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add three more places to send keepalives. No more disconnects for "redstarrepublic".
[xonotic/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28
29 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"};
30
31 dp_model_t *loadmodel;
32
33 static mempool_t *mod_mempool;
34 static memexpandablearray_t models;
35
36 static mempool_t* q3shaders_mem;
37 typedef struct q3shader_hash_entry_s
38 {
39   q3shaderinfo_t shader;
40   struct q3shader_hash_entry_s* chain;
41 } q3shader_hash_entry_t;
42 #define Q3SHADER_HASH_SIZE  1021
43 typedef struct q3shader_data_s
44 {
45   memexpandablearray_t hash_entries;
46   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
47   memexpandablearray_t char_ptrs;
48 } q3shader_data_t;
49 static q3shader_data_t* q3shader_data;
50
51 static void mod_start(void)
52 {
53         int i;
54         int nummodels = Mem_ExpandableArray_IndexRange(&models);
55         dp_model_t *mod;
56
57         // parse the Q3 shader files
58         Mod_LoadQ3Shaders();
59
60         for (i = 0;i < nummodels;i++)
61                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
62                         if (mod->used)
63                                 Mod_LoadModel(mod, true, false, mod->isworldmodel);
64 }
65
66 static void mod_shutdown(void)
67 {
68         int i;
69         int nummodels = Mem_ExpandableArray_IndexRange(&models);
70         dp_model_t *mod;
71
72         for (i = 0;i < nummodels;i++)
73                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
74                         Mod_UnloadModel(mod);
75
76         Mem_FreePool (&q3shaders_mem);
77 }
78
79 static void mod_newmap(void)
80 {
81         msurface_t *surface;
82         int i, j, k, surfacenum, ssize, tsize;
83         int nummodels = Mem_ExpandableArray_IndexRange(&models);
84         dp_model_t *mod;
85
86         R_SkinFrame_PrepareForPurge();
87         for (i = 0;i < nummodels;i++)
88         {
89                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
90                 {
91                         for (j = 0;j < mod->num_textures;j++)
92                         {
93                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
94                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
95                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
96                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
97                         }
98                 }
99         }
100         R_SkinFrame_Purge();
101
102         if (!cl_stainmaps_clearonload.integer)
103                 return;
104
105         for (i = 0;i < nummodels;i++)
106         {
107                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
108                 {
109                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
110                         {
111                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
112                                 {
113                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
114                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
115                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
116                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
117                                 }
118                         }
119                 }
120         }
121 }
122
123 /*
124 ===============
125 Mod_Init
126 ===============
127 */
128 static void Mod_Print(void);
129 static void Mod_Precache (void);
130 static void Mod_BuildVBOs(void);
131 void Mod_Init (void)
132 {
133         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
134         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
135
136         Mod_BrushInit();
137         Mod_AliasInit();
138         Mod_SpriteInit();
139
140         Cvar_RegisterVariable(&r_mipskins);
141         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
142         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
143 }
144
145 void Mod_RenderInit(void)
146 {
147         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
148 }
149
150 void Mod_UnloadModel (dp_model_t *mod)
151 {
152         char name[MAX_QPATH];
153         qboolean isworldmodel;
154         qboolean used;
155
156         if (developer_loading.integer)
157                 Con_Printf("unloading model %s\n", mod->name);
158
159         strlcpy(name, mod->name, sizeof(name));
160         isworldmodel = mod->isworldmodel;
161         used = mod->used;
162         if (mod->surfmesh.ebo3i)
163                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
164         if (mod->surfmesh.ebo3s)
165                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
166         if (mod->surfmesh.vbo)
167                 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
168         // free textures/memory attached to the model
169         R_FreeTexturePool(&mod->texturepool);
170         Mem_FreePool(&mod->mempool);
171         // clear the struct to make it available
172         memset(mod, 0, sizeof(dp_model_t));
173         // restore the fields we want to preserve
174         strlcpy(mod->name, name, sizeof(mod->name));
175         mod->isworldmodel = isworldmodel;
176         mod->used = used;
177         mod->loaded = false;
178 }
179
180 void R_Model_Null_Draw(entity_render_t *ent)
181 {
182         return;
183 }
184
185 /*
186 ==================
187 Mod_LoadModel
188
189 Loads a model
190 ==================
191 */
192 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
193 {
194         int num;
195         unsigned int crc;
196         void *buf;
197         fs_offset_t filesize;
198
199         mod->used = true;
200
201         if (mod->name[0] == '*') // submodel
202                 return mod;
203         
204         if (!strcmp(mod->name, "null"))
205         {
206                 if (mod->isworldmodel != isworldmodel)
207                         mod->loaded = false;
208
209                 if(mod->loaded)
210                         return mod;
211
212                 if (mod->loaded || mod->mempool)
213                         Mod_UnloadModel(mod);
214
215                 if (developer_loading.integer)
216                         Con_Printf("loading model %s\n", mod->name);
217
218                 mod->isworldmodel = isworldmodel;
219                 mod->used = true;
220                 mod->crc = -1;
221                 mod->loaded = false;
222
223                 VectorClear(mod->normalmins);
224                 VectorClear(mod->normalmaxs);
225                 VectorClear(mod->yawmins);
226                 VectorClear(mod->yawmaxs);
227                 VectorClear(mod->rotatedmins);
228                 VectorClear(mod->rotatedmaxs);
229
230                 mod->modeldatatypestring = "null";
231                 mod->type = mod_null;
232                 mod->Draw = R_Model_Null_Draw;
233                 mod->numframes = 2;
234                 mod->numskins = 1;
235
236                 // no fatal errors occurred, so this model is ready to use.
237                 mod->loaded = true;
238
239                 return mod;
240         }
241
242         crc = 0;
243         buf = NULL;
244
245         // even if the model is loaded it still may need reloading...
246
247         // if the model is a worldmodel and is being referred to as a
248         // non-worldmodel here, then it needs reloading to get rid of the
249         // submodels
250         if (mod->isworldmodel != isworldmodel)
251                 mod->loaded = false;
252
253         // if it is not loaded or checkdisk is true we need to calculate the crc
254         if (!mod->loaded || checkdisk)
255         {
256                 if (checkdisk && mod->loaded)
257                         Con_DPrintf("checking model %s\n", mod->name);
258                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
259                 if (buf)
260                 {
261                         crc = CRC_Block((unsigned char *)buf, filesize);
262                         // we need to reload the model if the crc does not match
263                         if (mod->crc != crc)
264                                 mod->loaded = false;
265                 }
266         }
267
268         // if the model is already loaded and checks passed, just return
269         if (mod->loaded)
270         {
271                 if (buf)
272                         Mem_Free(buf);
273                 return mod;
274         }
275
276         if (developer_loading.integer)
277                 Con_Printf("loading model %s\n", mod->name);
278
279         // LordHavoc: unload the existing model in this slot (if there is one)
280         if (mod->loaded || mod->mempool)
281                 Mod_UnloadModel(mod);
282
283         // load the model
284         mod->isworldmodel = isworldmodel;
285         mod->used = true;
286         mod->crc = crc;
287         // errors can prevent the corresponding mod->loaded = true;
288         mod->loaded = false;
289
290         // default model radius and bounding box (mainly for missing models)
291         mod->radius = 16;
292         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
293         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
294         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
295         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
296         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
297         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
298
299         // if we're loading a worldmodel, then this is a level change
300         if (mod->isworldmodel)
301         {
302                 // clear out any stale submodels or worldmodels lying around
303                 // if we did this clear before now, an error might abort loading and
304                 // leave things in a bad state
305                 Mod_RemoveStaleWorldModels(mod);
306                 // reload q3 shaders, to make sure they are ready to go for this level
307                 // (including any models loaded for this level)
308                 Mod_LoadQ3Shaders();
309         }
310
311         if (buf)
312         {
313                 char *bufend = (char *)buf + filesize;
314
315                 // all models use memory, so allocate a memory pool
316                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
317
318                 num = LittleLong(*((int *)buf));
319                 // call the apropriate loader
320                 loadmodel = mod;
321                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
322                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
323                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
324                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
325                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
326                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
327                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
328                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
329                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
330                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
331                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
332                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
333                 Mem_Free(buf);
334
335                 Mod_BuildVBOs();
336
337                 // no fatal errors occurred, so this model is ready to use.
338                 mod->loaded = true;
339         }
340         else if (crash)
341         {
342                 // LordHavoc: Sys_Error was *ANNOYING*
343                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
344         }
345         return mod;
346 }
347
348 void Mod_ClearUsed(void)
349 {
350         int i;
351         int nummodels = Mem_ExpandableArray_IndexRange(&models);
352         dp_model_t *mod;
353         for (i = 0;i < nummodels;i++)
354                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
355                         mod->used = false;
356 }
357
358 void Mod_PurgeUnused(void)
359 {
360         int i;
361         int nummodels = Mem_ExpandableArray_IndexRange(&models);
362         dp_model_t *mod;
363         for (i = 0;i < nummodels;i++)
364         {
365                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
366                 {
367                         Mod_UnloadModel(mod);
368                         Mem_ExpandableArray_FreeRecord(&models, mod);
369                 }
370         }
371 }
372
373 // only used during loading!
374 void Mod_RemoveStaleWorldModels(dp_model_t *skip)
375 {
376         int i;
377         int nummodels = Mem_ExpandableArray_IndexRange(&models);
378         dp_model_t *mod;
379         for (i = 0;i < nummodels;i++)
380         {
381                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
382                 {
383                         Mod_UnloadModel(mod);
384                         mod->isworldmodel = false;
385                         mod->used = false;
386                 }
387         }
388 }
389
390 /*
391 ==================
392 Mod_FindName
393
394 ==================
395 */
396 dp_model_t *Mod_FindName(const char *name)
397 {
398         int i;
399         int nummodels = Mem_ExpandableArray_IndexRange(&models);
400         dp_model_t *mod;
401
402         if (!name[0])
403                 Host_Error ("Mod_ForName: NULL name");
404
405         // search the currently loaded models
406         for (i = 0;i < nummodels;i++)
407         {
408                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
409                 {
410                         mod->used = true;
411                         return mod;
412                 }
413         }
414
415         // no match found, create a new one
416         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
417         strlcpy(mod->name, name, sizeof(mod->name));
418         mod->loaded = false;
419         mod->used = true;
420         return mod;
421 }
422
423 /*
424 ==================
425 Mod_ForName
426
427 Loads in a model for the given name
428 ==================
429 */
430 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
431 {
432         dp_model_t *model;
433         model = Mod_FindName(name);
434         if (model->name[0] != '*' && (!model->loaded || checkdisk))
435                 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
436         return model;
437 }
438
439 /*
440 ==================
441 Mod_Reload
442
443 Reloads all models if they have changed
444 ==================
445 */
446 void Mod_Reload(void)
447 {
448         int i;
449         int nummodels = Mem_ExpandableArray_IndexRange(&models);
450         dp_model_t *mod;
451         for (i = 0;i < nummodels;i++)
452                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
453                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
454 }
455
456 unsigned char *mod_base;
457
458
459 //=============================================================================
460
461 /*
462 ================
463 Mod_Print
464 ================
465 */
466 static void Mod_Print(void)
467 {
468         int i;
469         int nummodels = Mem_ExpandableArray_IndexRange(&models);
470         dp_model_t *mod;
471
472         Con_Print("Loaded models:\n");
473         for (i = 0;i < nummodels;i++)
474                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
475                         Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
476 }
477
478 /*
479 ================
480 Mod_Precache
481 ================
482 */
483 static void Mod_Precache(void)
484 {
485         if (Cmd_Argc() == 2)
486                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
487         else
488                 Con_Print("usage: modelprecache <filename>\n");
489 }
490
491 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
492 {
493         int i, count;
494         unsigned char *used;
495         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
496         memset(used, 0, numvertices);
497         for (i = 0;i < numelements;i++)
498                 used[elements[i]] = 1;
499         for (i = 0, count = 0;i < numvertices;i++)
500                 remapvertices[i] = used[i] ? count++ : -1;
501         Mem_Free(used);
502         return count;
503 }
504
505 #if 1
506 // fast way, using an edge hash
507 #define TRIANGLEEDGEHASH 8192
508 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
509 {
510         int i, j, p, e1, e2, *n, hashindex, count, match;
511         const int *e;
512         typedef struct edgehashentry_s
513         {
514                 struct edgehashentry_s *next;
515                 int triangle;
516                 int element[2];
517         }
518         edgehashentry_t;
519         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
520         memset(edgehash, 0, sizeof(edgehash));
521         edgehashentries = edgehashentriesbuffer;
522         // if there are too many triangles for the stack array, allocate larger buffer
523         if (numtriangles > TRIANGLEEDGEHASH)
524                 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
525         // find neighboring triangles
526         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
527         {
528                 for (j = 0, p = 2;j < 3;p = j, j++)
529                 {
530                         e1 = e[p];
531                         e2 = e[j];
532                         // this hash index works for both forward and backward edges
533                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
534                         hash = edgehashentries + i * 3 + j;
535                         hash->next = edgehash[hashindex];
536                         edgehash[hashindex] = hash;
537                         hash->triangle = i;
538                         hash->element[0] = e1;
539                         hash->element[1] = e2;
540                 }
541         }
542         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
543         {
544                 for (j = 0, p = 2;j < 3;p = j, j++)
545                 {
546                         e1 = e[p];
547                         e2 = e[j];
548                         // this hash index works for both forward and backward edges
549                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
550                         count = 0;
551                         match = -1;
552                         for (hash = edgehash[hashindex];hash;hash = hash->next)
553                         {
554                                 if (hash->element[0] == e2 && hash->element[1] == e1)
555                                 {
556                                         if (hash->triangle != i)
557                                                 match = hash->triangle;
558                                         count++;
559                                 }
560                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
561                                         count++;
562                         }
563                         // detect edges shared by three triangles and make them seams
564                         if (count > 2)
565                                 match = -1;
566                         n[p] = match;
567                 }
568
569                 // also send a keepalive here (this can take a while too!)
570                 CL_KeepaliveMessage(false);
571         }
572         // free the allocated buffer
573         if (edgehashentries != edgehashentriesbuffer)
574                 Mem_Free(edgehashentries);
575 }
576 #else
577 // very slow but simple way
578 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
579 {
580         int i, match, count;
581         count = 0;
582         match = -1;
583         for (i = 0;i < numtriangles;i++, elements += 3)
584         {
585                      if ((elements[0] == start && elements[1] == end)
586                       || (elements[1] == start && elements[2] == end)
587                       || (elements[2] == start && elements[0] == end))
588                 {
589                         if (i != ignore)
590                                 match = i;
591                         count++;
592                 }
593                 else if ((elements[1] == start && elements[0] == end)
594                       || (elements[2] == start && elements[1] == end)
595                       || (elements[0] == start && elements[2] == end))
596                         count++;
597         }
598         // detect edges shared by three triangles and make them seams
599         if (count > 2)
600                 match = -1;
601         return match;
602 }
603
604 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
605 {
606         int i, *n;
607         const int *e;
608         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
609         {
610                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
611                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
612                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
613         }
614 }
615 #endif
616
617 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
618 {
619         int i, warned = false, endvertex = firstvertex + numverts;
620         for (i = 0;i < numtriangles * 3;i++)
621         {
622                 if (elements[i] < firstvertex || elements[i] >= endvertex)
623                 {
624                         if (!warned)
625                         {
626                                 warned = true;
627                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
628                         }
629                         elements[i] = firstvertex;
630                 }
631         }
632 }
633
634 // warning: this is an expensive function!
635 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
636 {
637         int i, j;
638         const int *element;
639         float *vectorNormal;
640         float areaNormal[3];
641         // clear the vectors
642         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
643         // process each vertex of each triangle and accumulate the results
644         // use area-averaging, to make triangles with a big area have a bigger
645         // weighting on the vertex normal than triangles with a small area
646         // to do so, just add the 'normals' together (the bigger the area
647         // the greater the length of the normal is
648         element = elements;
649         for (i = 0; i < numtriangles; i++, element += 3)
650         {
651                 TriangleNormal(
652                         vertex3f + element[0] * 3,
653                         vertex3f + element[1] * 3,
654                         vertex3f + element[2] * 3,
655                         areaNormal
656                         );
657
658                 if (!areaweighting)
659                         VectorNormalize(areaNormal);
660
661                 for (j = 0;j < 3;j++)
662                 {
663                         vectorNormal = normal3f + element[j] * 3;
664                         vectorNormal[0] += areaNormal[0];
665                         vectorNormal[1] += areaNormal[1];
666                         vectorNormal[2] += areaNormal[2];
667                 }
668         }
669         // and just normalize the accumulated vertex normal in the end
670         vectorNormal = normal3f + 3 * firstvertex;
671         for (i = 0; i < numvertices; i++, vectorNormal += 3)
672                 VectorNormalize(vectorNormal);
673 }
674
675 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)
676 {
677         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
678         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
679         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
680
681         // 6 multiply, 9 subtract
682         VectorSubtract(v1, v0, v10);
683         VectorSubtract(v2, v0, v20);
684         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
685         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
686         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
687         // 12 multiply, 10 subtract
688         tc10[1] = tc1[1] - tc0[1];
689         tc20[1] = tc2[1] - tc0[1];
690         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
691         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
692         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
693         tc10[0] = tc1[0] - tc0[0];
694         tc20[0] = tc2[0] - tc0[0];
695         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
696         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
697         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
698         // 12 multiply, 4 add, 6 subtract
699         f = DotProduct(svector3f, normal3f);
700         svector3f[0] -= f * normal3f[0];
701         svector3f[1] -= f * normal3f[1];
702         svector3f[2] -= f * normal3f[2];
703         f = DotProduct(tvector3f, normal3f);
704         tvector3f[0] -= f * normal3f[0];
705         tvector3f[1] -= f * normal3f[1];
706         tvector3f[2] -= f * normal3f[2];
707         // if texture is mapped the wrong way (counterclockwise), the tangents
708         // have to be flipped, this is detected by calculating a normal from the
709         // two tangents, and seeing if it is opposite the surface normal
710         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
711         CrossProduct(tvector3f, svector3f, tangentcross);
712         if (DotProduct(tangentcross, normal3f) < 0)
713         {
714                 VectorNegate(svector3f, svector3f);
715                 VectorNegate(tvector3f, tvector3f);
716         }
717 }
718
719 // warning: this is a very expensive function!
720 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)
721 {
722         int i, tnum;
723         float sdir[3], tdir[3], normal[3], *sv, *tv;
724         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
725         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
726         const int *e;
727         // clear the vectors
728         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
729         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
730         // process each vertex of each triangle and accumulate the results
731         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
732         {
733                 v0 = vertex3f + e[0] * 3;
734                 v1 = vertex3f + e[1] * 3;
735                 v2 = vertex3f + e[2] * 3;
736                 tc0 = texcoord2f + e[0] * 2;
737                 tc1 = texcoord2f + e[1] * 2;
738                 tc2 = texcoord2f + e[2] * 2;
739
740                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
741                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
742
743                 // calculate the edge directions and surface normal
744                 // 6 multiply, 9 subtract
745                 VectorSubtract(v1, v0, v10);
746                 VectorSubtract(v2, v0, v20);
747                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
748                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
749                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
750
751                 // calculate the tangents
752                 // 12 multiply, 10 subtract
753                 tc10[1] = tc1[1] - tc0[1];
754                 tc20[1] = tc2[1] - tc0[1];
755                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
756                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
757                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
758                 tc10[0] = tc1[0] - tc0[0];
759                 tc20[0] = tc2[0] - tc0[0];
760                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
761                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
762                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
763
764                 // if texture is mapped the wrong way (counterclockwise), the tangents
765                 // have to be flipped, this is detected by calculating a normal from the
766                 // two tangents, and seeing if it is opposite the surface normal
767                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
768                 CrossProduct(tdir, sdir, tangentcross);
769                 if (DotProduct(tangentcross, normal) < 0)
770                 {
771                         VectorNegate(sdir, sdir);
772                         VectorNegate(tdir, tdir);
773                 }
774
775                 if (!areaweighting)
776                 {
777                         VectorNormalize(sdir);
778                         VectorNormalize(tdir);
779                 }
780                 for (i = 0;i < 3;i++)
781                 {
782                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
783                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
784                 }
785         }
786         // make the tangents completely perpendicular to the surface normal, and
787         // then normalize them
788         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
789         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
790         {
791                 f = -DotProduct(sv, n);
792                 VectorMA(sv, f, n, sv);
793                 VectorNormalize(sv);
794                 f = -DotProduct(tv, n);
795                 VectorMA(tv, f, n, tv);
796                 VectorNormalize(tv);
797         }
798 }
799
800 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
801 {
802         unsigned char *data;
803         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));
804         loadmodel->surfmesh.num_vertices = numvertices;
805         loadmodel->surfmesh.num_triangles = numtriangles;
806         if (loadmodel->surfmesh.num_vertices)
807         {
808                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
809                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
810                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
811                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
812                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
813                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
814                 if (vertexcolors)
815                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
816                 if (lightmapoffsets)
817                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
818         }
819         if (loadmodel->surfmesh.num_triangles)
820         {
821                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
822                 if (neighbors)
823                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
824                 if (loadmodel->surfmesh.num_vertices <= 65536)
825                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
826         }
827 }
828
829 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)
830 {
831         shadowmesh_t *newmesh;
832         unsigned char *data;
833         int size;
834         size = sizeof(shadowmesh_t);
835         size += maxverts * sizeof(float[3]);
836         if (light)
837                 size += maxverts * sizeof(float[11]);
838         size += maxtriangles * sizeof(int[3]);
839         if (maxverts <= 65536)
840                 size += maxtriangles * sizeof(unsigned short[3]);
841         if (neighbors)
842                 size += maxtriangles * sizeof(int[3]);
843         if (expandable)
844                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
845         data = (unsigned char *)Mem_Alloc(mempool, size);
846         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
847         newmesh->map_diffuse = map_diffuse;
848         newmesh->map_specular = map_specular;
849         newmesh->map_normal = map_normal;
850         newmesh->maxverts = maxverts;
851         newmesh->maxtriangles = maxtriangles;
852         newmesh->numverts = 0;
853         newmesh->numtriangles = 0;
854
855         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
856         if (light)
857         {
858                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
859                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
860                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
861                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
862         }
863         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
864         if (neighbors)
865         {
866                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
867         }
868         if (expandable)
869         {
870                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
871                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
872         }
873         if (maxverts <= 65536)
874                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
875         return newmesh;
876 }
877
878 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
879 {
880         shadowmesh_t *newmesh;
881         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
882         newmesh->numverts = oldmesh->numverts;
883         newmesh->numtriangles = oldmesh->numtriangles;
884
885         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
886         if (newmesh->svector3f && oldmesh->svector3f)
887         {
888                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
889                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
890                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
891                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
892         }
893         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
894         if (newmesh->neighbor3i && oldmesh->neighbor3i)
895                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
896         return newmesh;
897 }
898
899 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
900 {
901         int hashindex, vnum;
902         shadowmeshvertexhash_t *hash;
903         // this uses prime numbers intentionally
904         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
905         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
906         {
907                 vnum = (hash - mesh->vertexhashentries);
908                 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]))
909                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
910                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
911                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
912                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
913                         return hash - mesh->vertexhashentries;
914         }
915         vnum = mesh->numverts++;
916         hash = mesh->vertexhashentries + vnum;
917         hash->next = mesh->vertexhashtable[hashindex];
918         mesh->vertexhashtable[hashindex] = hash;
919         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
920         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
921         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
922         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
923         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
924         return vnum;
925 }
926
927 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
928 {
929         if (mesh->numtriangles == 0)
930         {
931                 // set the properties on this empty mesh to be more favorable...
932                 // (note: this case only occurs for the first triangle added to a new mesh chain)
933                 mesh->map_diffuse = map_diffuse;
934                 mesh->map_specular = map_specular;
935                 mesh->map_normal = map_normal;
936         }
937         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)
938         {
939                 if (mesh->next == NULL)
940                         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);
941                 mesh = mesh->next;
942         }
943         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
944         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
945         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
946         mesh->numtriangles++;
947 }
948
949 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)
950 {
951         int i, j, e;
952         float vbuf[3*14], *v;
953         memset(vbuf, 0, sizeof(vbuf));
954         for (i = 0;i < numtris;i++)
955         {
956                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
957                 {
958                         e = *element3i++;
959                         if (vertex3f)
960                         {
961                                 v[0] = vertex3f[e * 3 + 0];
962                                 v[1] = vertex3f[e * 3 + 1];
963                                 v[2] = vertex3f[e * 3 + 2];
964                         }
965                         if (svector3f)
966                         {
967                                 v[3] = svector3f[e * 3 + 0];
968                                 v[4] = svector3f[e * 3 + 1];
969                                 v[5] = svector3f[e * 3 + 2];
970                         }
971                         if (tvector3f)
972                         {
973                                 v[6] = tvector3f[e * 3 + 0];
974                                 v[7] = tvector3f[e * 3 + 1];
975                                 v[8] = tvector3f[e * 3 + 2];
976                         }
977                         if (normal3f)
978                         {
979                                 v[9] = normal3f[e * 3 + 0];
980                                 v[10] = normal3f[e * 3 + 1];
981                                 v[11] = normal3f[e * 3 + 2];
982                         }
983                         if (texcoord2f)
984                         {
985                                 v[12] = texcoord2f[e * 2 + 0];
986                                 v[13] = texcoord2f[e * 2 + 1];
987                         }
988                 }
989                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
990         }
991
992         // the triangle calculation can take a while, so let's do a keepalive here
993         CL_KeepaliveMessage(false);
994 }
995
996 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)
997 {
998         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
999         CL_KeepaliveMessage(false);
1000
1001         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1002 }
1003
1004 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1005 {
1006         if (!gl_support_arb_vertex_buffer_object)
1007                 return;
1008
1009         // element buffer is easy because it's just one array
1010         if (mesh->numtriangles)
1011         {
1012                 if (mesh->element3s)
1013                         mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1014                 else
1015                         mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1016         }
1017
1018         // vertex buffer is several arrays and we put them in the same buffer
1019         //
1020         // is this wise?  the texcoordtexture2f array is used with dynamic
1021         // vertex/svector/tvector/normal when rendering animated models, on the
1022         // other hand animated models don't use a lot of vertices anyway...
1023         if (mesh->numverts)
1024         {
1025                 size_t size;
1026                 unsigned char *mem;
1027                 size = 0;
1028                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1029                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1030                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1031                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1032                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1033                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1034                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1035                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1036                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1037                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1038                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1039                 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1040                 Mem_Free(mem);
1041         }
1042 }
1043
1044 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1045 {
1046         shadowmesh_t *mesh, *newmesh, *nextmesh;
1047         // reallocate meshs to conserve space
1048         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1049         {
1050                 nextmesh = mesh->next;
1051                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1052                 {
1053                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1054                         newmesh->next = firstmesh;
1055                         firstmesh = newmesh;
1056                         if (newmesh->element3s)
1057                         {
1058                                 int i;
1059                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1060                                         newmesh->element3s[i] = newmesh->element3i[i];
1061                         }
1062                         if (createvbo)
1063                                 Mod_ShadowMesh_CreateVBOs(newmesh);
1064                 }
1065                 Mem_Free(mesh);
1066         }
1067
1068         // this can take a while, so let's do a keepalive here
1069         CL_KeepaliveMessage(false);
1070
1071         return firstmesh;
1072 }
1073
1074 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1075 {
1076         int i;
1077         shadowmesh_t *mesh;
1078         vec3_t nmins, nmaxs, ncenter, temp;
1079         float nradius2, dist2, *v;
1080         VectorClear(nmins);
1081         VectorClear(nmaxs);
1082         // calculate bbox
1083         for (mesh = firstmesh;mesh;mesh = mesh->next)
1084         {
1085                 if (mesh == firstmesh)
1086                 {
1087                         VectorCopy(mesh->vertex3f, nmins);
1088                         VectorCopy(mesh->vertex3f, nmaxs);
1089                 }
1090                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1091                 {
1092                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1093                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1094                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1095                 }
1096         }
1097         // calculate center and radius
1098         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1099         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1100         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1101         nradius2 = 0;
1102         for (mesh = firstmesh;mesh;mesh = mesh->next)
1103         {
1104                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1105                 {
1106                         VectorSubtract(v, ncenter, temp);
1107                         dist2 = DotProduct(temp, temp);
1108                         if (nradius2 < dist2)
1109                                 nradius2 = dist2;
1110                 }
1111         }
1112         // return data
1113         if (mins)
1114                 VectorCopy(nmins, mins);
1115         if (maxs)
1116                 VectorCopy(nmaxs, maxs);
1117         if (center)
1118                 VectorCopy(ncenter, center);
1119         if (radius)
1120                 *radius = sqrt(nradius2);
1121 }
1122
1123 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1124 {
1125         shadowmesh_t *nextmesh;
1126         for (;mesh;mesh = nextmesh)
1127         {
1128                 if (mesh->ebo3i)
1129                         R_Mesh_DestroyBufferObject(mesh->ebo3i);
1130                 if (mesh->ebo3s)
1131                         R_Mesh_DestroyBufferObject(mesh->ebo3s);
1132                 if (mesh->vbo)
1133                         R_Mesh_DestroyBufferObject(mesh->vbo);
1134                 nextmesh = mesh->next;
1135                 Mem_Free(mesh);
1136         }
1137 }
1138
1139 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)
1140 {
1141         float v[3], tc[3];
1142         v[0] = ix;
1143         v[1] = iy;
1144         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1145                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1146         else
1147                 v[2] = 0;
1148         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1149         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1150         texcoord2f[0] = tc[0];
1151         texcoord2f[1] = tc[1];
1152 }
1153
1154 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)
1155 {
1156         float vup[3], vdown[3], vleft[3], vright[3];
1157         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1158         float sv[3], tv[3], nl[3];
1159         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1160         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1161         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1162         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1163         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1164         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1165         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1166         VectorAdd(svector3f, sv, svector3f);
1167         VectorAdd(tvector3f, tv, tvector3f);
1168         VectorAdd(normal3f, nl, normal3f);
1169         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1170         VectorAdd(svector3f, sv, svector3f);
1171         VectorAdd(tvector3f, tv, tvector3f);
1172         VectorAdd(normal3f, nl, normal3f);
1173         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1174         VectorAdd(svector3f, sv, svector3f);
1175         VectorAdd(tvector3f, tv, tvector3f);
1176         VectorAdd(normal3f, nl, normal3f);
1177 }
1178
1179 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)
1180 {
1181         int x, y, ix, iy, *e;
1182         e = element3i;
1183         for (y = 0;y < height;y++)
1184         {
1185                 for (x = 0;x < width;x++)
1186                 {
1187                         e[0] = (y + 1) * (width + 1) + (x + 0);
1188                         e[1] = (y + 0) * (width + 1) + (x + 0);
1189                         e[2] = (y + 1) * (width + 1) + (x + 1);
1190                         e[3] = (y + 0) * (width + 1) + (x + 0);
1191                         e[4] = (y + 0) * (width + 1) + (x + 1);
1192                         e[5] = (y + 1) * (width + 1) + (x + 1);
1193                         e += 6;
1194                 }
1195         }
1196         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1197         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1198                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1199                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1200 }
1201
1202 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1203 {
1204         if (!strcasecmp(s, "sin"))             return Q3WAVEFUNC_SIN;
1205         if (!strcasecmp(s, "square"))          return Q3WAVEFUNC_SQUARE;
1206         if (!strcasecmp(s, "triangle"))        return Q3WAVEFUNC_TRIANGLE;
1207         if (!strcasecmp(s, "sawtooth"))        return Q3WAVEFUNC_SAWTOOTH;
1208         if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1209         if (!strcasecmp(s, "noise"))           return Q3WAVEFUNC_NOISE;
1210         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1211         return Q3WAVEFUNC_NONE;
1212 }
1213
1214 static void Q3Shaders_Clear()
1215 {
1216         /* Just clear out everything... */
1217         Mem_FreePool (&q3shaders_mem);
1218         /* ...and alloc the structs again. */
1219         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1220         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1221                 sizeof (q3shader_data_t));
1222         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1223                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1224         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1225                 q3shaders_mem, sizeof (char**), 256);
1226 }
1227
1228 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1229 {
1230         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1231         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1232         q3shader_hash_entry_t* lastEntry = NULL;
1233         while (entry != NULL)
1234         {
1235                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1236                 {
1237                         Con_Printf("Shader '%s' already defined\n", shader->name);
1238                         return;
1239                 }
1240                 lastEntry = entry;
1241                 entry = entry->chain;
1242         }
1243         if (entry == NULL)
1244         {
1245                 if (lastEntry->shader.name[0] != 0)
1246                 {
1247                         /* Add to chain */
1248                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1249                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1250
1251                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1252                         lastEntry->chain = newEntry;
1253                         newEntry->chain = NULL;
1254                         lastEntry = newEntry;
1255                 }
1256                 /* else: head of chain, in hash entry array */
1257                 entry = lastEntry;
1258         }
1259         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1260 }
1261
1262 extern cvar_t r_picmipworld;
1263 void Mod_LoadQ3Shaders(void)
1264 {
1265         int j;
1266         int fileindex;
1267         fssearch_t *search;
1268         char *f;
1269         const char *text;
1270         q3shaderinfo_t shader;
1271         q3shaderinfo_layer_t *layer;
1272         int numparameters;
1273         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1274
1275         Q3Shaders_Clear();
1276
1277         search = FS_Search("scripts/*.shader", true, false);
1278         if (!search)
1279                 return;
1280         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1281         {
1282                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1283                 if (!f)
1284                         continue;
1285                 while (COM_ParseToken_QuakeC(&text, false))
1286                 {
1287                         memset (&shader, 0, sizeof(shader));
1288                         shader.reflectmin = 0;
1289                         shader.reflectmax = 1;
1290                         shader.refractfactor = 1;
1291                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1292                         shader.reflectfactor = 1;
1293                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1294                         shader.r_water_wateralpha = 1;
1295
1296                         strlcpy(shader.name, com_token, sizeof(shader.name));
1297                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1298                         {
1299                                 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1300                                 break;
1301                         }
1302                         while (COM_ParseToken_QuakeC(&text, false))
1303                         {
1304                                 if (!strcasecmp(com_token, "}"))
1305                                         break;
1306                                 if (!strcasecmp(com_token, "{"))
1307                                 {
1308                                         static q3shaderinfo_layer_t dummy;
1309                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1310                                         {
1311                                                 layer = shader.layers + shader.numlayers++;
1312                                         }
1313                                         else
1314                                         {
1315                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1316                                                 memset(&dummy, 0, sizeof(dummy));
1317                                                 layer = &dummy;
1318                                         }
1319                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1320                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1321                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1322                                         layer->blendfunc[0] = GL_ONE;
1323                                         layer->blendfunc[1] = GL_ZERO;
1324                                         while (COM_ParseToken_QuakeC(&text, false))
1325                                         {
1326                                                 if (!strcasecmp(com_token, "}"))
1327                                                         break;
1328                                                 if (!strcasecmp(com_token, "\n"))
1329                                                         continue;
1330                                                 numparameters = 0;
1331                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1332                                                 {
1333                                                         if (j < TEXTURE_MAXFRAMES + 4)
1334                                                         {
1335                                                                 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1336                                                                 numparameters = j + 1;
1337                                                         }
1338                                                         if (!COM_ParseToken_QuakeC(&text, true))
1339                                                                 break;
1340                                                 }
1341                                                 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1342                                                         parameter[j][0] = 0;
1343                                                 if (developer.integer >= 100)
1344                                                 {
1345                                                         Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1346                                                         for (j = 0;j < numparameters;j++)
1347                                                                 Con_Printf(" %s", parameter[j]);
1348                                                         Con_Print("\n");
1349                                                 }
1350                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1351                                                 {
1352                                                         if (numparameters == 2)
1353                                                         {
1354                                                                 if (!strcasecmp(parameter[1], "add"))
1355                                                                 {
1356                                                                         layer->blendfunc[0] = GL_ONE;
1357                                                                         layer->blendfunc[1] = GL_ONE;
1358                                                                 }
1359                                                                 else if (!strcasecmp(parameter[1], "filter"))
1360                                                                 {
1361                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1362                                                                         layer->blendfunc[1] = GL_ZERO;
1363                                                                 }
1364                                                                 else if (!strcasecmp(parameter[1], "blend"))
1365                                                                 {
1366                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1367                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1368                                                                 }
1369                                                         }
1370                                                         else if (numparameters == 3)
1371                                                         {
1372                                                                 int k;
1373                                                                 for (k = 0;k < 2;k++)
1374                                                                 {
1375                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1376                                                                                 layer->blendfunc[k] = GL_ONE;
1377                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1378                                                                                 layer->blendfunc[k] = GL_ZERO;
1379                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1380                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1381                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1382                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1383                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1384                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1385                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1386                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1387                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1388                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1389                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1390                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1391                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1392                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1393                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1394                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1395                                                                         else
1396                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1397                                                                 }
1398                                                         }
1399                                                 }
1400                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1401                                                         layer->alphatest = true;
1402                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1403                                                 {
1404                                                         if (!strcasecmp(parameter[0], "clampmap"))
1405                                                                 layer->clampmap = true;
1406                                                         layer->numframes = 1;
1407                                                         layer->framerate = 1;
1408                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1409                                                                 &q3shader_data->char_ptrs);
1410                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1411                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1412                                                                 shader.lighting = true;
1413                                                 }
1414                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1415                                                 {
1416                                                         int i;
1417                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1418                                                         layer->framerate = atof(parameter[1]);
1419                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1420                                                         for (i = 0;i < layer->numframes;i++)
1421                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1422                                                 }
1423                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1424                                                 {
1425                                                         int i;
1426                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1427                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1428                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1429                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1430                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1431                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1432                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1433                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1434                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1435                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1436                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1437                                                         else if (!strcasecmp(parameter[1], "wave"))
1438                                                         {
1439                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1440                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1441                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1442                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1443                                                         }
1444                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1445                                                 }
1446                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1447                                                 {
1448                                                         int i;
1449                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1450                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1451                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1452                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1453                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1454                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1455                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1456                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1457                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1458                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1459                                                         else if (!strcasecmp(parameter[1], "wave"))
1460                                                         {
1461                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1462                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1463                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1464                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1465                                                         }
1466                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1467                                                 }
1468                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1469                                                 {
1470                                                         int i;
1471                                                         // observed values: tcgen environment
1472                                                         // no other values have been observed in real shaders
1473                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1474                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1475                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1476                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1477                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1478                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1479                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1480                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1481                                                 }
1482                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1483                                                 {
1484                                                         int i, tcmodindex;
1485                                                         // observed values:
1486                                                         // tcmod rotate #
1487                                                         // tcmod scale # #
1488                                                         // tcmod scroll # #
1489                                                         // tcmod stretch sin # # # #
1490                                                         // tcmod stretch triangle # # # #
1491                                                         // tcmod transform # # # # # #
1492                                                         // tcmod turb # # # #
1493                                                         // tcmod turb sin # # # #  (this is bogus)
1494                                                         // no other values have been observed in real shaders
1495                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1496                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1497                                                                         break;
1498                                                         if (tcmodindex < Q3MAXTCMODS)
1499                                                         {
1500                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1501                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1502                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1503                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1504                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1505                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1506                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1507                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1508                                                                 {
1509                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1510                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1511                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1512                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1513                                                                 }
1514                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1515                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1516                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1517                                                         }
1518                                                         else
1519                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1520                                                 }
1521                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1522                                                 if (!strcasecmp(com_token, "}"))
1523                                                         break;
1524                                         }
1525                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1526                                                 shader.lighting = true;
1527                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1528                                         {
1529                                                 if (layer == shader.layers + 0)
1530                                                 {
1531                                                         // vertex controlled transparency
1532                                                         shader.vertexalpha = true;
1533                                                 }
1534                                                 else
1535                                                 {
1536                                                         // multilayer terrain shader or similar
1537                                                         shader.textureblendalpha = true;
1538                                                 }
1539                                         }
1540                                         layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1541                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1542                                                 layer->texflags |= TEXF_MIPMAP;
1543                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1544                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1545                                         if (layer->clampmap)
1546                                                 layer->texflags |= TEXF_CLAMP;
1547                                         continue;
1548                                 }
1549                                 numparameters = 0;
1550                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1551                                 {
1552                                         if (j < TEXTURE_MAXFRAMES + 4)
1553                                         {
1554                                                 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1555                                                 numparameters = j + 1;
1556                                         }
1557                                         if (!COM_ParseToken_QuakeC(&text, true))
1558                                                 break;
1559                                 }
1560                                 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1561                                         parameter[j][0] = 0;
1562                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1563                                         break;
1564                                 if (developer.integer >= 100)
1565                                 {
1566                                         Con_Printf("%s: ", shader.name);
1567                                         for (j = 0;j < numparameters;j++)
1568                                                 Con_Printf(" %s", parameter[j]);
1569                                         Con_Print("\n");
1570                                 }
1571                                 if (numparameters < 1)
1572                                         continue;
1573                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1574                                 {
1575                                         if (!strcasecmp(parameter[1], "alphashadow"))
1576                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1577                                         else if (!strcasecmp(parameter[1], "areaportal"))
1578                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1579                                         else if (!strcasecmp(parameter[1], "botclip"))
1580                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1581                                         else if (!strcasecmp(parameter[1], "clusterportal"))
1582                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1583                                         else if (!strcasecmp(parameter[1], "detail"))
1584                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1585                                         else if (!strcasecmp(parameter[1], "donotenter"))
1586                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1587                                         else if (!strcasecmp(parameter[1], "dust"))
1588                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1589                                         else if (!strcasecmp(parameter[1], "hint"))
1590                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1591                                         else if (!strcasecmp(parameter[1], "fog"))
1592                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1593                                         else if (!strcasecmp(parameter[1], "lava"))
1594                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1595                                         else if (!strcasecmp(parameter[1], "lightfilter"))
1596                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1597                                         else if (!strcasecmp(parameter[1], "lightgrid"))
1598                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1599                                         else if (!strcasecmp(parameter[1], "metalsteps"))
1600                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1601                                         else if (!strcasecmp(parameter[1], "nodamage"))
1602                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1603                                         else if (!strcasecmp(parameter[1], "nodlight"))
1604                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1605                                         else if (!strcasecmp(parameter[1], "nodraw"))
1606                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1607                                         else if (!strcasecmp(parameter[1], "nodrop"))
1608                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1609                                         else if (!strcasecmp(parameter[1], "noimpact"))
1610                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1611                                         else if (!strcasecmp(parameter[1], "nolightmap"))
1612                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1613                                         else if (!strcasecmp(parameter[1], "nomarks"))
1614                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1615                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
1616                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1617                                         else if (!strcasecmp(parameter[1], "nonsolid"))
1618                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1619                                         else if (!strcasecmp(parameter[1], "origin"))
1620                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1621                                         else if (!strcasecmp(parameter[1], "playerclip"))
1622                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1623                                         else if (!strcasecmp(parameter[1], "sky"))
1624                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1625                                         else if (!strcasecmp(parameter[1], "slick"))
1626                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1627                                         else if (!strcasecmp(parameter[1], "slime"))
1628                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1629                                         else if (!strcasecmp(parameter[1], "structural"))
1630                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1631                                         else if (!strcasecmp(parameter[1], "trans"))
1632                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1633                                         else if (!strcasecmp(parameter[1], "water"))
1634                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1635                                         else if (!strcasecmp(parameter[1], "pointlight"))
1636                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1637                                         else if (!strcasecmp(parameter[1], "antiportal"))
1638                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1639                                         else
1640                                                 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1641                                 }
1642                                 else if (!strcasecmp(parameter[0], "dpshadow"))
1643                                         shader.dpshadow = true;
1644                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1645                                         shader.dpnoshadow = true;
1646                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1647                                 {
1648                                         // some q3 skies don't have the sky parm set
1649                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
1650                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1651                                 }
1652                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1653                                 {
1654                                         // some q3 skies don't have the sky parm set
1655                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
1656                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1657                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1658                                 }
1659                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1660                                 {
1661                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1662                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1663                                 }
1664                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
1665                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1666                                 else if (!strcasecmp(parameter[0], "nopicmip"))
1667                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1668                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
1669                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1670                                 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1671                                 {
1672                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1673                                         shader.refractfactor = atof(parameter[1]);
1674                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1675                                 }
1676                                 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1677                                 {
1678                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1679                                         shader.reflectfactor = atof(parameter[1]);
1680                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1681                                 }
1682                                 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1683                                 {
1684                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1685                                         shader.reflectmin = atof(parameter[1]);
1686                                         shader.reflectmax = atof(parameter[2]);
1687                                         shader.refractfactor = atof(parameter[3]);
1688                                         shader.reflectfactor = atof(parameter[4]);
1689                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1690                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1691                                         shader.r_water_wateralpha = atof(parameter[11]);
1692                                 }
1693                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1694                                 {
1695                                         int i, deformindex;
1696                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1697                                                 if (!shader.deforms[deformindex].deform)
1698                                                         break;
1699                                         if (deformindex < Q3MAXDEFORMS)
1700                                         {
1701                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1702                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1703                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1704                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1705                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1706                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1707                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1708                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1709                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1710                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1711                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1712                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1713                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1714                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1715                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1716                                                 else if (!strcasecmp(parameter[1], "wave"            ))
1717                                                 {
1718                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1719                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1720                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1721                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1722                                                 }
1723                                                 else if (!strcasecmp(parameter[1], "move"            ))
1724                                                 {
1725                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1726                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1727                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1728                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1729                                                 }
1730                                         }
1731                                 }
1732                         }
1733                         // pick the primary layer to render with
1734                         if (shader.numlayers)
1735                         {
1736                                 shader.backgroundlayer = -1;
1737                                 shader.primarylayer = 0;
1738                                 // if lightmap comes first this is definitely an ordinary texture
1739                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1740                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
1741                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1742                                 {
1743                                         shader.backgroundlayer = -1;
1744                                         shader.primarylayer = 1;
1745                                 }
1746                                 else if (shader.numlayers >= 2
1747                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1748                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
1749                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1750                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
1751                                 {
1752                                         // terrain blending or other effects
1753                                         shader.backgroundlayer = 0;
1754                                         shader.primarylayer = 1;
1755                                 }
1756                         }
1757                         // fix up multiple reflection types
1758                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1759                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1760
1761                         Q3Shader_AddToHash (&shader);
1762                 }
1763                 Mem_Free(f);
1764         }
1765 }
1766
1767 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1768 {
1769         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
1770         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1771         while (entry != NULL)
1772         {
1773                 if (strcasecmp (entry->shader.name, name) == 0)
1774                         return &entry->shader;
1775                 entry = entry->chain;
1776         }
1777         return NULL;
1778 }
1779
1780 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
1781 {
1782         int j;
1783         qboolean success = true;
1784         q3shaderinfo_t *shader;
1785         if (!name)
1786                 name = "";
1787         strlcpy(texture->name, name, sizeof(texture->name));
1788         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1789         if (shader)
1790         {
1791                 if (developer_loading.integer)
1792                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
1793                 texture->surfaceparms = shader->surfaceparms;
1794                 texture->textureflags = shader->textureflags;
1795
1796                 // allow disabling of picmip or compression by defaulttexflags
1797                 if(!(defaulttexflags & TEXF_PICMIP))
1798                         texture->textureflags &= ~TEXF_PICMIP;
1799                 if(!(defaulttexflags & TEXF_COMPRESS))
1800                         texture->textureflags &= ~TEXF_COMPRESS;
1801
1802                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1803                 {
1804                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1805                         if (shader->skyboxname[0])
1806                         {
1807                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
1808                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1809                         }
1810                 }
1811                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1812                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1813                 else
1814                         texture->basematerialflags = MATERIALFLAG_WALL;
1815
1816                 if (shader->layers[0].alphatest)
1817                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1818                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1819                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1820                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1821                         texture->biaspolygonoffset -= 2;
1822                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1823                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1824                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1825                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1826                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1827                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1828                 texture->customblendfunc[0] = GL_ONE;
1829                 texture->customblendfunc[1] = GL_ZERO;
1830                 if (shader->numlayers > 0)
1831                 {
1832                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1833                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1834 /*
1835 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1836 * additive               GL_ONE GL_ONE
1837 additive weird         GL_ONE GL_SRC_ALPHA
1838 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
1839 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1840 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1841 brighten               GL_DST_COLOR GL_ONE
1842 brighten               GL_ONE GL_SRC_COLOR
1843 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1844 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
1845 * modulate               GL_DST_COLOR GL_ZERO
1846 * modulate               GL_ZERO GL_SRC_COLOR
1847 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
1848 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1849 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1850 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
1851 * no blend               GL_ONE GL_ZERO
1852 nothing                GL_ZERO GL_ONE
1853 */
1854                         // if not opaque, figure out what blendfunc to use
1855                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1856                         {
1857                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1858                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1859                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1860                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1861                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1862                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1863                                 else
1864                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1865                         }
1866                 }
1867                 if (!shader->lighting)
1868                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1869                 if (shader->primarylayer >= 0)
1870                 {
1871                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
1872                         // copy over many primarylayer parameters
1873                         texture->rgbgen = primarylayer->rgbgen;
1874                         texture->alphagen = primarylayer->alphagen;
1875                         texture->tcgen = primarylayer->tcgen;
1876                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
1877                         // load the textures
1878                         texture->numskinframes = primarylayer->numframes;
1879                         texture->skinframerate = primarylayer->framerate;
1880                         for (j = 0;j < primarylayer->numframes;j++)
1881                         {
1882                                 if(cls.state == ca_dedicated)
1883                                 {
1884                                         texture->skinframes[j] = NULL;
1885                                 }
1886                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags, false)))
1887                                 {
1888                                         Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name);
1889                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
1890                                 }
1891                         }
1892                 }
1893                 if (shader->backgroundlayer >= 0)
1894                 {
1895                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
1896                         texture->backgroundnumskinframes = backgroundlayer->numframes;
1897                         texture->backgroundskinframerate = backgroundlayer->framerate;
1898                         for (j = 0;j < backgroundlayer->numframes;j++)
1899                         {
1900                                 if(cls.state == ca_dedicated)
1901                                 {
1902                                         texture->skinframes[j] = NULL;
1903                                 }
1904                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags, false)))
1905                                 {
1906                                         Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (background frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
1907                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
1908                                 }
1909                         }
1910                 }
1911                 if (shader->dpshadow)
1912                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
1913                 if (shader->dpnoshadow)
1914                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
1915                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
1916                 texture->reflectmin = shader->reflectmin;
1917                 texture->reflectmax = shader->reflectmax;
1918                 texture->refractfactor = shader->refractfactor;
1919                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
1920                 texture->reflectfactor = shader->reflectfactor;
1921                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
1922                 texture->r_water_wateralpha = shader->r_water_wateralpha;
1923         }
1924         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
1925         {
1926                 if (developer.integer >= 100)
1927                         Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
1928                 texture->surfaceparms = 0;
1929         }
1930         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
1931         {
1932                 if (developer.integer >= 100)
1933                         Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
1934                 texture->surfaceparms = 0;
1935                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1936         }
1937         else
1938         {
1939                 if (developer.integer >= 100)
1940                         Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
1941                 texture->surfaceparms = 0;
1942                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
1943                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1944                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
1945                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1946                 else
1947                         texture->basematerialflags |= MATERIALFLAG_WALL;
1948                 texture->numskinframes = 1;
1949                 if(cls.state == ca_dedicated)
1950                 {
1951                         texture->skinframes[0] = NULL;
1952                 }
1953                 else
1954                 {
1955                         if (fallback)
1956                         {
1957                                 qboolean has_alpha;
1958                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
1959                                 {
1960                                         if(has_alpha && (defaulttexflags & TEXF_ALPHA))
1961                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1962                                 }
1963                                 else
1964                                         success = false;
1965                         }
1966                         else
1967                                 success = false;
1968                         if (!success && warnmissing)
1969                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
1970                 }
1971         }
1972         // init the animation variables
1973         texture->currentframe = texture;
1974         if (texture->numskinframes < 1)
1975                 texture->numskinframes = 1;
1976         if (!texture->skinframes[0])
1977                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
1978         texture->currentskinframe = texture->skinframes[0];
1979         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
1980         return success;
1981 }
1982
1983 skinfile_t *Mod_LoadSkinFiles(void)
1984 {
1985         int i, words, line, wordsoverflow;
1986         char *text;
1987         const char *data;
1988         skinfile_t *skinfile = NULL, *first = NULL;
1989         skinfileitem_t *skinfileitem;
1990         char word[10][MAX_QPATH];
1991
1992 /*
1993 sample file:
1994 U_bodyBox,models/players/Legoman/BikerA2.tga
1995 U_RArm,models/players/Legoman/BikerA1.tga
1996 U_LArm,models/players/Legoman/BikerA1.tga
1997 U_armor,common/nodraw
1998 U_sword,common/nodraw
1999 U_shield,common/nodraw
2000 U_homb,common/nodraw
2001 U_backpack,common/nodraw
2002 U_colcha,common/nodraw
2003 tag_head,
2004 tag_weapon,
2005 tag_torso,
2006 */
2007         memset(word, 0, sizeof(word));
2008         for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2009         {
2010                 // If it's the first file we parse
2011                 if (skinfile == NULL)
2012                 {
2013                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2014                         first = skinfile;
2015                 }
2016                 else
2017                 {
2018                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2019                         skinfile = skinfile->next;
2020                 }
2021                 skinfile->next = NULL;
2022
2023                 for(line = 0;;line++)
2024                 {
2025                         // parse line
2026                         if (!COM_ParseToken_QuakeC(&data, true))
2027                                 break;
2028                         if (!strcmp(com_token, "\n"))
2029                                 continue;
2030                         words = 0;
2031                         wordsoverflow = false;
2032                         do
2033                         {
2034                                 if (words < 10)
2035                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2036                                 else
2037                                         wordsoverflow = true;
2038                         }
2039                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2040                         if (wordsoverflow)
2041                         {
2042                                 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);
2043                                 continue;
2044                         }
2045                         // words is always >= 1
2046                         if (!strcmp(word[0], "replace"))
2047                         {
2048                                 if (words == 3)
2049                                 {
2050                                         if (developer_loading.integer)
2051                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2052                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2053                                         skinfileitem->next = skinfile->items;
2054                                         skinfile->items = skinfileitem;
2055                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2056                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2057                                 }
2058                                 else
2059                                         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]);
2060                         }
2061                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2062                         {
2063                                 // tag name, like "tag_weapon,"
2064                                 // not used for anything (not even in Quake3)
2065                         }
2066                         else if (words >= 2 && !strcmp(word[1], ","))
2067                         {
2068                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2069                                 if (developer_loading.integer)
2070                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2071                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2072                                 skinfileitem->next = skinfile->items;
2073                                 skinfile->items = skinfileitem;
2074                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2075                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2076                         }
2077                         else
2078                                 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);
2079                 }
2080                 Mem_Free(text);
2081         }
2082         if (i)
2083                 loadmodel->numskins = i;
2084         return first;
2085 }
2086
2087 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2088 {
2089         skinfile_t *next;
2090         skinfileitem_t *skinfileitem, *nextitem;
2091         for (;skinfile;skinfile = next)
2092         {
2093                 next = skinfile->next;
2094                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2095                 {
2096                         nextitem = skinfileitem->next;
2097                         Mem_Free(skinfileitem);
2098                 }
2099                 Mem_Free(skinfile);
2100         }
2101 }
2102
2103 int Mod_CountSkinFiles(skinfile_t *skinfile)
2104 {
2105         int i;
2106         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2107         return i;
2108 }
2109
2110 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2111 {
2112         int i;
2113         double isnap = 1.0 / snap;
2114         for (i = 0;i < numvertices*numcomponents;i++)
2115                 vertices[i] = floor(vertices[i]*isnap)*snap;
2116 }
2117
2118 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2119 {
2120         int i, outtriangles;
2121         float edgedir1[3], edgedir2[3], temp[3];
2122         // a degenerate triangle is one with no width (thickness, surface area)
2123         // these are characterized by having all 3 points colinear (along a line)
2124         // or having two points identical
2125         // the simplest check is to calculate the triangle's area
2126         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2127         {
2128                 // calculate first edge
2129                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2130                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2131                 CrossProduct(edgedir1, edgedir2, temp);
2132                 if (VectorLength2(temp) < 0.001f)
2133                         continue; // degenerate triangle (no area)
2134                 // valid triangle (has area)
2135                 VectorCopy(inelement3i, outelement3i);
2136                 outelement3i += 3;
2137                 outtriangles++;
2138         }
2139         return outtriangles;
2140 }
2141
2142 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2143 {
2144         int i, e;
2145         int firstvertex, lastvertex;
2146         if (numelements > 0 && elements)
2147         {
2148                 firstvertex = lastvertex = elements[0];
2149                 for (i = 1;i < numelements;i++)
2150                 {
2151                         e = elements[i];
2152                         firstvertex = min(firstvertex, e);
2153                         lastvertex = max(lastvertex, e);
2154                 }
2155         }
2156         else
2157                 firstvertex = lastvertex = 0;
2158         if (firstvertexpointer)
2159                 *firstvertexpointer = firstvertex;
2160         if (lastvertexpointer)
2161                 *lastvertexpointer = lastvertex;
2162 }
2163
2164 static void Mod_BuildVBOs(void)
2165 {
2166         if (!gl_support_arb_vertex_buffer_object)
2167                 return;
2168
2169         // element buffer is easy because it's just one array
2170         if (loadmodel->surfmesh.num_triangles)
2171         {
2172                 if (loadmodel->surfmesh.data_element3s)
2173                 {
2174                         int i;
2175                         for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2176                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2177                         loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
2178                 }
2179                 else
2180                         loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
2181         }
2182
2183         // vertex buffer is several arrays and we put them in the same buffer
2184         //
2185         // is this wise?  the texcoordtexture2f array is used with dynamic
2186         // vertex/svector/tvector/normal when rendering animated models, on the
2187         // other hand animated models don't use a lot of vertices anyway...
2188         if (loadmodel->surfmesh.num_vertices)
2189         {
2190                 size_t size;
2191                 unsigned char *mem;
2192                 size = 0;
2193                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2194                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2195                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2196                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2197                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2198                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2199                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2200                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2201                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2202                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2203                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2204                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2205                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2206                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2207                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2208                 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2209                 Mem_Free(mem);
2210         }
2211 }