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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28 #include "polygon.h"
29
30 cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
31 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
32 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
33 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
34 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
35 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
36 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
37 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
38 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
39 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
40 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
41 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
42
43 dp_model_t *loadmodel;
44
45 static mempool_t *mod_mempool;
46 static memexpandablearray_t models;
47
48 static mempool_t* q3shaders_mem;
49 typedef struct q3shader_hash_entry_s
50 {
51   q3shaderinfo_t shader;
52   struct q3shader_hash_entry_s* chain;
53 } q3shader_hash_entry_t;
54 #define Q3SHADER_HASH_SIZE  1021
55 typedef struct q3shader_data_s
56 {
57   memexpandablearray_t hash_entries;
58   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
59   memexpandablearray_t char_ptrs;
60 } q3shader_data_t;
61 static q3shader_data_t* q3shader_data;
62
63 static void mod_start(void)
64 {
65         int i, count;
66         int nummodels = (int)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 = (int)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, l, surfacenum, ssize, tsize;
104         int nummodels = (int)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                                 // note that materialshaderpass and backgroundshaderpass point to shaderpasses[] and so do the pre/post shader ranges, so this catches all of them...
114                                 for (l = 0; l < Q3SHADER_MAXLAYERS; l++)
115                                         if (mod->data_textures[j].shaderpasses[l])
116                                                 for (k = 0; k < mod->data_textures[j].shaderpasses[l]->numframes; k++)
117                                                         R_SkinFrame_MarkUsed(mod->data_textures[j].shaderpasses[l]->skinframes[k]);
118                         }
119                         if (mod->brush.solidskyskinframe)
120                                 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
121                         if (mod->brush.alphaskyskinframe)
122                                 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
123                 }
124         }
125
126         if (!cl_stainmaps_clearonload.integer)
127                 return;
128
129         for (i = 0;i < nummodels;i++)
130         {
131                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
132                 {
133                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
134                         {
135                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
136                                 {
137                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
138                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
139                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
140                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
141                                 }
142                         }
143                 }
144         }
145 }
146
147 /*
148 ===============
149 Mod_Init
150 ===============
151 */
152 static void Mod_Print(void);
153 static void Mod_Precache (void);
154 static void Mod_Decompile_f(void);
155 static void Mod_GenerateLightmaps_f(void);
156 void Mod_Init (void)
157 {
158         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
159         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
160
161         Mod_BrushInit();
162         Mod_AliasInit();
163         Mod_SpriteInit();
164
165         Cvar_RegisterVariable(&r_enableshadowvolumes);
166         Cvar_RegisterVariable(&r_mipskins);
167         Cvar_RegisterVariable(&r_mipnormalmaps);
168         Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
169         Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
170         Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
171
172         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
173         Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
174         Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
175         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
176         Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
177         Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
178
179         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
180         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
181         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
182         Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
183 }
184
185 void Mod_RenderInit(void)
186 {
187         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
188 }
189
190 void Mod_UnloadModel (dp_model_t *mod)
191 {
192         char name[MAX_QPATH];
193         qboolean used;
194         dp_model_t *parentmodel;
195
196         if (developer_loading.integer)
197                 Con_Printf("unloading model %s\n", mod->name);
198
199         strlcpy(name, mod->name, sizeof(name));
200         parentmodel = mod->brush.parentmodel;
201         used = mod->used;
202         if (mod->mempool)
203         {
204                 if (mod->surfmesh.data_element3i_indexbuffer)
205                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
206                 mod->surfmesh.data_element3i_indexbuffer = NULL;
207                 if (mod->surfmesh.data_element3s_indexbuffer)
208                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
209                 mod->surfmesh.data_element3s_indexbuffer = NULL;
210                 if (mod->surfmesh.vbo_vertexbuffer)
211                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
212                 mod->surfmesh.vbo_vertexbuffer = NULL;
213         }
214         // free textures/memory attached to the model
215         R_FreeTexturePool(&mod->texturepool);
216         Mem_FreePool(&mod->mempool);
217         // clear the struct to make it available
218         memset(mod, 0, sizeof(dp_model_t));
219         // restore the fields we want to preserve
220         strlcpy(mod->name, name, sizeof(mod->name));
221         mod->brush.parentmodel = parentmodel;
222         mod->used = used;
223         mod->loaded = false;
224 }
225
226 static void R_Model_Null_Draw(entity_render_t *ent)
227 {
228         return;
229 }
230
231
232 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
233
234 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
235 {
236         const char *bufptr;
237         int start, len;
238         float fps;
239         unsigned int i;
240         qboolean loop;
241         char name[64];
242
243         bufptr = buf;
244         i = 0;
245         while(bufptr)
246         {
247                 // an anim scene!
248
249                 // REQUIRED: fetch start
250                 COM_ParseToken_Simple(&bufptr, true, false, true);
251                 if (!bufptr)
252                         break; // end of file
253                 if (!strcmp(com_token, "\n"))
254                         continue; // empty line
255                 start = atoi(com_token);
256
257                 // REQUIRED: fetch length
258                 COM_ParseToken_Simple(&bufptr, true, false, true);
259                 if (!bufptr || !strcmp(com_token, "\n"))
260                 {
261                         Con_Printf("framegroups file: missing number of frames\n");
262                         continue;
263                 }
264                 len = atoi(com_token);
265
266                 // OPTIONAL args start
267                 COM_ParseToken_Simple(&bufptr, true, false, true);
268
269                 // OPTIONAL: fetch fps
270                 fps = 20;
271                 if (bufptr && strcmp(com_token, "\n"))
272                 {
273                         fps = atof(com_token);
274                         COM_ParseToken_Simple(&bufptr, true, false, true);
275                 }
276
277                 // OPTIONAL: fetch loopflag
278                 loop = true;
279                 if (bufptr && strcmp(com_token, "\n"))
280                 {
281                         loop = (atoi(com_token) != 0);
282                         COM_ParseToken_Simple(&bufptr, true, false, true);
283                 }
284
285                 // OPTIONAL: fetch name
286                 name[0] = 0;
287                 if (bufptr && strcmp(com_token, "\n"))
288                 {
289                         strlcpy(name, com_token, sizeof(name));
290                         COM_ParseToken_Simple(&bufptr, true, false, true);
291                 }
292
293                 // OPTIONAL: remaining unsupported tokens (eat them)
294                 while (bufptr && strcmp(com_token, "\n"))
295                         COM_ParseToken_Simple(&bufptr, true, false, true);
296
297                 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
298
299                 if(cb)
300                         cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
301                 ++i;
302         }
303
304         return i;
305 }
306
307 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
308 {
309         dp_model_t *mod = (dp_model_t *) pass;
310         animscene_t *anim = &mod->animscenes[i];
311         if(name)
312                 strlcpy(anim->name, name, sizeof(anim[i].name));
313         else
314                 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
315         anim->firstframe = bound(0, start, mod->num_poses - 1);
316         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
317         anim->framerate = max(1, fps);
318         anim->loop = !!loop;
319         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
320 }
321
322 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
323 {
324         unsigned int cnt;
325
326         // 0. count
327         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
328         if(!cnt)
329         {
330                 Con_Printf("no scene found in framegroups file, aborting\n");
331                 return;
332         }
333         mod->numframes = cnt;
334
335         // 1. reallocate
336         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
337         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
338
339         // 2. parse
340         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
341 }
342
343 static void Mod_FindPotentialDeforms(dp_model_t *mod)
344 {
345         int i, j;
346         texture_t *texture;
347         mod->wantnormals = false;
348         mod->wanttangents = false;
349         for (i = 0;i < mod->num_textures;i++)
350         {
351                 texture = mod->data_textures + i;
352                 if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
353                         mod->wantnormals = true;
354                 if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
355                         mod->wantnormals = true;
356                 for (j = 0;j < Q3MAXDEFORMS;j++)
357                 {
358                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
359                         {
360                                 mod->wanttangents = true;
361                                 mod->wantnormals = true;
362                                 break;
363                         }
364                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
365                                 mod->wantnormals = true;
366                 }
367         }
368 }
369
370 /*
371 ==================
372 Mod_LoadModel
373
374 Loads a model
375 ==================
376 */
377 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
378 {
379         int num;
380         unsigned int crc;
381         void *buf;
382         fs_offset_t filesize = 0;
383         char vabuf[1024];
384
385         mod->used = true;
386
387         if (mod->name[0] == '*') // submodel
388                 return mod;
389         
390         if (!strcmp(mod->name, "null"))
391         {
392                 if(mod->loaded)
393                         return mod;
394
395                 if (mod->loaded || mod->mempool)
396                         Mod_UnloadModel(mod);
397
398                 if (developer_loading.integer)
399                         Con_Printf("loading model %s\n", mod->name);
400
401                 mod->used = true;
402                 mod->crc = (unsigned int)-1;
403                 mod->loaded = false;
404
405                 VectorClear(mod->normalmins);
406                 VectorClear(mod->normalmaxs);
407                 VectorClear(mod->yawmins);
408                 VectorClear(mod->yawmaxs);
409                 VectorClear(mod->rotatedmins);
410                 VectorClear(mod->rotatedmaxs);
411
412                 mod->modeldatatypestring = "null";
413                 mod->type = mod_null;
414                 mod->Draw = R_Model_Null_Draw;
415                 mod->numframes = 2;
416                 mod->numskins = 1;
417
418                 // no fatal errors occurred, so this model is ready to use.
419                 mod->loaded = true;
420
421                 return mod;
422         }
423
424         crc = 0;
425         buf = NULL;
426
427         // even if the model is loaded it still may need reloading...
428
429         // if it is not loaded or checkdisk is true we need to calculate the crc
430         if (!mod->loaded || checkdisk)
431         {
432                 if (checkdisk && mod->loaded)
433                         Con_DPrintf("checking model %s\n", mod->name);
434                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
435                 if (buf)
436                 {
437                         crc = CRC_Block((unsigned char *)buf, filesize);
438                         // we need to reload the model if the crc does not match
439                         if (mod->crc != crc)
440                                 mod->loaded = false;
441                 }
442         }
443
444         // if the model is already loaded and checks passed, just return
445         if (mod->loaded)
446         {
447                 if (buf)
448                         Mem_Free(buf);
449                 return mod;
450         }
451
452         if (developer_loading.integer)
453                 Con_Printf("loading model %s\n", mod->name);
454         
455         SCR_PushLoadingScreen(true, mod->name, 1);
456
457         // LordHavoc: unload the existing model in this slot (if there is one)
458         if (mod->loaded || mod->mempool)
459                 Mod_UnloadModel(mod);
460
461         // load the model
462         mod->used = true;
463         mod->crc = crc;
464         // errors can prevent the corresponding mod->loaded = true;
465         mod->loaded = false;
466
467         // default lightmap scale
468         mod->lightmapscale = 1;
469
470         // default model radius and bounding box (mainly for missing models)
471         mod->radius = 16;
472         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
473         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
474         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
475         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
476         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
477         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
478
479         if (!q3shaders_mem)
480         {
481                 // load q3 shaders for the first time, or after a level change
482                 Mod_LoadQ3Shaders();
483         }
484
485         if (buf)
486         {
487                 char *bufend = (char *)buf + filesize;
488
489                 // all models use memory, so allocate a memory pool
490                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
491
492                 num = LittleLong(*((int *)buf));
493                 // call the apropriate loader
494                 loadmodel = mod;
495                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
496                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
497                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
498                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
499                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
500                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
501                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
502                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
503                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
504                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
505                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
506                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
507                 else if (num == BSPVERSION || num == 30 || !memcmp(buf, "BSP2", 4) || !memcmp(buf, "2PSB", 4)) Mod_Q1BSP_Load(mod, buf, bufend);
508                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
509                 Mem_Free(buf);
510
511                 Mod_FindPotentialDeforms(mod);
512
513                 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
514                 if(buf)
515                 {
516                         Mod_FrameGroupify(mod, (const char *)buf);
517                         Mem_Free(buf);
518                 }
519
520                 Mod_BuildVBOs();
521         }
522         else if (crash)
523         {
524                 // LordHavoc: Sys_Error was *ANNOYING*
525                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
526         }
527
528         // no fatal errors occurred, so this model is ready to use.
529         mod->loaded = true;
530
531         SCR_PopLoadingScreen(false);
532
533         return mod;
534 }
535
536 void Mod_ClearUsed(void)
537 {
538         int i;
539         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
540         dp_model_t *mod;
541         for (i = 0;i < nummodels;i++)
542                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
543                         mod->used = false;
544 }
545
546 void Mod_PurgeUnused(void)
547 {
548         int i;
549         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
550         dp_model_t *mod;
551         for (i = 0;i < nummodels;i++)
552         {
553                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
554                 {
555                         Mod_UnloadModel(mod);
556                         Mem_ExpandableArray_FreeRecord(&models, mod);
557                 }
558         }
559 }
560
561 /*
562 ==================
563 Mod_FindName
564
565 ==================
566 */
567 dp_model_t *Mod_FindName(const char *name, const char *parentname)
568 {
569         int i;
570         int nummodels;
571         dp_model_t *mod;
572
573         if (!parentname)
574                 parentname = "";
575
576         // if we're not dedicatd, the renderer calls will crash without video
577         Host_StartVideo();
578
579         nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
580
581         if (!name[0])
582                 Host_Error ("Mod_ForName: empty name");
583
584         // search the currently loaded models
585         for (i = 0;i < nummodels;i++)
586         {
587                 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))))
588                 {
589                         mod->used = true;
590                         return mod;
591                 }
592         }
593
594         // no match found, create a new one
595         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
596         strlcpy(mod->name, name, sizeof(mod->name));
597         if (parentname[0])
598                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
599         else
600                 mod->brush.parentmodel = NULL;
601         mod->loaded = false;
602         mod->used = true;
603         return mod;
604 }
605
606 /*
607 ==================
608 Mod_ForName
609
610 Loads in a model for the given name
611 ==================
612 */
613 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
614 {
615         dp_model_t *model;
616         model = Mod_FindName(name, parentname);
617         if (!model->loaded || checkdisk)
618                 Mod_LoadModel(model, crash, checkdisk);
619         return model;
620 }
621
622 /*
623 ==================
624 Mod_Reload
625
626 Reloads all models if they have changed
627 ==================
628 */
629 void Mod_Reload(void)
630 {
631         int i, count;
632         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
633         dp_model_t *mod;
634
635         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
636         count = 0;
637         for (i = 0;i < nummodels;i++)
638                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
639                         ++count;
640         for (i = 0;i < nummodels;i++)
641                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
642                 {
643                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
644                         Mod_LoadModel(mod, true, true);
645                         SCR_PopLoadingScreen(false);
646                 }
647         SCR_PopLoadingScreen(false);
648 }
649
650 unsigned char *mod_base;
651
652
653 //=============================================================================
654
655 /*
656 ================
657 Mod_Print
658 ================
659 */
660 static void Mod_Print(void)
661 {
662         int i;
663         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
664         dp_model_t *mod;
665
666         Con_Print("Loaded models:\n");
667         for (i = 0;i < nummodels;i++)
668         {
669                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
670                 {
671                         if (mod->brush.numsubmodels)
672                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
673                         else
674                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
675                 }
676         }
677 }
678
679 /*
680 ================
681 Mod_Precache
682 ================
683 */
684 static void Mod_Precache(void)
685 {
686         if (Cmd_Argc() == 2)
687                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
688         else
689                 Con_Print("usage: modelprecache <filename>\n");
690 }
691
692 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
693 {
694         int i, count;
695         unsigned char *used;
696         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
697         memset(used, 0, numvertices);
698         for (i = 0;i < numelements;i++)
699                 used[elements[i]] = 1;
700         for (i = 0, count = 0;i < numvertices;i++)
701                 remapvertices[i] = used[i] ? count++ : -1;
702         Mem_Free(used);
703         return count;
704 }
705
706 #if 1
707 // fast way, using an edge hash
708 #define TRIANGLEEDGEHASH 8192
709 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
710 {
711         int i, j, p, e1, e2, *n, hashindex, count, match;
712         const int *e;
713         typedef struct edgehashentry_s
714         {
715                 struct edgehashentry_s *next;
716                 int triangle;
717                 int element[2];
718         }
719         edgehashentry_t;
720         static edgehashentry_t **edgehash;
721         edgehashentry_t *edgehashentries, *hash;
722         if (!numtriangles)
723                 return;
724         edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
725         // if there are too many triangles for the stack array, allocate larger buffer
726         edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
727         // find neighboring triangles
728         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
729         {
730                 for (j = 0, p = 2;j < 3;p = j, j++)
731                 {
732                         e1 = e[p];
733                         e2 = e[j];
734                         // this hash index works for both forward and backward edges
735                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
736                         hash = edgehashentries + i * 3 + j;
737                         hash->next = edgehash[hashindex];
738                         edgehash[hashindex] = hash;
739                         hash->triangle = i;
740                         hash->element[0] = e1;
741                         hash->element[1] = e2;
742                 }
743         }
744         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
745         {
746                 for (j = 0, p = 2;j < 3;p = j, j++)
747                 {
748                         e1 = e[p];
749                         e2 = e[j];
750                         // this hash index works for both forward and backward edges
751                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
752                         count = 0;
753                         match = -1;
754                         for (hash = edgehash[hashindex];hash;hash = hash->next)
755                         {
756                                 if (hash->element[0] == e2 && hash->element[1] == e1)
757                                 {
758                                         if (hash->triangle != i)
759                                                 match = hash->triangle;
760                                         count++;
761                                 }
762                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
763                                         count++;
764                         }
765                         // detect edges shared by three triangles and make them seams
766                         if (count > 2)
767                                 match = -1;
768                         n[p] = match;
769                 }
770
771                 // also send a keepalive here (this can take a while too!)
772                 CL_KeepaliveMessage(false);
773         }
774         // free the allocated buffer
775         Mem_Free(edgehashentries);
776         Mem_Free(edgehash);
777 }
778 #else
779 // very slow but simple way
780 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
781 {
782         int i, match, count;
783         count = 0;
784         match = -1;
785         for (i = 0;i < numtriangles;i++, elements += 3)
786         {
787                      if ((elements[0] == start && elements[1] == end)
788                       || (elements[1] == start && elements[2] == end)
789                       || (elements[2] == start && elements[0] == end))
790                 {
791                         if (i != ignore)
792                                 match = i;
793                         count++;
794                 }
795                 else if ((elements[1] == start && elements[0] == end)
796                       || (elements[2] == start && elements[1] == end)
797                       || (elements[0] == start && elements[2] == end))
798                         count++;
799         }
800         // detect edges shared by three triangles and make them seams
801         if (count > 2)
802                 match = -1;
803         return match;
804 }
805
806 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
807 {
808         int i, *n;
809         const int *e;
810         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
811         {
812                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
813                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
814                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
815         }
816 }
817 #endif
818
819 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
820 {
821         int i, warned = false, endvertex = firstvertex + numverts;
822         for (i = 0;i < numtriangles * 3;i++)
823         {
824                 if (elements[i] < firstvertex || elements[i] >= endvertex)
825                 {
826                         if (!warned)
827                         {
828                                 warned = true;
829                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
830                         }
831                         elements[i] = firstvertex;
832                 }
833         }
834 }
835
836 // warning: this is an expensive function!
837 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
838 {
839         int i, j;
840         const int *element;
841         float *vectorNormal;
842         float areaNormal[3];
843         // clear the vectors
844         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
845         // process each vertex of each triangle and accumulate the results
846         // use area-averaging, to make triangles with a big area have a bigger
847         // weighting on the vertex normal than triangles with a small area
848         // to do so, just add the 'normals' together (the bigger the area
849         // the greater the length of the normal is
850         element = elements;
851         for (i = 0; i < numtriangles; i++, element += 3)
852         {
853                 TriangleNormal(
854                         vertex3f + element[0] * 3,
855                         vertex3f + element[1] * 3,
856                         vertex3f + element[2] * 3,
857                         areaNormal
858                         );
859
860                 if (!areaweighting)
861                         VectorNormalize(areaNormal);
862
863                 for (j = 0;j < 3;j++)
864                 {
865                         vectorNormal = normal3f + element[j] * 3;
866                         vectorNormal[0] += areaNormal[0];
867                         vectorNormal[1] += areaNormal[1];
868                         vectorNormal[2] += areaNormal[2];
869                 }
870         }
871         // and just normalize the accumulated vertex normal in the end
872         vectorNormal = normal3f + 3 * firstvertex;
873         for (i = 0; i < numvertices; i++, vectorNormal += 3)
874                 VectorNormalize(vectorNormal);
875 }
876
877 #if 0
878 static void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
879 {
880         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
881         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
882         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
883
884         // 6 multiply, 9 subtract
885         VectorSubtract(v1, v0, v10);
886         VectorSubtract(v2, v0, v20);
887         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
888         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
889         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
890         // 12 multiply, 10 subtract
891         tc10[1] = tc1[1] - tc0[1];
892         tc20[1] = tc2[1] - tc0[1];
893         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
894         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
895         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
896         tc10[0] = tc1[0] - tc0[0];
897         tc20[0] = tc2[0] - tc0[0];
898         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
899         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
900         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
901         // 12 multiply, 4 add, 6 subtract
902         f = DotProduct(svector3f, normal3f);
903         svector3f[0] -= f * normal3f[0];
904         svector3f[1] -= f * normal3f[1];
905         svector3f[2] -= f * normal3f[2];
906         f = DotProduct(tvector3f, normal3f);
907         tvector3f[0] -= f * normal3f[0];
908         tvector3f[1] -= f * normal3f[1];
909         tvector3f[2] -= f * normal3f[2];
910         // if texture is mapped the wrong way (counterclockwise), the tangents
911         // have to be flipped, this is detected by calculating a normal from the
912         // two tangents, and seeing if it is opposite the surface normal
913         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
914         CrossProduct(tvector3f, svector3f, tangentcross);
915         if (DotProduct(tangentcross, normal3f) < 0)
916         {
917                 VectorNegate(svector3f, svector3f);
918                 VectorNegate(tvector3f, tvector3f);
919         }
920 }
921 #endif
922
923 // warning: this is a very expensive function!
924 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)
925 {
926         int i, tnum;
927         float sdir[3], tdir[3], normal[3], *svec, *tvec;
928         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
929         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
930         const int *e;
931         // clear the vectors
932         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
933         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
934         // process each vertex of each triangle and accumulate the results
935         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
936         {
937                 v0 = vertex3f + e[0] * 3;
938                 v1 = vertex3f + e[1] * 3;
939                 v2 = vertex3f + e[2] * 3;
940                 tc0 = texcoord2f + e[0] * 2;
941                 tc1 = texcoord2f + e[1] * 2;
942                 tc2 = texcoord2f + e[2] * 2;
943
944                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
945                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
946
947                 // calculate the edge directions and surface normal
948                 // 6 multiply, 9 subtract
949                 VectorSubtract(v1, v0, v10);
950                 VectorSubtract(v2, v0, v20);
951                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
952                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
953                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
954
955                 // calculate the tangents
956                 // 12 multiply, 10 subtract
957                 tc10[1] = tc1[1] - tc0[1];
958                 tc20[1] = tc2[1] - tc0[1];
959                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
960                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
961                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
962                 tc10[0] = tc1[0] - tc0[0];
963                 tc20[0] = tc2[0] - tc0[0];
964                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
965                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
966                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
967
968                 // if texture is mapped the wrong way (counterclockwise), the tangents
969                 // have to be flipped, this is detected by calculating a normal from the
970                 // two tangents, and seeing if it is opposite the surface normal
971                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
972                 CrossProduct(tdir, sdir, tangentcross);
973                 if (DotProduct(tangentcross, normal) < 0)
974                 {
975                         VectorNegate(sdir, sdir);
976                         VectorNegate(tdir, tdir);
977                 }
978
979                 if (!areaweighting)
980                 {
981                         VectorNormalize(sdir);
982                         VectorNormalize(tdir);
983                 }
984                 for (i = 0;i < 3;i++)
985                 {
986                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
987                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
988                 }
989         }
990         // make the tangents completely perpendicular to the surface normal, and
991         // then normalize them
992         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
993         for (i = 0, svec = svector3f + 3 * firstvertex, tvec = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, svec += 3, tvec += 3, n += 3)
994         {
995                 f = -DotProduct(svec, n);
996                 VectorMA(svec, f, n, svec);
997                 VectorNormalize(svec);
998                 f = -DotProduct(tvec, n);
999                 VectorMA(tvec, f, n, tvec);
1000                 VectorNormalize(tvec);
1001         }
1002 }
1003
1004 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1005 {
1006         unsigned char *data;
1007         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));
1008         loadmodel->surfmesh.num_vertices = numvertices;
1009         loadmodel->surfmesh.num_triangles = numtriangles;
1010         if (loadmodel->surfmesh.num_vertices)
1011         {
1012                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1013                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1014                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1015                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1016                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1017                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1018                 if (vertexcolors)
1019                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1020                 if (lightmapoffsets)
1021                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1022         }
1023         if (loadmodel->surfmesh.num_triangles)
1024         {
1025                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1026                 if (neighbors)
1027                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1028                 if (loadmodel->surfmesh.num_vertices <= 65536)
1029                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1030         }
1031 }
1032
1033 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)
1034 {
1035         shadowmesh_t *newmesh;
1036         unsigned char *data;
1037         int size;
1038         size = sizeof(shadowmesh_t);
1039         size += maxverts * sizeof(float[3]);
1040         if (light)
1041                 size += maxverts * sizeof(float[11]);
1042         size += maxtriangles * sizeof(int[3]);
1043         if (maxverts <= 65536)
1044                 size += maxtriangles * sizeof(unsigned short[3]);
1045         if (neighbors)
1046                 size += maxtriangles * sizeof(int[3]);
1047         if (expandable)
1048                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1049         data = (unsigned char *)Mem_Alloc(mempool, size);
1050         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1051         newmesh->map_diffuse = map_diffuse;
1052         newmesh->map_specular = map_specular;
1053         newmesh->map_normal = map_normal;
1054         newmesh->maxverts = maxverts;
1055         newmesh->maxtriangles = maxtriangles;
1056         newmesh->numverts = 0;
1057         newmesh->numtriangles = 0;
1058         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1059         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1060
1061         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1062         if (light)
1063         {
1064                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1065                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1066                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1067                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1068         }
1069         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1070         if (neighbors)
1071         {
1072                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1073         }
1074         if (expandable)
1075         {
1076                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1077                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1078         }
1079         if (maxverts <= 65536)
1080                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1081         return newmesh;
1082 }
1083
1084 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1085 {
1086         shadowmesh_t *newmesh;
1087         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1088         newmesh->numverts = oldmesh->numverts;
1089         newmesh->numtriangles = oldmesh->numtriangles;
1090         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1091         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1092
1093         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1094         if (newmesh->svector3f && oldmesh->svector3f)
1095         {
1096                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1097                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1098                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1099                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1100         }
1101         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1102         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1103                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1104         return newmesh;
1105 }
1106
1107 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1108 {
1109         int hashindex, vnum;
1110         shadowmeshvertexhash_t *hash;
1111         // this uses prime numbers intentionally
1112         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1113         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1114         {
1115                 vnum = (hash - mesh->vertexhashentries);
1116                 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]))
1117                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1118                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1119                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1120                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1121                         return hash - mesh->vertexhashentries;
1122         }
1123         vnum = mesh->numverts++;
1124         hash = mesh->vertexhashentries + vnum;
1125         hash->next = mesh->vertexhashtable[hashindex];
1126         mesh->vertexhashtable[hashindex] = hash;
1127         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1128         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1129         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1130         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1131         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1132         return vnum;
1133 }
1134
1135 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1136 {
1137         if (mesh->numtriangles == 0)
1138         {
1139                 // set the properties on this empty mesh to be more favorable...
1140                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1141                 mesh->map_diffuse = map_diffuse;
1142                 mesh->map_specular = map_specular;
1143                 mesh->map_normal = map_normal;
1144         }
1145         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)
1146         {
1147                 if (mesh->next == NULL)
1148                         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);
1149                 mesh = mesh->next;
1150         }
1151         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1152         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1153         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1154         mesh->numtriangles++;
1155 }
1156
1157 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)
1158 {
1159         int i, j, e;
1160         float vbuf[3*14], *v;
1161         memset(vbuf, 0, sizeof(vbuf));
1162         for (i = 0;i < numtris;i++)
1163         {
1164                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1165                 {
1166                         e = *element3i++;
1167                         if (vertex3f)
1168                         {
1169                                 v[0] = vertex3f[e * 3 + 0];
1170                                 v[1] = vertex3f[e * 3 + 1];
1171                                 v[2] = vertex3f[e * 3 + 2];
1172                         }
1173                         if (svector3f)
1174                         {
1175                                 v[3] = svector3f[e * 3 + 0];
1176                                 v[4] = svector3f[e * 3 + 1];
1177                                 v[5] = svector3f[e * 3 + 2];
1178                         }
1179                         if (tvector3f)
1180                         {
1181                                 v[6] = tvector3f[e * 3 + 0];
1182                                 v[7] = tvector3f[e * 3 + 1];
1183                                 v[8] = tvector3f[e * 3 + 2];
1184                         }
1185                         if (normal3f)
1186                         {
1187                                 v[9] = normal3f[e * 3 + 0];
1188                                 v[10] = normal3f[e * 3 + 1];
1189                                 v[11] = normal3f[e * 3 + 2];
1190                         }
1191                         if (texcoord2f)
1192                         {
1193                                 v[12] = texcoord2f[e * 2 + 0];
1194                                 v[13] = texcoord2f[e * 2 + 1];
1195                         }
1196                 }
1197                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1198         }
1199
1200         // the triangle calculation can take a while, so let's do a keepalive here
1201         CL_KeepaliveMessage(false);
1202 }
1203
1204 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)
1205 {
1206         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1207         CL_KeepaliveMessage(false);
1208
1209         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1210 }
1211
1212 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1213 {
1214         if (!mesh->numverts)
1215                 return;
1216
1217         // build r_vertexmesh_t array
1218         // (compressed interleaved array for D3D)
1219         if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1220         {
1221                 int vertexindex;
1222                 int numvertices = mesh->numverts;
1223                 r_vertexmesh_t *vertexmesh;
1224                 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1225                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1226                 {
1227                         VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1228                         VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1229                         VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1230                         VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1231                         Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1232                 }
1233         }
1234
1235         // upload short indices as a buffer
1236         if (mesh->element3s && !mesh->element3s_indexbuffer)
1237                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
1238
1239         // upload int indices as a buffer
1240         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1241                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
1242
1243         // vertex buffer is several arrays and we put them in the same buffer
1244         //
1245         // is this wise?  the texcoordtexture2f array is used with dynamic
1246         // vertex/svector/tvector/normal when rendering animated models, on the
1247         // other hand animated models don't use a lot of vertices anyway...
1248         if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1249         {
1250                 int size;
1251                 unsigned char *mem;
1252                 size = 0;
1253                 mesh->vbooffset_vertexmesh         = size;if (mesh->vertexmesh        ) size += mesh->numverts * sizeof(r_vertexmesh_t);
1254                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1255                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1256                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1257                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1258                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1259                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1260                 if (mesh->vertexmesh        ) memcpy(mem + mesh->vbooffset_vertexmesh        , mesh->vertexmesh        , mesh->numverts * sizeof(r_vertexmesh_t));
1261                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1262                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1263                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1264                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1265                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1266                 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false, false);
1267                 Mem_Free(mem);
1268         }
1269 }
1270
1271 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1272 {
1273         shadowmesh_t *mesh, *newmesh, *nextmesh;
1274         // reallocate meshs to conserve space
1275         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1276         {
1277                 nextmesh = mesh->next;
1278                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1279                 {
1280                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1281                         newmesh->next = firstmesh;
1282                         firstmesh = newmesh;
1283                         if (newmesh->element3s)
1284                         {
1285                                 int i;
1286                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1287                                         newmesh->element3s[i] = newmesh->element3i[i];
1288                         }
1289                         if (createvbo)
1290                                 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1291                 }
1292                 Mem_Free(mesh);
1293         }
1294
1295         // this can take a while, so let's do a keepalive here
1296         CL_KeepaliveMessage(false);
1297
1298         return firstmesh;
1299 }
1300
1301 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1302 {
1303         int i;
1304         shadowmesh_t *mesh;
1305         vec3_t nmins, nmaxs, ncenter, temp;
1306         float nradius2, dist2, *v;
1307         VectorClear(nmins);
1308         VectorClear(nmaxs);
1309         // calculate bbox
1310         for (mesh = firstmesh;mesh;mesh = mesh->next)
1311         {
1312                 if (mesh == firstmesh)
1313                 {
1314                         VectorCopy(mesh->vertex3f, nmins);
1315                         VectorCopy(mesh->vertex3f, nmaxs);
1316                 }
1317                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1318                 {
1319                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1320                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1321                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1322                 }
1323         }
1324         // calculate center and radius
1325         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1326         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1327         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1328         nradius2 = 0;
1329         for (mesh = firstmesh;mesh;mesh = mesh->next)
1330         {
1331                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1332                 {
1333                         VectorSubtract(v, ncenter, temp);
1334                         dist2 = DotProduct(temp, temp);
1335                         if (nradius2 < dist2)
1336                                 nradius2 = dist2;
1337                 }
1338         }
1339         // return data
1340         if (mins)
1341                 VectorCopy(nmins, mins);
1342         if (maxs)
1343                 VectorCopy(nmaxs, maxs);
1344         if (center)
1345                 VectorCopy(ncenter, center);
1346         if (radius)
1347                 *radius = sqrt(nradius2);
1348 }
1349
1350 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1351 {
1352         shadowmesh_t *nextmesh;
1353         for (;mesh;mesh = nextmesh)
1354         {
1355                 if (mesh->element3i_indexbuffer)
1356                         R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1357                 if (mesh->element3s_indexbuffer)
1358                         R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1359                 if (mesh->vbo_vertexbuffer)
1360                         R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1361                 nextmesh = mesh->next;
1362                 Mem_Free(mesh);
1363         }
1364 }
1365
1366 void Mod_CreateCollisionMesh(dp_model_t *mod)
1367 {
1368         int k, numcollisionmeshtriangles;
1369         qboolean usesinglecollisionmesh = false;
1370         const msurface_t *surface = NULL;
1371
1372         mempool_t *mempool = mod->mempool;
1373         if (!mempool && mod->brush.parentmodel)
1374                 mempool = mod->brush.parentmodel->mempool;
1375         // make a single combined collision mesh for physics engine use
1376         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1377         numcollisionmeshtriangles = 0;
1378         for (k = 0;k < mod->nummodelsurfaces;k++)
1379         {
1380                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1381                 if (!strcmp(surface->texture->name, "collision") || !strcmp(surface->texture->name, "collisionconvex")) // found collision mesh
1382                 {
1383                         usesinglecollisionmesh = true;
1384                         numcollisionmeshtriangles = surface->num_triangles;
1385                         break;
1386                 }
1387                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1388                         continue;
1389                 numcollisionmeshtriangles += surface->num_triangles;
1390         }
1391         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1392         if (usesinglecollisionmesh)
1393                 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));
1394         else
1395         {
1396                 for (k = 0;k < mod->nummodelsurfaces;k++)
1397                 {
1398                         surface = mod->data_surfaces + mod->firstmodelsurface + k;
1399                         if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1400                                 continue;
1401                         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));
1402                 }
1403         }
1404         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1405 }
1406
1407 #if 0
1408 static void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
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 static void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
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 static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
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 #endif
1471
1472 #if 0
1473 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1474 {
1475         float mins[3];
1476         float maxs[3];
1477         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1478         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1479         float viewvector[3];
1480         unsigned int firstvertex;
1481         unsigned int *e;
1482         float *v;
1483         if (chunkwidth < 2 || chunkheight < 2)
1484                 return;
1485         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]);
1486         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]);
1487         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1488         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1489         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1490         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1491         {
1492                 // too close for this stepsize, emit as 4 chunks instead
1493                 stepsize /= 2;
1494                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1495                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1496                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1497                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1498                 return;
1499         }
1500         // emit the geometry at stepsize into our vertex buffer / index buffer
1501         // we add two columns and two rows for skirt
1502         outwidth = chunkwidth+2;
1503         outheight = chunkheight+2;
1504         outwidth2 = outwidth-1;
1505         outheight2 = outheight-1;
1506         outwidth3 = outwidth+1;
1507         outheight3 = outheight+1;
1508         firstvertex = numvertices;
1509         e = model->terrain.element3i + numtriangles;
1510         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1511         v = model->terrain.vertex3f + numvertices;
1512         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1513         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1514         for (ty = 0;ty < outheight;ty++)
1515         {
1516                 for (tx = 0;tx < outwidth;tx++)
1517                 {
1518                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1519                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1520                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1521                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1522                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1523                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1524                 }
1525         }
1526         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1527         for (ty = 0;ty <= outheight;ty++)
1528         {
1529                 skirtrow = ty == 0 || ty == outheight;
1530                 ry = y+bound(1, ty, outheight)*stepsize;
1531                 for (tx = 0;tx <= outwidth;tx++)
1532                 {
1533                         skirt = skirtrow || tx == 0 || tx == outwidth;
1534                         rx = x+bound(1, tx, outwidth)*stepsize;
1535                         v[0] = rx*scale[0];
1536                         v[1] = ry*scale[1];
1537                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1538                         v += 3;
1539                 }
1540         }
1541         // TODO: emit skirt vertices
1542 }
1543
1544 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1545 {
1546         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1547         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1548         Mod_Terrain_BuildChunk(model, 
1549 }
1550 #endif
1551
1552 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1553 {
1554         int offset = 0;
1555         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1556         {
1557                 offset = bound(0, s[4] - '0', 9);
1558                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1559                 s += 4;
1560                 if(*s)
1561                         ++s;
1562         }
1563         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1564         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1565         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1566         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1567         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1568         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1569         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1570         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1571         return offset | Q3WAVEFUNC_NONE;
1572 }
1573
1574 void Mod_FreeQ3Shaders(void)
1575 {
1576         Mem_FreePool(&q3shaders_mem);
1577 }
1578
1579 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1580 {
1581         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1582         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1583         q3shader_hash_entry_t* lastEntry = NULL;
1584         do
1585         {
1586                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1587                 {
1588                         // redeclaration
1589                         if(shader->dpshaderkill)
1590                         {
1591                                 // killed shader is a redeclarion? we can safely ignore it
1592                                 return;
1593                         }
1594                         else if(entry->shader.dpshaderkill)
1595                         {
1596                                 // replace the old shader!
1597                                 // this will skip the entry allocating part
1598                                 // below and just replace the shader
1599                                 break;
1600                         }
1601                         else
1602                         {
1603                                 unsigned char *start, *end, *start2;
1604                                 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1605                                 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1606                                 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1607                                 if(memcmp(start, start2, end - start))
1608                                         Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1609                                 else
1610                                         Con_DPrintf("Shader '%s' already defined\n", shader->name);
1611                                 return;
1612                         }
1613                 }
1614                 lastEntry = entry;
1615                 entry = entry->chain;
1616         }
1617         while (entry != NULL);
1618         if (entry == NULL)
1619         {
1620                 if (lastEntry->shader.name[0] != 0)
1621                 {
1622                         /* Add to chain */
1623                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1624                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1625
1626                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1627                         lastEntry->chain = newEntry;
1628                         newEntry->chain = NULL;
1629                         lastEntry = newEntry;
1630                 }
1631                 /* else: head of chain, in hash entry array */
1632                 entry = lastEntry;
1633         }
1634         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1635 }
1636
1637 extern cvar_t mod_noshader_default_offsetmapping;
1638 extern cvar_t mod_q3shader_default_offsetmapping;
1639 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1640 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1641 extern cvar_t mod_q3shader_default_polygonoffset;
1642 extern cvar_t mod_q3shader_default_polygonfactor;
1643 extern cvar_t mod_q3shader_force_addalpha;
1644 extern cvar_t mod_q3shader_force_terrain_alphaflag;
1645 void Mod_LoadQ3Shaders(void)
1646 {
1647         int j;
1648         int fileindex;
1649         fssearch_t *search;
1650         char *f;
1651         const char *text;
1652         q3shaderinfo_t shader;
1653         q3shaderinfo_layer_t *layer;
1654         int numparameters;
1655         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1656         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1657         unsigned long custsurfaceflags[256]; 
1658         int numcustsurfaceflags;
1659         qboolean dpshaderkill;
1660
1661         Mod_FreeQ3Shaders();
1662
1663         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1664         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1665                 sizeof (q3shader_data_t));
1666         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1667                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1668         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1669                 q3shaders_mem, sizeof (char**), 256);
1670
1671         // parse custinfoparms.txt
1672         numcustsurfaceflags = 0;
1673         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1674         {
1675                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1676                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1677                 else
1678                 {
1679                         while (COM_ParseToken_QuakeC(&text, false))
1680                                 if (!strcasecmp(com_token, "}"))
1681                                         break;
1682                         // custom surfaceflags section
1683                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1684                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1685                         else
1686                         {
1687                                 while(COM_ParseToken_QuakeC(&text, false))
1688                                 {
1689                                         if (!strcasecmp(com_token, "}"))
1690                                                 break;  
1691                                         // register surfaceflag
1692                                         if (numcustsurfaceflags >= 256)
1693                                         {
1694                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1695                                                 break;
1696                                         }
1697                                         // name
1698                                         j = (int)strlen(com_token)+1;
1699                                         custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j);
1700                                         strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1);
1701                                         // value
1702                                         if (COM_ParseToken_QuakeC(&text, false))
1703                                                 custsurfaceflags[numcustsurfaceflags] = strtol(com_token, NULL, 0);
1704                                         else
1705                                                 custsurfaceflags[numcustsurfaceflags] = 0;
1706                                         numcustsurfaceflags++;
1707                                 }
1708                         }
1709                 }
1710                 Mem_Free(f);
1711         }
1712
1713         // parse shaders
1714         search = FS_Search("scripts/*.shader", true, false);
1715         if (!search)
1716                 return;
1717         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1718         {
1719                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1720                 if (!f)
1721                         continue;
1722                 while (COM_ParseToken_QuakeC(&text, false))
1723                 {
1724                         memset (&shader, 0, sizeof(shader));
1725                         shader.name[0] = 0;
1726                         shader.surfaceparms = 0;
1727                         shader.surfaceflags = 0;
1728                         shader.textureflags = 0;
1729                         shader.numlayers = 0;
1730                         shader.lighting = false;
1731                         shader.vertexalpha = false;
1732                         shader.textureblendalpha = false;
1733                         shader.skyboxname[0] = 0;
1734                         shader.deforms[0].deform = Q3DEFORM_NONE;
1735                         shader.dpnortlight = false;
1736                         shader.dpshadow = false;
1737                         shader.dpnoshadow = false;
1738                         shader.dpmeshcollisions = false;
1739                         shader.dpshaderkill = false;
1740                         shader.dpreflectcube[0] = 0;
1741                         shader.reflectmin = 0;
1742                         shader.reflectmax = 1;
1743                         shader.refractfactor = 1;
1744                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1745                         shader.reflectfactor = 1;
1746                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1747                         shader.r_water_wateralpha = 1;
1748                         shader.r_water_waterscroll[0] = 0;
1749                         shader.r_water_waterscroll[1] = 0;
1750                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1751                         shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1752                         shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1753                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1754                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1755                         shader.transparentsort = TRANSPARENTSORT_DISTANCE;
1756                         shader.specularscalemod = 1;
1757                         shader.specularpowermod = 1;
1758                         shader.rtlightambient = 0;
1759                         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
1760                         // JUST GREP FOR "specularscalemod = 1".
1761
1762                         strlcpy(shader.name, com_token, sizeof(shader.name));
1763                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1764                         {
1765                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1766                                 break;
1767                         }
1768                         while (COM_ParseToken_QuakeC(&text, false))
1769                         {
1770                                 if (!strcasecmp(com_token, "}"))
1771                                         break;
1772                                 if (!strcasecmp(com_token, "{"))
1773                                 {
1774                                         static q3shaderinfo_layer_t dummy;
1775                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1776                                         {
1777                                                 layer = shader.layers + shader.numlayers++;
1778                                         }
1779                                         else
1780                                         {
1781                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1782                                                 memset(&dummy, 0, sizeof(dummy));
1783                                                 layer = &dummy;
1784                                         }
1785                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1786                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1787                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1788                                         layer->blendfunc[0] = GL_ONE;
1789                                         layer->blendfunc[1] = GL_ZERO;
1790                                         while (COM_ParseToken_QuakeC(&text, false))
1791                                         {
1792                                                 if (!strcasecmp(com_token, "}"))
1793                                                         break;
1794                                                 if (!strcasecmp(com_token, "\n"))
1795                                                         continue;
1796                                                 numparameters = 0;
1797                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1798                                                 {
1799                                                         if (j < TEXTURE_MAXFRAMES + 4)
1800                                                         {
1801                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1802                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1803                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1804                                                                 else
1805                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1806                                                                 numparameters = j + 1;
1807                                                         }
1808                                                         if (!COM_ParseToken_QuakeC(&text, true))
1809                                                                 break;
1810                                                 }
1811                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1812                                                 //      parameter[j][0] = 0;
1813                                                 if (developer_insane.integer)
1814                                                 {
1815                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1816                                                         for (j = 0;j < numparameters;j++)
1817                                                                 Con_DPrintf(" %s", parameter[j]);
1818                                                         Con_DPrint("\n");
1819                                                 }
1820                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1821                                                 {
1822                                                         if (numparameters == 2)
1823                                                         {
1824                                                                 if (!strcasecmp(parameter[1], "add"))
1825                                                                 {
1826                                                                         layer->blendfunc[0] = GL_ONE;
1827                                                                         layer->blendfunc[1] = GL_ONE;
1828                                                                 }
1829                                                                 else if (!strcasecmp(parameter[1], "addalpha"))
1830                                                                 {
1831                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1832                                                                         layer->blendfunc[1] = GL_ONE;
1833                                                                 }
1834                                                                 else if (!strcasecmp(parameter[1], "filter"))
1835                                                                 {
1836                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1837                                                                         layer->blendfunc[1] = GL_ZERO;
1838                                                                 }
1839                                                                 else if (!strcasecmp(parameter[1], "blend"))
1840                                                                 {
1841                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1842                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1843                                                                 }
1844                                                         }
1845                                                         else if (numparameters == 3)
1846                                                         {
1847                                                                 int k;
1848                                                                 for (k = 0;k < 2;k++)
1849                                                                 {
1850                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1851                                                                                 layer->blendfunc[k] = GL_ONE;
1852                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1853                                                                                 layer->blendfunc[k] = GL_ZERO;
1854                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1855                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1856                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1857                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1858                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1859                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1860                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1861                                                                                 layer->blendfunc[k] = GL_DST_ALPHA;
1862                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1863                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1864                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1865                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1866                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1867                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1868                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1869                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1870                                                                         else
1871                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1872                                                                 }
1873                                                         }
1874                                                 }
1875                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1876                                                         layer->alphatest = true;
1877                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1878                                                 {
1879                                                         if (!strcasecmp(parameter[0], "clampmap"))
1880                                                                 layer->clampmap = true;
1881                                                         layer->numframes = 1;
1882                                                         layer->framerate = 1;
1883                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1884                                                                 &q3shader_data->char_ptrs);
1885                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1886                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1887                                                                 shader.lighting = true;
1888                                                 }
1889                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1890                                                 {
1891                                                         int i;
1892                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1893                                                         layer->framerate = atof(parameter[1]);
1894                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1895                                                         for (i = 0;i < layer->numframes;i++)
1896                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1897                                                 }
1898                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1899                                                 {
1900                                                         int i;
1901                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1902                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1903                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1904                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1905                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1906                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1907                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1908                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1909                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1910                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1911                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1912                                                         else if (!strcasecmp(parameter[1], "wave"))
1913                                                         {
1914                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1915                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1916                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1917                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1918                                                         }
1919                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1920                                                 }
1921                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1922                                                 {
1923                                                         int i;
1924                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1925                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1926                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1927                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1928                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1929                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1930                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1931                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1932                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1933                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1934                                                         else if (!strcasecmp(parameter[1], "wave"))
1935                                                         {
1936                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1937                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1938                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1939                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1940                                                         }
1941                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1942                                                 }
1943                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1944                                                 {
1945                                                         int i;
1946                                                         // observed values: tcgen environment
1947                                                         // no other values have been observed in real shaders
1948                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1949                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1950                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1951                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1952                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1953                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1954                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1955                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1956                                                 }
1957                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1958                                                 {
1959                                                         int i, tcmodindex;
1960                                                         // observed values:
1961                                                         // tcmod rotate #
1962                                                         // tcmod scale # #
1963                                                         // tcmod scroll # #
1964                                                         // tcmod stretch sin # # # #
1965                                                         // tcmod stretch triangle # # # #
1966                                                         // tcmod transform # # # # # #
1967                                                         // tcmod turb # # # #
1968                                                         // tcmod turb sin # # # #  (this is bogus)
1969                                                         // no other values have been observed in real shaders
1970                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1971                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1972                                                                         break;
1973                                                         if (tcmodindex < Q3MAXTCMODS)
1974                                                         {
1975                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1976                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1977                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1978                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1979                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1980                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1981                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1982                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1983                                                                 {
1984                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1985                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1986                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1987                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1988                                                                 }
1989                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1990                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1991                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1992                                                         }
1993                                                         else
1994                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1995                                                 }
1996                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1997                                                 if (!strcasecmp(com_token, "}"))
1998                                                         break;
1999                                         }
2000                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
2001                                                 shader.lighting = true;
2002                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
2003                                         {
2004                                                 if (layer == shader.layers + 0)
2005                                                 {
2006                                                         // vertex controlled transparency
2007                                                         shader.vertexalpha = true;
2008                                                 }
2009                                                 else
2010                                                 {
2011                                                         // multilayer terrain shader or similar
2012                                                         shader.textureblendalpha = true;
2013                                                         if (mod_q3shader_force_terrain_alphaflag.integer)
2014                                                                 shader.layers[0].dptexflags |= TEXF_ALPHA;
2015                                                 }
2016                                         }
2017
2018                                         if(mod_q3shader_force_addalpha.integer)
2019                                         {
2020                                                 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2021                                                 // this cvar brings back this behaviour
2022                                                 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2023                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
2024                                         }
2025                                         
2026                                         layer->dptexflags = 0;
2027                                         if (layer->alphatest)
2028                                                 layer->dptexflags |= TEXF_ALPHA;
2029                                         switch(layer->blendfunc[0])
2030                                         {
2031                                                 case GL_SRC_ALPHA:
2032                                                 case GL_ONE_MINUS_SRC_ALPHA:
2033                                                         layer->dptexflags |= TEXF_ALPHA;
2034                                                         break;
2035                                         }
2036                                         switch(layer->blendfunc[1])
2037                                         {
2038                                                 case GL_SRC_ALPHA:
2039                                                 case GL_ONE_MINUS_SRC_ALPHA:
2040                                                         layer->dptexflags |= TEXF_ALPHA;
2041                                                         break;
2042                                         }
2043                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2044                                                 layer->dptexflags |= TEXF_MIPMAP;
2045                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2046                                                 layer->dptexflags |= TEXF_PICMIP | TEXF_COMPRESS;
2047                                         if (layer->clampmap)
2048                                                 layer->dptexflags |= TEXF_CLAMP;
2049                                         continue;
2050                                 }
2051                                 numparameters = 0;
2052                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2053                                 {
2054                                         if (j < TEXTURE_MAXFRAMES + 4)
2055                                         {
2056                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2057                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2058                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2059                                                 else
2060                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2061                                                 numparameters = j + 1;
2062                                         }
2063                                         if (!COM_ParseToken_QuakeC(&text, true))
2064                                                 break;
2065                                 }
2066                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2067                                 //      parameter[j][0] = 0;
2068                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2069                                         break;
2070                                 if (developer_insane.integer)
2071                                 {
2072                                         Con_DPrintf("%s: ", shader.name);
2073                                         for (j = 0;j < numparameters;j++)
2074                                                 Con_DPrintf(" %s", parameter[j]);
2075                                         Con_DPrint("\n");
2076                                 }
2077                                 if (numparameters < 1)
2078                                         continue;
2079                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2080                                 {
2081                                         if (!strcasecmp(parameter[1], "alphashadow"))
2082                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2083                                         else if (!strcasecmp(parameter[1], "areaportal"))
2084                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2085                                         else if (!strcasecmp(parameter[1], "botclip"))
2086                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2087                                         else if (!strcasecmp(parameter[1], "clusterportal"))
2088                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2089                                         else if (!strcasecmp(parameter[1], "detail"))
2090                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2091                                         else if (!strcasecmp(parameter[1], "donotenter"))
2092                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2093                                         else if (!strcasecmp(parameter[1], "dust"))
2094                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2095                                         else if (!strcasecmp(parameter[1], "hint"))
2096                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2097                                         else if (!strcasecmp(parameter[1], "fog"))
2098                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2099                                         else if (!strcasecmp(parameter[1], "lava"))
2100                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2101                                         else if (!strcasecmp(parameter[1], "lightfilter"))
2102                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2103                                         else if (!strcasecmp(parameter[1], "lightgrid"))
2104                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2105                                         else if (!strcasecmp(parameter[1], "metalsteps"))
2106                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2107                                         else if (!strcasecmp(parameter[1], "nodamage"))
2108                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2109                                         else if (!strcasecmp(parameter[1], "nodlight"))
2110                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2111                                         else if (!strcasecmp(parameter[1], "nodraw"))
2112                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2113                                         else if (!strcasecmp(parameter[1], "nodrop"))
2114                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2115                                         else if (!strcasecmp(parameter[1], "noimpact"))
2116                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2117                                         else if (!strcasecmp(parameter[1], "nolightmap"))
2118                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2119                                         else if (!strcasecmp(parameter[1], "nomarks"))
2120                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2121                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
2122                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2123                                         else if (!strcasecmp(parameter[1], "nonsolid"))
2124                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2125                                         else if (!strcasecmp(parameter[1], "origin"))
2126                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2127                                         else if (!strcasecmp(parameter[1], "playerclip"))
2128                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2129                                         else if (!strcasecmp(parameter[1], "sky"))
2130                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2131                                         else if (!strcasecmp(parameter[1], "slick"))
2132                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2133                                         else if (!strcasecmp(parameter[1], "slime"))
2134                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2135                                         else if (!strcasecmp(parameter[1], "structural"))
2136                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2137                                         else if (!strcasecmp(parameter[1], "trans"))
2138                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2139                                         else if (!strcasecmp(parameter[1], "water"))
2140                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2141                                         else if (!strcasecmp(parameter[1], "pointlight"))
2142                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2143                                         else if (!strcasecmp(parameter[1], "antiportal"))
2144                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2145                                         else if (!strcasecmp(parameter[1], "skip"))
2146                                                 ; // shader.surfaceparms |= Q3SURFACEPARM_SKIP; FIXME we don't have enough #defines for this any more, and the engine doesn't need this one anyway
2147                                         else
2148                                         {
2149                                                 // try custom surfaceparms
2150                                                 for (j = 0; j < numcustsurfaceflags; j++)
2151                                                 {
2152                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2153                                                         {
2154                                                                 shader.surfaceflags |= custsurfaceflags[j];
2155                                                                 break;
2156                                                         }
2157                                                 }
2158                                                 // failed all
2159                                                 if (j == numcustsurfaceflags)
2160                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2161                                         }
2162                                 }
2163                                 else if (!strcasecmp(parameter[0], "dpshadow"))
2164                                         shader.dpshadow = true;
2165                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2166                                         shader.dpnoshadow = true;
2167                                 else if (!strcasecmp(parameter[0], "dpnortlight"))
2168                                         shader.dpnortlight = true;
2169                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2170                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2171                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2172                                         shader.dpmeshcollisions = true;
2173                                 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2174                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2175                                 {
2176                                         if (Cvar_VariableValue(parameter[1]) == 0.0f)
2177                                                 shader.dpshaderkill = dpshaderkill;
2178                                 }
2179                                 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2180                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2181                                 {
2182                                         const char *op = NULL;
2183                                         if (numparameters >= 3)
2184                                                 op = parameter[2];
2185                                         if(!op)
2186                                         {
2187                                                 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2188                                                         shader.dpshaderkill = dpshaderkill;
2189                                         }
2190                                         else if (numparameters >= 4 && !strcmp(op, "=="))
2191                                         {
2192                                                 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2193                                                         shader.dpshaderkill = dpshaderkill;
2194                                         }
2195                                         else if (numparameters >= 4 && !strcmp(op, "!="))
2196                                         {
2197                                                 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2198                                                         shader.dpshaderkill = dpshaderkill;
2199                                         }
2200                                         else if (numparameters >= 4 && !strcmp(op, ">"))
2201                                         {
2202                                                 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2203                                                         shader.dpshaderkill = dpshaderkill;
2204                                         }
2205                                         else if (numparameters >= 4 && !strcmp(op, "<"))
2206                                         {
2207                                                 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2208                                                         shader.dpshaderkill = dpshaderkill;
2209                                         }
2210                                         else if (numparameters >= 4 && !strcmp(op, ">="))
2211                                         {
2212                                                 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2213                                                         shader.dpshaderkill = dpshaderkill;
2214                                         }
2215                                         else if (numparameters >= 4 && !strcmp(op, "<="))
2216                                         {
2217                                                 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2218                                                         shader.dpshaderkill = dpshaderkill;
2219                                         }
2220                                         else
2221                                         {
2222                                                 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2223                                         }
2224                                 }
2225                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2226                                 {
2227                                         // some q3 skies don't have the sky parm set
2228                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2229                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2230                                 }
2231                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2232                                 {
2233                                         // some q3 skies don't have the sky parm set
2234                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2235                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2236                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2237                                 }
2238                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2239                                 {
2240                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2241                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2242                                 }
2243                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2244                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2245                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2246                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2247                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2248                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2249                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2250                                 {
2251                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2252                                         if(numparameters >= 2)
2253                                         {
2254                                                 shader.biaspolygonfactor = atof(parameter[1]);
2255                                                 if(numparameters >= 3)
2256                                                         shader.biaspolygonoffset = atof(parameter[2]);
2257                                                 else
2258                                                         shader.biaspolygonoffset = 0;
2259                                         }
2260                                 }
2261                                 else if (!strcasecmp(parameter[0], "dptransparentsort") && numparameters >= 2)
2262                                 {
2263                                         shader.textureflags |= Q3TEXTUREFLAG_TRANSPARENTSORT;
2264                                         if (!strcasecmp(parameter[1], "sky"))
2265                                                 shader.transparentsort = TRANSPARENTSORT_SKY;
2266                                         else if (!strcasecmp(parameter[1], "distance"))
2267                                                 shader.transparentsort = TRANSPARENTSORT_DISTANCE;
2268                                         else if (!strcasecmp(parameter[1], "hud"))
2269                                                 shader.transparentsort = TRANSPARENTSORT_HUD;
2270                                         else
2271                                                 Con_DPrintf("%s parsing warning: unknown dptransparentsort category \"%s\", or not enough arguments\n", search->filenames[fileindex], parameter[1]);
2272                                 }
2273                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2274                                 {
2275                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2276                                         shader.refractfactor = atof(parameter[1]);
2277                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2278                                 }
2279                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2280                                 {
2281                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2282                                         shader.reflectfactor = atof(parameter[1]);
2283                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2284                                 }
2285                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2286                                 {
2287                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2288                                 }
2289                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2290                                 {
2291                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2292                                         shader.reflectmin = atof(parameter[1]);
2293                                         shader.reflectmax = atof(parameter[2]);
2294                                         shader.refractfactor = atof(parameter[3]);
2295                                         shader.reflectfactor = atof(parameter[4]);
2296                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2297                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2298                                         shader.r_water_wateralpha = atof(parameter[11]);
2299                                 }
2300                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2301                                 {
2302                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2303                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2304                                 }
2305                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2306                                 {
2307                                         shader.specularscalemod = atof(parameter[1]);
2308                                 }
2309                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2310                                 {
2311                                         shader.specularpowermod = atof(parameter[1]);
2312                                 }
2313                                 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2314                                 {
2315                                         shader.rtlightambient = atof(parameter[1]);
2316                                 }
2317                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2318                                 {
2319                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2320                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2321                                         else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2322                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2323                                         else if (!strcasecmp(parameter[1], "linear"))
2324                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2325                                         else if (!strcasecmp(parameter[1], "relief"))
2326                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2327                                         if (numparameters >= 3)
2328                                                 shader.offsetscale = atof(parameter[2]);
2329                                         if (numparameters >= 5)
2330                                         {
2331                                                 if(!strcasecmp(parameter[3], "bias"))
2332                                                         shader.offsetbias = atof(parameter[4]);
2333                                                 else if(!strcasecmp(parameter[3], "match"))
2334                                                         shader.offsetbias = 1.0f - atof(parameter[4]);
2335                                                 else if(!strcasecmp(parameter[3], "match8"))
2336                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2337                                                 else if(!strcasecmp(parameter[3], "match16"))
2338                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2339                                         }
2340                                 }
2341                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2342                                 {
2343                                         int i, deformindex;
2344                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2345                                                 if (!shader.deforms[deformindex].deform)
2346                                                         break;
2347                                         if (deformindex < Q3MAXDEFORMS)
2348                                         {
2349                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2350                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2351                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2352                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2353                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2354                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2355                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2356                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2357                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2358                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2359                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2360                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2361                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2362                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2363                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2364                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2365                                                 {
2366                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2367                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2368                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2369                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2370                                                 }
2371                                                 else if (!strcasecmp(parameter[1], "move"            ))
2372                                                 {
2373                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2374                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2375                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2376                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2377                                                 }
2378                                         }
2379                                 }
2380                         }
2381                         // hide this shader if a cvar said it should be killed
2382                         if (shader.dpshaderkill)
2383                                 shader.numlayers = 0;
2384                         // fix up multiple reflection types
2385                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2386                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2387
2388                         Q3Shader_AddToHash (&shader);
2389                 }
2390                 Mem_Free(f);
2391         }
2392         FS_FreeSearch(search);
2393         // free custinfoparm values
2394         for (j = 0; j < numcustsurfaceflags; j++)
2395                 Mem_Free(custsurfaceparmnames[j]);
2396 }
2397
2398 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2399 {
2400         unsigned short hash;
2401         q3shader_hash_entry_t* entry;
2402         if (!q3shaders_mem)
2403                 Mod_LoadQ3Shaders();
2404         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2405         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2406         while (entry != NULL)
2407         {
2408                 if (strcasecmp (entry->shader.name, name) == 0)
2409                         return &entry->shader;
2410                 entry = entry->chain;
2411         }
2412         return NULL;
2413 }
2414
2415 texture_shaderpass_t *Mod_CreateShaderPass(skinframe_t *skinframe)
2416 {
2417         texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(loadmodel->mempool, sizeof(*shaderpass));
2418         shaderpass->framerate = 0.0f;
2419         shaderpass->numframes = 1;
2420         shaderpass->blendfunc[0] = GL_ONE;
2421         shaderpass->blendfunc[1] = GL_ZERO;
2422         shaderpass->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
2423         shaderpass->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
2424         shaderpass->alphatest = false;
2425         shaderpass->tcgen.tcgen = Q3TCGEN_TEXTURE;
2426         shaderpass->skinframes[0] = skinframe;
2427         return shaderpass;
2428 }
2429
2430 texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename)
2431 {
2432         int j;
2433         texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(loadmodel->mempool, sizeof(*shaderpass));
2434         shaderpass->alphatest = layer->alphatest != 0;
2435         shaderpass->framerate = layer->framerate;
2436         shaderpass->numframes = layer->numframes;
2437         shaderpass->blendfunc[0] = layer->blendfunc[0];
2438         shaderpass->blendfunc[1] = layer->blendfunc[1];
2439         shaderpass->rgbgen = layer->rgbgen;
2440         shaderpass->alphagen = layer->alphagen;
2441         shaderpass->tcgen = layer->tcgen;
2442         for (j = 0; j < Q3MAXTCMODS && layer->tcmods[j].tcmod != Q3TCMOD_NONE; j++)
2443                 shaderpass->tcmods[j] = layer->tcmods[j];
2444         for (j = 0; j < layer->numframes; j++)
2445         {
2446                 if (cls.state == ca_dedicated)
2447                 {
2448                         shaderpass->skinframes[j] = NULL;
2449                 }
2450                 else if (!(shaderpass->skinframes[j] = R_SkinFrame_LoadExternal(layer->texturename[j], texflags, false)))
2451                 {
2452                         Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for layer %i of shader ^2\"%s\"\n", loadmodel->name, layer->texturename[j], j, layerindex, texturename);
2453                         shaderpass->skinframes[j] = R_SkinFrame_LoadMissing();
2454                 }
2455         }
2456         return shaderpass;
2457 }
2458
2459 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2460 {
2461         int texflagsmask, texflagsor;
2462         qboolean success = true;
2463         q3shaderinfo_t *shader;
2464         if (!name)
2465                 name = "";
2466         strlcpy(texture->name, name, sizeof(texture->name));
2467         texture->basealpha = 1.0f;
2468         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2469
2470         // allow disabling of picmip or compression by defaulttexflags
2471         texflagsmask = ~0;
2472         if(!(defaulttexflags & TEXF_PICMIP))
2473                 texflagsmask &= ~TEXF_PICMIP;
2474         if(!(defaulttexflags & TEXF_COMPRESS))
2475                 texflagsmask &= ~TEXF_COMPRESS;
2476         texflagsor = 0;
2477         if(defaulttexflags & TEXF_ISWORLD)
2478                 texflagsor |= TEXF_ISWORLD;
2479         if(defaulttexflags & TEXF_ISSPRITE)
2480                 texflagsor |= TEXF_ISSPRITE;
2481         // unless later loaded from the shader
2482         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2483         texture->offsetscale = 1;
2484         texture->offsetbias = 0;
2485         texture->specularscalemod = 1;
2486         texture->specularpowermod = 1; 
2487         texture->rtlightambient = 0;
2488         texture->transparentsort = TRANSPARENTSORT_DISTANCE;
2489         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
2490         // JUST GREP FOR "specularscalemod = 1".
2491
2492         if (shader)
2493         {
2494                 if (developer_loading.integer)
2495                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2496
2497                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2498                 {
2499                         texture->basematerialflags = MATERIALFLAG_SKY;
2500                         if (shader->skyboxname[0])
2501                         {
2502                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2503                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2504                         }
2505                 }
2506                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2507                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2508                 else
2509                         texture->basematerialflags = MATERIALFLAG_WALL;
2510
2511                 if (shader->layers[0].alphatest)
2512                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2513                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2514                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2515                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2516                 {
2517                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2518                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2519                 }
2520                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2521                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2522                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2523                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2524                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2525                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2526                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2527                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2528                 texture->customblendfunc[0] = GL_ONE;
2529                 texture->customblendfunc[1] = GL_ZERO;
2530                 texture->transparentsort = shader->transparentsort;
2531                 if (shader->numlayers > 0)
2532                 {
2533                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2534                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2535 /*
2536 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2537 * additive               GL_ONE GL_ONE
2538 additive weird         GL_ONE GL_SRC_ALPHA
2539 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2540 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2541 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2542 brighten               GL_DST_COLOR GL_ONE
2543 brighten               GL_ONE GL_SRC_COLOR
2544 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2545 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2546 * modulate               GL_DST_COLOR GL_ZERO
2547 * modulate               GL_ZERO GL_SRC_COLOR
2548 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2549 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2550 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2551 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2552 * no blend               GL_ONE GL_ZERO
2553 nothing                GL_ZERO GL_ONE
2554 */
2555                         // if not opaque, figure out what blendfunc to use
2556                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2557                         {
2558                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2559                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2560                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2561                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2562                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2563                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2564                                 else
2565                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2566                         }
2567                 }
2568                 if (!shader->lighting)
2569                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2570
2571                 // here be dragons: convert quake3 shaders to material
2572                 if (shader->numlayers > 0)
2573                 {
2574                         int i;
2575                         int terrainbackgroundlayer = -1;
2576                         int lightmaplayer = -1;
2577                         int alphagenspecularlayer = -1;
2578                         int rgbgenvertexlayer = -1;
2579                         int rgbgendiffuselayer = -1;
2580                         int materiallayer = -1;
2581                         int endofprelayers = 0;
2582                         int firstpostlayer = 0;
2583                         int shaderpassindex = 0;
2584                         for (i = 0; i < shader->numlayers; i++)
2585                         {
2586                                 if (shader->layers[i].texturename != NULL && !strcasecmp(shader->layers[i].texturename[0], "$lightmap"))
2587                                         lightmaplayer = i;
2588                                 if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_VERTEX)
2589                                         rgbgenvertexlayer = i;
2590                                 if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE)
2591                                         rgbgendiffuselayer = i;
2592                                 if (shader->layers[i].alphagen.alphagen == Q3ALPHAGEN_LIGHTINGSPECULAR)
2593                                         alphagenspecularlayer = i;
2594                         }
2595                         if (shader->numlayers >= 2
2596                          && shader->layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2597                          && (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest)
2598                          && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2599                                  || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest)))
2600                         {
2601                                 // terrain blend or certain other effects involving alphatest over a regular layer
2602                                 terrainbackgroundlayer = 0;
2603                                 materiallayer = 1;
2604                                 // terrain may be vertex lit (in which case both layers are rgbGen vertex) or lightmapped (in which ase the third layer is lightmap)
2605                                 firstpostlayer = lightmaplayer >= 0 ? lightmaplayer + 1 : materiallayer + 1;
2606                         }
2607                         else if (lightmaplayer == 0)
2608                         {
2609                                 // ordinary texture but with $lightmap before diffuse
2610                                 materiallayer = 1;
2611                                 firstpostlayer = lightmaplayer + 2;
2612                         }
2613                         else if (lightmaplayer >= 1)
2614                         {
2615                                 // ordinary texture - we don't properly apply lighting to the prelayers, but oh well...
2616                                 endofprelayers = lightmaplayer - 1;
2617                                 materiallayer = lightmaplayer - 1;
2618                                 firstpostlayer = lightmaplayer + 1;
2619                         }
2620                         else if (rgbgenvertexlayer >= 0)
2621                         {
2622                                 // map models with baked lighting
2623                                 materiallayer = rgbgenvertexlayer;
2624                                 endofprelayers = rgbgenvertexlayer;
2625                                 firstpostlayer = rgbgenvertexlayer + 1;
2626                         }
2627                         else if (rgbgendiffuselayer >= 0)
2628                         {
2629                                 // entity models with dynamic lighting
2630                                 materiallayer = rgbgendiffuselayer;
2631                                 endofprelayers = rgbgendiffuselayer;
2632                                 firstpostlayer = rgbgendiffuselayer + 1;
2633                                 // player models often have specular as a pass after diffuse - we don't currently make use of that specular texture (would need to meld it into the skinframe)...
2634                                 if (alphagenspecularlayer >= 0)
2635                                         firstpostlayer = alphagenspecularlayer + 1;
2636                         }
2637                         else
2638                         {
2639                                 // special effects shaders - treat first as primary layer and do everything else as post
2640                                 endofprelayers = 0;
2641                                 materiallayer = 0;
2642                                 firstpostlayer = 1;
2643                         }
2644                         // convert the main material layer
2645                         // FIXME: if alphagenspecularlayer is used, we should pass a specular texture name to R_SkinFrame_LoadExternal and have it load that texture instead of the assumed name for _gloss texture
2646                         if (materiallayer >= 0)
2647                                 texture->materialshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[materiallayer], materiallayer, (shader->layers[materiallayer].dptexflags & texflagsmask) | texflagsor, texture->name);
2648                         // convert the terrain background blend layer (if any)
2649                         if (terrainbackgroundlayer >= 0)
2650                                 texture->backgroundshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[terrainbackgroundlayer], terrainbackgroundlayer, (shader->layers[terrainbackgroundlayer].dptexflags & texflagsmask) | texflagsor, texture->name);
2651                         // convert the prepass layers (if any)
2652                         texture->startpreshaderpass = shaderpassindex;
2653                         for (i = 0; i < endofprelayers; i++)
2654                                 texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
2655                         texture->endpreshaderpass = shaderpassindex;
2656                         texture->startpostshaderpass = shaderpassindex;
2657                         // convert the postpass layers (if any)
2658                         for (i = firstpostlayer; i < shader->numlayers; i++)
2659                                 texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(&shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
2660                         texture->startpostshaderpass = shaderpassindex;
2661                 }
2662
2663                 if (shader->dpshadow)
2664                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2665                 if (shader->dpnoshadow)
2666                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2667                 if (shader->dpnortlight)
2668                         texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2669                 if (shader->vertexalpha)
2670                         texture->basematerialflags |= MATERIALFLAG_ALPHAGEN_VERTEX;
2671                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2672                 texture->reflectmin = shader->reflectmin;
2673                 texture->reflectmax = shader->reflectmax;
2674                 texture->refractfactor = shader->refractfactor;
2675                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2676                 texture->reflectfactor = shader->reflectfactor;
2677                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2678                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2679                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2680                 texture->offsetmapping = shader->offsetmapping;
2681                 texture->offsetscale = shader->offsetscale;
2682                 texture->offsetbias = shader->offsetbias;
2683                 texture->specularscalemod = shader->specularscalemod;
2684                 texture->specularpowermod = shader->specularpowermod;
2685                 texture->rtlightambient = shader->rtlightambient;
2686                 if (shader->dpreflectcube[0])
2687                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2688
2689                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2690                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2691                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2692                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2693                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2694                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2695                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2696                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2697                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2698
2699         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2700         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2701         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2702         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2703                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2704         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2705                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2706         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2707         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2708         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2709         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2710         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2711                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2712         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2713         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2714         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2715         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2716                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2717         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2718                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2719                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2720         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2721                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2722         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2723         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2724                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2725         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2726         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2727         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2728                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2729         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2730         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2731
2732                 texture->surfaceflags = shader->surfaceflags;
2733                 if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW  ;
2734         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL   ;
2735         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
2736         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL       ;
2737         //      if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER   ;
2738         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->surfaceflags |= Q3SURFACEFLAG_FOG          ;
2739         //      if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA         ;
2740                 if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER  ;
2741                 if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS   ;
2742                 if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE     ;
2743                 if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT     ;
2744                 if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW       ;
2745         //      if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP       ;
2746                 if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT     ;
2747                 if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP   ;
2748                 if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS      ;
2749         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS    ;
2750                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID     ;
2751         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN       ;
2752         //      if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP   ;
2753                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->surfaceflags |= Q3SURFACEFLAG_SKY          ;
2754                 if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK        ;
2755         //      if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME        ;
2756         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL   ;
2757         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS        ;
2758         //      if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->surfaceflags |= Q3SURFACEFLAG_WATER        ;
2759                 if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT   ;
2760                 if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->surfaceflags |= Q3SURFACEFLAG_HINT         ;
2761                 if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->surfaceflags |= Q3SURFACEFLAG_DUST         ;
2762         //      if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP      ;
2763         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID    ;
2764         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL   ;
2765
2766                 if (shader->dpmeshcollisions)
2767                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2768                 if (shader->dpshaderkill && developer_extra.integer)
2769                         Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2770         }
2771         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2772         {
2773                 if (developer_extra.integer)
2774                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2775                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2776         }
2777         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2778         {
2779                 if (developer_extra.integer)
2780                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2781                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2782                 texture->supercontents = SUPERCONTENTS_SOLID;
2783         }
2784         else
2785         {
2786                 if (developer_extra.integer)
2787                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2788                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2789                 {
2790                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2791                         texture->supercontents = SUPERCONTENTS_SOLID;
2792                 }
2793                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2794                 {
2795                         texture->basematerialflags |= MATERIALFLAG_SKY;
2796                         texture->supercontents = SUPERCONTENTS_SKY;
2797                 }
2798                 else
2799                 {
2800                         texture->basematerialflags |= MATERIALFLAG_WALL;
2801                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2802                 }
2803                 if(cls.state == ca_dedicated)
2804                 {
2805                         texture->materialshaderpass = NULL;
2806                         success = false;
2807                 }
2808                 else
2809                 {
2810                         if (fallback)
2811                         {
2812                                 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false));
2813                                 if (texture->materialshaderpass->skinframes[0])
2814                                 {
2815                                         if (texture->materialshaderpass->skinframes[0]->hasalpha)
2816                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2817                                         if (texture->q2contents)
2818                                                 texture->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(loadmodel, texture->q2contents);
2819                                 }
2820                                 else
2821                                         success = false;
2822                         }
2823                         else
2824                                 success = false;
2825                         if (!success && warnmissing)
2826                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2827                 }
2828         }
2829         // init the animation variables
2830         texture->currentframe = texture;
2831         if (!texture->materialshaderpass)
2832                 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(R_SkinFrame_LoadMissing());
2833         if (!texture->materialshaderpass->skinframes[0])
2834                 texture->materialshaderpass->skinframes[0] = R_SkinFrame_LoadMissing();
2835         texture->currentskinframe = texture->materialshaderpass ? texture->materialshaderpass->skinframes[0] : NULL;
2836         texture->backgroundcurrentskinframe = texture->backgroundshaderpass ? texture->backgroundshaderpass->skinframes[0] : NULL;
2837         return success;
2838 }
2839
2840 void Mod_LoadCustomMaterial(texture_t *texture, const char *name, int supercontents, int materialflags, skinframe_t *skinframe)
2841 {
2842         if (!(materialflags & (MATERIALFLAG_WALL | MATERIALFLAG_SKY)))
2843                 Con_DPrintf("^1%s:^7 Custom texture ^3\"%s\" does not have MATERIALFLAG_WALL set\n", loadmodel->name, texture->name);
2844         strlcpy(texture->name, name, sizeof(texture->name));
2845         texture->basealpha = 1.0f;
2846         texture->basematerialflags = texture->currentmaterialflags = materialflags;
2847         texture->supercontents = supercontents;
2848
2849         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2850         texture->offsetscale = 1;
2851         texture->offsetbias = 0;
2852         texture->specularscalemod = 1;
2853         texture->specularpowermod = 1;
2854         texture->rtlightambient = 0;
2855         texture->transparentsort = TRANSPARENTSORT_DISTANCE;
2856         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
2857         // JUST GREP FOR "specularscalemod = 1".
2858
2859         if (developer_extra.integer)
2860                 Con_DPrintf("^1%s:^7 Custom texture ^3\"%s\"\n", loadmodel->name, texture->name);
2861         texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(skinframe);
2862
2863         // init the animation variables
2864         texture->currentframe = texture;
2865         if (!texture->materialshaderpass)
2866                 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(R_SkinFrame_LoadMissing());
2867         if (!texture->materialshaderpass->skinframes[0])
2868                 texture->materialshaderpass->skinframes[0] = R_SkinFrame_LoadMissing();
2869         texture->currentskinframe = texture->materialshaderpass ? texture->materialshaderpass->skinframes[0] : NULL;
2870         texture->backgroundcurrentskinframe = texture->backgroundshaderpass ? texture->backgroundshaderpass->skinframes[0] : NULL;
2871 }
2872
2873 skinfile_t *Mod_LoadSkinFiles(void)
2874 {
2875         int i, words, line, wordsoverflow;
2876         char *text;
2877         const char *data;
2878         skinfile_t *skinfile = NULL, *first = NULL;
2879         skinfileitem_t *skinfileitem;
2880         char word[10][MAX_QPATH];
2881         char vabuf[1024];
2882
2883 /*
2884 sample file:
2885 U_bodyBox,models/players/Legoman/BikerA2.tga
2886 U_RArm,models/players/Legoman/BikerA1.tga
2887 U_LArm,models/players/Legoman/BikerA1.tga
2888 U_armor,common/nodraw
2889 U_sword,common/nodraw
2890 U_shield,common/nodraw
2891 U_homb,common/nodraw
2892 U_backpack,common/nodraw
2893 U_colcha,common/nodraw
2894 tag_head,
2895 tag_weapon,
2896 tag_torso,
2897 */
2898         memset(word, 0, sizeof(word));
2899         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2900         {
2901                 // If it's the first file we parse
2902                 if (skinfile == NULL)
2903                 {
2904                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2905                         first = skinfile;
2906                 }
2907                 else
2908                 {
2909                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2910                         skinfile = skinfile->next;
2911                 }
2912                 skinfile->next = NULL;
2913
2914                 for(line = 0;;line++)
2915                 {
2916                         // parse line
2917                         if (!COM_ParseToken_QuakeC(&data, true))
2918                                 break;
2919                         if (!strcmp(com_token, "\n"))
2920                                 continue;
2921                         words = 0;
2922                         wordsoverflow = false;
2923                         do
2924                         {
2925                                 if (words < 10)
2926                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2927                                 else
2928                                         wordsoverflow = true;
2929                         }
2930                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2931                         if (wordsoverflow)
2932                         {
2933                                 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);
2934                                 continue;
2935                         }
2936                         // words is always >= 1
2937                         if (!strcmp(word[0], "replace"))
2938                         {
2939                                 if (words == 3)
2940                                 {
2941                                         if (developer_loading.integer)
2942                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2943                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2944                                         skinfileitem->next = skinfile->items;
2945                                         skinfile->items = skinfileitem;
2946                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2947                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2948                                 }
2949                                 else
2950                                         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]);
2951                         }
2952                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2953                         {
2954                                 // tag name, like "tag_weapon,"
2955                                 // not used for anything (not even in Quake3)
2956                         }
2957                         else if (words >= 2 && !strcmp(word[1], ","))
2958                         {
2959                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2960                                 if (developer_loading.integer)
2961                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2962                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2963                                 skinfileitem->next = skinfile->items;
2964                                 skinfile->items = skinfileitem;
2965                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2966                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2967                         }
2968                         else
2969                                 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);
2970                 }
2971                 Mem_Free(text);
2972         }
2973         if (i)
2974                 loadmodel->numskins = i;
2975         return first;
2976 }
2977
2978 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2979 {
2980         skinfile_t *next;
2981         skinfileitem_t *skinfileitem, *nextitem;
2982         for (;skinfile;skinfile = next)
2983         {
2984                 next = skinfile->next;
2985                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2986                 {
2987                         nextitem = skinfileitem->next;
2988                         Mem_Free(skinfileitem);
2989                 }
2990                 Mem_Free(skinfile);
2991         }
2992 }
2993
2994 int Mod_CountSkinFiles(skinfile_t *skinfile)
2995 {
2996         int i;
2997         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2998         return i;
2999 }
3000
3001 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
3002 {
3003         int i;
3004         double isnap = 1.0 / snap;
3005         for (i = 0;i < numvertices*numcomponents;i++)
3006                 vertices[i] = floor(vertices[i]*isnap)*snap;
3007 }
3008
3009 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
3010 {
3011         int i, outtriangles;
3012         float edgedir1[3], edgedir2[3], temp[3];
3013         // a degenerate triangle is one with no width (thickness, surface area)
3014         // these are characterized by having all 3 points colinear (along a line)
3015         // or having two points identical
3016         // the simplest check is to calculate the triangle's area
3017         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
3018         {
3019                 // calculate first edge
3020                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
3021                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
3022                 CrossProduct(edgedir1, edgedir2, temp);
3023                 if (VectorLength2(temp) < 0.001f)
3024                         continue; // degenerate triangle (no area)
3025                 // valid triangle (has area)
3026                 VectorCopy(inelement3i, outelement3i);
3027                 outelement3i += 3;
3028                 outtriangles++;
3029         }
3030         return outtriangles;
3031 }
3032
3033 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
3034 {
3035         int i, e;
3036         int firstvertex, lastvertex;
3037         if (numelements > 0 && elements)
3038         {
3039                 firstvertex = lastvertex = elements[0];
3040                 for (i = 1;i < numelements;i++)
3041                 {
3042                         e = elements[i];
3043                         firstvertex = min(firstvertex, e);
3044                         lastvertex = max(lastvertex, e);
3045                 }
3046         }
3047         else
3048                 firstvertex = lastvertex = 0;
3049         if (firstvertexpointer)
3050                 *firstvertexpointer = firstvertex;
3051         if (lastvertexpointer)
3052                 *lastvertexpointer = lastvertex;
3053 }
3054
3055 void Mod_MakeSortedSurfaces(dp_model_t *mod)
3056 {
3057         // make an optimal set of texture-sorted batches to draw...
3058         int j, t;
3059         int *firstsurfacefortexture;
3060         int *numsurfacesfortexture;
3061         if (!mod->sortedmodelsurfaces)
3062                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
3063         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
3064         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
3065         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
3066         for (j = 0;j < mod->nummodelsurfaces;j++)
3067         {
3068                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
3069                 t = (int)(surface->texture - mod->data_textures);
3070                 numsurfacesfortexture[t]++;
3071         }
3072         j = 0;
3073         for (t = 0;t < mod->num_textures;t++)
3074         {
3075                 firstsurfacefortexture[t] = j;
3076                 j += numsurfacesfortexture[t];
3077         }
3078         for (j = 0;j < mod->nummodelsurfaces;j++)
3079         {
3080                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
3081                 t = (int)(surface->texture - mod->data_textures);
3082                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
3083         }
3084         Mem_Free(firstsurfacefortexture);
3085         Mem_Free(numsurfacesfortexture);
3086 }
3087
3088 void Mod_BuildVBOs(void)
3089 {
3090         if (!loadmodel->surfmesh.num_vertices)
3091                 return;
3092
3093         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
3094         {
3095                 int i;
3096                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
3097                 {
3098                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
3099                         {
3100                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
3101                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
3102                         }
3103                 }
3104         }
3105
3106         // build r_vertexmesh_t array
3107         // (compressed interleaved array for D3D)
3108         if (!loadmodel->surfmesh.data_vertexmesh && vid.useinterleavedarrays)
3109         {
3110                 int vertexindex;
3111                 int numvertices = loadmodel->surfmesh.num_vertices;
3112                 r_vertexmesh_t *vertexmesh;
3113                 loadmodel->surfmesh.data_vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(r_vertexmesh_t));
3114                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
3115                 {
3116                         VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
3117                         VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
3118                         VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
3119                         VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
3120                         if (loadmodel->surfmesh.data_lightmapcolor4f)
3121                                 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
3122                         Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
3123                         if (loadmodel->surfmesh.data_texcoordlightmap2f)
3124                                 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
3125                         if (loadmodel->surfmesh.data_skeletalindex4ub)
3126                                 Vector4Copy(loadmodel->surfmesh.data_skeletalindex4ub + 4*vertexindex, vertexmesh->skeletalindex4ub);
3127                         if (loadmodel->surfmesh.data_skeletalweight4ub)
3128                                 Vector4Copy(loadmodel->surfmesh.data_skeletalweight4ub + 4*vertexindex, vertexmesh->skeletalweight4ub);
3129                 }
3130         }
3131
3132         // upload short indices as a buffer
3133         if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
3134                 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
3135
3136         // upload int indices as a buffer
3137         if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
3138                 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
3139
3140         // only build a vbo if one has not already been created (this is important for brush models which load specially)
3141         // vertex buffer is several arrays and we put them in the same buffer
3142         //
3143         // is this wise?  the texcoordtexture2f array is used with dynamic
3144         // vertex/svector/tvector/normal when rendering animated models, on the
3145         // other hand animated models don't use a lot of vertices anyway...
3146         if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
3147         {
3148                 int size;
3149                 unsigned char *mem;
3150                 size = 0;
3151                 loadmodel->surfmesh.vbooffset_vertexmesh         = size;if (loadmodel->surfmesh.data_vertexmesh        ) size += loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t);
3152                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3153                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3154                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3155                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3156                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3157                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3158                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
3159                 loadmodel->surfmesh.vbooffset_skeletalindex4ub   = size;if (loadmodel->surfmesh.data_skeletalindex4ub  ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
3160                 loadmodel->surfmesh.vbooffset_skeletalweight4ub  = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
3161                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
3162                 if (loadmodel->surfmesh.data_vertexmesh        ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertexmesh        , loadmodel->surfmesh.data_vertexmesh        , loadmodel->surfmesh.num_vertices * sizeof(r_vertexmesh_t));
3163                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3164                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3165                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3166                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3167                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3168                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3169                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3170                 if (loadmodel->surfmesh.data_skeletalindex4ub  ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalindex4ub  , loadmodel->surfmesh.data_skeletalindex4ub  , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
3171                 if (loadmodel->surfmesh.data_skeletalweight4ub ) memcpy(mem + loadmodel->surfmesh.vbooffset_skeletalweight4ub , loadmodel->surfmesh.data_skeletalweight4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
3172                 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false, false);
3173                 Mem_Free(mem);
3174         }
3175 }
3176
3177 extern cvar_t mod_obj_orientation;
3178 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3179 {
3180         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3181         int a, b, c;
3182         const char *texname;
3183         const int *e;
3184         const float *v, *vn, *vt;
3185         size_t l;
3186         size_t outbufferpos = 0;
3187         size_t outbuffermax = 0x100000;
3188         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3189         const msurface_t *surface;
3190         const int maxtextures = 256;
3191         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3192         dp_model_t *submodel;
3193
3194         // construct the mtllib file
3195         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3196         if (l > 0)
3197                 outbufferpos += l;
3198         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3199         {
3200                 countsurfaces++;
3201                 countvertices += surface->num_vertices;
3202                 countfaces += surface->num_triangles;
3203                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3204                 for (textureindex = 0;textureindex < counttextures;textureindex++)
3205                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3206                                 break;
3207                 if (textureindex < counttextures)
3208                         continue; // already wrote this material entry
3209                 if (textureindex >= maxtextures)
3210                         continue; // just a precaution
3211                 textureindex = counttextures++;
3212                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3213                 if (outbufferpos >= outbuffermax >> 1)
3214                 {
3215                         outbuffermax *= 2;
3216                         oldbuffer = outbuffer;
3217                         outbuffer = (char *) Z_Malloc(outbuffermax);
3218                         memcpy(outbuffer, oldbuffer, outbufferpos);
3219                         Z_Free(oldbuffer);
3220                 }
3221                 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");
3222                 if (l > 0)
3223                         outbufferpos += l;
3224         }
3225
3226         // write the mtllib file
3227         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3228
3229         // construct the obj file
3230         outbufferpos = 0;
3231         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);
3232         if (l > 0)
3233                 outbufferpos += l;
3234
3235         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)
3236         {
3237                 if (outbufferpos >= outbuffermax >> 1)
3238                 {
3239                         outbuffermax *= 2;
3240                         oldbuffer = outbuffer;
3241                         outbuffer = (char *) Z_Malloc(outbuffermax);
3242                         memcpy(outbuffer, oldbuffer, outbufferpos);
3243                         Z_Free(oldbuffer);
3244                 }
3245                 if(mod_obj_orientation.integer)
3246                         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]);
3247                 else
3248                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1-vt[1]);
3249                 if (l > 0)
3250                         outbufferpos += l;
3251         }
3252
3253         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3254         {
3255                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3256                 if (l > 0)
3257                         outbufferpos += l;
3258                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3259                 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3260                 {
3261                         surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3262                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3263                         if (l > 0)
3264                                 outbufferpos += l;
3265                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3266                         {
3267                                 if (outbufferpos >= outbuffermax >> 1)
3268                                 {
3269                                         outbuffermax *= 2;
3270                                         oldbuffer = outbuffer;
3271                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3272                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3273                                         Z_Free(oldbuffer);
3274                                 }
3275                                 a = e[0]+1;
3276                                 b = e[1]+1;
3277                                 c = e[2]+1;
3278                                 if(mod_obj_orientation.integer)
3279                                         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);
3280                                 else
3281                                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,c,c,c,b,b,b);
3282                                 if (l > 0)
3283                                         outbufferpos += l;
3284                         }
3285                 }
3286         }
3287
3288         // write the obj file
3289         FS_WriteFile(filename, outbuffer, outbufferpos);
3290
3291         // clean up
3292         Z_Free(outbuffer);
3293         Z_Free(texturenames);
3294
3295         // print some stats
3296         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3297 }
3298
3299 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3300 {
3301         int countnodes = 0, counttriangles = 0, countframes = 0;
3302         int surfaceindex;
3303         int triangleindex;
3304         int transformindex;
3305         int poseindex;
3306         int cornerindex;
3307         const int *e;
3308         size_t l;
3309         size_t outbufferpos = 0;
3310         size_t outbuffermax = 0x100000;
3311         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3312         const msurface_t *surface;
3313         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3314         if (l > 0)
3315                 outbufferpos += l;
3316         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3317         {
3318                 if (outbufferpos >= outbuffermax >> 1)
3319                 {
3320                         outbuffermax *= 2;
3321                         oldbuffer = outbuffer;
3322                         outbuffer = (char *) Z_Malloc(outbuffermax);
3323                         memcpy(outbuffer, oldbuffer, outbufferpos);
3324                         Z_Free(oldbuffer);
3325                 }
3326                 countnodes++;
3327                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3328                 if (l > 0)
3329                         outbufferpos += l;
3330         }
3331         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3332         if (l > 0)
3333                 outbufferpos += l;
3334         for (poseindex = 0;poseindex < numposes;poseindex++)
3335         {
3336                 countframes++;
3337                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3338                 if (l > 0)
3339                         outbufferpos += l;
3340                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3341                 {
3342                         float angles[3];
3343                         float mtest[4][3];
3344                         matrix4x4_t posematrix;
3345                         if (outbufferpos >= outbuffermax >> 1)
3346                         {
3347                                 outbuffermax *= 2;
3348                                 oldbuffer = outbuffer;
3349                                 outbuffer = (char *) Z_Malloc(outbuffermax);
3350                                 memcpy(outbuffer, oldbuffer, outbufferpos);
3351                                 Z_Free(oldbuffer);
3352                         }
3353
3354                         // strangely the smd angles are for a transposed matrix, so we
3355                         // have to generate a transposed matrix, then convert that...
3356                         Matrix4x4_FromBonePose7s(&posematrix, model->num_posescale, model->data_poses7s + 7*(model->num_bones * poseindex + transformindex));
3357                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3358                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
3359                         if (angles[0] >= 180) angles[0] -= 360;
3360                         if (angles[1] >= 180) angles[1] -= 360;
3361                         if (angles[2] >= 180) angles[2] -= 360;
3362
3363 #if 0
3364 {
3365                         float a = DEG2RAD(angles[ROLL]);
3366                         float b = DEG2RAD(angles[PITCH]);
3367                         float c = DEG2RAD(angles[YAW]);
3368                         float cy, sy, cp, sp, cr, sr;
3369                         float test[4][3];
3370                         // smd matrix construction, for comparing
3371                         sy = sin(c);
3372                         cy = cos(c);
3373                         sp = sin(b);
3374                         cp = cos(b);
3375                         sr = sin(a);
3376                         cr = cos(a);
3377
3378                         test[0][0] = cp*cy;
3379                         test[0][1] = cp*sy;
3380                         test[0][2] = -sp;
3381                         test[1][0] = sr*sp*cy+cr*-sy;
3382                         test[1][1] = sr*sp*sy+cr*cy;
3383                         test[1][2] = sr*cp;
3384                         test[2][0] = (cr*sp*cy+-sr*-sy);
3385                         test[2][1] = (cr*sp*sy+-sr*cy);
3386                         test[2][2] = cr*cp;
3387                         test[3][0] = pose[9];
3388                         test[3][1] = pose[10];
3389                         test[3][2] = pose[11];
3390 }
3391 #endif
3392                         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]));
3393                         if (l > 0)
3394                                 outbufferpos += l;
3395                 }
3396         }
3397         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3398         if (l > 0)
3399                 outbufferpos += l;
3400         if (writetriangles)
3401         {
3402                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3403                 if (l > 0)
3404                         outbufferpos += l;
3405                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3406                 {
3407                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3408                         {
3409                                 counttriangles++;
3410                                 if (outbufferpos >= outbuffermax >> 1)
3411                                 {
3412                                         outbuffermax *= 2;
3413                                         oldbuffer = outbuffer;
3414                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3415                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3416                                         Z_Free(oldbuffer);
3417                                 }
3418                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3419                                 if (l > 0)
3420                                         outbufferpos += l;
3421                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3422                                 {
3423                                         const int index = e[2-cornerindex];
3424                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
3425                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
3426                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3427                                         const int b = model->surfmesh.blends[index];
3428                                         if (b < model->num_bones)
3429                                                 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]);
3430                                         else
3431                                         {
3432                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3433                                                 const unsigned char *wi = w->index;
3434                                                 const unsigned char *wf = w->influence;
3435                                             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);
3436                                                 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);
3437                                                 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);
3438                                                 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]);
3439                                         }
3440                                         if (l > 0)
3441                                                 outbufferpos += l;
3442                                 }
3443                         }
3444                 }
3445                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3446                 if (l > 0)
3447                         outbufferpos += l;
3448         }
3449
3450         FS_WriteFile(filename, outbuffer, outbufferpos);
3451         Z_Free(outbuffer);
3452
3453         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3454 }
3455
3456 /*
3457 ================
3458 Mod_Decompile_f
3459
3460 decompiles a model to editable files
3461 ================
3462 */
3463 static void Mod_Decompile_f(void)
3464 {
3465         int i, j, k, l, first, count;
3466         dp_model_t *mod;
3467         char inname[MAX_QPATH];
3468         char outname[MAX_QPATH];
3469         char mtlname[MAX_QPATH];
3470         char basename[MAX_QPATH];
3471         char animname[MAX_QPATH];
3472         char animname2[MAX_QPATH];
3473         char zymtextbuffer[16384];
3474         char dpmtextbuffer[16384];
3475         char framegroupstextbuffer[16384];
3476         int zymtextsize = 0;
3477         int dpmtextsize = 0;
3478         int framegroupstextsize = 0;
3479         char vabuf[1024];
3480
3481         if (Cmd_Argc() != 2)
3482         {
3483                 Con_Print("usage: modeldecompile <filename>\n");
3484                 return;
3485         }
3486
3487         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3488         FS_StripExtension(inname, basename, sizeof(basename));
3489
3490         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3491         if (!mod)
3492         {
3493                 Con_Print("No such model\n");
3494                 return;
3495         }
3496         if (mod->brush.submodel)
3497         {
3498                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3499                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3500                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3501                 outname[0] = 0;
3502         }
3503         if (!mod->surfmesh.num_triangles)
3504         {
3505                 Con_Print("Empty model (or sprite)\n");
3506                 return;
3507         }
3508
3509         // export OBJ if possible (not on sprites)
3510         if (mod->surfmesh.num_triangles)
3511         {
3512                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3513                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3514                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3515         }
3516
3517         // export SMD if possible (only for skeletal models)
3518         if (mod->surfmesh.num_triangles && mod->num_bones)
3519         {
3520                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3521                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3522                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3523                 if (l > 0) zymtextsize += l;
3524                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3525                 if (l > 0) dpmtextsize += l;
3526                 for (i = 0;i < mod->numframes;i = j)
3527                 {
3528                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3529                         first = mod->animscenes[i].firstframe;
3530                         if (mod->animscenes[i].framecount > 1)
3531                         {
3532                                 // framegroup anim
3533                                 count = mod->animscenes[i].framecount;
3534                                 j = i + 1;
3535                         }
3536                         else
3537                         {
3538                                 // individual frame
3539                                 // check for additional frames with same name
3540                                 for (l = 0, k = (int)strlen(animname);animname[l];l++)
3541                                         if(animname[l] < '0' || animname[l] > '9')
3542                                                 k = l + 1;
3543                                 if(k > 0 && animname[k-1] == '_')
3544                                         --k;
3545                                 animname[k] = 0;
3546                                 count = mod->num_poses - first;
3547                                 for (j = i + 1;j < mod->numframes;j++)
3548                                 {
3549                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3550                                         for (l = 0, k = (int)strlen(animname2);animname2[l];l++)
3551                                                 if(animname2[l] < '0' || animname2[l] > '9')
3552                                                         k = l + 1;
3553                                         if(k > 0 && animname[k-1] == '_')
3554                                                 --k;
3555                                         animname2[k] = 0;
3556                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3557                                         {
3558                                                 count = mod->animscenes[j].firstframe - first;
3559                                                 break;
3560                                         }
3561                                 }
3562                                 // if it's only one frame, use the original frame name
3563                                 if (j == i + 1)
3564                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3565                                 
3566                         }
3567                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3568                         Mod_Decompile_SMD(mod, outname, first, count, false);
3569                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3570                         {
3571                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3572                                 if (l > 0) zymtextsize += l;
3573                         }
3574                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3575                         {
3576                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3577                                 if (l > 0) dpmtextsize += l;
3578                         }
3579                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3580                         {
3581                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3582                                 if (l > 0) framegroupstextsize += l;
3583                         }
3584                 }
3585                 if (zymtextsize)
3586                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3587                 if (dpmtextsize)
3588                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3589                 if (framegroupstextsize)
3590                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3591         }
3592 }
3593
3594 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, mempool_t *mempool, int width, int height)
3595 {
3596         int y;
3597         memset(state, 0, sizeof(*state));
3598         state->width = width;
3599         state->height = height;
3600         state->currentY = 0;
3601         state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(mempool, state->height * sizeof(*state->rows));
3602         for (y = 0;y < state->height;y++)
3603         {
3604                 state->rows[y].currentX = 0;
3605                 state->rows[y].rowY = -1;
3606         }
3607 }
3608
3609 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3610 {
3611         int y;
3612         state->currentY = 0;
3613         for (y = 0;y < state->height;y++)
3614         {
3615                 state->rows[y].currentX = 0;
3616                 state->rows[y].rowY = -1;
3617         }
3618 }
3619
3620 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3621 {
3622         if (state->rows)
3623                 Mem_Free(state->rows);
3624         memset(state, 0, sizeof(*state));
3625 }
3626
3627 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3628 {
3629         mod_alloclightmap_row_t *row;
3630         int y;
3631
3632         row = state->rows + blockheight;
3633         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3634         {
3635                 if (state->currentY + blockheight <= state->height)
3636                 {
3637                         // use the current allocation position
3638                         row->rowY = state->currentY;
3639                         row->currentX = 0;
3640                         state->currentY += blockheight;
3641                 }
3642                 else
3643                 {
3644                         // find another position
3645                         for (y = blockheight;y < state->height;y++)
3646                         {
3647                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3648                                 {
3649                                         row = state->rows + y;
3650                                         break;
3651                                 }
3652                         }
3653                         if (y == state->height)
3654                                 return false;
3655                 }
3656         }
3657         *outy = row->rowY;
3658         *outx = row->currentX;
3659         row->currentX += blockwidth;
3660
3661         return true;
3662 }
3663
3664 typedef struct lightmapsample_s
3665 {
3666         float pos[3];
3667         float sh1[4][3];
3668         float *vertex_color;
3669         unsigned char *lm_bgr;
3670         unsigned char *lm_dir;
3671 }
3672 lightmapsample_t;
3673
3674 typedef struct lightmapvertex_s
3675 {
3676         int index;
3677         float pos[3];
3678         float normal[3];
3679         float texcoordbase[2];
3680         float texcoordlightmap[2];
3681         float lightcolor[4];
3682 }
3683 lightmapvertex_t;
3684
3685 typedef struct lightmaptriangle_s
3686 {
3687         int triangleindex;
3688         int surfaceindex;
3689         int lightmapindex;
3690         int axis;
3691         int lmoffset[2];
3692         int lmsize[2];
3693         // 2D modelspace coordinates of min corner
3694         // snapped to lightmap grid but not in grid coordinates
3695         float lmbase[2];
3696         // 2D modelspace to lightmap coordinate scale
3697         float lmscale[2];
3698         float vertex[3][3];
3699         float mins[3];
3700         float maxs[3];
3701 }
3702 lightmaptriangle_t;
3703
3704 typedef struct lightmaplight_s
3705 {
3706         float origin[3];
3707         float radius;
3708         float iradius;
3709         float radius2;
3710         float color[3];
3711         svbsp_t svbsp;
3712 }
3713 lightmaplight_t;
3714
3715 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3716
3717 #define MAX_LIGHTMAPSAMPLES 64
3718 static int mod_generatelightmaps_numoffsets[3];
3719 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3720
3721 static int mod_generatelightmaps_numlights;
3722 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3723
3724 extern cvar_t r_shadow_lightattenuationdividebias;
3725 extern cvar_t r_shadow_lightattenuationlinearscale;
3726
3727 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3728 {
3729         int i;
3730         int index;
3731         int result;
3732         float relativepoint[3];
3733         float color[3];
3734         float dir[3];
3735         float dist;
3736         float dist2;
3737         float intensity;
3738         float sample[5*3];
3739         float lightorigin[3];
3740         float lightradius;
3741         float lightradius2;
3742         float lightiradius;
3743         float lightcolor[3];
3744         trace_t trace;
3745         for (i = 0;i < 5*3;i++)
3746                 sample[i] = 0.0f;
3747         for (index = 0;;index++)
3748         {
3749                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3750                 if (result < 0)
3751                         break;
3752                 if (result == 0)
3753                         continue;
3754                 lightradius2 = lightradius * lightradius;
3755                 VectorSubtract(lightorigin, pos, relativepoint);
3756                 dist2 = VectorLength2(relativepoint);
3757                 if (dist2 >= lightradius2)
3758                         continue;
3759                 lightiradius = 1.0f / lightradius;
3760                 dist = sqrt(dist2) * lightiradius;
3761                 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3762                 if (intensity <= 0.0f)
3763                         continue;
3764                 if (model && model->TraceLine)
3765                 {
3766                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT | MATERIALFLAG_NOSHADOW);
3767                         if (trace.fraction < 1)
3768                                 continue;
3769                 }
3770                 // scale down intensity to add to both ambient and diffuse
3771                 //intensity *= 0.5f;
3772                 VectorNormalize(relativepoint);
3773                 VectorScale(lightcolor, intensity, color);
3774                 VectorMA(sample    , 0.5f            , color, sample    );
3775                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3776                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3777                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3778                 // calculate a weighted average light direction as well
3779                 intensity *= VectorLength(color);
3780                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3781         }
3782         // calculate the direction we'll use to reduce the sample to a directional light source
3783         VectorCopy(sample + 12, dir);
3784         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3785         VectorNormalize(dir);
3786         // extract the diffuse color along the chosen direction and scale it
3787         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3788         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3789         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3790         // subtract some of diffuse from ambient
3791         VectorMA(sample, -0.333f, diffuse, ambient);
3792         // store the normalized lightdir
3793         VectorCopy(dir, lightdir);
3794 }
3795
3796 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3797 {
3798         int surfaceindex;
3799         int triangleindex;
3800         const msurface_t *surface;
3801         const float *vertex3f = model->surfmesh.data_vertex3f;
3802         const int *element3i = model->surfmesh.data_element3i;
3803         const int *e;
3804         float v2[3][3];
3805         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3806         {
3807                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3808                         continue;
3809                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3810                         continue;
3811                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3812                 {
3813                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3814                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3815                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3816                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3817                 }
3818         }
3819 }
3820
3821 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3822 {
3823         int maxnodes = 1<<14;
3824         svbsp_node_t *nodes;
3825         float origin[3];
3826         float mins[3];
3827         float maxs[3];
3828         svbsp_t svbsp;
3829         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3830         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3831         VectorCopy(lightinfo->origin, origin);
3832         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3833         for (;;)
3834         {
3835                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3836                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3837                 if (svbsp.ranoutofnodes)
3838                 {
3839                         maxnodes *= 16;
3840                         if (maxnodes > 1<<22)
3841                         {
3842                                 Mem_Free(nodes);
3843                                 return;
3844                         }
3845                         Mem_Free(nodes);
3846                         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3847                 }
3848                 else
3849                         break;
3850         }
3851         if (svbsp.numnodes > 0)
3852         {
3853                 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3854                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3855                 lightinfo->svbsp = svbsp;
3856         }
3857         Mem_Free(nodes);
3858 }
3859
3860 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3861 {
3862         int index;
3863         int result;
3864         lightmaplight_t *lightinfo;
3865         float origin[3];
3866         float radius;
3867         float color[3];
3868         mod_generatelightmaps_numlights = 0;
3869         for (index = 0;;index++)
3870         {
3871                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3872                 if (result < 0)
3873                         break;
3874                 if (result > 0)
3875                         mod_generatelightmaps_numlights++;
3876         }
3877         if (mod_generatelightmaps_numlights > 0)
3878         {
3879                 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3880                 lightinfo = mod_generatelightmaps_lightinfo;
3881                 for (index = 0;;index++)
3882                 {
3883                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3884                         if (result < 0)
3885                                 break;
3886                         if (result > 0)
3887                                 lightinfo++;
3888                 }
3889         }
3890         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3891         {
3892                 lightinfo->iradius = 1.0f / lightinfo->radius;
3893                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3894                 // TODO: compute svbsp
3895                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3896         }
3897 }
3898
3899 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3900 {
3901         int i;
3902         if (mod_generatelightmaps_lightinfo)
3903         {
3904                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3905                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3906                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3907                 Mem_Free(mod_generatelightmaps_lightinfo);
3908         }
3909         mod_generatelightmaps_lightinfo = NULL;
3910         mod_generatelightmaps_numlights = 0;
3911 }
3912
3913 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3914 {
3915         const svbsp_node_t *node;
3916         const svbsp_node_t *nodes = svbsp->nodes;
3917         int num = 0;
3918         while (num >= 0)
3919         {
3920                 node = nodes + num;
3921                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3922         }
3923         return num == -1; // true if empty, false if solid (shadowed)
3924 }
3925
3926 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3927 {
3928         int i;
3929         float relativepoint[3];
3930         float color[3];
3931         float offsetpos[3];
3932         float dist;
3933         float dist2;
3934         float intensity;
3935         int offsetindex;
3936         int hits;
3937         int tests;
3938         const lightmaplight_t *lightinfo;
3939         trace_t trace;
3940         for (i = 0;i < 5*3;i++)
3941                 sample[i] = 0.0f;
3942         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3943         {
3944                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3945                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3946                 // don't accept light from behind a surface, it causes bad shading
3947                 if (normal && DotProduct(relativepoint, normal) <= 0)
3948                         continue;
3949                 dist2 = VectorLength2(relativepoint);
3950                 if (dist2 >= lightinfo->radius2)
3951                         continue;
3952                 dist = sqrt(dist2) * lightinfo->iradius;
3953                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3954                 if (intensity <= 0)
3955                         continue;
3956                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3957                 {
3958                         hits = 0;
3959                         tests = 1;
3960                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3961                                 hits++;
3962                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3963                         {
3964                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3965                                 if (!normal)
3966                                 {
3967                                         // for light grid we'd better check visibility of the offset point
3968                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT | MATERIALFLAG_NOSHADOW);
3969                                         if (trace.fraction < 1)
3970                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3971                                 }
3972                                 tests++;
3973                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3974                                         hits++;
3975                         }
3976                         if (!hits)
3977                                 continue;
3978                         // scale intensity according to how many rays succeeded
3979                         // we know one test is valid, half of the rest will fail...
3980                         //if (normal && tests > 1)
3981                         //      intensity *= (tests - 1.0f) / tests;
3982                         intensity *= (float)hits / tests;
3983                 }
3984                 // scale down intensity to add to both ambient and diffuse
3985                 //intensity *= 0.5f;
3986                 VectorNormalize(relativepoint);
3987                 VectorScale(lightinfo->color, intensity, color);
3988                 VectorMA(sample    , 0.5f            , color, sample    );
3989                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3990                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3991                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3992                 // calculate a weighted average light direction as well
3993                 intensity *= VectorLength(color);
3994                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3995         }
3996 }
3997
3998 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3999 {
4000         float sample[5*3];
4001         float color[3];
4002         float dir[3];
4003         float f;
4004         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
4005         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
4006         VectorCopy(sample + 12, dir);
4007         VectorNormalize(dir);
4008         //VectorAdd(dir, normal, dir);
4009         //VectorNormalize(dir);
4010         f = DotProduct(dir, normal);
4011         f = max(0, f) * 255.0f;
4012         VectorScale(sample, f, color);
4013         //VectorCopy(normal, dir);
4014         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
4015         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
4016         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
4017         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
4018         lm_bgr[3] = 255;
4019         lm_dir[0] = (unsigned char)dir[2];
4020         lm_dir[1] = (unsigned char)dir[1];
4021         lm_dir[2] = (unsigned char)dir[0];
4022         lm_dir[3] = 255;
4023 }
4024
4025 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
4026 {
4027         float sample[5*3];
4028         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
4029         VectorCopy(sample, vertex_color);
4030 }
4031
4032 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
4033 {
4034         float sample[5*3];
4035         float ambient[3];
4036         float diffuse[3];
4037         float dir[3];
4038         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
4039         // calculate the direction we'll use to reduce the sample to a directional light source
4040         VectorCopy(sample + 12, dir);
4041         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
4042         VectorNormalize(dir);
4043         // extract the diffuse color along the chosen direction and scale it
4044         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
4045         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
4046         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
4047         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
4048         VectorScale(sample, 127.5f, ambient);
4049         VectorMA(ambient, -0.333f, diffuse, ambient);
4050         // encode to the grid format
4051         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
4052         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
4053         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
4054         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
4055         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
4056         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
4057         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
4058         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
4059         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));}
4060 }
4061
4062 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
4063 {
4064         float radius[3];
4065         float temp[3];
4066         int i, j;
4067         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
4068         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
4069         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
4070         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
4071         radius[0] = mod_generatelightmaps_lightmapradius.value;
4072         radius[1] = mod_generatelightmaps_vertexradius.value;
4073         radius[2] = mod_generatelightmaps_gridradius.value;
4074         for (i = 0;i < 3;i++)
4075         {
4076                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
4077                 {
4078                         VectorRandom(temp);
4079                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
4080                 }
4081         }
4082 }
4083
4084 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
4085 {
4086         msurface_t *surface;
4087         int surfaceindex;
4088         int i;
4089         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4090         {
4091                 surface = model->data_surfaces + surfaceindex;
4092                 surface->lightmaptexture = NULL;
4093                 surface->deluxemaptexture = NULL;
4094         }
4095         if (model->brushq3.data_lightmaps)
4096         {
4097                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
4098                         if (model->brushq3.data_lightmaps[i])
4099                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
4100                 Mem_Free(model->brushq3.data_lightmaps);
4101                 model->brushq3.data_lightmaps = NULL;
4102         }
4103         if (model->brushq3.data_deluxemaps)
4104         {
4105                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
4106                         if (model->brushq3.data_deluxemaps[i])
4107                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
4108                 Mem_Free(model->brushq3.data_deluxemaps);
4109                 model->brushq3.data_deluxemaps = NULL;
4110         }
4111 }
4112
4113 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
4114 {
4115         msurface_t *surface;
4116         int surfaceindex;
4117         int vertexindex;
4118         int outvertexindex;
4119         int i;
4120         const int *e;
4121         surfmesh_t oldsurfmesh;
4122         size_t size;
4123         unsigned char *data;
4124         oldsurfmesh = model->surfmesh;
4125         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
4126         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
4127         size = 0;
4128         size += model->surfmesh.num_vertices * sizeof(float[3]);
4129         size += model->surfmesh.num_vertices * sizeof(float[3]);
4130         size += model->surfmesh.num_vertices * sizeof(float[3]);
4131         size += model->surfmesh.num_vertices * sizeof(float[3]);
4132         size += model->surfmesh.num_vertices * sizeof(float[2]);
4133         size += model->surfmesh.num_vertices * sizeof(float[2]);
4134         size += model->surfmesh.num_vertices * sizeof(float[4]);
4135         data = (unsigned char *)Mem_Alloc(model->mempool, size);
4136         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4137         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4138         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4139         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
4140         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
4141         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
4142         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
4143         if (model->surfmesh.num_vertices > 65536)
4144                 model->surfmesh.data_element3s = NULL;
4145
4146         if (model->surfmesh.data_element3i_indexbuffer)
4147                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
4148         model->surfmesh.data_element3i_indexbuffer = NULL;
4149         if (model->surfmesh.data_element3s_indexbuffer)
4150                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
4151         model->surfmesh.data_element3s_indexbuffer = NULL;
4152         if (model->surfmesh.vbo_vertexbuffer)
4153                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
4154         model->surfmesh.vbo_vertexbuffer = 0;
4155
4156         // convert all triangles to unique vertex data
4157         outvertexindex = 0;
4158         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4159         {
4160                 surface = model->data_surfaces + surfaceindex;
4161                 surface->num_firstvertex = outvertexindex;
4162                 surface->num_vertices = surface->num_triangles*3;
4163                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
4164                 for (i = 0;i < surface->num_triangles*3;i++)
4165                 {
4166                         vertexindex = e[i];
4167                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4168                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4169                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4170                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4171                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4172                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4173                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4174                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4175                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4176                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4177                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4178                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4179                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4180                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4181                         if (oldsurfmesh.data_texcoordlightmap2f)
4182                         {
4183                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4184                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4185                         }
4186                         if (oldsurfmesh.data_lightmapcolor4f)
4187                         {
4188                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4189                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4190                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4191                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4192                         }
4193                         else
4194                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4195                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4196                         outvertexindex++;
4197                 }
4198         }
4199         if (model->surfmesh.data_element3s)
4200                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4201                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4202
4203         // find and update all submodels to use this new surfmesh data
4204         for (i = 0;i < model->brush.numsubmodels;i++)
4205                 model->brush.submodels[i]->surfmesh = model->surfmesh;
4206 }
4207
4208 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4209 {
4210         msurface_t *surface;
4211         int surfaceindex;
4212         int i;
4213         int axis;
4214         float normal[3];
4215         const int *e;
4216         lightmaptriangle_t *triangle;
4217         // generate lightmap triangle structs
4218         mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4219         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4220         {
4221                 surface = model->data_surfaces + surfaceindex;
4222                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4223                 for (i = 0;i < surface->num_triangles;i++)
4224                 {
4225                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4226                         triangle->triangleindex = surface->num_firsttriangle+i;
4227                         triangle->surfaceindex = surfaceindex;
4228                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4229                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4230                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4231                         // calculate bounds of triangle
4232                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4233                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4234                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4235                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4236                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4237                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4238                         // pick an axial projection based on the triangle normal
4239                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4240                         axis = 0;
4241                         if (fabs(normal[1]) > fabs(normal[axis]))
4242                                 axis = 1;
4243                         if (fabs(normal[2]) > fabs(normal[axis]))
4244                                 axis = 2;
4245                         triangle->axis = axis;
4246                 }
4247         }
4248 }
4249
4250 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4251 {
4252         if (mod_generatelightmaps_lightmaptriangles)
4253                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4254         mod_generatelightmaps_lightmaptriangles = NULL;
4255 }
4256
4257 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4258
4259 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4260 {
4261         msurface_t *surface;
4262         int surfaceindex;
4263         int lightmapindex;
4264         int lightmapnumber;
4265         int i;
4266         int j;
4267         int k;
4268         int x;
4269         int y;
4270         int axis;
4271         int axis1;
4272         int axis2;
4273         int retry;
4274         int pixeloffset;
4275         float trianglenormal[3];
4276         float samplecenter[3];
4277         float samplenormal[3];
4278         float temp[3];
4279         float lmiscale[2];
4280         float slopex;
4281         float slopey;
4282         float slopebase;
4283         float lmscalepixels;
4284         float lmmins;
4285         float lmmaxs;
4286         float lm_basescalepixels;
4287         int lm_borderpixels;
4288         int lm_texturesize;
4289         //int lm_maxpixels;
4290         const int *e;
4291         lightmaptriangle_t *triangle;
4292         unsigned char *lightmappixels;
4293         unsigned char *deluxemappixels;
4294         mod_alloclightmap_state_t lmstate;
4295         char vabuf[1024];
4296
4297         // generate lightmap projection information for all triangles
4298         if (model->texturepool == NULL)
4299                 model->texturepool = R_AllocTexturePool();
4300         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4301         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4302         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4303         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4304         Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
4305         lightmapnumber = 0;
4306         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4307         {
4308                 surface = model->data_surfaces + surfaceindex;
4309                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4310                 lmscalepixels = lm_basescalepixels;
4311                 for (retry = 0;retry < 30;retry++)
4312                 {
4313                         // after a couple failed attempts, degrade quality to make it fit
4314                         if (retry > 1)
4315                                 lmscalepixels *= 0.5f;
4316                         for (i = 0;i < surface->num_triangles;i++)
4317                         {
4318                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4319                                 triangle->lightmapindex = lightmapnumber;
4320                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4321                                 // pick two planar axes for projection
4322                                 // lightmap coordinates here are in pixels
4323                                 // lightmap projections are snapped to pixel grid explicitly, such
4324                                 // that two neighboring triangles sharing an edge and projection
4325                                 // axis will have identical sampl espacing along their shared edge
4326                                 k = 0;
4327                                 for (j = 0;j < 3;j++)
4328                                 {
4329                                         if (j == triangle->axis)
4330                                                 continue;
4331                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4332                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4333                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4334                                         triangle->lmbase[k] = lmmins/lmscalepixels;
4335                                         triangle->lmscale[k] = lmscalepixels;
4336                                         k++;
4337                                 }
4338                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4339                                         break;
4340                         }
4341                         // if all fit in this texture, we're done with this surface
4342                         if (i == surface->num_triangles)
4343                                 break;
4344                         // if we haven't maxed out the lightmap size yet, we retry the
4345                         // entire surface batch...
4346                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4347                         {
4348                                 lm_texturesize *= 2;
4349                                 surfaceindex = -1;
4350                                 lightmapnumber = 0;
4351                                 Mod_AllocLightmap_Free(&lmstate);
4352                                 Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
4353                                 break;
4354                         }
4355                         // if we have maxed out the lightmap size, and this triangle does
4356                         // not fit in the same texture as the rest of the surface, we have
4357                         // to retry the entire surface in a new texture (can only use one)
4358                         // with multiple retries, the lightmap quality degrades until it
4359                         // fits (or gives up)
4360                         if (surfaceindex > 0)
4361                                 lightmapnumber++;
4362                         Mod_AllocLightmap_Reset(&lmstate);
4363                 }
4364         }
4365         lightmapnumber++;
4366         Mod_AllocLightmap_Free(&lmstate);
4367
4368         // now put triangles together into lightmap textures, and do not allow
4369         // triangles of a surface to go into different textures (as that would
4370         // require rewriting the surface list)
4371         model->brushq3.deluxemapping_modelspace = true;
4372         model->brushq3.deluxemapping = true;
4373         model->brushq3.num_mergedlightmaps = lightmapnumber;
4374         model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4375         model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4376         lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4377         deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4378         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4379         {
4380                 surface = model->data_surfaces + surfaceindex;
4381                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4382                 for (i = 0;i < surface->num_triangles;i++)
4383                 {
4384                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4385                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4386                         VectorNormalize(trianglenormal);
4387                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4388                         axis = triangle->axis;
4389                         axis1 = axis == 0 ? 1 : 0;
4390                         axis2 = axis == 2 ? 1 : 2;
4391                         lmiscale[0] = 1.0f / triangle->lmscale[0];
4392                         lmiscale[1] = 1.0f / triangle->lmscale[1];
4393                         if (trianglenormal[axis] < 0)
4394                                 VectorNegate(trianglenormal, trianglenormal);
4395                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4396                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4397                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4398                         for (j = 0;j < 3;j++)
4399                         {
4400                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4401                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4402                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4403 #if 0
4404                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4405                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4406                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4407                                 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]);
4408 #endif
4409                         }
4410
4411 #if 0
4412                         switch (axis)
4413                         {
4414                         default:
4415                         case 0:
4416                                 forward[0] = 0;
4417                                 forward[1] = 1.0f / triangle->lmscale[0];
4418                                 forward[2] = 0;
4419                                 left[0] = 0;
4420                                 left[1] = 0;
4421                                 left[2] = 1.0f / triangle->lmscale[1];
4422                                 up[0] = 1.0f;
4423                                 up[1] = 0;
4424                                 up[2] = 0;
4425                                 origin[0] = 0;
4426                                 origin[1] = triangle->lmbase[0];
4427                                 origin[2] = triangle->lmbase[1];
4428                                 break;
4429                         case 1:
4430                                 forward[0] = 1.0f / triangle->lmscale[0];
4431                                 forward[1] = 0;
4432                                 forward[2] = 0;
4433                                 left[0] = 0;
4434                                 left[1] = 0;
4435                                 left[2] = 1.0f / triangle->lmscale[1];
4436                                 up[0] = 0;
4437                                 up[1] = 1.0f;
4438                                 up[2] = 0;
4439                                 origin[0] = triangle->lmbase[0];
4440                                 origin[1] = 0;
4441                                 origin[2] = triangle->lmbase[1];
4442                                 break;
4443                         case 2:
4444                                 forward[0] = 1.0f / triangle->lmscale[0];
4445                                 forward[1] = 0;
4446                                 forward[2] = 0;
4447                                 left[0] = 0;
4448                                 left[1] = 1.0f / triangle->lmscale[1];
4449                                 left[2] = 0;
4450                                 up[0] = 0;
4451                                 up[1] = 0;
4452                                 up[2] = 1.0f;
4453                                 origin[0] = triangle->lmbase[0];
4454                                 origin[1] = triangle->lmbase[1];
4455                                 origin[2] = 0;
4456                                 break;
4457                         }
4458                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4459 #endif
4460 #define LM_DIST_EPSILON (1.0f / 32.0f)
4461                         for (y = 0;y < triangle->lmsize[1];y++)
4462                         {
4463                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4464                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4465                                 {
4466                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4467                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4468                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4469                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4470                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4471                                 }
4472                         }
4473                 }
4474         }
4475
4476         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4477         {
4478                 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4479                 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4480         }
4481
4482         if (lightmappixels)
4483                 Mem_Free(lightmappixels);
4484         if (deluxemappixels)
4485                 Mem_Free(deluxemappixels);
4486
4487         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4488         {
4489                 surface = model->data_surfaces + surfaceindex;
4490                 if (!surface->num_triangles)
4491                         continue;
4492                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4493                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4494                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4495                 surface->lightmapinfo = NULL;
4496         }
4497
4498         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4499         model->brushq1.lightdata = NULL;
4500         model->brushq1.lightmapupdateflags = NULL;
4501         model->brushq1.firstrender = false;
4502         model->brushq1.num_lightstyles = 0;
4503         model->brushq1.data_lightstyleinfo = NULL;
4504         for (i = 0;i < model->brush.numsubmodels;i++)
4505         {
4506                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4507                 model->brush.submodels[i]->brushq1.firstrender = false;
4508                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4509                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4510         }
4511 }
4512
4513 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4514 {
4515         int i;
4516         for (i = 0;i < model->surfmesh.num_vertices;i++)
4517                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4518 }
4519
4520 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4521 {
4522         int x;
4523         int y;
4524         int z;
4525         int index = 0;
4526         float pos[3];
4527         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4528         {
4529                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4530                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4531                 {
4532                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4533                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4534                         {
4535                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4536                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4537                         }
4538                 }
4539         }
4540 }
4541
4542 extern cvar_t mod_q3bsp_nolightmaps;
4543 static void Mod_GenerateLightmaps(dp_model_t *model)
4544 {
4545         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4546         dp_model_t *oldloadmodel = loadmodel;
4547         loadmodel = model;
4548
4549         Mod_GenerateLightmaps_InitSampleOffsets(model);
4550         Mod_GenerateLightmaps_DestroyLightmaps(model);
4551         Mod_GenerateLightmaps_UnweldTriangles(model);
4552         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4553         Mod_GenerateLightmaps_CreateLights(model);
4554         if(!mod_q3bsp_nolightmaps.integer)
4555                 Mod_GenerateLightmaps_CreateLightmaps(model);
4556         Mod_GenerateLightmaps_UpdateVertexColors(model);
4557         Mod_GenerateLightmaps_UpdateLightGrid(model);
4558         Mod_GenerateLightmaps_DestroyLights(model);
4559         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4560
4561         loadmodel = oldloadmodel;
4562 }
4563
4564 static void Mod_GenerateLightmaps_f(void)
4565 {
4566         if (Cmd_Argc() != 1)
4567         {
4568                 Con_Printf("usage: mod_generatelightmaps\n");
4569                 return;
4570         }
4571         if (!cl.worldmodel)
4572         {
4573                 Con_Printf("no worldmodel loaded\n");
4574                 return;
4575         }
4576         Mod_GenerateLightmaps(cl.worldmodel);
4577 }
4578
4579 void Mod_Mesh_Create(dp_model_t *mod, const char *name)
4580 {
4581         memset(mod, 0, sizeof(*mod));
4582         strlcpy(mod->name, name, sizeof(mod->name));
4583         mod->mempool = Mem_AllocPool(name, 0, NULL);
4584         mod->texturepool = R_AllocTexturePool();
4585         mod->Draw = R_Q1BSP_Draw;
4586         mod->DrawDepth = R_Q1BSP_DrawDepth;
4587         mod->DrawDebug = R_Q1BSP_DrawDebug;
4588         mod->DrawPrepass = R_Q1BSP_DrawPrepass;
4589         mod->GetLightInfo = R_Q1BSP_GetLightInfo;
4590         mod->DrawShadowMap = R_Q1BSP_DrawShadowMap;
4591         mod->DrawShadowVolume = R_Q1BSP_DrawShadowVolume;
4592         mod->DrawLight = R_Q1BSP_DrawLight;
4593 }
4594
4595 void Mod_Mesh_Destroy(dp_model_t *mod)
4596 {
4597         Mod_UnloadModel(mod);
4598 }
4599
4600 // resets the mesh model to have no geometry to render, ready for a new frame -
4601 // the mesh will be prepared for rendering later using Mod_Mesh_Finalize
4602 void Mod_Mesh_Reset(dp_model_t *mod)
4603 {
4604         mod->num_surfaces = 0;
4605         mod->surfmesh.num_vertices = 0;
4606         mod->surfmesh.num_triangles = 0;
4607         memset(mod->surfmesh.data_vertexhash, -1, mod->surfmesh.num_vertexhashsize * sizeof(*mod->surfmesh.data_vertexhash));
4608         mod->DrawSky = NULL; // will be set if a texture needs it
4609         mod->DrawAddWaterPlanes = NULL; // will be set if a texture needs it
4610 }
4611
4612 texture_t *Mod_Mesh_GetTexture(dp_model_t *mod, const char *name)
4613 {
4614         int i;
4615         texture_t *t;
4616         for (i = 0; i < mod->num_textures; i++)
4617                 if (!strcmp(mod->data_textures[i].name, name))
4618                         return mod->data_textures + i;
4619         if (mod->max_textures <= mod->num_textures)
4620         {
4621                 texture_t *oldtextures = mod->data_textures;
4622                 mod->max_textures = max(mod->max_textures * 2, 1024);
4623                 mod->data_textures = (texture_t *)Mem_Realloc(mod->mempool, mod->data_textures, mod->max_textures * sizeof(*mod->data_textures));
4624                 // update the pointers
4625                 for (i = 0; i < mod->num_surfaces; i++)
4626                         mod->data_surfaces[i].texture = mod->data_textures + (mod->data_surfaces[i].texture - oldtextures);
4627         }
4628         t = &mod->data_textures[mod->num_textures++];
4629         Mod_LoadTextureFromQ3Shader(t, name, false, true, 0);
4630         return t;
4631 }
4632
4633 msurface_t *Mod_Mesh_AddSurface(dp_model_t *mod, texture_t *tex)
4634 {
4635         msurface_t *surf;
4636         // check if the proposed surface matches the last one we created
4637         if (mod->num_surfaces == 0 || mod->data_surfaces[mod->num_surfaces - 1].texture != tex)
4638         {
4639                 if (mod->max_surfaces == mod->num_surfaces)
4640                 {
4641                         mod->max_surfaces = 2 * max(mod->num_surfaces, 64);
4642                         mod->data_surfaces = (msurface_t *)Mem_Realloc(mod->mempool, mod->data_surfaces, mod->max_surfaces * sizeof(*mod->data_surfaces));
4643                         mod->sortedmodelsurfaces = (int *)Mem_Realloc(mod->mempool, mod->sortedmodelsurfaces, mod->max_surfaces * sizeof(*mod->sortedmodelsurfaces));
4644                 }
4645                 surf = mod->data_surfaces + mod->num_surfaces;
4646                 mod->num_surfaces++;
4647                 memset(surf, 0, sizeof(*surf));
4648                 surf->texture = tex;
4649                 surf->num_firsttriangle = mod->surfmesh.num_triangles;
4650                 surf->num_firstvertex = mod->surfmesh.num_vertices;
4651                 if (tex->basematerialflags & (MATERIALFLAG_SKY))
4652                         mod->DrawSky = R_Q1BSP_DrawSky;
4653                 if (tex->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
4654                         mod->DrawAddWaterPlanes = R_Q1BSP_DrawAddWaterPlanes;
4655                 return surf;
4656         }
4657         return mod->data_surfaces + mod->num_surfaces - 1;
4658 }
4659
4660 int Mod_Mesh_IndexForVertex(dp_model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a)
4661 {
4662         int hashindex, h, vnum, mask;
4663         surfmesh_t *mesh = &mod->surfmesh;
4664         if (mesh->max_vertices == mesh->num_vertices)
4665         {
4666                 mesh->max_vertices = max(mesh->num_vertices * 2, 256);
4667                 mesh->data_vertex3f = (float *)Mem_Realloc(mod->mempool, mesh->data_vertex3f, mesh->max_vertices * sizeof(float[3]));
4668                 mesh->data_svector3f = (float *)Mem_Realloc(mod->mempool, mesh->data_svector3f, mesh->max_vertices * sizeof(float[3]));
4669                 mesh->data_tvector3f = (float *)Mem_Realloc(mod->mempool, mesh->data_tvector3f, mesh->max_vertices * sizeof(float[3]));
4670                 mesh->data_normal3f = (float *)Mem_Realloc(mod->mempool, mesh->data_normal3f, mesh->max_vertices * sizeof(float[3]));
4671                 mesh->data_texcoordtexture2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordtexture2f, mesh->max_vertices * sizeof(float[2]));
4672                 mesh->data_texcoordlightmap2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordlightmap2f, mesh->max_vertices * sizeof(float[2]));
4673                 mesh->data_lightmapcolor4f = (float *)Mem_Realloc(mod->mempool, mesh->data_lightmapcolor4f, mesh->max_vertices * sizeof(float[4]));
4674                 // rebuild the hash table
4675                 mesh->num_vertexhashsize = 4 * mesh->max_vertices;
4676                 mesh->num_vertexhashsize &= ~(mesh->num_vertexhashsize - 1); // round down to pow2
4677                 mesh->data_vertexhash = (int *)Mem_Realloc(mod->mempool, mesh->data_vertexhash, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
4678                 memset(mesh->data_vertexhash, -1, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
4679                 mask = mod->surfmesh.num_vertexhashsize - 1;
4680                 // no need to hash the vertices for the entire model, the latest surface will suffice.
4681                 for (vnum = surf ? surf->num_firstvertex : 0; vnum < mesh->num_vertices; vnum++)
4682                 {
4683                         // this uses prime numbers intentionally for computing the hash
4684                         hashindex = (unsigned int)(mesh->data_vertex3f[vnum * 3 + 0] * 2003 + mesh->data_vertex3f[vnum * 3 + 1] * 4001 + mesh->data_vertex3f[vnum * 3 + 2] * 7919 + mesh->data_normal3f[vnum * 3 + 0] * 4097 + mesh->data_normal3f[vnum * 3 + 1] * 257 + mesh->data_normal3f[vnum * 3 + 2] * 17) & mask;
4685                         for (h = hashindex; mesh->data_vertexhash[h] >= 0; h = (h + 1) & mask)
4686                                 ; // just iterate until we find the terminator
4687                         mesh->data_vertexhash[h] = vnum;
4688                 }
4689         }
4690         mask = mod->surfmesh.num_vertexhashsize - 1;
4691         // this uses prime numbers intentionally for computing the hash
4692         hashindex = (unsigned int)(x * 2003 + y * 4001 + z * 7919 + nx * 4097 + ny * 257 + nz * 17) & mask;
4693         // when possible find an identical vertex within the same surface and return it
4694         for(h = hashindex;(vnum = mesh->data_vertexhash[h]) >= 0;h = (h + 1) & mask)
4695         {
4696                 if (vnum >= surf->num_firstvertex
4697                  && mesh->data_vertex3f[vnum * 3 + 0] == x && mesh->data_vertex3f[vnum * 3 + 1] == y && mesh->data_vertex3f[vnum * 3 + 2] == z
4698                  && mesh->data_normal3f[vnum * 3 + 0] == nx && mesh->data_normal3f[vnum * 3 + 1] == ny && mesh->data_normal3f[vnum * 3 + 2] == nz
4699                  && mesh->data_texcoordtexture2f[vnum * 2 + 0] == s && mesh->data_texcoordtexture2f[vnum * 2 + 1] == t
4700                  && mesh->data_texcoordlightmap2f[vnum * 2 + 0] == u && mesh->data_texcoordlightmap2f[vnum * 2 + 1] == v
4701                  && mesh->data_lightmapcolor4f[vnum * 4 + 0] == r && mesh->data_lightmapcolor4f[vnum * 4 + 1] == g && mesh->data_lightmapcolor4f[vnum * 4 + 2] == b && mesh->data_lightmapcolor4f[vnum * 4 + 3] == a)
4702                         return vnum;
4703         }
4704         // add the new vertex
4705         vnum = mesh->num_vertices++;
4706         if (surf->num_vertices > 0)
4707         {
4708                 if (surf->mins[0] > x) surf->mins[0] = x;
4709                 if (surf->mins[1] > y) surf->mins[1] = y;
4710                 if (surf->mins[2] > z) surf->mins[2] = z;
4711                 if (surf->maxs[0] < x) surf->maxs[0] = x;
4712                 if (surf->maxs[1] < y) surf->maxs[1] = y;
4713                 if (surf->maxs[2] < z) surf->maxs[2] = z;
4714         }
4715         else
4716         {
4717                 VectorSet(surf->mins, x, y, z);
4718                 VectorSet(surf->maxs, x, y, z);
4719         }
4720         surf->num_vertices = mesh->num_vertices - surf->num_firstvertex;
4721         mesh->data_vertexhash[h] = vnum;
4722         mesh->data_vertex3f[vnum * 3 + 0] = x;
4723         mesh->data_vertex3f[vnum * 3 + 1] = y;
4724         mesh->data_vertex3f[vnum * 3 + 2] = z;
4725         mesh->data_normal3f[vnum * 3 + 0] = nx;
4726         mesh->data_normal3f[vnum * 3 + 1] = ny;
4727         mesh->data_normal3f[vnum * 3 + 2] = nz;
4728         mesh->data_texcoordtexture2f[vnum * 2 + 0] = s;
4729         mesh->data_texcoordtexture2f[vnum * 2 + 1] = t;
4730         mesh->data_texcoordlightmap2f[vnum * 2 + 0] = u;
4731         mesh->data_texcoordlightmap2f[vnum * 2 + 1] = v;
4732         mesh->data_lightmapcolor4f[vnum * 4 + 0] = r;
4733         mesh->data_lightmapcolor4f[vnum * 4 + 1] = g;
4734         mesh->data_lightmapcolor4f[vnum * 4 + 2] = b;
4735         mesh->data_lightmapcolor4f[vnum * 4 + 3] = a;
4736         return vnum;
4737 }
4738
4739 void Mod_Mesh_AddTriangle(dp_model_t *mod, msurface_t *surf, int e0, int e1, int e2)
4740 {
4741         surfmesh_t *mesh = &mod->surfmesh;
4742         if (mesh->max_triangles == mesh->num_triangles)
4743         {
4744                 mesh->max_triangles = 2 * max(mesh->num_triangles, 128);
4745                 mesh->data_element3s = (unsigned short *)Mem_Realloc(mod->mempool, mesh->data_element3s, mesh->max_triangles * sizeof(unsigned short[3]));
4746                 mesh->data_element3i = (int *)Mem_Realloc(mod->mempool, mesh->data_element3i, mesh->max_triangles * sizeof(int[3]));
4747         }
4748         mesh->data_element3s[mesh->num_triangles * 3 + 0] = e0;
4749         mesh->data_element3s[mesh->num_triangles * 3 + 1] = e1;
4750         mesh->data_element3s[mesh->num_triangles * 3 + 2] = e2;
4751         mesh->data_element3i[mesh->num_triangles * 3 + 0] = e0;
4752         mesh->data_element3i[mesh->num_triangles * 3 + 1] = e1;
4753         mesh->data_element3i[mesh->num_triangles * 3 + 2] = e2;
4754         mesh->num_triangles++;
4755         surf->num_triangles++;
4756 }
4757
4758 static void Mod_Mesh_MakeSortedSurfaces(dp_model_t *mod)
4759 {
4760         int i, j;
4761         texture_t *tex;
4762         msurface_t *surf, *surf2;
4763
4764         // build the sorted surfaces list properly to reduce material setup
4765         // this is easy because we're just sorting on texture and don't care about the order of textures
4766         mod->nummodelsurfaces = 0;
4767         for (i = 0; i < mod->num_surfaces; i++)
4768                 mod->data_surfaces[i].included = false;
4769         for (i = 0; i < mod->num_surfaces; i++)
4770         {
4771                 surf = mod->data_surfaces + i;
4772                 if (surf->included)
4773                         continue;
4774                 tex = surf->texture;
4775                 // j = i is intentional
4776                 for (j = i; j < mod->num_surfaces; j++)
4777                 {
4778                         surf2 = mod->data_surfaces + j;
4779                         if (surf2->included)
4780                                 continue;
4781                         if (surf2->texture == tex)
4782                         {
4783                                 surf2->included = true;
4784                                 mod->sortedmodelsurfaces[mod->nummodelsurfaces++] = j;
4785                         }
4786                 }
4787         }
4788 }
4789
4790 void Mod_Mesh_ComputeBounds(dp_model_t *mod)
4791 {
4792         int i;
4793         vec_t x2a, x2b, y2a, y2b, z2a, z2b, x2, y2, z2, yawradius, rotatedradius;
4794
4795         if (mod->surfmesh.num_vertices > 0)
4796         {
4797                 // calculate normalmins/normalmaxs
4798                 VectorCopy(mod->surfmesh.data_vertex3f, mod->normalmins);
4799                 VectorCopy(mod->surfmesh.data_vertex3f, mod->normalmaxs);
4800                 for (i = 1; i < mod->surfmesh.num_vertices; i++)
4801                 {
4802                         float x = mod->surfmesh.data_vertex3f[i * 3 + 0];
4803                         float y = mod->surfmesh.data_vertex3f[i * 3 + 1];
4804                         float z = mod->surfmesh.data_vertex3f[i * 3 + 2];
4805                         // expand bounds to include this vertex
4806                         if (mod->normalmins[0] > x) mod->normalmins[0] = x;
4807                         if (mod->normalmins[1] > y) mod->normalmins[1] = y;
4808                         if (mod->normalmins[2] > z) mod->normalmins[2] = z;
4809                         if (mod->normalmaxs[0] < x) mod->normalmaxs[0] = x;
4810                         if (mod->normalmaxs[1] < y) mod->normalmaxs[1] = y;
4811                         if (mod->normalmaxs[2] < z) mod->normalmaxs[2] = z;
4812                 }
4813                 // calculate yawmins/yawmaxs, rotatedmins/maxs from normalmins/maxs
4814                 // (fast but less accurate than doing it per vertex)
4815                 x2a = mod->normalmins[0] * mod->normalmins[0];
4816                 x2b = mod->normalmaxs[0] * mod->normalmaxs[0];
4817                 y2a = mod->normalmins[1] * mod->normalmins[1];
4818                 y2b = mod->normalmaxs[1] * mod->normalmaxs[1];
4819                 z2a = mod->normalmins[2] * mod->normalmins[2];
4820                 z2b = mod->normalmaxs[2] * mod->normalmaxs[2];
4821                 x2 = max(x2a, x2b);
4822                 y2 = max(y2a, y2b);
4823                 z2 = max(z2a, z2b);
4824                 yawradius = sqrt(x2 + y2);
4825                 rotatedradius = sqrt(x2 + y2 + z2);
4826                 VectorSet(mod->yawmins, -yawradius, -yawradius, mod->normalmins[2]);
4827                 VectorSet(mod->yawmaxs, yawradius, yawradius, mod->normalmaxs[2]);
4828                 VectorSet(mod->rotatedmins, -rotatedradius, -rotatedradius, -rotatedradius);
4829                 VectorSet(mod->rotatedmaxs, rotatedradius, rotatedradius, rotatedradius);
4830                 mod->radius = rotatedradius;
4831                 mod->radius2 = x2 + y2 + z2;
4832         }
4833         else
4834         {
4835                 VectorClear(mod->normalmins);
4836                 VectorClear(mod->normalmaxs);
4837                 VectorClear(mod->yawmins);
4838                 VectorClear(mod->yawmaxs);
4839                 VectorClear(mod->rotatedmins);
4840                 VectorClear(mod->rotatedmaxs);
4841                 mod->radius = 0;
4842                 mod->radius2 = 0;
4843         }
4844 }
4845
4846 void Mod_Mesh_Finalize(dp_model_t *mod)
4847 {
4848         Mod_Mesh_ComputeBounds(mod);
4849         Mod_Mesh_MakeSortedSurfaces(mod);
4850         Mod_BuildTextureVectorsFromNormals(0, mod->surfmesh.num_vertices, mod->surfmesh.num_triangles, mod->surfmesh.data_vertex3f, mod->surfmesh.data_texcoordtexture2f, mod->surfmesh.data_normal3f, mod->surfmesh.data_element3i, mod->surfmesh.data_svector3f, mod->surfmesh.data_tvector3f, true);
4851 }