
1202                 int numvertices = mesh->numverts;
1203                 r_vertexmesh_t *vertexmesh;
1204                 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1205                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1206                 {
1207                         VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1208                         VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1209                         VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1210                         VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1211                         Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1212                 }
1213         }
1214
1215         // build r_vertexposition_t array
1216         if (!mesh->vertexposition)
1217         {
1218                 int vertexindex;
1219                 int numvertices = mesh->numverts;
1220                 r_vertexposition_t *vertexposition;
1221                 mesh->vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*mesh->vertexposition));
1222                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++)
1223                         VectorCopy(mesh->vertex3f + 3*vertexindex, vertexposition->vertex3f);
1224         }
1225
1226         // upload r_vertexmesh_t array as a buffer
1227         if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1228                 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1229
1230         // upload r_vertexposition_t array as a buffer
1231         if (mesh->vertexposition && !mesh->vertexpositionbuffer)
1232                 mesh->vertexpositionbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexposition, mesh->numverts * sizeof(*mesh->vertexposition), loadmodel->name, false, false, false);
1233
1234         // upload short indices as a buffer
1235         if (mesh->element3s && !mesh->element3s_indexbuffer)
1236                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1237
1238         // upload int indices as a buffer
1239         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1240                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1241
1242         // vertex buffer is several arrays and we put them in the same buffer
1243         //
1244         // is this wise?  the texcoordtexture2f array is used with dynamic
1245         // vertex/svector/tvector/normal when rendering animated models, on the
1246         // other hand animated models don't use a lot of vertices anyway...
1247         if (!mesh->vbo_vertexbuffer)
1248         {
1249                 size_t size;
1250                 unsigned char *mem;
1251                 size = 0;
1252                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1253                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1254                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1255                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1256                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1257                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
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);
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->vertexpositionbuffer)
1353                         R_Mesh_DestroyMeshBuffer(mesh->vertexpositionbuffer);
1354                 if (mesh->vertexmeshbuffer)
1355                         R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1356                 if (mesh->element3i_indexbuffer)
1357                         R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1358                 if (mesh->element3s_indexbuffer)
1359                         R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1360                 if (mesh->vbo_vertexbuffer)
1361                         R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1362                 nextmesh = mesh->next;
1363                 Mem_Free(mesh);
1364         }
1365 }
1366
1367 void Mod_CreateCollisionMesh(dp_model_t *mod)
1368 {
1369         int k, numcollisionmeshtriangles;
1370         qboolean usesinglecollisionmesh = false;
1371         const msurface_t *surface = NULL;
1372
1373         mempool_t *mempool = mod->mempool;
1374         if (!mempool && mod->brush.parentmodel)
1375                 mempool = mod->brush.parentmodel->mempool;
1376         // make a single combined collision mesh for physics engine use
1377         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1378         numcollisionmeshtriangles = 0;
1379         for (k = 0;k < mod->nummodelsurfaces;k++)
1380         {
1381                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1382                 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1383                 {
1384                         usesinglecollisionmesh = true;
1385                         numcollisionmeshtriangles = surface->num_triangles;
1386                         break;
1387                 }
1388                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1389                         continue;
1390                 numcollisionmeshtriangles += surface->num_triangles;
1391         }
1392         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1393         if (usesinglecollisionmesh)
1394                 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));
1395         else
1396         {
1397                 for (k = 0;k < mod->nummodelsurfaces;k++)
1398                 {
1399                         surface = mod->data_surfaces + mod->firstmodelsurface + k;
1400                         if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1401                                 continue;
1402                         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));
1403                 }
1404         }
1405         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1406 }
1407
1408 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)
1409 {
1410         float v[3], tc[3];
1411         v[0] = ix;
1412         v[1] = iy;
1413         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1414                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1415         else
1416                 v[2] = 0;
1417         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1418         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1419         texcoord2f[0] = tc[0];
1420         texcoord2f[1] = tc[1];
1421 }
1422
1423 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)
1424 {
1425         float vup[3], vdown[3], vleft[3], vright[3];
1426         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1427         float sv[3], tv[3], nl[3];
1428         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1429         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1430         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1431         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1432         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1433         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1434         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1435         VectorAdd(svector3f, sv, svector3f);
1436         VectorAdd(tvector3f, tv, tvector3f);
1437         VectorAdd(normal3f, nl, normal3f);
1438         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1439         VectorAdd(svector3f, sv, svector3f);
1440         VectorAdd(tvector3f, tv, tvector3f);
1441         VectorAdd(normal3f, nl, normal3f);
1442         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1443         VectorAdd(svector3f, sv, svector3f);
1444         VectorAdd(tvector3f, tv, tvector3f);
1445         VectorAdd(normal3f, nl, normal3f);
1446 }
1447
1448 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)
1449 {
1450         int x, y, ix, iy, *e;
1451         e = element3i;
1452         for (y = 0;y < height;y++)
1453         {
1454                 for (x = 0;x < width;x++)
1455                 {
1456                         e[0] = (y + 1) * (width + 1) + (x + 0);
1457                         e[1] = (y + 0) * (width + 1) + (x + 0);
1458                         e[2] = (y + 1) * (width + 1) + (x + 1);
1459                         e[3] = (y + 0) * (width + 1) + (x + 0);
1460                         e[4] = (y + 0) * (width + 1) + (x + 1);
1461                         e[5] = (y + 1) * (width + 1) + (x + 1);
1462                         e += 6;
1463                 }
1464         }
1465         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1466         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1467                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1468                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1469 }
1470
1471 #if 0
1472 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1473 {
1474         float mins[3];
1475         float maxs[3];
1476         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1477         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1478         float viewvector[3];
1479         unsigned int firstvertex;
1480         unsigned int *e;
1481         float *v;
1482         if (chunkwidth < 2 || chunkheight < 2)
1483                 return;
1484         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]);
1485         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]);
1486         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1487         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1488         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1489         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1490         {
1491                 // too close for this stepsize, emit as 4 chunks instead
1492                 stepsize /= 2;
1493                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1494                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1495                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1496                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1497                 return;
1498         }
1499         // emit the geometry at stepsize into our vertex buffer / index buffer
1500         // we add two columns and two rows for skirt
1501         outwidth = chunkwidth+2;
1502         outheight = chunkheight+2;
1503         outwidth2 = outwidth-1;
1504         outheight2 = outheight-1;
1505         outwidth3 = outwidth+1;
1506         outheight3 = outheight+1;
1507         firstvertex = numvertices;
1508         e = model->terrain.element3i + numtriangles;
1509         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1510         v = model->terrain.vertex3f + numvertices;
1511         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1512         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1513         for (ty = 0;ty < outheight;ty++)
1514         {
1515                 for (tx = 0;tx < outwidth;tx++)
1516                 {
1517                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1518                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1519                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1520                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1521                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1522                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1523                 }
1524         }
1525         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1526         for (ty = 0;ty <= outheight;ty++)
1527         {
1528                 skirtrow = ty == 0 || ty == outheight;
1529                 ry = y+bound(1, ty, outheight)*stepsize;
1530                 for (tx = 0;tx <= outwidth;tx++)
1531                 {
1532                         skirt = skirtrow || tx == 0 || tx == outwidth;
1533                         rx = x+bound(1, tx, outwidth)*stepsize;
1534                         v[0] = rx*scale[0];
1535                         v[1] = ry*scale[1];
1536                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1537                         v += 3;
1538                 }
1539         }
1540         // TODO: emit skirt vertices
1541 }
1542
1543 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1544 {
1545         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1546         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1547         Mod_Terrain_BuildChunk(model, 
1548 }
1549 #endif
1550
1551 int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1552 {
1553         int offset = 0;
1554         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1555         {
1556                 offset = bound(0, s[4] - '0', 9);
1557                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1558                 s += 4;
1559                 if(*s)
1560                         ++s;
1561         }
1562         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1563         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1564         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1565         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1566         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1567         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1568         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1569         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1570         return offset | Q3WAVEFUNC_NONE;
1571 }
1572
1573 void Mod_FreeQ3Shaders(void)
1574 {
1575         Mem_FreePool(&q3shaders_mem);
1576 }
1577
1578 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1579 {
1580         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1581         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1582         q3shader_hash_entry_t* lastEntry = NULL;
1583         while (entry != NULL)
1584         {
1585                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1586                 {
1587                         unsigned char *start, *end, *start2;
1588                         start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1589                         end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1590                         start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1591                         if(memcmp(start, start2, end - start))
1592                                 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1593                         else
1594                                 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1595                         return;
1596                 }
1597                 lastEntry = entry;
1598                 entry = entry->chain;
1599         }
1600         if (entry == NULL)
1601         {
1602                 if (lastEntry->shader.name[0] != 0)
1603                 {
1604                         /* Add to chain */
1605                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1606                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1607
1608                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1609                         lastEntry->chain = newEntry;
1610                         newEntry->chain = NULL;
1611                         lastEntry = newEntry;
1612                 }
1613                 /* else: head of chain, in hash entry array */
1614                 entry = lastEntry;
1615         }
1616         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1617 }
1618
1619 extern cvar_t mod_q3shader_default_offsetmapping;
1620 extern cvar_t mod_q3shader_default_polygonoffset;
1621 extern cvar_t mod_q3shader_default_polygonfactor;
1622 void Mod_LoadQ3Shaders(void)
1623 {
1624         int j;
1625         int fileindex;
1626         fssearch_t *search;
1627         char *f;
1628         const char *text;
1629         q3shaderinfo_t shader;
1630         q3shaderinfo_layer_t *layer;
1631         int numparameters;
1632         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1633         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1634         unsigned long custsurfaceparms[256]; 
1635         int numcustsurfaceparms;
1636
1637         Mod_FreeQ3Shaders();
1638
1639         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1640         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1641                 sizeof (q3shader_data_t));
1642         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1643                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1644         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1645                 q3shaders_mem, sizeof (char**), 256);
1646
1647         // parse custinfoparms.txt
1648         numcustsurfaceparms = 0;
1649         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1650         {
1651                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1652                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1653                 else
1654                 {
1655                         while (COM_ParseToken_QuakeC(&text, false))
1656                                 if (!strcasecmp(com_token, "}"))
1657                                         break;
1658                         // custom surfaceflags section
1659                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1660                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1661                         else
1662                         {
1663                                 while(COM_ParseToken_QuakeC(&text, false))
1664                                 {
1665                                         if (!strcasecmp(com_token, "}"))
1666                                                 break;  
1667                                         // register surfaceflag
1668                                         if (numcustsurfaceparms >= 256)
1669                                         {
1670                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1671                                                 break;
1672                                         }
1673                                         // name
1674                                         j = strlen(com_token)+1;
1675                                         custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1676                                         strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1677                                         // value
1678                                         if (COM_ParseToken_QuakeC(&text, false))
1679                                                 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1680                                         else
1681                                                 custsurfaceparms[numcustsurfaceparms] = 0;
1682                                         numcustsurfaceparms++;
1683                                 }
1684                         }
1685                 }
1686                 Mem_Free(f);
1687         }
1688
1689         // parse shaders
1690         search = FS_Search("scripts/*.shader", true, false);
1691         if (!search)
1692                 return;
1693         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1694         {
1695                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1696                 if (!f)
1697                         continue;
1698                 while (COM_ParseToken_QuakeC(&text, false))
1699                 {
1700                         memset (&shader, 0, sizeof(shader));
1701                         shader.reflectmin = 0;
1702                         shader.reflectmax = 1;
1703                         shader.refractfactor = 1;
1704                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1705                         shader.reflectfactor = 1;
1706                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1707                         shader.r_water_wateralpha = 1;
1708                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1709                         shader.offsetscale = 1;
1710                         shader.specularscalemod = 1;
1711                         shader.specularpowermod = 1;
1712                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1713                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1714
1715                         strlcpy(shader.name, com_token, sizeof(shader.name));
1716                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1717                         {
1718                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1719                                 break;
1720                         }
1721                         while (COM_ParseToken_QuakeC(&text, false))
1722                         {
1723                                 if (!strcasecmp(com_token, "}"))
1724                                         break;
1725                                 if (!strcasecmp(com_token, "{"))
1726                                 {
1727                                         static q3shaderinfo_layer_t dummy;
1728                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1729                                         {
1730                                                 layer = shader.layers + shader.numlayers++;
1731                                         }
1732                                         else
1733                                         {
1734                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1735                                                 memset(&dummy, 0, sizeof(dummy));
1736                                                 layer = &dummy;
1737                                         }
1738                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1739                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1740                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1741                                         layer->blendfunc[0] = GL_ONE;
1742                                         layer->blendfunc[1] = GL_ZERO;
1743                                         while (COM_ParseToken_QuakeC(&text, false))
1744                                         {
1745                                                 if (!strcasecmp(com_token, "}"))
1746                                                         break;
1747                                                 if (!strcasecmp(com_token, "\n"))
1748                                                         continue;
1749                                                 numparameters = 0;
1750                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1751                                                 {
1752                                                         if (j < TEXTURE_MAXFRAMES + 4)
1753                                                         {
1754                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1755                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1756                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1757                                                                 else
1758                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1759                                                                 numparameters = j + 1;
1760                                                         }
1761                                                         if (!COM_ParseToken_QuakeC(&text, true))
1762                                                                 break;
1763                                                 }
1764                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1765                                                 //      parameter[j][0] = 0;
1766                                                 if (developer_insane.integer)
1767                                                 {
1768                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1769                                                         for (j = 0;j < numparameters;j++)
1770                                                                 Con_DPrintf(" %s", parameter[j]);
1771                                                         Con_DPrint("\n");
1772                                                 }
1773                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1774                                                 {
1775                                                         if (numparameters == 2)
1776                                                         {
1777                                                                 if (!strcasecmp(parameter[1], "add"))
1778                                                                 {
1779                                                                         layer->blendfunc[0] = GL_ONE;
1780                                                                         layer->blendfunc[1] = GL_ONE;
1781                                                                 }
1782                                                                 else if (!strcasecmp(parameter[1], "filter"))
1783                                                                 {
1784                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1785                                                                         layer->blendfunc[1] = GL_ZERO;
1786                                                                 }
1787                                                                 else if (!strcasecmp(parameter[1], "blend"))
1788                                                                 {
1789                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1790                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1791                                                                 }
1792                                                         }
1793                                                         else if (numparameters == 3)
1794                                                         {
1795                                                                 int k;
1796                                                                 for (k = 0;k < 2;k++)
1797                                                                 {
1798                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1799                                                                                 layer->blendfunc[k] = GL_ONE;
1800                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1801                                                                                 layer->blendfunc[k] = GL_ZERO;
1802                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1803                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1804                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1805                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1806                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1807                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1808                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1809                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1810                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1811                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1812                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1813                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1814                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1815                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1816                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1817                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1818                                                                         else
1819                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1820                                                                 }
1821                                                         }
1822                                                 }
1823                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1824                                                         layer->alphatest = true;
1825                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1826                                                 {
1827                                                         if (!strcasecmp(parameter[0], "clampmap"))
1828                                                                 layer->clampmap = true;
1829                                                         layer->numframes = 1;
1830                                                         layer->framerate = 1;
1831                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1832                                                                 &q3shader_data->char_ptrs);
1833                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1834                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1835                                                                 shader.lighting = true;
1836                                                 }
1837                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1838                                                 {
1839                                                         int i;
1840                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1841                                                         layer->framerate = atof(parameter[1]);
1842                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1843                                                         for (i = 0;i < layer->numframes;i++)
1844                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1845                                                 }
1846                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1847                                                 {
1848                                                         int i;
1849                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1850                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1851                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1852                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1853                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1854                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1855                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1856                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1857                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1858                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1859                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1860                                                         else if (!strcasecmp(parameter[1], "wave"))
1861                                                         {
1862                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1863                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1864                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1865                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1866                                                         }
1867                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1868                                                 }
1869                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1870                                                 {
1871                                                         int i;
1872                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1873                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1874                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1875                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1876                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1877                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1878                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1879                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1880                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1881                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1882                                                         else if (!strcasecmp(parameter[1], "wave"))
1883                                                         {
1884                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1885                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1886                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1887                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1888                                                         }
1889                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1890                                                 }
1891                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1892                                                 {
1893                                                         int i;
1894                                                         // observed values: tcgen environment
1895                                                         // no other values have been observed in real shaders
1896                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1897                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1898                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1899                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1900                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1901                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1902                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1903                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1904                                                 }
1905                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1906                                                 {
1907                                                         int i, tcmodindex;
1908                                                         // observed values:
1909                                                         // tcmod rotate #
1910                                                         // tcmod scale # #
1911                                                         // tcmod scroll # #
1912                                                         // tcmod stretch sin # # # #
1913                                                         // tcmod stretch triangle # # # #
1914                                                         // tcmod transform # # # # # #
1915                                                         // tcmod turb # # # #
1916                                                         // tcmod turb sin # # # #  (this is bogus)
1917                                                         // no other values have been observed in real shaders
1918                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1919                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1920                                                                         break;
1921                                                         if (tcmodindex < Q3MAXTCMODS)
1922                                                         {
1923                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1924                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1925                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1926                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1927                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1928                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1929                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1930                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1931                                                                 {
1932                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1933                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1934                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1935                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1936                                                                 }
1937                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1938                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1939                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1940                                                         }
1941                                                         else
1942                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1943                                                 }
1944                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1945                                                 if (!strcasecmp(com_token, "}"))
1946                                                         break;
1947                                         }
1948                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1949                                                 shader.lighting = true;
1950                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1951                                         {
1952                                                 if (layer == shader.layers + 0)
1953                                                 {
1954                                                         // vertex controlled transparency
1955                                                         shader.vertexalpha = true;
1956                                                 }
1957                                                 else
1958                                                 {
1959                                                         // multilayer terrain shader or similar
1960                                                         shader.textureblendalpha = true;
1961                                                 }
1962                                         }
1963                                         layer->texflags = TEXF_ALPHA;
1964                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1965                                                 layer->texflags |= TEXF_MIPMAP;
1966                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1967                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1968                                         if (layer->clampmap)
1969                                                 layer->texflags |= TEXF_CLAMP;
1970                                         continue;
1971                                 }
1972                                 numparameters = 0;
1973                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1974                                 {
1975                                         if (j < TEXTURE_MAXFRAMES + 4)
1976                                         {
1977                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1978                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1979                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1980                                                 else
1981                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1982                                                 numparameters = j + 1;
1983                                         }
1984                                         if (!COM_ParseToken_QuakeC(&text, true))
1985                                                 break;
1986                                 }
1987                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1988                                 //      parameter[j][0] = 0;
1989                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1990                                         break;
1991                                 if (developer_insane.integer)
1992                                 {
1993                                         Con_DPrintf("%s: ", shader.name);
1994                                         for (j = 0;j < numparameters;j++)
1995                                                 Con_DPrintf(" %s", parameter[j]);
1996                                         Con_DPrint("\n");
1997                                 }
1998                                 if (numparameters < 1)
1999                                         continue;
2000                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2001                                 {
2002                                         if (!strcasecmp(parameter[1], "alphashadow"))
2003                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2004                                         else if (!strcasecmp(parameter[1], "areaportal"))
2005                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2006                                         else if (!strcasecmp(parameter[1], "botclip"))
2007                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2008                                         else if (!strcasecmp(parameter[1], "clusterportal"))
2009                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2010                                         else if (!strcasecmp(parameter[1], "detail"))
2011                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2012                                         else if (!strcasecmp(parameter[1], "donotenter"))
2013                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2014                                         else if (!strcasecmp(parameter[1], "dust"))
2015                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2016                                         else if (!strcasecmp(parameter[1], "hint"))
2017                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2018                                         else if (!strcasecmp(parameter[1], "fog"))
2019                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2020                                         else if (!strcasecmp(parameter[1], "lava"))
2021                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2022                                         else if (!strcasecmp(parameter[1], "lightfilter"))
2023                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2024                                         else if (!strcasecmp(parameter[1], "lightgrid"))
2025                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2026                                         else if (!strcasecmp(parameter[1], "metalsteps"))
2027                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2028                                         else if (!strcasecmp(parameter[1], "nodamage"))
2029                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2030                                         else if (!strcasecmp(parameter[1], "nodlight"))
2031                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2032                                         else if (!strcasecmp(parameter[1], "nodraw"))
2033                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2034                                         else if (!strcasecmp(parameter[1], "nodrop"))
2035                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2036                                         else if (!strcasecmp(parameter[1], "noimpact"))
2037                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2038                                         else if (!strcasecmp(parameter[1], "nolightmap"))
2039                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2040                                         else if (!strcasecmp(parameter[1], "nomarks"))
2041                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2042                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
2043                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2044                                         else if (!strcasecmp(parameter[1], "nonsolid"))
2045                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2046                                         else if (!strcasecmp(parameter[1], "origin"))
2047                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2048                                         else if (!strcasecmp(parameter[1], "playerclip"))
2049                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2050                                         else if (!strcasecmp(parameter[1], "sky"))
2051                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2052                                         else if (!strcasecmp(parameter[1], "slick"))
2053                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2054                                         else if (!strcasecmp(parameter[1], "slime"))
2055                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2056                                         else if (!strcasecmp(parameter[1], "structural"))
2057                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2058                                         else if (!strcasecmp(parameter[1], "trans"))
2059                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2060                                         else if (!strcasecmp(parameter[1], "water"))
2061                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2062                                         else if (!strcasecmp(parameter[1], "pointlight"))
2063                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2064                                         else if (!strcasecmp(parameter[1], "antiportal"))
2065                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2066                                         else
2067                                         {
2068                                                 // try custom surfaceparms
2069                                                 for (j = 0; j < numcustsurfaceparms; j++)
2070                                                 {
2071                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2072                                                         {
2073                                                                 shader.surfaceparms |= custsurfaceparms[j];
2074                                                                 break;
2075                                                         }
2076                                                 }
2077                                                 // failed all
2078                                                 if (j == numcustsurfaceparms)
2079                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2080                                         }
2081                                 }
2082                                 else if (!strcasecmp(parameter[0], "dpshadow"))
2083                                         shader.dpshadow = true;
2084                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2085                                         shader.dpnoshadow = true;
2086                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2087                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2088                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2089                                         shader.dpmeshcollisions = true;
2090                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2091                                 {
2092                                         // some q3 skies don't have the sky parm set
2093                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2094                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2095                                 }
2096                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2097                                 {
2098                                         // some q3 skies don't have the sky parm set
2099                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2100                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2101                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2102                                 }
2103                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2104                                 {
2105                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2106                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2107                                 }
2108                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2109                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2110                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2111                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2112                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2113                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2114                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2115                                 {
2116                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2117                                         if(numparameters >= 2)
2118                                         {
2119                                                 shader.biaspolygonfactor = atof(parameter[1]);
2120                                                 if(numparameters >= 3)
2121                                                         shader.biaspolygonoffset = atof(parameter[2]);
2122                                                 else
2123                                                         shader.biaspolygonoffset = 0;
2124                                         }
2125                                 }
2126                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2127                                 {
2128                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2129                                         shader.refractfactor = atof(parameter[1]);
2130                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2131                                 }
2132                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2133                                 {
2134                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2135                                         shader.reflectfactor = atof(parameter[1]);
2136                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2137                                 }
2138                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2139                                 {
2140                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2141                                 }
2142                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2143                                 {
2144                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2145                                         shader.reflectmin = atof(parameter[1]);
2146                                         shader.reflectmax = atof(parameter[2]);
2147                                         shader.refractfactor = atof(parameter[3]);
2148                                         shader.reflectfactor = atof(parameter[4]);
2149                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2150                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2151                                         shader.r_water_wateralpha = atof(parameter[11]);
2152                                 }
2153                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2154                                 {
2155                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2156                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2157                                 }
2158                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2159                                 {
2160                                         shader.specularscalemod = atof(parameter[1]);
2161                                 }
2162                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2163                                 {
2164                                         shader.specularpowermod = atof(parameter[1]);
2165                                 }
2166                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
2167                                 {
2168                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2169                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2170                                         else if (!strcasecmp(parameter[1], "default"))
2171                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2172                                         else if (!strcasecmp(parameter[1], "linear"))
2173                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2174                                         else if (!strcasecmp(parameter[1], "relief"))
2175                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2176                                         shader.offsetscale = atof(parameter[2]);
2177                                 }
2178                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2179                                 {
2180                                         int i, deformindex;
2181                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2182                                                 if (!shader.deforms[deformindex].deform)
2183                                                         break;
2184                                         if (deformindex < Q3MAXDEFORMS)
2185                                         {
2186                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2187                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2188                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2189                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2190                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2191                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2192                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2193                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2194                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2195                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2196                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2197                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2198                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2199                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2200                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2201                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2202                                                 {
2203                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2204                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2205                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2206                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2207                                                 }
2208                                                 else if (!strcasecmp(parameter[1], "move"            ))
2209                                                 {
2210                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2211                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2212                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2213                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2214                                                 }
2215                                         }
2216                                 }
2217                         }
2218                         // pick the primary layer to render with
2219                         if (shader.numlayers)
2220                         {
2221                                 shader.backgroundlayer = -1;
2222                                 shader.primarylayer = 0;
2223                                 // if lightmap comes first this is definitely an ordinary texture
2224                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2225                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
2226                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2227                                 {
2228                                         shader.backgroundlayer = -1;
2229                                         shader.primarylayer = 1;
2230                                 }
2231                                 else if (shader.numlayers >= 2
2232                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2233                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
2234                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2235                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
2236                                 {
2237                                         // terrain blending or other effects
2238                                         shader.backgroundlayer = 0;
2239                                         shader.primarylayer = 1;
2240                                 }
2241                         }
2242                         // fix up multiple reflection types
2243                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2244                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2245
2246                         Q3Shader_AddToHash (&shader);
2247                 }
2248                 Mem_Free(f);
2249         }
2250         FS_FreeSearch(search);
2251         // free custinfoparm values
2252         for (j = 0; j < numcustsurfaceparms; j++)
2253                 Mem_Free(custsurfaceparmnames[j]);
2254 }
2255
2256 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2257 {
2258         unsigned short hash;
2259         q3shader_hash_entry_t* entry;
2260         if (!q3shaders_mem)
2261                 Mod_LoadQ3Shaders();
2262         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2263         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2264         while (entry != NULL)
2265         {
2266                 if (strcasecmp (entry->shader.name, name) == 0)
2267                         return &entry->shader;
2268                 entry = entry->chain;
2269         }
2270         return NULL;
2271 }
2272
2273 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2274 {
2275         int j;
2276         int texflagsmask, texflagsor;
2277         qboolean success = true;
2278         q3shaderinfo_t *shader;
2279         if (!name)
2280                 name = "";
2281         strlcpy(texture->name, name, sizeof(texture->name));
2282         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2283
2284         texflagsmask = ~0;
2285         if(!(defaulttexflags & TEXF_PICMIP))
2286                 texflagsmask &= ~TEXF_PICMIP;
2287         if(!(defaulttexflags & TEXF_COMPRESS))
2288                 texflagsmask &= ~TEXF_COMPRESS;
2289         texflagsor = 0;
2290         if(defaulttexflags & TEXF_ISWORLD)
2291                 texflagsor |= TEXF_ISWORLD;
2292         if(defaulttexflags & TEXF_ISSPRITE)
2293                 texflagsor |= TEXF_ISSPRITE;
2294         // unless later loaded from the shader
2295         texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2296         texture->offsetscale = 1;
2297         texture->specularscalemod = 1;
2298         texture->specularpowermod = 1; 
2299         // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2300         // HERE, AND Q1BSP LOADING
2301         // JUST GREP FOR "specularscalemod = 1".
2302
2303         if (shader)
2304         {
2305                 if (developer_loading.integer)
2306                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2307                 texture->surfaceparms = shader->surfaceparms;
2308
2309                 // allow disabling of picmip or compression by defaulttexflags
2310                 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2311
2312                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2313                 {
2314                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2315                         if (shader->skyboxname[0])
2316                         {
2317                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2318                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2319                         }
2320                 }
2321                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2322                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2323                 else
2324                         texture->basematerialflags = MATERIALFLAG_WALL;
2325
2326                 if (shader->layers[0].alphatest)
2327                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2328                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2329                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2330                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2331                 {
2332                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2333                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2334                 }
2335                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2336                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2337                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2338                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2339                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2340                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2341                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2342                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2343                 texture->customblendfunc[0] = GL_ONE;
2344                 texture->customblendfunc[1] = GL_ZERO;
2345                 if (shader->numlayers > 0)
2346                 {
2347                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2348                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2349 /*
2350 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2351 * additive               GL_ONE GL_ONE
2352 additive weird         GL_ONE GL_SRC_ALPHA
2353 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2354 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2355 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2356 brighten               GL_DST_COLOR GL_ONE
2357 brighten               GL_ONE GL_SRC_COLOR
2358 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2359 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2360 * modulate               GL_DST_COLOR GL_ZERO
2361 * modulate               GL_ZERO GL_SRC_COLOR
2362 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2363 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2364 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2365 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2366 * no blend               GL_ONE GL_ZERO
2367 nothing                GL_ZERO GL_ONE
2368 */
2369                         // if not opaque, figure out what blendfunc to use
2370                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2371                         {
2372                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2373                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2374                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2375                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2376                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2377                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2378                                 else
2379                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2380                         }
2381                 }
2382                 if (!shader->lighting)
2383                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2384                 if (shader->primarylayer >= 0)
2385                 {
2386                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2387                         // copy over many primarylayer parameters
2388                         texture->rgbgen = primarylayer->rgbgen;
2389                         texture->alphagen = primarylayer->alphagen;
2390                         texture->tcgen = primarylayer->tcgen;
2391                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2392                         // load the textures
2393                         texture->numskinframes = primarylayer->numframes;
2394                         texture->skinframerate = primarylayer->framerate;
2395                         for (j = 0;j < primarylayer->numframes;j++)
2396                         {
2397                                 if(cls.state == ca_dedicated)
2398                                 {
2399                                         texture->skinframes[j] = NULL;
2400                                 }
2401                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2402                                 {
2403                                         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);
2404                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2405                                 }
2406                         }
2407                 }
2408                 if (shader->backgroundlayer >= 0)
2409                 {
2410                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2411                         // copy over one secondarylayer parameter
2412                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2413                         // load the textures
2414                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2415                         texture->backgroundskinframerate = backgroundlayer->framerate;
2416                         for (j = 0;j < backgroundlayer->numframes;j++)
2417                         {
2418                                 if(cls.state == ca_dedicated)
2419                                 {
2420                                         texture->skinframes[j] = NULL;
2421                                 }
2422                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2423                                 {
2424                                         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);
2425                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2426                                 }
2427                         }
2428                 }
2429                 if (shader->dpshadow)
2430                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2431                 if (shader->dpnoshadow)
2432                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2433                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2434                 texture->reflectmin = shader->reflectmin;
2435                 texture->reflectmax = shader->reflectmax;
2436                 texture->refractfactor = shader->refractfactor;
2437                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2438                 texture->reflectfactor = shader->reflectfactor;
2439                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2440                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2441                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2442                 texture->offsetmapping = shader->offsetmapping;
2443                 texture->offsetscale = shader->offsetscale;
2444                 texture->specularscalemod = shader->specularscalemod;
2445                 texture->specularpowermod = shader->specularpowermod;
2446                 if (shader->dpreflectcube[0])
2447                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2448
2449                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2450                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2451                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2452                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2453                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2454                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2455                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2456                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2457                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2458
2459         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2460         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2461         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2462         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2463                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2464         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2465                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2466         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2467         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2468         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2469         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2470         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2471                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2472         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2473         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2474         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2475         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2476                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2477         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2478                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2479                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2480         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2481                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2482         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2483         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2484                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2485         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2486         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2487         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2488                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2489         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2490         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2491
2492                 if (shader->dpmeshcollisions)
2493                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2494         }
2495         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2496         {
2497                 if (developer_extra.integer)
2498                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2499                 texture->surfaceparms = 0;
2500                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2501         }
2502         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2503         {
2504                 if (developer_extra.integer)
2505                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2506                 texture->surfaceparms = 0;
2507                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2508                 texture->supercontents = SUPERCONTENTS_SOLID;
2509         }
2510         else
2511         {
2512                 if (developer_extra.integer)
2513                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2514                 texture->surfaceparms = 0;
2515                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2516                 {
2517                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2518                         texture->supercontents = SUPERCONTENTS_SOLID;
2519                 }
2520                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2521                 {
2522                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2523                         texture->supercontents = SUPERCONTENTS_SKY;
2524                 }
2525                 else
2526                 {
2527                         texture->basematerialflags |= MATERIALFLAG_WALL;
2528                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2529                 }
2530                 texture->numskinframes = 1;
2531                 if(cls.state == ca_dedicated)
2532                 {
2533                         texture->skinframes[0] = NULL;
2534                 }
2535                 else
2536                 {
2537                         if (fallback)
2538                         {
2539                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2540                                 {
2541                                         if(texture->skinframes[0]->hasalpha)
2542                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2543                                 }
2544                                 else
2545                                         success = false;
2546                         }
2547                         else
2548                                 success = false;
2549                         if (!success && warnmissing)
2550                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2551                 }
2552         }
2553         // init the animation variables
2554         texture->currentframe = texture;
2555         if (texture->numskinframes < 1)
2556                 texture->numskinframes = 1;
2557         if (!texture->skinframes[0])
2558                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2559         texture->currentskinframe = texture->skinframes[0];
2560         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2561         return success;
2562 }
2563
2564 skinfile_t *Mod_LoadSkinFiles(void)
2565 {
2566         int i, words, line, wordsoverflow;
2567         char *text;
2568         const char *data;
2569         skinfile_t *skinfile = NULL, *first = NULL;
2570         skinfileitem_t *skinfileitem;
2571         char word[10][MAX_QPATH];
2572
2573 /*
2574 sample file:
2575 U_bodyBox,models/players/Legoman/BikerA2.tga
2576 U_RArm,models/players/Legoman/BikerA1.tga
2577 U_LArm,models/players/Legoman/BikerA1.tga
2578 U_armor,common/nodraw
2579 U_sword,common/nodraw
2580 U_shield,common/nodraw
2581 U_homb,common/nodraw
2582 U_backpack,common/nodraw
2583 U_colcha,common/nodraw
2584 tag_head,
2585 tag_weapon,
2586 tag_torso,
2587 */
2588         memset(word, 0, sizeof(word));
2589         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2590         {
2591                 // If it's the first file we parse
2592                 if (skinfile == NULL)
2593                 {
2594                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2595                         first = skinfile;
2596                 }
2597                 else
2598                 {
2599                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2600                         skinfile = skinfile->next;
2601                 }
2602                 skinfile->next = NULL;
2603
2604                 for(line = 0;;line++)
2605                 {
2606                         // parse line
2607                         if (!COM_ParseToken_QuakeC(&data, true))
2608                                 break;
2609                         if (!strcmp(com_token, "\n"))
2610                                 continue;
2611                         words = 0;
2612                         wordsoverflow = false;
2613                         do
2614                         {
2615                                 if (words < 10)
2616                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2617                                 else
2618                                         wordsoverflow = true;
2619                         }
2620                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2621                         if (wordsoverflow)
2622                         {
2623                                 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);
2624                                 continue;
2625                         }
2626                         // words is always >= 1
2627                         if (!strcmp(word[0], "replace"))
2628                         {
2629                                 if (words == 3)
2630                                 {
2631                                         if (developer_loading.integer)
2632                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2633                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2634                                         skinfileitem->next = skinfile->items;
2635                                         skinfile->items = skinfileitem;
2636                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2637                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2638                                 }
2639                                 else
2640                                         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]);
2641                         }
2642                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2643                         {
2644                                 // tag name, like "tag_weapon,"
2645                                 // not used for anything (not even in Quake3)
2646                         }
2647                         else if (words >= 2 && !strcmp(word[1], ","))
2648                         {
2649                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2650                                 if (developer_loading.integer)
2651                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2652                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2653                                 skinfileitem->next = skinfile->items;
2654                                 skinfile->items = skinfileitem;
2655                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2656                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2657                         }
2658                         else
2659                                 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);
2660                 }
2661                 Mem_Free(text);
2662         }
2663         if (i)
2664                 loadmodel->numskins = i;
2665         return first;
2666 }
2667
2668 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2669 {
2670         skinfile_t *next;
2671         skinfileitem_t *skinfileitem, *nextitem;
2672         for (;skinfile;skinfile = next)
2673         {
2674                 next = skinfile->next;
2675                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2676                 {
2677                         nextitem = skinfileitem->next;
2678                         Mem_Free(skinfileitem);
2679                 }
2680                 Mem_Free(skinfile);
2681         }
2682 }
2683
2684 int Mod_CountSkinFiles(skinfile_t *skinfile)
2685 {
2686         int i;
2687         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2688         return i;
2689 }
2690
2691 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2692 {
2693         int i;
2694         double isnap = 1.0 / snap;
2695         for (i = 0;i < numvertices*numcomponents;i++)
2696                 vertices[i] = floor(vertices[i]*isnap)*snap;
2697 }
2698
2699 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2700 {
2701         int i, outtriangles;
2702         float edgedir1[3], edgedir2[3], temp[3];
2703         // a degenerate triangle is one with no width (thickness, surface area)
2704         // these are characterized by having all 3 points colinear (along a line)
2705         // or having two points identical
2706         // the simplest check is to calculate the triangle's area
2707         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2708         {
2709                 // calculate first edge
2710                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2711                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2712                 CrossProduct(edgedir1, edgedir2, temp);
2713                 if (VectorLength2(temp) < 0.001f)
2714                         continue; // degenerate triangle (no area)
2715                 // valid triangle (has area)
2716                 VectorCopy(inelement3i, outelement3i);
2717                 outelement3i += 3;
2718                 outtriangles++;
2719         }
2720         return outtriangles;
2721 }
2722
2723 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2724 {
2725         int i, e;
2726         int firstvertex, lastvertex;
2727         if (numelements > 0 && elements)
2728         {
2729                 firstvertex = lastvertex = elements[0];
2730                 for (i = 1;i < numelements;i++)
2731                 {
2732                         e = elements[i];
2733                         firstvertex = min(firstvertex, e);
2734                         lastvertex = max(lastvertex, e);
2735                 }
2736         }
2737         else
2738                 firstvertex = lastvertex = 0;
2739         if (firstvertexpointer)
2740                 *firstvertexpointer = firstvertex;
2741         if (lastvertexpointer)
2742                 *lastvertexpointer = lastvertex;
2743 }
2744
2745 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2746 {
2747         // make an optimal set of texture-sorted batches to draw...
2748         int j, t;
2749         int *firstsurfacefortexture;
2750         int *numsurfacesfortexture;
2751         if (!mod->sortedmodelsurfaces)
2752                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2753         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2754         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2755         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2756         for (j = 0;j < mod->nummodelsurfaces;j++)
2757         {
2758                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2759                 int t = (int)(surface->texture - mod->data_textures);
2760                 numsurfacesfortexture[t]++;
2761         }
2762         j = 0;
2763         for (t = 0;t < mod->num_textures;t++)
2764         {
2765                 firstsurfacefortexture[t] = j;
2766                 j += numsurfacesfortexture[t];
2767         }
2768         for (j = 0;j < mod->nummodelsurfaces;j++)
2769         {
2770                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2771                 int t = (int)(surface->texture - mod->data_textures);
2772                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2773         }
2774         Mem_Free(firstsurfacefortexture);
2775         Mem_Free(numsurfacesfortexture);
2776 }
2777
2778 void Mod_BuildVBOs(void)
2779 {
2780         if (!loadmodel->surfmesh.num_vertices)
2781                 return;
2782
2783         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2784         {
2785                 int i;
2786                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2787                 {
2788                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2789                         {
2790                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2791                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2792                         }
2793                 }
2794         }
2795
2796         // build r_vertexmesh_t array
2797         // (compressed interleaved array for faster rendering)
2798         if (!loadmodel->surfmesh.vertexmesh)
2799         {
2800                 int vertexindex;
2801                 int numvertices = loadmodel->surfmesh.num_vertices;
2802                 r_vertexmesh_t *vertexmesh;
2803                 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2804                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2805                 {
2806                         VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2807                         VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2808                         VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2809                         VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2810                         if (loadmodel->surfmesh.data_lightmapcolor4f)
2811                                 Vector4Scale(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, 255.0f, vertexmesh->color4ub);
2812                         Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2813                         if (loadmodel->surfmesh.data_texcoordlightmap2f)
2814                                 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2815                 }
2816         }
2817
2818         // build r_vertexposition_t array
2819         if (!loadmodel->surfmesh.vertexposition)
2820         {
2821                 int vertexindex;
2822                 int numvertices = loadmodel->surfmesh.num_vertices;
2823                 r_vertexposition_t *vertexposition;
2824                 loadmodel->surfmesh.vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexposition));
2825                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++)
2826                         VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexposition->vertex3f);
2827         }
2828
2829         // upload r_vertexmesh_t array as a buffer
2830         if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2831                 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2832
2833         // upload r_vertexposition_t array as a buffer
2834         if (loadmodel->surfmesh.vertexposition && !loadmodel->surfmesh.vertexpositionbuffer)
2835                 loadmodel->surfmesh.vertexpositionbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexposition, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexposition), loadmodel->name, false, false, false);
2836
2837         // upload short indices as a buffer
2838         if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2839                 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2840
2841         // upload int indices as a buffer
2842         if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2843                 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2844
2845         // only build a vbo if one has not already been created (this is important for brush models which load specially)
2846         // vertex buffer is several arrays and we put them in the same buffer
2847         //
2848         // is this wise?  the texcoordtexture2f array is used with dynamic
2849         // vertex/svector/tvector/normal when rendering animated models, on the
2850         // other hand animated models don't use a lot of vertices anyway...
2851         if (!loadmodel->surfmesh.vbo_vertexbuffer)
2852         {
2853                 size_t size;
2854                 unsigned char *mem;
2855                 size = 0;
2856                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2857                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2858                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2859                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2860                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2861                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2862                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2863                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2864                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2865                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2866                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2867                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2868                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2869                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2870                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2871                 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
2872                 Mem_Free(mem);
2873         }
2874 }
2875
2876 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2877 {
2878         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2879         int a, b, c;
2880         const char *texname;
2881         const int *e;
2882         const float *v, *vn, *vt;
2883         size_t l;
2884         size_t outbufferpos = 0;
2885         size_t outbuffermax = 0x100000;
2886         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2887         const msurface_t *surface;
2888         const int maxtextures = 256;
2889         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2890         dp_model_t *submodel;
2891
2892         // construct the mtllib file
2893         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2894         if (l > 0)
2895                 outbufferpos += l;
2896         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2897         {
2898                 countsurfaces++;
2899                 countvertices += surface->num_vertices;
2900                 countfaces += surface->num_triangles;
2901                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2902                 for (textureindex = 0;textureindex < counttextures;textureindex++)
2903                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2904                                 break;
2905                 if (textureindex < counttextures)
2906                         continue; // already wrote this material entry
2907                 if (textureindex >= maxtextures)
2908                         continue; // just a precaution
2909                 textureindex = counttextures++;
2910                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2911                 if (outbufferpos >= outbuffermax >> 1)
2912                 {
2913                         outbuffermax *= 2;
2914                         oldbuffer = outbuffer;
2915                         outbuffer = (char *) Z_Malloc(outbuffermax);
2916                         memcpy(outbuffer, oldbuffer, outbufferpos);
2917                         Z_Free(oldbuffer);
2918                 }
2919                 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");
2920                 if (l > 0)
2921                         outbufferpos += l;
2922         }
2923
2924         // write the mtllib file
2925         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2926
2927         // construct the obj file
2928         outbufferpos = 0;
2929         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);
2930         if (l > 0)
2931                 outbufferpos += l;
2932
2933         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)
2934         {
2935                 if (outbufferpos >= outbuffermax >> 1)
2936                 {
2937                         outbuffermax *= 2;
2938                         oldbuffer = outbuffer;
2939                         outbuffer = (char *) Z_Malloc(outbuffermax);
2940                         memcpy(outbuffer, oldbuffer, outbufferpos);
2941                         Z_Free(oldbuffer);
2942                 }
2943                 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]);
2944                 if (l > 0)
2945                         outbufferpos += l;
2946         }
2947
2948         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
2949         {
2950                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
2951                 if (l > 0)
2952                         outbufferpos += l;
2953                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
2954                 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
2955                 {
2956                         surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
2957                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2958                         if (l > 0)
2959                                 outbufferpos += l;
2960                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2961                         {
2962                                 if (outbufferpos >= outbuffermax >> 1)
2963                                 {
2964                                         outbuffermax *= 2;
2965                                         oldbuffer = outbuffer;
2966                                         outbuffer = (char *) Z_Malloc(outbuffermax);
2967                                         memcpy(outbuffer, oldbuffer, outbufferpos);
2968                                         Z_Free(oldbuffer);
2969                                 }
2970                                 a = e[0]+1;
2971                                 b = e[1]+1;
2972                                 c = e[2]+1;
2973                                 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);
2974                                 if (l > 0)
2975                                         outbufferpos += l;
2976                         }
2977                 }
2978         }
2979
2980         // write the obj file
2981         FS_WriteFile(filename, outbuffer, outbufferpos);
2982
2983         // clean up
2984         Z_Free(outbuffer);
2985         Z_Free(texturenames);
2986
2987         // print some stats
2988         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2989 }
2990
2991 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2992 {
2993         int countnodes = 0, counttriangles = 0, countframes = 0;
2994         int surfaceindex;
2995         int triangleindex;
2996         int transformindex;
2997         int poseindex;
2998         int cornerindex;
2999         const int *e;
3000         size_t l;
3001         size_t outbufferpos = 0;
3002         size_t outbuffermax = 0x100000;
3003         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3004         const msurface_t *surface;
3005         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3006         if (l > 0)
3007                 outbufferpos += l;
3008         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3009         {
3010                 if (outbufferpos >= outbuffermax >> 1)
3011                 {
3012                         outbuffermax *= 2;
3013                         oldbuffer = outbuffer;
3014                         outbuffer = (char *) Z_Malloc(outbuffermax);
3015                         memcpy(outbuffer, oldbuffer, outbufferpos);
3016                         Z_Free(oldbuffer);
3017                 }
3018                 countnodes++;
3019                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3020                 if (l > 0)
3021                         outbufferpos += l;
3022         }
3023         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3024         if (l > 0)
3025                 outbufferpos += l;
3026         for (poseindex = 0;poseindex < numposes;poseindex++)
3027         {
3028                 countframes++;
3029                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3030                 if (l > 0)
3031                         outbufferpos += l;
3032                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3033                 {
3034                         float angles[3];
3035                         float mtest[4][3];
3036                         matrix4x4_t posematrix;
3037                         if (outbufferpos >= outbuffermax >> 1)
3038                         {
3039                                 outbuffermax *= 2;
3040                                 oldbuffer = outbuffer;
3041                                 outbuffer = (char *) Z_Malloc(outbuffermax);
3042                                 memcpy(outbuffer, oldbuffer, outbufferpos);
3043                                 Z_Free(oldbuffer);
3044                         }
3045
3046                         // strangely the smd angles are for a transposed matrix, so we
3047                         // have to generate a transposed matrix, then convert that...
3048                         Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3049                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3050                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
3051                         if (angles[0] >= 180) angles[0] -= 360;
3052                         if (angles[1] >= 180) angles[1] -= 360;
3053                         if (angles[2] >= 180) angles[2] -= 360;
3054
3055 #if 0
3056 {
3057                         float a = DEG2RAD(angles[ROLL]);
3058                         float b = DEG2RAD(angles[PITCH]);
3059                         float c = DEG2RAD(angles[YAW]);
3060                         float cy, sy, cp, sp, cr, sr;
3061                         float test[4][3];
3062                         // smd matrix construction, for comparing
3063                         sy = sin(c);
3064                         cy = cos(c);
3065                         sp = sin(b);
3066                         cp = cos(b);
3067                         sr = sin(a);
3068                         cr = cos(a);
3069
3070                         test[0][0] = cp*cy;
3071                         test[0][1] = cp*sy;
3072                         test[0][2] = -sp;
3073                         test[1][0] = sr*sp*cy+cr*-sy;
3074                         test[1][1] = sr*sp*sy+cr*cy;
3075                         test[1][2] = sr*cp;
3076                         test[2][0] = (cr*sp*cy+-sr*-sy);
3077                         test[2][1] = (cr*sp*sy+-sr*cy);
3078                         test[2][2] = cr*cp;
3079                         test[3][0] = pose[9];
3080                         test[3][1] = pose[10];
3081                         test[3][2] = pose[11];
3082 }
3083 #endif
3084                         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]));
3085                         if (l > 0)
3086                                 outbufferpos += l;
3087                 }
3088         }
3089         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3090         if (l > 0)
3091                 outbufferpos += l;
3092         if (writetriangles)
3093         {
3094                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3095                 if (l > 0)
3096                         outbufferpos += l;
3097                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3098                 {
3099                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3100                         {
3101                                 counttriangles++;
3102                                 if (outbufferpos >= outbuffermax >> 1)
3103                                 {
3104                                         outbuffermax *= 2;
3105                                         oldbuffer = outbuffer;
3106                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3107                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3108                                         Z_Free(oldbuffer);
3109                                 }
3110                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3111                                 if (l > 0)
3112                                         outbufferpos += l;
3113                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3114                                 {
3115                                         const int index = e[2-cornerindex];
3116                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
3117                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
3118                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3119                                         const int b = model->surfmesh.blends[index];
3120                                         if (b < model->num_bones)
3121                                                 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]);
3122                                         else
3123                                         {
3124                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3125                                                 const unsigned char *wi = w->index;
3126                                                 const unsigned char *wf = w->influence;
3127                                             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);
3128                                                 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);
3129                                                 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);
3130                                                 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]);
3131                                         }
3132                                         if (l > 0)
3133                                                 outbufferpos += l;
3134                                 }
3135                         }
3136                 }
3137                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3138                 if (l > 0)
3139                         outbufferpos += l;
3140         }
3141
3142         FS_WriteFile(filename, outbuffer, outbufferpos);
3143         Z_Free(outbuffer);
3144
3145         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3146 }
3147
3148 /*
3149 ================
3150 Mod_Decompile_f
3151
3152 decompiles a model to editable files
3153 ================
3154 */
3155 static void Mod_Decompile_f(void)
3156 {
3157         int i, j, k, l, first, count;
3158         dp_model_t *mod;
3159         char inname[MAX_QPATH];
3160         char outname[MAX_QPATH];
3161         char mtlname[MAX_QPATH];
3162         char basename[MAX_QPATH];
3163         char animname[MAX_QPATH];
3164         char animname2[MAX_QPATH];
3165         char zymtextbuffer[16384];
3166         char dpmtextbuffer[16384];
3167         char framegroupstextbuffer[16384];
3168         int zymtextsize = 0;
3169         int dpmtextsize = 0;
3170         int framegroupstextsize = 0;
3171
3172         if (Cmd_Argc() != 2)
3173         {
3174                 Con_Print("usage: modeldecompile <filename>\n");
3175                 return;
3176         }
3177
3178         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3179         FS_StripExtension(inname, basename, sizeof(basename));
3180
3181         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3182         if (mod->brush.submodel)
3183         {
3184                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3185                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3186                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3187                 outname[0] = 0;
3188         }
3189         if (!mod)
3190         {
3191                 Con_Print("No such model\n");
3192                 return;
3193         }
3194         if (!mod->surfmesh.num_triangles)
3195         {
3196                 Con_Print("Empty model (or sprite)\n");
3197                 return;
3198         }
3199
3200         // export OBJ if possible (not on sprites)
3201         if (mod->surfmesh.num_triangles)
3202         {
3203                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3204                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3205                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3206         }
3207
3208         // export SMD if possible (only for skeletal models)
3209         if (mod->surfmesh.num_triangles && mod->num_bones)
3210         {
3211                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3212                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3213                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3214                 if (l > 0) zymtextsize += l;
3215                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3216                 if (l > 0) dpmtextsize += l;
3217                 for (i = 0;i < mod->numframes;i = j)
3218                 {
3219                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3220                         first = mod->animscenes[i].firstframe;
3221                         if (mod->animscenes[i].framecount > 1)
3222                         {
3223                                 // framegroup anim
3224                                 count = mod->animscenes[i].framecount;
3225                                 j = i + 1;
3226                         }
3227                         else
3228                         {
3229                                 // individual frame
3230                                 // check for additional frames with same name
3231                                 for (l = 0, k = strlen(animname);animname[l];l++)
3232                                         if(animname[l] < '0' || animname[l] > '9')
3233                                                 k = l + 1;
3234                                 if(k > 0 && animname[k-1] == '_')
3235                                         --k;
3236                                 animname[k] = 0;
3237                                 count = mod->num_poses - first;
3238                                 for (j = i + 1;j < mod->numframes;j++)
3239                                 {
3240                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3241                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
3242                                                 if(animname2[l] < '0' || animname2[l] > '9')
3243                                                         k = l + 1;
3244                                         if(k > 0 && animname[k-1] == '_')
3245                                                 --k;
3246                                         animname2[k] = 0;
3247                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3248                                         {
3249                                                 count = mod->animscenes[j].firstframe - first;
3250                                                 break;
3251                                         }
3252                                 }
3253                                 // if it's only one frame, use the original frame name
3254                                 if (j == i + 1)
3255                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3256                                 
3257                         }
3258                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3259                         Mod_Decompile_SMD(mod, outname, first, count, false);
3260                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3261                         {
3262                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3263                                 if (l > 0) zymtextsize += l;
3264                         }
3265                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3266                         {
3267                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3268                                 if (l > 0) dpmtextsize += l;
3269                         }
3270                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3271                         {
3272                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3273                                 if (l > 0) framegroupstextsize += l;
3274                         }
3275                 }
3276                 if (zymtextsize)
3277                         FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3278                 if (dpmtextsize)
3279                         FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3280                 if (framegroupstextsize)
3281                         FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3282         }
3283 }
3284
3285 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3286 {
3287         int y;
3288         memset(state, 0, sizeof(*state));
3289         state->width = width;
3290         state->height = height;
3291         state->currentY = 0;
3292         state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3293         for (y = 0;y < state->height;y++)
3294         {
3295                 state->rows[y].currentX = 0;
3296                 state->rows[y].rowY = -1;
3297         }
3298 }
3299
3300 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3301 {
3302         int y;
3303         state->currentY = 0;
3304         for (y = 0;y < state->height;y++)
3305         {
3306                 state->rows[y].currentX = 0;
3307                 state->rows[y].rowY = -1;
3308         }
3309 }
3310
3311 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3312 {
3313         if (state->rows)
3314                 Mem_Free(state->rows);
3315         memset(state, 0, sizeof(*state));
3316 }
3317
3318 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3319 {
3320         mod_alloclightmap_row_t *row;
3321         int y;
3322
3323         row = state->rows + blockheight;
3324         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3325         {
3326                 if (state->currentY + blockheight <= state->height)
3327                 {
3328                         // use the current allocation position
3329                         row->rowY = state->currentY;
3330                         row->currentX = 0;
3331                         state->currentY += blockheight;
3332                 }
3333                 else
3334                 {
3335                         // find another position
3336                         for (y = blockheight;y < state->height;y++)
3337                         {
3338                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3339                                 {
3340                                         row = state->rows + y;
3341                                         break;
3342                                 }
3343                         }
3344                         if (y == state->height)
3345                                 return false;
3346                 }
3347         }
3348         *outy = row->rowY;
3349         *outx = row->currentX;
3350         row->currentX += blockwidth;
3351
3352         return true;
3353 }
3354
3355 typedef struct lightmapsample_s
3356 {
3357         float pos[3];
3358         float sh1[4][3];
3359         float *vertex_color;
3360         unsigned char *lm_bgr;
3361         unsigned char *lm_dir;
3362 }
3363 lightmapsample_t;
3364
3365 typedef struct lightmapvertex_s
3366 {
3367         int index;
3368         float pos[3];
3369         float normal[3];
3370         float texcoordbase[2];
3371         float texcoordlightmap[2];
3372         float lightcolor[4];
3373 }
3374 lightmapvertex_t;
3375
3376 typedef struct lightmaptriangle_s
3377 {
3378         int triangleindex;
3379         int surfaceindex;
3380         int lightmapindex;
3381         int axis;
3382         int lmoffset[2];
3383         int lmsize[2];
3384         // 2D modelspace coordinates of min corner
3385         // snapped to lightmap grid but not in grid coordinates
3386         float lmbase[2];
3387         // 2D modelspace to lightmap coordinate scale
3388         float lmscale[2];
3389         float vertex[3][3];
3390         float mins[3];
3391         float maxs[3];
3392 }
3393 lightmaptriangle_t;
3394
3395 typedef struct lightmaplight_s
3396 {
3397         float origin[3];
3398         float radius;
3399         float iradius;
3400         float radius2;
3401         float color[3];
3402         svbsp_t svbsp;
3403 }
3404 lightmaplight_t;
3405
3406 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3407
3408 #define MAX_LIGHTMAPSAMPLES 64
3409 static int mod_generatelightmaps_numoffsets[3];
3410 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3411
3412 static int mod_generatelightmaps_numlights;
3413 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3414
3415 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3416 extern cvar_t r_shadow_lightattenuationdividebias;
3417 extern cvar_t r_shadow_lightattenuationlinearscale;
3418
3419 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3420 {
3421         int i;
3422         int index;
3423         int result;
3424         float relativepoint[3];
3425         float color[3];
3426         float dir[3];
3427         float dist;
3428         float dist2;
3429         float intensity;
3430         float sample[5*3];
3431         float lightorigin[3];
3432         float lightradius;
3433         float lightradius2;
3434         float lightiradius;
3435         float lightcolor[3];
3436         trace_t trace;
3437         for (i = 0;i < 5*3;i++)
3438                 sample[i] = 0.0f;
3439         for (index = 0;;index++)
3440         {
3441                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3442                 if (result < 0)
3443                         break;
3444                 if (result == 0)
3445                         continue;
3446                 lightradius2 = lightradius * lightradius;
3447                 VectorSubtract(lightorigin, pos, relativepoint);
3448                 dist2 = VectorLength2(relativepoint);
3449                 if (dist2 >= lightradius2)
3450                         continue;
3451                 lightiradius = 1.0f / lightradius;
3452                 dist = sqrt(dist2) * lightiradius;
3453                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3454                 if (intensity <= 0)
3455                         continue;
3456                 if (model && model->TraceLine)
3457                 {
3458                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3459                         if (trace.fraction < 1)
3460                                 continue;
3461                 }
3462                 // scale down intensity to add to both ambient and diffuse
3463                 //intensity *= 0.5f;
3464                 VectorNormalize(relativepoint);
3465                 VectorScale(lightcolor, intensity, color);
3466                 VectorMA(sample    , 0.5f            , color, sample    );
3467                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3468                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3469                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3470                 // calculate a weighted average light direction as well
3471                 intensity *= VectorLength(color);
3472                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3473         }
3474         // calculate the direction we'll use to reduce the sample to a directional light source
3475         VectorCopy(sample + 12, dir);
3476         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3477         VectorNormalize(dir);
3478         // extract the diffuse color along the chosen direction and scale it
3479         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3480         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3481         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3482         // subtract some of diffuse from ambient
3483         VectorMA(sample, -0.333f, diffuse, ambient);
3484         // store the normalized lightdir
3485         VectorCopy(dir, lightdir);
3486 }
3487
3488 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3489 {
3490         int surfaceindex;
3491         int triangleindex;
3492         const msurface_t *surface;
3493         const float *vertex3f = model->surfmesh.data_vertex3f;
3494         const int *element3i = model->surfmesh.data_element3i;
3495         const int *e;
3496         float v2[3][3];
3497         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3498         {
3499                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3500                         continue;
3501                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3502                         continue;
3503                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3504                 {
3505                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3506                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3507                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3508                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3509                 }
3510         }
3511 }
3512
3513 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3514 {
3515         int maxnodes = 1<<14;
3516         svbsp_node_t *nodes;
3517         float origin[3];
3518         float mins[3];
3519         float maxs[3];
3520         svbsp_t svbsp;
3521         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3522         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3523         VectorCopy(lightinfo->origin, origin);
3524         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3525         for (;;)
3526         {
3527                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3528                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3529                 if (svbsp.ranoutofnodes)
3530                 {
3531                         maxnodes *= 16;
3532                         if (maxnodes > 1<<22)
3533                         {
3534                                 Mem_Free(nodes);
3535                                 return;
3536                         }
3537                         Mem_Free(nodes);
3538                         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3539                 }
3540                 else
3541                         break;
3542         }
3543         if (svbsp.numnodes > 0)
3544         {
3545                 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3546                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3547                 lightinfo->svbsp = svbsp;
3548         }
3549         Mem_Free(nodes);
3550 }
3551
3552 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3553 {
3554         int index;
3555         int result;
3556         lightmaplight_t *lightinfo;
3557         float origin[3];
3558         float radius;
3559         float color[3];
3560         mod_generatelightmaps_numlights = 0;
3561         for (index = 0;;index++)
3562         {
3563                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3564                 if (result < 0)
3565                         break;
3566                 if (result > 0)
3567                         mod_generatelightmaps_numlights++;
3568         }
3569         if (mod_generatelightmaps_numlights > 0)
3570         {
3571                 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3572                 lightinfo = mod_generatelightmaps_lightinfo;
3573                 for (index = 0;;index++)
3574                 {
3575                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3576                         if (result < 0)
3577                                 break;
3578                         if (result > 0)
3579                                 lightinfo++;
3580                 }
3581         }
3582         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3583         {
3584                 lightinfo->iradius = 1.0f / lightinfo->radius;
3585                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3586                 // TODO: compute svbsp
3587                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3588         }
3589 }
3590
3591 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3592 {
3593         int i;
3594         if (mod_generatelightmaps_lightinfo)
3595         {
3596                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3597                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3598                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3599                 Mem_Free(mod_generatelightmaps_lightinfo);
3600         }
3601         mod_generatelightmaps_lightinfo = NULL;
3602         mod_generatelightmaps_numlights = 0;
3603 }
3604
3605 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3606 {
3607         const svbsp_node_t *node;
3608         const svbsp_node_t *nodes = svbsp->nodes;
3609         int num = 0;
3610         while (num >= 0)
3611         {
3612                 node = nodes + num;
3613                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3614         }
3615         return num == -1; // true if empty, false if solid (shadowed)
3616 }
3617
3618 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3619 {
3620         int i;
3621         float relativepoint[3];
3622         float color[3];
3623         float offsetpos[3];
3624         float dist;
3625         float dist2;
3626         float intensity;
3627         int offsetindex;
3628         int hits;
3629         int tests;
3630         const lightmaplight_t *lightinfo;
3631         trace_t trace;
3632         for (i = 0;i < 5*3;i++)
3633                 sample[i] = 0.0f;
3634         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3635         {
3636                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3637                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3638                 // don't accept light from behind a surface, it causes bad shading
3639                 if (normal && DotProduct(relativepoint, normal) <= 0)
3640                         continue;
3641                 dist2 = VectorLength2(relativepoint);
3642                 if (dist2 >= lightinfo->radius2)
3643                         continue;
3644                 dist = sqrt(dist2) * lightinfo->iradius;
3645                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3646                 if (intensity <= 0)
3647                         continue;
3648                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3649                 {
3650                         hits = 0;
3651                         tests = 1;
3652                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3653                                 hits++;
3654                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3655                         {
3656                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3657                                 if (!normal)
3658                                 {
3659                                         // for light grid we'd better check visibility of the offset point
3660                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3661                                         if (trace.fraction < 1)
3662                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3663                                 }
3664                                 tests++;
3665                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3666                                         hits++;
3667                         }
3668                         if (!hits)
3669                                 continue;
3670                         // scale intensity according to how many rays succeeded
3671                         // we know one test is valid, half of the rest will fail...
3672                         //if (normal && tests > 1)
3673                         //      intensity *= (tests - 1.0f) / tests;
3674                         intensity *= (float)hits / tests;
3675                 }
3676                 // scale down intensity to add to both ambient and diffuse
3677                 //intensity *= 0.5f;
3678                 VectorNormalize(relativepoint);
3679                 VectorScale(lightinfo->color, intensity, color);
3680                 VectorMA(sample    , 0.5f            , color, sample    );
3681                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3682                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3683                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3684                 // calculate a weighted average light direction as well
3685                 intensity *= VectorLength(color);
3686                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3687         }
3688 }
3689
3690 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3691 {
3692         float sample[5*3];
3693         float color[3];
3694         float dir[3];
3695         float f;
3696         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3697         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3698         VectorCopy(sample + 12, dir);
3699         VectorNormalize(dir);
3700         //VectorAdd(dir, normal, dir);
3701         //VectorNormalize(dir);
3702         f = DotProduct(dir, normal);
3703         f = max(0, f) * 255.0f;
3704         VectorScale(sample, f, color);
3705         //VectorCopy(normal, dir);
3706         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3707         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3708         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3709         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3710         lm_bgr[3] = 255;
3711         lm_dir[0] = (unsigned char)dir[2];
3712         lm_dir[1] = (unsigned char)dir[1];
3713         lm_dir[2] = (unsigned char)dir[0];
3714         lm_dir[3] = 255;
3715 }
3716
3717 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3718 {
3719         float sample[5*3];
3720         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3721         VectorCopy(sample, vertex_color);
3722 }
3723
3724 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3725 {
3726         float sample[5*3];
3727         float ambient[3];
3728         float diffuse[3];
3729         float dir[3];
3730         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3731         // calculate the direction we'll use to reduce the sample to a directional light source
3732         VectorCopy(sample + 12, dir);
3733         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3734         VectorNormalize(dir);
3735         // extract the diffuse color along the chosen direction and scale it
3736         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3737         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3738         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3739         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3740         VectorScale(sample, 127.5f, ambient);
3741         VectorMA(ambient, -0.333f, diffuse, ambient);
3742         // encode to the grid format
3743         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3744         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3745         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3746         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3747         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3748         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3749         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3750         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3751         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));}
3752 }
3753
3754 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3755 {
3756         float radius[3];
3757         float temp[3];
3758         int i, j;
3759         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3760         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3761         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3762         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3763         radius[0] = mod_generatelightmaps_lightmapradius.value;
3764         radius[1] = mod_generatelightmaps_vertexradius.value;
3765         radius[2] = mod_generatelightmaps_gridradius.value;
3766         for (i = 0;i < 3;i++)
3767         {
3768                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3769                 {
3770                         VectorRandom(temp);
3771                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3772                 }
3773         }
3774 }
3775
3776 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3777 {
3778         msurface_t *surface;
3779         int surfaceindex;
3780         int i;
3781         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3782         {
3783                 surface = model->data_surfaces + surfaceindex;
3784                 surface->lightmaptexture = NULL;
3785                 surface->deluxemaptexture = NULL;
3786         }
3787         if (model->brushq3.data_lightmaps)
3788         {
3789                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3790                         if (model->brushq3.data_lightmaps[i])
3791                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3792                 Mem_Free(model->brushq3.data_lightmaps);
3793                 model->brushq3.data_lightmaps = NULL;
3794         }
3795         if (model->brushq3.data_deluxemaps)
3796         {
3797                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3798                         if (model->brushq3.data_deluxemaps[i])
3799                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3800                 Mem_Free(model->brushq3.data_deluxemaps);
3801                 model->brushq3.data_deluxemaps = NULL;
3802         }
3803 }
3804
3805 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3806 {
3807         msurface_t *surface;
3808         int surfaceindex;
3809         int vertexindex;
3810         int outvertexindex;
3811         int i;
3812         const int *e;
3813         surfmesh_t oldsurfmesh;
3814         size_t size;
3815         unsigned char *data;
3816         oldsurfmesh = model->surfmesh;
3817         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3818         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3819         size = 0;
3820         size += model->surfmesh.num_vertices * sizeof(float[3]);
3821         size += model->surfmesh.num_vertices * sizeof(float[3]);
3822         size += model->surfmesh.num_vertices * sizeof(float[3]);
3823         size += model->surfmesh.num_vertices * sizeof(float[3]);
3824         size += model->surfmesh.num_vertices * sizeof(float[2]);
3825         size += model->surfmesh.num_vertices * sizeof(float[2]);
3826         size += model->surfmesh.num_vertices * sizeof(float[4]);
3827         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3828         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3829         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3830         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3831         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3832         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3833         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3834         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3835         if (model->surfmesh.num_vertices > 65536)
3836                 model->surfmesh.data_element3s = NULL;
3837
3838         if (model->surfmesh.vertexposition)
3839                 Mem_Free(model->surfmesh.vertexposition);
3840         model->surfmesh.vertexposition = NULL;
3841         if (model->surfmesh.vertexmesh)
3842                 Mem_Free(model->surfmesh.vertexmesh);
3843         model->surfmesh.vertexmesh = NULL;
3844         if (model->surfmesh.vertexpositionbuffer)
3845                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexpositionbuffer);
3846         model->surfmesh.vertexpositionbuffer = NULL;
3847         if (model->surfmesh.vertexmeshbuffer)
3848                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3849         model->surfmesh.vertexmeshbuffer = NULL;
3850         if (model->surfmesh.data_element3i_indexbuffer)
3851                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3852         model->surfmesh.data_element3i_indexbuffer = NULL;
3853         if (model->surfmesh.data_element3s_indexbuffer)
3854                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3855         model->surfmesh.data_element3s_indexbuffer = NULL;
3856         if (model->surfmesh.vbo_vertexbuffer)
3857                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
3858         model->surfmesh.vbo_vertexbuffer = 0;
3859
3860         // convert all triangles to unique vertex data
3861         outvertexindex = 0;
3862         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3863         {
3864                 surface = model->data_surfaces + surfaceindex;
3865                 surface->num_firstvertex = outvertexindex;
3866                 surface->num_vertices = surface->num_triangles*3;
3867                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3868                 for (i = 0;i < surface->num_triangles*3;i++)
3869                 {
3870                         vertexindex = e[i];
3871                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3872                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3873                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3874                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3875                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3876                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3877                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3878                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3879                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3880                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3881                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3882                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3883                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3884                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3885                         if (oldsurfmesh.data_texcoordlightmap2f)
3886                         {
3887                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3888                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3889                         }
3890                         if (oldsurfmesh.data_lightmapcolor4f)
3891                         {
3892                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3893                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3894                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3895                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3896                         }
3897                         else
3898                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3899                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3900                         outvertexindex++;
3901                 }
3902         }
3903         if (model->surfmesh.data_element3s)
3904                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3905                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
3906
3907         // find and update all submodels to use this new surfmesh data
3908         for (i = 0;i < model->brush.numsubmodels;i++)
3909                 model->brush.submodels[i]->surfmesh = model->surfmesh;
3910 }
3911
3912 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
3913 {
3914         msurface_t *surface;
3915         int surfaceindex;
3916         int i;
3917         int axis;
3918         float normal[3];
3919         const int *e;
3920         lightmaptriangle_t *triangle;
3921         // generate lightmap triangle structs
3922         mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3923         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3924         {
3925                 surface = model->data_surfaces + surfaceindex;
3926                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3927                 for (i = 0;i < surface->num_triangles;i++)
3928                 {
3929                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3930                         triangle->triangleindex = surface->num_firsttriangle+i;
3931                         triangle->surfaceindex = surfaceindex;
3932                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
3933                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
3934                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
3935                         // calculate bounds of triangle
3936                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
3937                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
3938                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
3939                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
3940                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
3941                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
3942                         // pick an axial projection based on the triangle normal
3943                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
3944                         axis = 0;
3945                         if (fabs(normal[1]) > fabs(normal[axis]))
3946                                 axis = 1;
3947                         if (fabs(normal[2]) > fabs(normal[axis]))
3948                                 axis = 2;
3949                         triangle->axis = axis;
3950                 }
3951         }
3952 }
3953
3954 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
3955 {
3956         if (mod_generatelightmaps_lightmaptriangles)
3957                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
3958         mod_generatelightmaps_lightmaptriangles = NULL;
3959 }
3960
3961 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
3962
3963 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
3964 {
3965         msurface_t *surface;
3966         int surfaceindex;
3967         int lightmapindex;
3968         int lightmapnumber;
3969         int i;
3970         int j;
3971         int k;
3972         int x;
3973         int y;
3974         int axis;
3975         int axis1;
3976         int axis2;
3977         int retry;
3978         int pixeloffset;
3979         float trianglenormal[3];
3980         float samplecenter[3];
3981         float samplenormal[3];
3982         float temp[3];
3983         float lmiscale[2];
3984         float slopex;
3985         float slopey;
3986         float slopebase;
3987         float lmscalepixels;
3988         float lmmins;
3989         float lmmaxs;
3990         float lm_basescalepixels;
3991         int lm_borderpixels;
3992         int lm_texturesize;
3993         //int lm_maxpixels;
3994         const int *e;
3995         lightmaptriangle_t *triangle;
3996         unsigned char *lightmappixels;
3997         unsigned char *deluxemappixels;
3998         mod_alloclightmap_state_t lmstate;
3999
4000         // generate lightmap projection information for all triangles
4001         if (model->texturepool == NULL)
4002                 model->texturepool = R_AllocTexturePool();
4003         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4004         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4005         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4006         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4007         Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4008         lightmapnumber = 0;
4009         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4010         {
4011                 surface = model->data_surfaces + surfaceindex;
4012                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4013                 lmscalepixels = lm_basescalepixels;
4014                 for (retry = 0;retry < 30;retry++)
4015                 {
4016                         // after a couple failed attempts, degrade quality to make it fit
4017                         if (retry > 1)
4018                                 lmscalepixels *= 0.5f;
4019                         for (i = 0;i < surface->num_triangles;i++)
4020                         {
4021                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4022                                 triangle->lightmapindex = lightmapnumber;
4023                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4024                                 // pick two planar axes for projection
4025                                 // lightmap coordinates here are in pixels
4026                                 // lightmap projections are snapped to pixel grid explicitly, such
4027                                 // that two neighboring triangles sharing an edge and projection
4028                                 // axis will have identical sampl espacing along their shared edge
4029                                 k = 0;
4030                                 for (j = 0;j < 3;j++)
4031                                 {
4032                                         if (j == triangle->axis)
4033                                                 continue;
4034                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4035                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4036                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4037                                         triangle->lmbase[k] = lmmins/lmscalepixels;
4038                                         triangle->lmscale[k] = lmscalepixels;
4039                                         k++;
4040                                 }
4041                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4042                                         break;
4043                         }
4044                         // if all fit in this texture, we're done with this surface
4045                         if (i == surface->num_triangles)
4046                                 break;
4047                         // if we haven't maxed out the lightmap size yet, we retry the
4048                         // entire surface batch...
4049                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4050                         {
4051                                 lm_texturesize *= 2;
4052                                 surfaceindex = -1;
4053                                 lightmapnumber = 0;
4054                                 Mod_AllocLightmap_Free(&lmstate);
4055                                 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4056                                 break;
4057                         }
4058                         // if we have maxed out the lightmap size, and this triangle does
4059                         // not fit in the same texture as the rest of the surface, we have
4060                         // to retry the entire surface in a new texture (can only use one)
4061                         // with multiple retries, the lightmap quality degrades until it
4062                         // fits (or gives up)
4063                         if (surfaceindex > 0)
4064                                 lightmapnumber++;
4065                         Mod_AllocLightmap_Reset(&lmstate);
4066                 }
4067         }
4068         lightmapnumber++;
4069         Mod_AllocLightmap_Free(&lmstate);
4070
4071         // now put triangles together into lightmap textures, and do not allow
4072         // triangles of a surface to go into different textures (as that would
4073         // require rewriting the surface list)
4074         model->brushq3.deluxemapping_modelspace = true;
4075         model->brushq3.deluxemapping = true;
4076         model->brushq3.num_mergedlightmaps = lightmapnumber;
4077         model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4078         model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4079         lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4080         deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4081         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4082         {
4083                 surface = model->data_surfaces + surfaceindex;
4084                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4085                 for (i = 0;i < surface->num_triangles;i++)
4086                 {
4087                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4088                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4089                         VectorNormalize(trianglenormal);
4090                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4091                         axis = triangle->axis;
4092                         axis1 = axis == 0 ? 1 : 0;
4093                         axis2 = axis == 2 ? 1 : 2;
4094                         lmiscale[0] = 1.0f / triangle->lmscale[0];
4095                         lmiscale[1] = 1.0f / triangle->lmscale[1];
4096                         if (trianglenormal[axis] < 0)
4097                                 VectorNegate(trianglenormal, trianglenormal);
4098                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4099                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4100                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4101                         for (j = 0;j < 3;j++)
4102                         {
4103                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4104                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4105                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4106 #if 0
4107                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4108                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4109                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4110                                 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]);
4111 #endif
4112                         }
4113
4114 #if 0
4115                         switch (axis)
4116                         {
4117                         default:
4118                         case 0:
4119                                 forward[0] = 0;
4120                                 forward[1] = 1.0f / triangle->lmscale[0];
4121                                 forward[2] = 0;
4122                                 left[0] = 0;
4123                                 left[1] = 0;
4124                                 left[2] = 1.0f / triangle->lmscale[1];
4125                                 up[0] = 1.0f;
4126                                 up[1] = 0;
4127                                 up[2] = 0;
4128                                 origin[0] = 0;
4129                                 origin[1] = triangle->lmbase[0];
4130                                 origin[2] = triangle->lmbase[1];
4131                                 break;
4132                         case 1:
4133                                 forward[0] = 1.0f / triangle->lmscale[0];
4134                                 forward[1] = 0;
4135                                 forward[2] = 0;
4136                                 left[0] = 0;
4137                                 left[1] = 0;
4138                                 left[2] = 1.0f / triangle->lmscale[1];
4139                                 up[0] = 0;
4140                                 up[1] = 1.0f;
4141                                 up[2] = 0;
4142                                 origin[0] = triangle->lmbase[0];
4143                                 origin[1] = 0;
4144                                 origin[2] = triangle->lmbase[1];
4145                                 break;
4146                         case 2:
4147                                 forward[0] = 1.0f / triangle->lmscale[0];
4148                                 forward[1] = 0;
4149                                 forward[2] = 0;
4150                                 left[0] = 0;
4151                                 left[1] = 1.0f / triangle->lmscale[1];
4152                                 left[2] = 0;
4153                                 up[0] = 0;
4154                                 up[1] = 0;
4155                                 up[2] = 1.0f;
4156                                 origin[0] = triangle->lmbase[0];
4157                                 origin[1] = triangle->lmbase[1];
4158                                 origin[2] = 0;
4159                                 break;
4160                         }
4161                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4162 #endif
4163 #define LM_DIST_EPSILON (1.0f / 32.0f)
4164                         for (y = 0;y < triangle->lmsize[1];y++)
4165                         {
4166                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4167                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4168                                 {
4169                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4170                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4171                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4172                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4173                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4174                                 }
4175                         }
4176                 }
4177         }
4178
4179         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4180         {
4181                 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4182                 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4183         }
4184
4185         if (lightmappixels)
4186                 Mem_Free(lightmappixels);
4187         if (deluxemappixels)
4188                 Mem_Free(deluxemappixels);
4189
4190         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4191         {
4192                 surface = model->data_surfaces + surfaceindex;
4193                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4194                 if (!surface->num_triangles)
4195                         continue;
4196                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4197                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4198                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4199                 surface->lightmapinfo = NULL;
4200         }
4201
4202         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4203         model->brushq1.lightdata = NULL;
4204         model->brushq1.lightmapupdateflags = NULL;
4205         model->brushq1.firstrender = false;
4206         model->brushq1.num_lightstyles = 0;
4207         model->brushq1.data_lightstyleinfo = NULL;
4208         for (i = 0;i < model->brush.numsubmodels;i++)
4209         {
4210                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4211                 model->brush.submodels[i]->brushq1.firstrender = false;
4212                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4213                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4214         }
4215 }
4216
4217 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4218 {
4219         int i;
4220         for (i = 0;i < model->surfmesh.num_vertices;i++)
4221                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4222 }
4223
4224 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4225 {
4226         int x;
4227         int y;
4228         int z;
4229         int index = 0;
4230         float pos[3];
4231         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4232         {
4233                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4234                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4235                 {
4236                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4237                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4238                         {
4239                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4240                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4241                         }
4242                 }
4243         }
4244 }
4245
4246 extern cvar_t mod_q3bsp_nolightmaps;
4247 static void Mod_GenerateLightmaps(dp_model_t *model)
4248 {
4249         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4250         dp_model_t *oldloadmodel = loadmodel;
4251         loadmodel = model;
4252
4253         Mod_GenerateLightmaps_InitSampleOffsets(model);
4254         Mod_GenerateLightmaps_DestroyLightmaps(model);
4255         Mod_GenerateLightmaps_UnweldTriangles(model);
4256         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4257         Mod_GenerateLightmaps_CreateLights(model);
4258         if(!mod_q3bsp_nolightmaps.integer)
4259                 Mod_GenerateLightmaps_CreateLightmaps(model);
4260         Mod_GenerateLightmaps_UpdateVertexColors(model);
4261         Mod_GenerateLightmaps_UpdateLightGrid(model);
4262         Mod_GenerateLightmaps_DestroyLights(model);
4263         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4264
4265         loadmodel = oldloadmodel;
4266 }
4267
4268 static void Mod_GenerateLightmaps_f(void)
4269 {
4270         if (Cmd_Argc() != 1)
4271         {
4272                 Con_Printf("usage: mod_generatelightmaps\n");
4273                 return;
4274         }
4275         if (!cl.worldmodel)
4276         {
4277                 Con_Printf("no worldmodel loaded\n");
4278                 return;
4279         }
4280         Mod_GenerateLightmaps(cl.worldmodel);
4281 }