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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28 #include "polygon.h"
29
30 cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
31 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
32 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
33 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
34 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
35 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
36 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
37 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
38 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
39 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
40 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
41 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
42
43 dp_model_t *loadmodel;
44
45 static mempool_t *mod_mempool;
46 static memexpandablearray_t models;
47
48 static mempool_t* q3shaders_mem;
49 typedef struct q3shader_hash_entry_s
50 {
51   q3shaderinfo_t shader;
52   struct q3shader_hash_entry_s* chain;
53 } q3shader_hash_entry_t;
54 #define Q3SHADER_HASH_SIZE  1021
55 typedef struct q3shader_data_s
56 {
57   memexpandablearray_t hash_entries;
58   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
59   memexpandablearray_t char_ptrs;
60 } q3shader_data_t;
61 static q3shader_data_t* q3shader_data;
62
63 static void mod_start(void)
64 {
65         int i, count;
66         int nummodels = Mem_ExpandableArray_IndexRange(&models);
67         dp_model_t *mod;
68
69         SCR_PushLoadingScreen(false, "Loading models", 1.0);
70         count = 0;
71         for (i = 0;i < nummodels;i++)
72                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
73                         if (mod->used)
74                                 ++count;
75         for (i = 0;i < nummodels;i++)
76                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
77                         if (mod->used)
78                         {
79                                 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
80                                 Mod_LoadModel(mod, true, false);
81                                 SCR_PopLoadingScreen(false);
82                         }
83         SCR_PopLoadingScreen(false);
84 }
85
86 static void mod_shutdown(void)
87 {
88         int i;
89         int nummodels = Mem_ExpandableArray_IndexRange(&models);
90         dp_model_t *mod;
91
92         for (i = 0;i < nummodels;i++)
93                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
94                         Mod_UnloadModel(mod);
95
96         Mod_FreeQ3Shaders();
97         Mod_Skeletal_FreeBuffers();
98 }
99
100 static void mod_newmap(void)
101 {
102         msurface_t *surface;
103         int i, j, k, surfacenum, ssize, tsize;
104         int nummodels = Mem_ExpandableArray_IndexRange(&models);
105         dp_model_t *mod;
106
107         for (i = 0;i < nummodels;i++)
108         {
109                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
110                 {
111                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
112                         {
113                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
114                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
115                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
116                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
117                         }
118                         if (mod->brush.solidskyskinframe)
119                                 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
120                         if (mod->brush.alphaskyskinframe)
121                                 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
122                 }
123         }
124
125         if (!cl_stainmaps_clearonload.integer)
126                 return;
127
128         for (i = 0;i < nummodels;i++)
129         {
130                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
131                 {
132                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
133                         {
134                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
135                                 {
136                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
137                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
138                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
139                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
140                                 }
141                         }
142                 }
143         }
144 }
145
146 /*
147 ===============
148 Mod_Init
149 ===============
150 */
151 static void Mod_Print(void);
152 static void Mod_Precache (void);
153 static void Mod_Decompile_f(void);
154 static void Mod_GenerateLightmaps_f(void);
155 void Mod_Init (void)
156 {
157         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
158         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
159
160         Mod_BrushInit();
161         Mod_AliasInit();
162         Mod_SpriteInit();
163
164         Cvar_RegisterVariable(&r_enableshadowvolumes);
165         Cvar_RegisterVariable(&r_mipskins);
166         Cvar_RegisterVariable(&r_mipnormalmaps);
167         Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
168         Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
169         Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
170
171         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
172         Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
173         Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
174         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
175         Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
176         Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
177
178         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
179         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
180         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
181         Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
182 }
183
184 void Mod_RenderInit(void)
185 {
186         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
187 }
188
189 void Mod_UnloadModel (dp_model_t *mod)
190 {
191         char name[MAX_QPATH];
192         qboolean used;
193         dp_model_t *parentmodel;
194
195         if (developer_loading.integer)
196                 Con_Printf("unloading model %s\n", mod->name);
197
198         strlcpy(name, mod->name, sizeof(name));
199         parentmodel = mod->brush.parentmodel;
200         used = mod->used;
201         if (mod->mempool)
202         {
203                 if (mod->surfmesh.vertex3fbuffer)
204                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertex3fbuffer);
205                 mod->surfmesh.vertex3fbuffer = NULL;
206                 if (mod->surfmesh.vertexmeshbuffer)
207                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
208                 mod->surfmesh.vertexmeshbuffer = NULL;
209                 if (mod->surfmesh.data_element3i_indexbuffer)
210                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
211                 mod->surfmesh.data_element3i_indexbuffer = NULL;
212                 if (mod->surfmesh.data_element3s_indexbuffer)
213                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
214                 mod->surfmesh.data_element3s_indexbuffer = NULL;
215                 if (mod->surfmesh.vbo_vertexbuffer)
216                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
217                 mod->surfmesh.vbo_vertexbuffer = NULL;
218         }
219         // free textures/memory attached to the model
220         R_FreeTexturePool(&mod->texturepool);
221         Mem_FreePool(&mod->mempool);
222         // clear the struct to make it available
223         memset(mod, 0, sizeof(dp_model_t));
224         // restore the fields we want to preserve
225         strlcpy(mod->name, name, sizeof(mod->name));
226         mod->brush.parentmodel = parentmodel;
227         mod->used = used;
228         mod->loaded = false;
229 }
230
231 static void R_Model_Null_Draw(entity_render_t *ent)
232 {
233         return;
234 }
235
236
237 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
238
239 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
240 {
241         const char *bufptr;
242         const char *name;
243         int start, len;
244         float fps;
245         unsigned int i;
246         qboolean loop;
247
248         bufptr = buf;
249         i = 0;
250         for(;;)
251         {
252                 // an anim scene!
253                 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
254                         break;
255                 if (!strcmp(com_token, "\n"))
256                         continue; // empty line
257                 start = atoi(com_token);
258                 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
259                         break;
260                 if (!strcmp(com_token, "\n"))
261                 {
262                         Con_Printf("framegroups file: missing number of frames\n");
263                         continue;
264                 }
265                 len = atoi(com_token);
266                 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
267                         break;
268                 // we default to looping as it's usually wanted, so to NOT loop you append a 0
269                 if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
270                 {
271                         fps = atof(com_token);
272                         if (!COM_ParseToken_Simple(&bufptr, true, false, false))
273                                 break;
274                         if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
275                                 loop = atoi(com_token) != 0;
276                         else
277                                 loop = true;
278                 }
279                 else
280                 {
281                         fps = 20;
282                         loop = true;
283                 }
284
285                 if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
286                 {
287                         while (COM_ParseToken_Simple(&bufptr, true, false, false)) // fetch newline
288                         {
289                                 if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
290                                         Con_Printf("framegroups file: extra data (%s) found, skipped\n", com_token);
291                                 else
292                                         break;
293                         }
294                 }
295
296                 name = NULL;
297                 if(!strcmp(com_token, "//"))
298                 {
299                         if (COM_ParseToken_Simple(&bufptr, true, false, false))
300                         {
301                                 if(strcmp(com_token, "\n"))
302                                 {
303                                         name = com_token;
304                                         // skip to EOL
305                                         while (*bufptr && !(*bufptr == '\n' || *bufptr == '\r'))
306                                                 bufptr++;
307                                         while (*bufptr && (*bufptr == '\n' || *bufptr == '\r'))
308                                                 bufptr++;
309                                 }
310                         }
311                 }
312                 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
313
314                 if(cb)
315                         cb(i, start, len, fps, loop, name, pass);
316                 ++i;
317         }
318
319         return i;
320 }
321
322 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
323 {
324         dp_model_t *mod = (dp_model_t *) pass;
325         animscene_t *anim = &mod->animscenes[i];
326         if(name)
327                 strlcpy(anim->name, name, sizeof(anim[i].name));
328         else
329                 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
330         anim->firstframe = bound(0, start, mod->num_poses - 1);
331         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
332         anim->framerate = max(1, fps);
333         anim->loop = !!loop;
334         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
335 }
336
337 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
338 {
339         unsigned int cnt;
340
341         // 0. count
342         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
343         if(!cnt)
344         {
345                 Con_Printf("no scene found in framegroups file, aborting\n");
346                 return;
347         }
348         mod->numframes = cnt;
349
350         // 1. reallocate
351         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
352         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
353
354         // 2. parse
355         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
356 }
357
358 static void Mod_FindPotentialDeforms(dp_model_t *mod)
359 {
360         int i, j;
361         texture_t *texture;
362         mod->wantnormals = false;
363         mod->wanttangents = false;
364         for (i = 0;i < mod->num_textures;i++)
365         {
366                 texture = mod->data_textures + i;
367                 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
368                         mod->wantnormals = true;
369                 for (j = 0;j < Q3MAXDEFORMS;j++)
370                 {
371                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
372                         {
373                                 mod->wanttangents = true;
374                                 mod->wantnormals = true;
375                                 break;
376                         }
377                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
378                                 mod->wantnormals = true;
379                 }
380         }
381 }
382
383 /*
384 ==================
385 Mod_LoadModel
386
387 Loads a model
388 ==================
389 */
390 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
391 {
392         int num;
393         unsigned int crc;
394         void *buf;
395         fs_offset_t filesize = 0;
396         char vabuf[1024];
397
398         mod->used = true;
399
400         if (mod->name[0] == '*') // submodel
401                 return mod;
402         
403         if (!strcmp(mod->name, "null"))
404         {
405                 if(mod->loaded)
406                         return mod;
407
408                 if (mod->loaded || mod->mempool)
409                         Mod_UnloadModel(mod);
410
411                 if (developer_loading.integer)
412                         Con_Printf("loading model %s\n", mod->name);
413
414                 mod->used = true;
415                 mod->crc = (unsigned int)-1;
416                 mod->loaded = false;
417
418                 VectorClear(mod->normalmins);
419                 VectorClear(mod->normalmaxs);
420                 VectorClear(mod->yawmins);
421                 VectorClear(mod->yawmaxs);
422                 VectorClear(mod->rotatedmins);
423                 VectorClear(mod->rotatedmaxs);
424
425                 mod->modeldatatypestring = "null";
426                 mod->type = mod_null;
427                 mod->Draw = R_Model_Null_Draw;
428                 mod->numframes = 2;
429                 mod->numskins = 1;
430
431                 // no fatal errors occurred, so this model is ready to use.
432                 mod->loaded = true;
433
434                 return mod;
435         }
436
437         crc = 0;
438         buf = NULL;
439
440         // even if the model is loaded it still may need reloading...
441
442         // if it is not loaded or checkdisk is true we need to calculate the crc
443         if (!mod->loaded || checkdisk)
444         {
445                 if (checkdisk && mod->loaded)
446                         Con_DPrintf("checking model %s\n", mod->name);
447                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
448                 if (buf)
449                 {
450                         crc = CRC_Block((unsigned char *)buf, filesize);
451                         // we need to reload the model if the crc does not match
452                         if (mod->crc != crc)
453                                 mod->loaded = false;
454                 }
455         }
456
457         // if the model is already loaded and checks passed, just return
458         if (mod->loaded)
459         {
460                 if (buf)
461                         Mem_Free(buf);
462                 return mod;
463         }
464
465         if (developer_loading.integer)
466                 Con_Printf("loading model %s\n", mod->name);
467         
468         SCR_PushLoadingScreen(true, mod->name, 1);
469
470         // LordHavoc: unload the existing model in this slot (if there is one)
471         if (mod->loaded || mod->mempool)
472                 Mod_UnloadModel(mod);
473
474         // load the model
475         mod->used = true;
476         mod->crc = crc;
477         // errors can prevent the corresponding mod->loaded = true;
478         mod->loaded = false;
479
480         // default model radius and bounding box (mainly for missing models)
481         mod->radius = 16;
482         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
483         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
484         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
485         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
486         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
487         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
488
489         if (!q3shaders_mem)
490         {
491                 // load q3 shaders for the first time, or after a level change
492                 Mod_LoadQ3Shaders();
493         }
494
495         if (buf)
496         {
497                 char *bufend = (char *)buf + filesize;
498
499                 // all models use memory, so allocate a memory pool
500                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
501
502                 num = LittleLong(*((int *)buf));
503                 // call the apropriate loader
504                 loadmodel = mod;
505                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
506                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
507                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
508                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
509                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
510                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
511                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
512                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
513                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
514                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
515                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
516                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
517                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
518                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
519                 Mem_Free(buf);
520
521                 Mod_FindPotentialDeforms(mod);
522
523                 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
524                 if(buf)
525                 {
526                         Mod_FrameGroupify(mod, (const char *)buf);
527                         Mem_Free(buf);
528                 }
529
530                 Mod_BuildVBOs();
531         }
532         else if (crash)
533         {
534                 // LordHavoc: Sys_Error was *ANNOYING*
535                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
536         }
537
538         // no fatal errors occurred, so this model is ready to use.
539         mod->loaded = true;
540
541         SCR_PopLoadingScreen(false);
542
543         return mod;
544 }
545
546 void Mod_ClearUsed(void)
547 {
548         int i;
549         int nummodels = Mem_ExpandableArray_IndexRange(&models);
550         dp_model_t *mod;
551         for (i = 0;i < nummodels;i++)
552                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
553                         mod->used = false;
554 }
555
556 void Mod_PurgeUnused(void)
557 {
558         int i;
559         int nummodels = Mem_ExpandableArray_IndexRange(&models);
560         dp_model_t *mod;
561         for (i = 0;i < nummodels;i++)
562         {
563                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
564                 {
565                         Mod_UnloadModel(mod);
566                         Mem_ExpandableArray_FreeRecord(&models, mod);
567                 }
568         }
569 }
570
571 /*
572 ==================
573 Mod_FindName
574
575 ==================
576 */
577 dp_model_t *Mod_FindName(const char *name, const char *parentname)
578 {
579         int i;
580         int nummodels;
581         dp_model_t *mod;
582
583         if (!parentname)
584                 parentname = "";
585
586         // if we're not dedicatd, the renderer calls will crash without video
587         Host_StartVideo();
588
589         nummodels = Mem_ExpandableArray_IndexRange(&models);
590
591         if (!name[0])
592                 Host_Error ("Mod_ForName: NULL name");
593
594         // search the currently loaded models
595         for (i = 0;i < nummodels;i++)
596         {
597                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name) && ((!mod->brush.parentmodel && !parentname[0]) || (mod->brush.parentmodel && parentname[0] && !strcmp(mod->brush.parentmodel->name, parentname))))
598                 {
599                         mod->used = true;
600                         return mod;
601                 }
602         }
603
604         // no match found, create a new one
605         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
606         strlcpy(mod->name, name, sizeof(mod->name));
607         if (parentname[0])
608                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
609         else
610                 mod->brush.parentmodel = NULL;
611         mod->loaded = false;
612         mod->used = true;
613         return mod;
614 }
615
616 /*
617 ==================
618 Mod_ForName
619
620 Loads in a model for the given name
621 ==================
622 */
623 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
624 {
625         dp_model_t *model;
626         model = Mod_FindName(name, parentname);
627         if (!model->loaded || checkdisk)
628                 Mod_LoadModel(model, crash, checkdisk);
629         return model;
630 }
631
632 /*
633 ==================
634 Mod_Reload
635
636 Reloads all models if they have changed
637 ==================
638 */
639 void Mod_Reload(void)
640 {
641         int i, count;
642         int nummodels = Mem_ExpandableArray_IndexRange(&models);
643         dp_model_t *mod;
644
645         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
646         count = 0;
647         for (i = 0;i < nummodels;i++)
648                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
649                         ++count;
650         for (i = 0;i < nummodels;i++)
651                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
652                 {
653                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
654                         Mod_LoadModel(mod, true, true);
655                         SCR_PopLoadingScreen(false);
656                 }
657         SCR_PopLoadingScreen(false);
658 }
659
660 unsigned char *mod_base;
661
662
663 //=============================================================================
664
665 /*
666 ================
667 Mod_Print
668 ================
669 */
670 static void Mod_Print(void)
671 {
672         int i;
673         int nummodels = Mem_ExpandableArray_IndexRange(&models);
674         dp_model_t *mod;
675
676         Con_Print("Loaded models:\n");
677         for (i = 0;i < nummodels;i++)
678         {
679                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
680                 {
681                         if (mod->brush.numsubmodels)
682                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
683                         else
684                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
685                 }
686         }
687 }
688
689 /*
690 ================
691 Mod_Precache
692 ================
693 */
694 static void Mod_Precache(void)
695 {
696         if (Cmd_Argc() == 2)
697                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
698         else
699                 Con_Print("usage: modelprecache <filename>\n");
700 }
701
702 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
703 {
704         int i, count;
705         unsigned char *used;
706         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
707         memset(used, 0, numvertices);
708         for (i = 0;i < numelements;i++)
709                 used[elements[i]] = 1;
710         for (i = 0, count = 0;i < numvertices;i++)
711                 remapvertices[i] = used[i] ? count++ : -1;
712         Mem_Free(used);
713         return count;
714 }
715
716 #if 1
717 // fast way, using an edge hash
718 #define TRIANGLEEDGEHASH 8192
719 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
720 {
721         int i, j, p, e1, e2, *n, hashindex, count, match;
722         const int *e;
723         typedef struct edgehashentry_s
724         {
725                 struct edgehashentry_s *next;
726                 int triangle;
727                 int element[2];
728         }
729         edgehashentry_t;
730         static edgehashentry_t **edgehash;
731         edgehashentry_t *edgehashentries, *hash;
732         if (!numtriangles)
733                 return;
734         edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
735         // if there are too many triangles for the stack array, allocate larger buffer
736         edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
737         // find neighboring triangles
738         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
739         {
740                 for (j = 0, p = 2;j < 3;p = j, j++)
741                 {
742                         e1 = e[p];
743                         e2 = e[j];
744                         // this hash index works for both forward and backward edges
745                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
746                         hash = edgehashentries + i * 3 + j;
747                         hash->next = edgehash[hashindex];
748                         edgehash[hashindex] = hash;
749                         hash->triangle = i;
750                         hash->element[0] = e1;
751                         hash->element[1] = e2;
752                 }
753         }
754         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
755         {
756                 for (j = 0, p = 2;j < 3;p = j, j++)
757                 {
758                         e1 = e[p];
759                         e2 = e[j];
760                         // this hash index works for both forward and backward edges
761                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
762                         count = 0;
763                         match = -1;
764                         for (hash = edgehash[hashindex];hash;hash = hash->next)
765                         {
766                                 if (hash->element[0] == e2 && hash->element[1] == e1)
767                                 {
768                                         if (hash->triangle != i)
769                                                 match = hash->triangle;
770                                         count++;
771                                 }
772                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
773                                         count++;
774                         }
775                         // detect edges shared by three triangles and make them seams
776                         if (count > 2)
777                                 match = -1;
778                         n[p] = match;
779                 }
780
781                 // also send a keepalive here (this can take a while too!)
782                 CL_KeepaliveMessage(false);
783         }
784         // free the allocated buffer
785         Mem_Free(edgehashentries);
786         Mem_Free(edgehash);
787 }
788 #else
789 // very slow but simple way
790 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
791 {
792         int i, match, count;
793         count = 0;
794         match = -1;
795         for (i = 0;i < numtriangles;i++, elements += 3)
796         {
797                      if ((elements[0] == start && elements[1] == end)
798                       || (elements[1] == start && elements[2] == end)
799                       || (elements[2] == start && elements[0] == end))
800                 {
801                         if (i != ignore)
802                                 match = i;
803                         count++;
804                 }
805                 else if ((elements[1] == start && elements[0] == end)
806                       || (elements[2] == start && elements[1] == end)
807                       || (elements[0] == start && elements[2] == end))
808                         count++;
809         }
810         // detect edges shared by three triangles and make them seams
811         if (count > 2)
812                 match = -1;
813         return match;
814 }
815
816 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
817 {
818         int i, *n;
819         const int *e;
820         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
821         {
822                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
823                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
824                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
825         }
826 }
827 #endif
828
829 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
830 {
831         int i, warned = false, endvertex = firstvertex + numverts;
832         for (i = 0;i < numtriangles * 3;i++)
833         {
834                 if (elements[i] < firstvertex || elements[i] >= endvertex)
835                 {
836                         if (!warned)
837                         {
838                                 warned = true;
839                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
840                         }
841                         elements[i] = firstvertex;
842                 }
843         }
844 }
845
846 // warning: this is an expensive function!
847 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
848 {
849         int i, j;
850         const int *element;
851         float *vectorNormal;
852         float areaNormal[3];
853         // clear the vectors
854         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
855         // process each vertex of each triangle and accumulate the results
856         // use area-averaging, to make triangles with a big area have a bigger
857         // weighting on the vertex normal than triangles with a small area
858         // to do so, just add the 'normals' together (the bigger the area
859         // the greater the length of the normal is
860         element = elements;
861         for (i = 0; i < numtriangles; i++, element += 3)
862         {
863                 TriangleNormal(
864                         vertex3f + element[0] * 3,
865                         vertex3f + element[1] * 3,
866                         vertex3f + element[2] * 3,
867                         areaNormal
868                         );
869
870                 if (!areaweighting)
871                         VectorNormalize(areaNormal);
872
873                 for (j = 0;j < 3;j++)
874                 {
875                         vectorNormal = normal3f + element[j] * 3;
876                         vectorNormal[0] += areaNormal[0];
877                         vectorNormal[1] += areaNormal[1];
878                         vectorNormal[2] += areaNormal[2];
879                 }
880         }
881         // and just normalize the accumulated vertex normal in the end
882         vectorNormal = normal3f + 3 * firstvertex;
883         for (i = 0; i < numvertices; i++, vectorNormal += 3)
884                 VectorNormalize(vectorNormal);
885 }
886
887 #if 0
888 static void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
889 {
890         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
891         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
892         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
893
894         // 6 multiply, 9 subtract
895         VectorSubtract(v1, v0, v10);
896         VectorSubtract(v2, v0, v20);
897         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
898         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
899         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
900         // 12 multiply, 10 subtract
901         tc10[1] = tc1[1] - tc0[1];
902         tc20[1] = tc2[1] - tc0[1];
903         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
904         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
905         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
906         tc10[0] = tc1[0] - tc0[0];
907         tc20[0] = tc2[0] - tc0[0];
908         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
909         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
910         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
911         // 12 multiply, 4 add, 6 subtract
912         f = DotProduct(svector3f, normal3f);
913         svector3f[0] -= f * normal3f[0];
914         svector3f[1] -= f * normal3f[1];
915         svector3f[2] -= f * normal3f[2];
916         f = DotProduct(tvector3f, normal3f);
917         tvector3f[0] -= f * normal3f[0];
918         tvector3f[1] -= f * normal3f[1];
919         tvector3f[2] -= f * normal3f[2];
920         // if texture is mapped the wrong way (counterclockwise), the tangents
921         // have to be flipped, this is detected by calculating a normal from the
922         // two tangents, and seeing if it is opposite the surface normal
923         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
924         CrossProduct(tvector3f, svector3f, tangentcross);
925         if (DotProduct(tangentcross, normal3f) < 0)
926         {
927                 VectorNegate(svector3f, svector3f);
928                 VectorNegate(tvector3f, tvector3f);
929         }
930 }
931 #endif
932
933 // warning: this is a very expensive function!
934 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)
935 {
936         int i, tnum;
937         float sdir[3], tdir[3], normal[3], *sv, *tv;
938         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
939         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
940         const int *e;
941         // clear the vectors
942         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
943         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
944         // process each vertex of each triangle and accumulate the results
945         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
946         {
947                 v0 = vertex3f + e[0] * 3;
948                 v1 = vertex3f + e[1] * 3;
949                 v2 = vertex3f + e[2] * 3;
950                 tc0 = texcoord2f + e[0] * 2;
951                 tc1 = texcoord2f + e[1] * 2;
952                 tc2 = texcoord2f + e[2] * 2;
953
954                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
955                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
956
957                 // calculate the edge directions and surface normal
958                 // 6 multiply, 9 subtract
959                 VectorSubtract(v1, v0, v10);
960                 VectorSubtract(v2, v0, v20);
961                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
962                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
963                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
964
965                 // calculate the tangents
966                 // 12 multiply, 10 subtract
967                 tc10[1] = tc1[1] - tc0[1];
968                 tc20[1] = tc2[1] - tc0[1];
969                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
970                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
971                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
972                 tc10[0] = tc1[0] - tc0[0];
973                 tc20[0] = tc2[0] - tc0[0];
974                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
975                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
976                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
977
978                 // if texture is mapped the wrong way (counterclockwise), the tangents
979                 // have to be flipped, this is detected by calculating a normal from the
980                 // two tangents, and seeing if it is opposite the surface normal
981                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
982                 CrossProduct(tdir, sdir, tangentcross);
983                 if (DotProduct(tangentcross, normal) < 0)
984                 {
985                         VectorNegate(sdir, sdir);
986                         VectorNegate(tdir, tdir);
987                 }
988
989                 if (!areaweighting)
990                 {
991                         VectorNormalize(sdir);
992                         VectorNormalize(tdir);
993                 }
994                 for (i = 0;i < 3;i++)
995                 {
996                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
997                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
998                 }
999         }
1000         // make the tangents completely perpendicular to the surface normal, and
1001         // then normalize them
1002         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
1003         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
1004         {
1005                 f = -DotProduct(sv, n);
1006                 VectorMA(sv, f, n, sv);
1007                 VectorNormalize(sv);
1008                 f = -DotProduct(tv, n);
1009                 VectorMA(tv, f, n, tv);
1010                 VectorNormalize(tv);
1011         }
1012 }
1013
1014 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1015 {
1016         unsigned char *data;
1017         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));
1018         loadmodel->surfmesh.num_vertices = numvertices;
1019         loadmodel->surfmesh.num_triangles = numtriangles;
1020         if (loadmodel->surfmesh.num_vertices)
1021         {
1022                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1023                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1024                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1025                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1026                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1027                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1028                 if (vertexcolors)
1029                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1030                 if (lightmapoffsets)
1031                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1032         }
1033         if (loadmodel->surfmesh.num_triangles)
1034         {
1035                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1036                 if (neighbors)
1037                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1038                 if (loadmodel->surfmesh.num_vertices <= 65536)
1039                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1040         }
1041 }
1042
1043 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)
1044 {
1045         shadowmesh_t *newmesh;
1046         unsigned char *data;
1047         int size;
1048         size = sizeof(shadowmesh_t);
1049         size += maxverts * sizeof(float[3]);
1050         if (light)
1051                 size += maxverts * sizeof(float[11]);
1052         size += maxtriangles * sizeof(int[3]);
1053         if (maxverts <= 65536)
1054                 size += maxtriangles * sizeof(unsigned short[3]);
1055         if (neighbors)
1056                 size += maxtriangles * sizeof(int[3]);
1057         if (expandable)
1058                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1059         data = (unsigned char *)Mem_Alloc(mempool, size);
1060         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1061         newmesh->map_diffuse = map_diffuse;
1062         newmesh->map_specular = map_specular;
1063         newmesh->map_normal = map_normal;
1064         newmesh->maxverts = maxverts;
1065         newmesh->maxtriangles = maxtriangles;
1066         newmesh->numverts = 0;
1067         newmesh->numtriangles = 0;
1068         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1069         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1070
1071         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1072         if (light)
1073         {
1074                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1075                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1076                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1077                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1078         }
1079         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1080         if (neighbors)
1081         {
1082                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1083         }
1084         if (expandable)
1085         {
1086                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1087                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1088         }
1089         if (maxverts <= 65536)
1090                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1091         return newmesh;
1092 }
1093
1094 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1095 {
1096         shadowmesh_t *newmesh;
1097         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1098         newmesh->numverts = oldmesh->numverts;
1099         newmesh->numtriangles = oldmesh->numtriangles;
1100         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1101         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1102
1103         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1104         if (newmesh->svector3f && oldmesh->svector3f)
1105         {
1106                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1107                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1108                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1109                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1110         }
1111         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1112         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1113                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1114         return newmesh;
1115 }
1116
1117 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1118 {
1119         int hashindex, vnum;
1120         shadowmeshvertexhash_t *hash;
1121         // this uses prime numbers intentionally
1122         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1123         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1124         {
1125                 vnum = (hash - mesh->vertexhashentries);
1126                 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]))
1127                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1128                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1129                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1130                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1131                         return hash - mesh->vertexhashentries;
1132         }
1133         vnum = mesh->numverts++;
1134         hash = mesh->vertexhashentries + vnum;
1135         hash->next = mesh->vertexhashtable[hashindex];
1136         mesh->vertexhashtable[hashindex] = hash;
1137         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1138         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1139         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1140         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1141         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1142         return vnum;
1143 }
1144
1145 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1146 {
1147         if (mesh->numtriangles == 0)
1148         {
1149                 // set the properties on this empty mesh to be more favorable...
1150                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1151                 mesh->map_diffuse = map_diffuse;
1152                 mesh->map_specular = map_specular;
1153                 mesh->map_normal = map_normal;
1154         }
1155         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)
1156         {
1157                 if (mesh->next == NULL)
1158                         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);
1159                 mesh = mesh->next;
1160         }
1161         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1162         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1163         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1164         mesh->numtriangles++;
1165 }
1166
1167 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)
1168 {
1169         int i, j, e;
1170         float vbuf[3*14], *v;
1171         memset(vbuf, 0, sizeof(vbuf));
1172         for (i = 0;i < numtris;i++)
1173         {
1174                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1175                 {
1176                         e = *element3i++;
1177                         if (vertex3f)
1178                         {
1179                                 v[0] = vertex3f[e * 3 + 0];
1180                                 v[1] = vertex3f[e * 3 + 1];
1181                                 v[2] = vertex3f[e * 3 + 2];
1182                         }
1183                         if (svector3f)
1184                         {
1185                                 v[3] = svector3f[e * 3 + 0];
1186                                 v[4] = svector3f[e * 3 + 1];
1187                                 v[5] = svector3f[e * 3 + 2];
1188                         }
1189                         if (tvector3f)
1190                         {
1191                                 v[6] = tvector3f[e * 3 + 0];
1192                                 v[7] = tvector3f[e * 3 + 1];
1193                                 v[8] = tvector3f[e * 3 + 2];
1194                         }
1195                         if (normal3f)
1196                         {
1197                                 v[9] = normal3f[e * 3 + 0];
1198                                 v[10] = normal3f[e * 3 + 1];
1199                                 v[11] = normal3f[e * 3 + 2];
1200                         }
1201                         if (texcoord2f)
1202                         {
1203                                 v[12] = texcoord2f[e * 2 + 0];
1204                                 v[13] = texcoord2f[e * 2 + 1];
1205                         }
1206                 }
1207                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1208         }
1209
1210         // the triangle calculation can take a while, so let's do a keepalive here
1211         CL_KeepaliveMessage(false);
1212 }
1213
1214 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)
1215 {
1216         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1217         CL_KeepaliveMessage(false);
1218
1219         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1220 }
1221
1222 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1223 {
1224         if (!mesh->numverts)
1225                 return;
1226
1227         // build r_vertexmesh_t array
1228         // (compressed interleaved array for D3D)
1229         if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1230         {
1231                 int vertexindex;
1232                 int numvertices = mesh->numverts;
1233                 r_vertexmesh_t *vertexmesh;
1234                 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1235                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1236                 {
1237                         VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1238                         VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1239                         VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1240                         VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1241                         Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1242                 }
1243         }
1244
1245         // upload r_vertexmesh_t array as a buffer
1246         if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1247                 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1248
1249         // upload vertex3f array as a buffer
1250         if (mesh->vertex3f && !mesh->vertex3fbuffer)
1251                 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1252
1253         // upload short indices as a buffer
1254         if (mesh->element3s && !mesh->element3s_indexbuffer)
1255                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1256
1257         // upload int indices as a buffer
1258         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1259                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1260
1261         // vertex buffer is several arrays and we put them in the same buffer
1262         //
1263         // is this wise?  the texcoordtexture2f array is used with dynamic
1264         // vertex/svector/tvector/normal when rendering animated models, on the
1265         // other hand animated models don't use a lot of vertices anyway...
1266         if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1267         {
1268                 size_t size;
1269                 unsigned char *mem;
1270                 size = 0;
1271                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1272                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1273                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1274                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1275                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1276                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1277                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1278                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1279                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1280                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1281                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1282                 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1283                 Mem_Free(mem);
1284         }
1285 }
1286
1287 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1288 {
1289         shadowmesh_t *mesh, *newmesh, *nextmesh;
1290         // reallocate meshs to conserve space
1291         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1292         {
1293                 nextmesh = mesh->next;
1294                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1295                 {
1296                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1297                         newmesh->next = firstmesh;
1298                         firstmesh = newmesh;
1299                         if (newmesh->element3s)
1300                         {
1301                                 int i;
1302                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1303                                         newmesh->element3s[i] = newmesh->element3i[i];
1304                         }
1305                         if (createvbo)
1306                                 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1307                 }
1308                 Mem_Free(mesh);
1309         }
1310
1311         // this can take a while, so let's do a keepalive here
1312         CL_KeepaliveMessage(false);
1313
1314         return firstmesh;
1315 }
1316
1317 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1318 {
1319         int i;
1320         shadowmesh_t *mesh;
1321         vec3_t nmins, nmaxs, ncenter, temp;
1322         float nradius2, dist2, *v;
1323         VectorClear(nmins);
1324         VectorClear(nmaxs);
1325         // calculate bbox
1326         for (mesh = firstmesh;mesh;mesh = mesh->next)
1327         {
1328                 if (mesh == firstmesh)
1329                 {
1330                         VectorCopy(mesh->vertex3f, nmins);
1331                         VectorCopy(mesh->vertex3f, nmaxs);
1332                 }
1333                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1334                 {
1335                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1336                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1337                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1338                 }
1339         }
1340         // calculate center and radius
1341         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1342         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1343         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1344         nradius2 = 0;
1345         for (mesh = firstmesh;mesh;mesh = mesh->next)
1346         {
1347                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1348                 {
1349                         VectorSubtract(v, ncenter, temp);
1350                         dist2 = DotProduct(temp, temp);
1351                         if (nradius2 < dist2)
1352                                 nradius2 = dist2;
1353                 }
1354         }
1355         // return data
1356         if (mins)
1357                 VectorCopy(nmins, mins);
1358         if (maxs)
1359                 VectorCopy(nmaxs, maxs);
1360         if (center)
1361                 VectorCopy(ncenter, center);
1362         if (radius)
1363                 *radius = sqrt(nradius2);
1364 }
1365
1366 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1367 {
1368         shadowmesh_t *nextmesh;
1369         for (;mesh;mesh = nextmesh)
1370         {
1371                 if (mesh->vertex3fbuffer)
1372                         R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1373                 if (mesh->vertexmeshbuffer)
1374                         R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1375                 if (mesh->element3i_indexbuffer)
1376                         R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1377                 if (mesh->element3s_indexbuffer)
1378                         R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1379                 if (mesh->vbo_vertexbuffer)
1380                         R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1381                 nextmesh = mesh->next;
1382                 Mem_Free(mesh);
1383         }
1384 }
1385
1386 void Mod_CreateCollisionMesh(dp_model_t *mod)
1387 {
1388         int k, numcollisionmeshtriangles;
1389         qboolean usesinglecollisionmesh = false;
1390         const msurface_t *surface = NULL;
1391
1392         mempool_t *mempool = mod->mempool;
1393         if (!mempool && mod->brush.parentmodel)
1394                 mempool = mod->brush.parentmodel->mempool;
1395         // make a single combined collision mesh for physics engine use
1396         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1397         numcollisionmeshtriangles = 0;
1398         for (k = 0;k < mod->nummodelsurfaces;k++)
1399         {
1400                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1401                 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1402                 {
1403                         usesinglecollisionmesh = true;
1404                         numcollisionmeshtriangles = surface->num_triangles;
1405                         break;
1406                 }
1407                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1408                         continue;
1409                 numcollisionmeshtriangles += surface->num_triangles;
1410         }
1411         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1412         if (usesinglecollisionmesh)
1413                 Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1414         else
1415         {
1416                 for (k = 0;k < mod->nummodelsurfaces;k++)
1417                 {
1418                         surface = mod->data_surfaces + mod->firstmodelsurface + k;
1419                         if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1420                                 continue;
1421                         Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1422                 }
1423         }
1424         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1425 }
1426
1427 #if 0
1428 static void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1429 {
1430         float v[3], tc[3];
1431         v[0] = ix;
1432         v[1] = iy;
1433         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1434                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1435         else
1436                 v[2] = 0;
1437         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1438         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1439         texcoord2f[0] = tc[0];
1440         texcoord2f[1] = tc[1];
1441 }
1442
1443 static void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1444 {
1445         float vup[3], vdown[3], vleft[3], vright[3];
1446         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1447         float sv[3], tv[3], nl[3];
1448         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1449         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1450         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1451         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1452         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1453         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1454         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1455         VectorAdd(svector3f, sv, svector3f);
1456         VectorAdd(tvector3f, tv, tvector3f);
1457         VectorAdd(normal3f, nl, normal3f);
1458         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1459         VectorAdd(svector3f, sv, svector3f);
1460         VectorAdd(tvector3f, tv, tvector3f);
1461         VectorAdd(normal3f, nl, normal3f);
1462         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1463         VectorAdd(svector3f, sv, svector3f);
1464         VectorAdd(tvector3f, tv, tvector3f);
1465         VectorAdd(normal3f, nl, normal3f);
1466 }
1467
1468 static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1469 {
1470         int x, y, ix, iy, *e;
1471         e = element3i;
1472         for (y = 0;y < height;y++)
1473         {
1474                 for (x = 0;x < width;x++)
1475                 {
1476                         e[0] = (y + 1) * (width + 1) + (x + 0);
1477                         e[1] = (y + 0) * (width + 1) + (x + 0);
1478                         e[2] = (y + 1) * (width + 1) + (x + 1);
1479                         e[3] = (y + 0) * (width + 1) + (x + 0);
1480                         e[4] = (y + 0) * (width + 1) + (x + 1);
1481                         e[5] = (y + 1) * (width + 1) + (x + 1);
1482                         e += 6;
1483                 }
1484         }
1485         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1486         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1487                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1488                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1489 }
1490 #endif
1491
1492 #if 0
1493 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1494 {
1495         float mins[3];
1496         float maxs[3];
1497         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1498         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1499         float viewvector[3];
1500         unsigned int firstvertex;
1501         unsigned int *e;
1502         float *v;
1503         if (chunkwidth < 2 || chunkheight < 2)
1504                 return;
1505         VectorSet(mins, model->terrain.mins[0] +  x    * stepsize * model->terrain.scale[0], model->terrain.mins[1] +  y    * stepsize * model->terrain.scale[1], model->terrain.mins[2]);
1506         VectorSet(maxs, model->terrain.mins[0] + (x+1) * stepsize * model->terrain.scale[0], model->terrain.mins[1] + (y+1) * stepsize * model->terrain.scale[1], model->terrain.maxs[2]);
1507         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1508         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1509         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1510         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1511         {
1512                 // too close for this stepsize, emit as 4 chunks instead
1513                 stepsize /= 2;
1514                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1515                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1516                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1517                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1518                 return;
1519         }
1520         // emit the geometry at stepsize into our vertex buffer / index buffer
1521         // we add two columns and two rows for skirt
1522         outwidth = chunkwidth+2;
1523         outheight = chunkheight+2;
1524         outwidth2 = outwidth-1;
1525         outheight2 = outheight-1;
1526         outwidth3 = outwidth+1;
1527         outheight3 = outheight+1;
1528         firstvertex = numvertices;
1529         e = model->terrain.element3i + numtriangles;
1530         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1531         v = model->terrain.vertex3f + numvertices;
1532         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1533         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1534         for (ty = 0;ty < outheight;ty++)
1535         {
1536                 for (tx = 0;tx < outwidth;tx++)
1537                 {
1538                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1539                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1540                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1541                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1542                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1543                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1544                 }
1545         }
1546         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1547         for (ty = 0;ty <= outheight;ty++)
1548         {
1549                 skirtrow = ty == 0 || ty == outheight;
1550                 ry = y+bound(1, ty, outheight)*stepsize;
1551                 for (tx = 0;tx <= outwidth;tx++)
1552                 {
1553                         skirt = skirtrow || tx == 0 || tx == outwidth;
1554                         rx = x+bound(1, tx, outwidth)*stepsize;
1555                         v[0] = rx*scale[0];
1556                         v[1] = ry*scale[1];
1557                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1558                         v += 3;
1559                 }
1560         }
1561         // TODO: emit skirt vertices
1562 }
1563
1564 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1565 {
1566         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1567         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1568         Mod_Terrain_BuildChunk(model, 
1569 }
1570 #endif
1571
1572 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1573 {
1574         int offset = 0;
1575         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1576         {
1577                 offset = bound(0, s[4] - '0', 9);
1578                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1579                 s += 4;
1580                 if(*s)
1581                         ++s;
1582         }
1583         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1584         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1585         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1586         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1587         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1588         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1589         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1590         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1591         return offset | Q3WAVEFUNC_NONE;
1592 }
1593
1594 void Mod_FreeQ3Shaders(void)
1595 {
1596         Mem_FreePool(&q3shaders_mem);
1597 }
1598
1599 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1600 {
1601         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1602         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1603         q3shader_hash_entry_t* lastEntry = NULL;
1604         while (entry != NULL)
1605         {
1606                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1607                 {
1608                         // redeclaration
1609                         if(shader->dpshaderkill)
1610                         {
1611                                 // killed shader is a redeclarion? we can safely ignore it
1612                                 return;
1613                         }
1614                         else if(entry->shader.dpshaderkill)
1615                         {
1616                                 // replace the old shader!
1617                                 // this will skip the entry allocating part
1618                                 // below and just replace the shader
1619                                 break;
1620                         }
1621                         else
1622                         {
1623                                 unsigned char *start, *end, *start2;
1624                                 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1625                                 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1626                                 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1627                                 if(memcmp(start, start2, end - start))
1628                                         Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1629                                 else
1630                                         Con_DPrintf("Shader '%s' already defined\n", shader->name);
1631                                 return;
1632                         }
1633                 }
1634                 lastEntry = entry;
1635                 entry = entry->chain;
1636         }
1637         if (entry == NULL)
1638         {
1639                 if (lastEntry->shader.name[0] != 0)
1640                 {
1641                         /* Add to chain */
1642                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1643                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1644
1645                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1646                         lastEntry->chain = newEntry;
1647                         newEntry->chain = NULL;
1648                         lastEntry = newEntry;
1649                 }
1650                 /* else: head of chain, in hash entry array */
1651                 entry = lastEntry;
1652         }
1653         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1654 }
1655
1656 extern cvar_t mod_noshader_default_offsetmapping;
1657 extern cvar_t mod_q3shader_default_offsetmapping;
1658 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1659 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1660 extern cvar_t mod_q3shader_default_polygonoffset;
1661 extern cvar_t mod_q3shader_default_polygonfactor;
1662 extern cvar_t mod_q3shader_force_addalpha;
1663 void Mod_LoadQ3Shaders(void)
1664 {
1665         int j;
1666         int fileindex;
1667         fssearch_t *search;
1668         char *f;
1669         const char *text;
1670         q3shaderinfo_t shader;
1671         q3shaderinfo_layer_t *layer;
1672         int numparameters;
1673         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1674         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1675         unsigned long custsurfaceparms[256]; 
1676         int numcustsurfaceparms;
1677         qboolean dpshaderkill;
1678
1679         Mod_FreeQ3Shaders();
1680
1681         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1682         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1683                 sizeof (q3shader_data_t));
1684         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1685                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1686         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1687                 q3shaders_mem, sizeof (char**), 256);
1688
1689         // parse custinfoparms.txt
1690         numcustsurfaceparms = 0;
1691         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1692         {
1693                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1694                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1695                 else
1696                 {
1697                         while (COM_ParseToken_QuakeC(&text, false))
1698                                 if (!strcasecmp(com_token, "}"))
1699                                         break;
1700                         // custom surfaceflags section
1701                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1702                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1703                         else
1704                         {
1705                                 while(COM_ParseToken_QuakeC(&text, false))
1706                                 {
1707                                         if (!strcasecmp(com_token, "}"))
1708                                                 break;  
1709                                         // register surfaceflag
1710                                         if (numcustsurfaceparms >= 256)
1711                                         {
1712                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1713                                                 break;
1714                                         }
1715                                         // name
1716                                         j = strlen(com_token)+1;
1717                                         custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1718                                         strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1719                                         // value
1720                                         if (COM_ParseToken_QuakeC(&text, false))
1721                                                 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1722                                         else
1723                                                 custsurfaceparms[numcustsurfaceparms] = 0;
1724                                         numcustsurfaceparms++;
1725                                 }
1726                         }
1727                 }
1728                 Mem_Free(f);
1729         }
1730
1731         // parse shaders
1732         search = FS_Search("scripts/*.shader", true, false);
1733         if (!search)
1734                 return;
1735         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1736         {
1737                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1738                 if (!f)
1739                         continue;
1740                 while (COM_ParseToken_QuakeC(&text, false))
1741                 {
1742                         memset (&shader, 0, sizeof(shader));
1743                         shader.reflectmin = 0;
1744                         shader.reflectmax = 1;
1745                         shader.refractfactor = 1;
1746                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1747                         shader.reflectfactor = 1;
1748                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1749                         shader.r_water_wateralpha = 1;
1750                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1751                         shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1752                         shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1753                         shader.specularscalemod = 1;
1754                         shader.specularpowermod = 1;
1755                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1756                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1757
1758                         strlcpy(shader.name, com_token, sizeof(shader.name));
1759                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1760                         {
1761                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1762                                 break;
1763                         }
1764                         while (COM_ParseToken_QuakeC(&text, false))
1765                         {
1766                                 if (!strcasecmp(com_token, "}"))
1767                                         break;
1768                                 if (!strcasecmp(com_token, "{"))
1769                                 {
1770                                         static q3shaderinfo_layer_t dummy;
1771                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1772                                         {
1773                                                 layer = shader.layers + shader.numlayers++;
1774                                         }
1775                                         else
1776                                         {
1777                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1778                                                 memset(&dummy, 0, sizeof(dummy));
1779                                                 layer = &dummy;
1780                                         }
1781                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1782                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1783                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1784                                         layer->blendfunc[0] = GL_ONE;
1785                                         layer->blendfunc[1] = GL_ZERO;
1786                                         while (COM_ParseToken_QuakeC(&text, false))
1787                                         {
1788                                                 if (!strcasecmp(com_token, "}"))
1789                                                         break;
1790                                                 if (!strcasecmp(com_token, "\n"))
1791                                                         continue;
1792                                                 numparameters = 0;
1793                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1794                                                 {
1795                                                         if (j < TEXTURE_MAXFRAMES + 4)
1796                                                         {
1797                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1798                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1799                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1800                                                                 else
1801                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1802                                                                 numparameters = j + 1;
1803                                                         }
1804                                                         if (!COM_ParseToken_QuakeC(&text, true))
1805                                                                 break;
1806                                                 }
1807                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1808                                                 //      parameter[j][0] = 0;
1809                                                 if (developer_insane.integer)
1810                                                 {
1811                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1812                                                         for (j = 0;j < numparameters;j++)
1813                                                                 Con_DPrintf(" %s", parameter[j]);
1814                                                         Con_DPrint("\n");
1815                                                 }
1816                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1817                                                 {
1818                                                         if (numparameters == 2)
1819                                                         {
1820                                                                 if (!strcasecmp(parameter[1], "add"))
1821                                                                 {
1822                                                                         layer->blendfunc[0] = GL_ONE;
1823                                                                         layer->blendfunc[1] = GL_ONE;
1824                                                                 }
1825                                                                 else if (!strcasecmp(parameter[1], "addalpha"))
1826                                                                 {
1827                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1828                                                                         layer->blendfunc[1] = GL_ONE;
1829                                                                 }
1830                                                                 else if (!strcasecmp(parameter[1], "filter"))
1831                                                                 {
1832                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1833                                                                         layer->blendfunc[1] = GL_ZERO;
1834                                                                 }
1835                                                                 else if (!strcasecmp(parameter[1], "blend"))
1836                                                                 {
1837                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1838                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1839                                                                 }
1840                                                         }
1841                                                         else if (numparameters == 3)
1842                                                         {
1843                                                                 int k;
1844                                                                 for (k = 0;k < 2;k++)
1845                                                                 {
1846                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1847                                                                                 layer->blendfunc[k] = GL_ONE;
1848                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1849                                                                                 layer->blendfunc[k] = GL_ZERO;
1850                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1851                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1852                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1853                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1854                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1855                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1856                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1857                                                                                 layer->blendfunc[k] = GL_DST_ALPHA;
1858                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1859                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1860                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1861                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1862                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1863                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1864                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1865                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1866                                                                         else
1867                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1868                                                                 }
1869                                                         }
1870                                                 }
1871                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1872                                                         layer->alphatest = true;
1873                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1874                                                 {
1875                                                         if (!strcasecmp(parameter[0], "clampmap"))
1876                                                                 layer->clampmap = true;
1877                                                         layer->numframes = 1;
1878                                                         layer->framerate = 1;
1879                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1880                                                                 &q3shader_data->char_ptrs);
1881                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1882                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1883                                                                 shader.lighting = true;
1884                                                 }
1885                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1886                                                 {
1887                                                         int i;
1888                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1889                                                         layer->framerate = atof(parameter[1]);
1890                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1891                                                         for (i = 0;i < layer->numframes;i++)
1892                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1893                                                 }
1894                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1895                                                 {
1896                                                         int i;
1897                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1898                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1899                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1900                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1901                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1902                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1903                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1904                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1905                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1906                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1907                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1908                                                         else if (!strcasecmp(parameter[1], "wave"))
1909                                                         {
1910                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1911                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1912                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1913                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1914                                                         }
1915                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1916                                                 }
1917                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1918                                                 {
1919                                                         int i;
1920                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1921                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1922                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1923                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1924                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1925                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1926                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1927                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1928                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1929                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1930                                                         else if (!strcasecmp(parameter[1], "wave"))
1931                                                         {
1932                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1933                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1934                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1935                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1936                                                         }
1937                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1938                                                 }
1939                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1940                                                 {
1941                                                         int i;
1942                                                         // observed values: tcgen environment
1943                                                         // no other values have been observed in real shaders
1944                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1945                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1946                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1947                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1948                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1949                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1950                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1951                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1952                                                 }
1953                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1954                                                 {
1955                                                         int i, tcmodindex;
1956                                                         // observed values:
1957                                                         // tcmod rotate #
1958                                                         // tcmod scale # #
1959                                                         // tcmod scroll # #
1960                                                         // tcmod stretch sin # # # #
1961                                                         // tcmod stretch triangle # # # #
1962                                                         // tcmod transform # # # # # #
1963                                                         // tcmod turb # # # #
1964                                                         // tcmod turb sin # # # #  (this is bogus)
1965                                                         // no other values have been observed in real shaders
1966                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1967                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1968                                                                         break;
1969                                                         if (tcmodindex < Q3MAXTCMODS)
1970                                                         {
1971                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1972                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1973                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1974                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1975                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1976                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1977                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1978                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1979                                                                 {
1980                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1981                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1982                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1983                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1984                                                                 }
1985                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1986                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1987                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1988                                                         }
1989                                                         else
1990                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1991                                                 }
1992                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1993                                                 if (!strcasecmp(com_token, "}"))
1994                                                         break;
1995                                         }
1996                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1997                                                 shader.lighting = true;
1998                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1999                                         {
2000                                                 if (layer == shader.layers + 0)
2001                                                 {
2002                                                         // vertex controlled transparency
2003                                                         shader.vertexalpha = true;
2004                                                 }
2005                                                 else
2006                                                 {
2007                                                         // multilayer terrain shader or similar
2008                                                         shader.textureblendalpha = true;
2009                                                 }
2010                                         }
2011
2012                                         if(mod_q3shader_force_addalpha.integer)
2013                                         {
2014                                                 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2015                                                 // this cvar brings back this behaviour
2016                                                 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2017                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
2018                                         }
2019
2020                                         layer->texflags = 0;
2021                                         if (layer->alphatest)
2022                                                 layer->texflags |= TEXF_ALPHA;
2023                                         switch(layer->blendfunc[0])
2024                                         {
2025                                                 case GL_SRC_ALPHA:
2026                                                 case GL_ONE_MINUS_SRC_ALPHA:
2027                                                         layer->texflags |= TEXF_ALPHA;
2028                                                         break;
2029                                         }
2030                                         switch(layer->blendfunc[1])
2031                                         {
2032                                                 case GL_SRC_ALPHA:
2033                                                 case GL_ONE_MINUS_SRC_ALPHA:
2034                                                         layer->texflags |= TEXF_ALPHA;
2035                                                         break;
2036                                         }
2037                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2038                                                 layer->texflags |= TEXF_MIPMAP;
2039                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2040                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2041                                         if (layer->clampmap)
2042                                                 layer->texflags |= TEXF_CLAMP;
2043                                         continue;
2044                                 }
2045                                 numparameters = 0;
2046                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2047                                 {
2048                                         if (j < TEXTURE_MAXFRAMES + 4)
2049                                         {
2050                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2051                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2052                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2053                                                 else
2054                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2055                                                 numparameters = j + 1;
2056                                         }
2057                                         if (!COM_ParseToken_QuakeC(&text, true))
2058                                                 break;
2059                                 }
2060                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2061                                 //      parameter[j][0] = 0;
2062                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2063                                         break;
2064                                 if (developer_insane.integer)
2065                                 {
2066                                         Con_DPrintf("%s: ", shader.name);
2067                                         for (j = 0;j < numparameters;j++)
2068                                                 Con_DPrintf(" %s", parameter[j]);
2069                                         Con_DPrint("\n");
2070                                 }
2071                                 if (numparameters < 1)
2072                                         continue;
2073                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2074                                 {
2075                                         if (!strcasecmp(parameter[1], "alphashadow"))
2076                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2077                                         else if (!strcasecmp(parameter[1], "areaportal"))
2078                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2079                                         else if (!strcasecmp(parameter[1], "botclip"))
2080                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2081                                         else if (!strcasecmp(parameter[1], "clusterportal"))
2082                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2083                                         else if (!strcasecmp(parameter[1], "detail"))
2084                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2085                                         else if (!strcasecmp(parameter[1], "donotenter"))
2086                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2087                                         else if (!strcasecmp(parameter[1], "dust"))
2088                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2089                                         else if (!strcasecmp(parameter[1], "hint"))
2090                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2091                                         else if (!strcasecmp(parameter[1], "fog"))
2092                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2093                                         else if (!strcasecmp(parameter[1], "lava"))
2094                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2095                                         else if (!strcasecmp(parameter[1], "lightfilter"))
2096                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2097                                         else if (!strcasecmp(parameter[1], "lightgrid"))
2098                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2099                                         else if (!strcasecmp(parameter[1], "metalsteps"))
2100                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2101                                         else if (!strcasecmp(parameter[1], "nodamage"))
2102                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2103                                         else if (!strcasecmp(parameter[1], "nodlight"))
2104                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2105                                         else if (!strcasecmp(parameter[1], "nodraw"))
2106                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2107                                         else if (!strcasecmp(parameter[1], "nodrop"))
2108                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2109                                         else if (!strcasecmp(parameter[1], "noimpact"))
2110                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2111                                         else if (!strcasecmp(parameter[1], "nolightmap"))
2112                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2113                                         else if (!strcasecmp(parameter[1], "nomarks"))
2114                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2115                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
2116                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2117                                         else if (!strcasecmp(parameter[1], "nonsolid"))
2118                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2119                                         else if (!strcasecmp(parameter[1], "origin"))
2120                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2121                                         else if (!strcasecmp(parameter[1], "playerclip"))
2122                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2123                                         else if (!strcasecmp(parameter[1], "sky"))
2124                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2125                                         else if (!strcasecmp(parameter[1], "slick"))
2126                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2127                                         else if (!strcasecmp(parameter[1], "slime"))
2128                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2129                                         else if (!strcasecmp(parameter[1], "structural"))
2130                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2131                                         else if (!strcasecmp(parameter[1], "trans"))
2132                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2133                                         else if (!strcasecmp(parameter[1], "water"))
2134                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2135                                         else if (!strcasecmp(parameter[1], "pointlight"))
2136                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2137                                         else if (!strcasecmp(parameter[1], "antiportal"))
2138                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2139                                         else
2140                                         {
2141                                                 // try custom surfaceparms
2142                                                 for (j = 0; j < numcustsurfaceparms; j++)
2143                                                 {
2144                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2145                                                         {
2146                                                                 shader.surfaceparms |= custsurfaceparms[j];
2147                                                                 break;
2148                                                         }
2149                                                 }
2150                                                 // failed all
2151                                                 if (j == numcustsurfaceparms)
2152                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2153                                         }
2154                                 }
2155                                 else if (!strcasecmp(parameter[0], "dpshadow"))
2156                                         shader.dpshadow = true;
2157                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2158                                         shader.dpnoshadow = true;
2159                                 else if (!strcasecmp(parameter[0], "dpnortlight"))
2160                                         shader.dpnortlight = true;
2161                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2162                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2163                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2164                                         shader.dpmeshcollisions = true;
2165                                 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2166                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2167                                 {
2168                                         if (Cvar_VariableValue(parameter[1]) == 0.0f)
2169                                                 shader.dpshaderkill = dpshaderkill;
2170                                 }
2171                                 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2172                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2173                                 {
2174                                         const char *op = NULL;
2175                                         if (numparameters >= 3)
2176                                                 op = parameter[2];
2177                                         if(!op)
2178                                         {
2179                                                 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2180                                                         shader.dpshaderkill = dpshaderkill;
2181                                         }
2182                                         else if (numparameters >= 4 && !strcmp(op, "=="))
2183                                         {
2184                                                 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2185                                                         shader.dpshaderkill = dpshaderkill;
2186                                         }
2187                                         else if (numparameters >= 4 && !strcmp(op, "!="))
2188                                         {
2189                                                 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2190                                                         shader.dpshaderkill = dpshaderkill;
2191                                         }
2192                                         else if (numparameters >= 4 && !strcmp(op, ">"))
2193                                         {
2194                                                 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2195                                                         shader.dpshaderkill = dpshaderkill;
2196                                         }
2197                                         else if (numparameters >= 4 && !strcmp(op, "<"))
2198                                         {
2199                                                 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2200                                                         shader.dpshaderkill = dpshaderkill;
2201                                         }
2202                                         else if (numparameters >= 4 && !strcmp(op, ">="))
2203                                         {
2204                                                 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2205                                                         shader.dpshaderkill = dpshaderkill;
2206                                         }
2207                                         else if (numparameters >= 4 && !strcmp(op, "<="))
2208                                         {
2209                                                 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2210                                                         shader.dpshaderkill = dpshaderkill;
2211                                         }
2212                                         else
2213                                         {
2214                                                 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2215                                         }
2216                                 }
2217                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2218                                 {
2219                                         // some q3 skies don't have the sky parm set
2220                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2221                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2222                                 }
2223                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2224                                 {
2225                                         // some q3 skies don't have the sky parm set
2226                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2227                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2228                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2229                                 }
2230                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2231                                 {
2232                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2233                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2234                                 }
2235                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2236                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2237                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2238                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2239                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2240                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2241                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2242                                 {
2243                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2244                                         if(numparameters >= 2)
2245                                         {
2246                                                 shader.biaspolygonfactor = atof(parameter[1]);
2247                                                 if(numparameters >= 3)
2248                                                         shader.biaspolygonoffset = atof(parameter[2]);
2249                                                 else
2250                                                         shader.biaspolygonoffset = 0;
2251                                         }
2252                                 }
2253                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2254                                 {
2255                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2256                                         shader.refractfactor = atof(parameter[1]);
2257                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2258                                 }
2259                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2260                                 {
2261                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2262                                         shader.reflectfactor = atof(parameter[1]);
2263                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2264                                 }
2265                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2266                                 {
2267                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2268                                 }
2269                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2270                                 {
2271                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2272                                         shader.reflectmin = atof(parameter[1]);
2273                                         shader.reflectmax = atof(parameter[2]);
2274                                         shader.refractfactor = atof(parameter[3]);
2275                                         shader.reflectfactor = atof(parameter[4]);
2276                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2277                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2278                                         shader.r_water_wateralpha = atof(parameter[11]);
2279                                 }
2280                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2281                                 {
2282                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2283                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2284                                 }
2285                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2286                                 {
2287                                         shader.specularscalemod = atof(parameter[1]);
2288                                 }
2289                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2290                                 {
2291                                         shader.specularpowermod = atof(parameter[1]);
2292                                 }
2293                                 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2294                                 {
2295                                         shader.rtlightambient = atof(parameter[1]);
2296                                 }
2297                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2298                                 {
2299                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2300                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2301                                         else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2302                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2303                                         else if (!strcasecmp(parameter[1], "linear"))
2304                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2305                                         else if (!strcasecmp(parameter[1], "relief"))
2306                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2307                                         if (numparameters >= 3)
2308                                                 shader.offsetscale = atof(parameter[2]);
2309                                         if (numparameters >= 5)
2310                                         {
2311                                                 if(!strcasecmp(parameter[3], "bias"))
2312                                                         shader.offsetbias = atof(parameter[4]);
2313                                                 else if(!strcasecmp(parameter[3], "match"))
2314                                                         shader.offsetbias = 1.0f - atof(parameter[4]);
2315                                                 else if(!strcasecmp(parameter[3], "match8"))
2316                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2317                                                 else if(!strcasecmp(parameter[3], "match16"))
2318                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2319                                         }
2320                                 }
2321                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2322                                 {
2323                                         int i, deformindex;
2324                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2325                                                 if (!shader.deforms[deformindex].deform)
2326                                                         break;
2327                                         if (deformindex < Q3MAXDEFORMS)
2328                                         {
2329                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2330                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2331                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2332                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2333                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2334                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2335                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2336                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2337                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2338                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2339                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2340                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2341                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2342                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2343                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2344                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2345                                                 {
2346                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2347                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2348                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2349                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2350                                                 }
2351                                                 else if (!strcasecmp(parameter[1], "move"            ))
2352                                                 {
2353                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2354                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2355                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2356                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2357                                                 }
2358                                         }
2359                                 }
2360                         }
2361                         // hide this shader if a cvar said it should be killed
2362                         if (shader.dpshaderkill)
2363                                 shader.numlayers = 0;
2364                         // pick the primary layer to render with
2365                         if (shader.numlayers)
2366                         {
2367                                 shader.backgroundlayer = -1;
2368                                 shader.primarylayer = 0;
2369                                 // if lightmap comes first this is definitely an ordinary texture
2370                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2371                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
2372                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2373                                 {
2374                                         shader.backgroundlayer = -1;
2375                                         shader.primarylayer = 1;
2376                                 }
2377                                 else if (shader.numlayers >= 2
2378                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2379                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
2380                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2381                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
2382                                 {
2383                                         // terrain blending or other effects
2384                                         shader.backgroundlayer = 0;
2385                                         shader.primarylayer = 1;
2386                                 }
2387                         }
2388                         // fix up multiple reflection types
2389                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2390                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2391
2392                         Q3Shader_AddToHash (&shader);
2393                 }
2394                 Mem_Free(f);
2395         }
2396         FS_FreeSearch(search);
2397         // free custinfoparm values
2398         for (j = 0; j < numcustsurfaceparms; j++)
2399                 Mem_Free(custsurfaceparmnames[j]);
2400 }
2401
2402 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2403 {
2404         unsigned short hash;
2405         q3shader_hash_entry_t* entry;
2406         if (!q3shaders_mem)
2407                 Mod_LoadQ3Shaders();
2408         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2409         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2410         while (entry != NULL)
2411         {
2412                 if (strcasecmp (entry->shader.name, name) == 0)
2413                         return &entry->shader;
2414                 entry = entry->chain;
2415         }
2416         return NULL;
2417 }
2418
2419 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2420 {
2421         int j;
2422         int texflagsmask, texflagsor;
2423         qboolean success = true;
2424         q3shaderinfo_t *shader;
2425         if (!name)
2426                 name = "";
2427         strlcpy(texture->name, name, sizeof(texture->name));
2428         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2429
2430         texflagsmask = ~0;
2431         if(!(defaulttexflags & TEXF_PICMIP))
2432                 texflagsmask &= ~TEXF_PICMIP;
2433         if(!(defaulttexflags & TEXF_COMPRESS))
2434                 texflagsmask &= ~TEXF_COMPRESS;
2435         texflagsor = 0;
2436         if(defaulttexflags & TEXF_ISWORLD)
2437                 texflagsor |= TEXF_ISWORLD;
2438         if(defaulttexflags & TEXF_ISSPRITE)
2439                 texflagsor |= TEXF_ISSPRITE;
2440         // unless later loaded from the shader
2441         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2442         texture->offsetscale = 1;
2443         texture->offsetbias = 0;
2444         texture->specularscalemod = 1;
2445         texture->specularpowermod = 1; 
2446         texture->rtlightambient = 0;
2447         // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2448         // HERE, AND Q1BSP LOADING
2449         // JUST GREP FOR "specularscalemod = 1".
2450
2451         if (shader)
2452         {
2453                 if (developer_loading.integer)
2454                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2455                 texture->surfaceparms = shader->surfaceparms;
2456
2457                 // allow disabling of picmip or compression by defaulttexflags
2458                 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2459
2460                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2461                 {
2462                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2463                         if (shader->skyboxname[0])
2464                         {
2465                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2466                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2467                         }
2468                 }
2469                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2470                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2471                 else
2472                         texture->basematerialflags = MATERIALFLAG_WALL;
2473
2474                 if (shader->layers[0].alphatest)
2475                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2476                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2477                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2478                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2479                 {
2480                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2481                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2482                 }
2483                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2484                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2485                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2486                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2487                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2488                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2489                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2490                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2491                 texture->customblendfunc[0] = GL_ONE;
2492                 texture->customblendfunc[1] = GL_ZERO;
2493                 if (shader->numlayers > 0)
2494                 {
2495                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2496                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2497 /*
2498 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2499 * additive               GL_ONE GL_ONE
2500 additive weird         GL_ONE GL_SRC_ALPHA
2501 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2502 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2503 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2504 brighten               GL_DST_COLOR GL_ONE
2505 brighten               GL_ONE GL_SRC_COLOR
2506 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2507 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2508 * modulate               GL_DST_COLOR GL_ZERO
2509 * modulate               GL_ZERO GL_SRC_COLOR
2510 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2511 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2512 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2513 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2514 * no blend               GL_ONE GL_ZERO
2515 nothing                GL_ZERO GL_ONE
2516 */
2517                         // if not opaque, figure out what blendfunc to use
2518                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2519                         {
2520                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2521                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2522                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2523                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2524                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2525                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2526                                 else
2527                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2528                         }
2529                 }
2530                 if (!shader->lighting)
2531                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2532                 if (shader->primarylayer >= 0)
2533                 {
2534                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2535                         // copy over many primarylayer parameters
2536                         texture->rgbgen = primarylayer->rgbgen;
2537                         texture->alphagen = primarylayer->alphagen;
2538                         texture->tcgen = primarylayer->tcgen;
2539                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2540                         // load the textures
2541                         texture->numskinframes = primarylayer->numframes;
2542                         texture->skinframerate = primarylayer->framerate;
2543                         for (j = 0;j < primarylayer->numframes;j++)
2544                         {
2545                                 if(cls.state == ca_dedicated)
2546                                 {
2547                                         texture->skinframes[j] = NULL;
2548                                 }
2549                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2550                                 {
2551                                         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);
2552                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2553                                 }
2554                         }
2555                 }
2556                 if (shader->backgroundlayer >= 0)
2557                 {
2558                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2559                         // copy over one secondarylayer parameter
2560                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2561                         // load the textures
2562                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2563                         texture->backgroundskinframerate = backgroundlayer->framerate;
2564                         for (j = 0;j < backgroundlayer->numframes;j++)
2565                         {
2566                                 if(cls.state == ca_dedicated)
2567                                 {
2568                                         texture->skinframes[j] = NULL;
2569                                 }
2570                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2571                                 {
2572                                         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);
2573                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2574                                 }
2575                         }
2576                 }
2577                 if (shader->dpshadow)
2578                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2579                 if (shader->dpnoshadow)
2580                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2581                 if (shader->dpnortlight)
2582                         texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2583                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2584                 texture->reflectmin = shader->reflectmin;
2585                 texture->reflectmax = shader->reflectmax;
2586                 texture->refractfactor = shader->refractfactor;
2587                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2588                 texture->reflectfactor = shader->reflectfactor;
2589                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2590                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2591                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2592                 texture->offsetmapping = shader->offsetmapping;
2593                 texture->offsetscale = shader->offsetscale;
2594                 texture->offsetbias = shader->offsetbias;
2595                 texture->specularscalemod = shader->specularscalemod;
2596                 texture->specularpowermod = shader->specularpowermod;
2597                 texture->rtlightambient = shader->rtlightambient;
2598                 if (shader->dpreflectcube[0])
2599                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2600
2601                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2602                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2603                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2604                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2605                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2606                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2607                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2608                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2609                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2610
2611         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2612         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2613         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2614         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2615                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2616         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2617                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2618         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2619         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2620         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2621         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2622         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2623                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2624         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2625         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2626         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2627         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2628                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2629         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2630                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2631                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2632         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2633                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2634         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2635         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2636                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2637         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2638         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2639         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2640                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2641         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2642         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2643
2644                 if (shader->dpmeshcollisions)
2645                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2646                 if (shader->dpshaderkill && developer_extra.integer)
2647                         Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2648         }
2649         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2650         {
2651                 if (developer_extra.integer)
2652                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2653                 texture->surfaceparms = 0;
2654                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2655         }
2656         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2657         {
2658                 if (developer_extra.integer)
2659                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2660                 texture->surfaceparms = 0;
2661                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2662                 texture->supercontents = SUPERCONTENTS_SOLID;
2663         }
2664         else
2665         {
2666                 if (developer_extra.integer)
2667                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2668                 texture->surfaceparms = 0;
2669                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2670                 {
2671                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2672                         texture->supercontents = SUPERCONTENTS_SOLID;
2673                 }
2674                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2675                 {
2676                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2677                         texture->supercontents = SUPERCONTENTS_SKY;
2678                 }
2679                 else
2680                 {
2681                         texture->basematerialflags |= MATERIALFLAG_WALL;
2682                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2683                 }
2684                 texture->numskinframes = 1;
2685                 if(cls.state == ca_dedicated)
2686                 {
2687                         texture->skinframes[0] = NULL;
2688                         success = false;
2689                 }
2690                 else
2691                 {
2692                         if (fallback)
2693                         {
2694                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2695                                 {
2696                                         if(texture->skinframes[0]->hasalpha)
2697                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2698                                 }
2699                                 else
2700                                         success = false;
2701                         }
2702                         else
2703                                 success = false;
2704                         if (!success && warnmissing)
2705                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2706                 }
2707         }
2708         // init the animation variables
2709         texture->currentframe = texture;
2710         if (texture->numskinframes < 1)
2711                 texture->numskinframes = 1;
2712         if (!texture->skinframes[0])
2713                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2714         texture->currentskinframe = texture->skinframes[0];
2715         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2716         return success;
2717 }
2718
2719 skinfile_t *Mod_LoadSkinFiles(void)
2720 {
2721         int i, words, line, wordsoverflow;
2722         char *text;
2723         const char *data;
2724         skinfile_t *skinfile = NULL, *first = NULL;
2725         skinfileitem_t *skinfileitem;
2726         char word[10][MAX_QPATH];
2727         char vabuf[1024];
2728
2729 /*
2730 sample file:
2731 U_bodyBox,models/players/Legoman/BikerA2.tga
2732 U_RArm,models/players/Legoman/BikerA1.tga
2733 U_LArm,models/players/Legoman/BikerA1.tga
2734 U_armor,common/nodraw
2735 U_sword,common/nodraw
2736 U_shield,common/nodraw
2737 U_homb,common/nodraw
2738 U_backpack,common/nodraw
2739 U_colcha,common/nodraw
2740 tag_head,
2741 tag_weapon,
2742 tag_torso,
2743 */
2744         memset(word, 0, sizeof(word));
2745         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2746         {
2747                 // If it's the first file we parse
2748                 if (skinfile == NULL)
2749                 {
2750                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2751                         first = skinfile;
2752                 }
2753                 else
2754                 {
2755                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2756                         skinfile = skinfile->next;
2757                 }
2758                 skinfile->next = NULL;
2759
2760                 for(line = 0;;line++)
2761                 {
2762                         // parse line
2763                         if (!COM_ParseToken_QuakeC(&data, true))
2764                                 break;
2765                         if (!strcmp(com_token, "\n"))
2766                                 continue;
2767                         words = 0;
2768                         wordsoverflow = false;
2769                         do
2770                         {
2771                                 if (words < 10)
2772                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2773                                 else
2774                                         wordsoverflow = true;
2775                         }
2776                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2777                         if (wordsoverflow)
2778                         {
2779                                 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);
2780                                 continue;
2781                         }
2782                         // words is always >= 1
2783                         if (!strcmp(word[0], "replace"))
2784                         {
2785                                 if (words == 3)
2786                                 {
2787                                         if (developer_loading.integer)
2788                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2789                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2790                                         skinfileitem->next = skinfile->items;
2791                                         skinfile->items = skinfileitem;
2792                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2793                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2794                                 }
2795                                 else
2796                                         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]);
2797                         }
2798                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2799                         {
2800                                 // tag name, like "tag_weapon,"
2801                                 // not used for anything (not even in Quake3)
2802                         }
2803                         else if (words >= 2 && !strcmp(word[1], ","))
2804                         {
2805                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2806                                 if (developer_loading.integer)
2807                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2808                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2809                                 skinfileitem->next = skinfile->items;
2810                                 skinfile->items = skinfileitem;
2811                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2812                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2813                         }
2814                         else
2815                                 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);
2816                 }
2817                 Mem_Free(text);
2818         }
2819         if (i)
2820                 loadmodel->numskins = i;
2821         return first;
2822 }
2823
2824 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2825 {
2826         skinfile_t *next;
2827         skinfileitem_t *skinfileitem, *nextitem;
2828         for (;skinfile;skinfile = next)
2829         {
2830                 next = skinfile->next;
2831                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2832                 {
2833                         nextitem = skinfileitem->next;
2834                         Mem_Free(skinfileitem);
2835                 }
2836                 Mem_Free(skinfile);
2837         }
2838 }
2839
2840 int Mod_CountSkinFiles(skinfile_t *skinfile)
2841 {
2842         int i;
2843         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2844         return i;
2845 }
2846
2847 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2848 {
2849         int i;
2850         double isnap = 1.0 / snap;
2851         for (i = 0;i < numvertices*numcomponents;i++)
2852                 vertices[i] = floor(vertices[i]*isnap)*snap;
2853 }
2854
2855 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2856 {
2857         int i, outtriangles;
2858         float edgedir1[3], edgedir2[3], temp[3];
2859         // a degenerate triangle is one with no width (thickness, surface area)
2860         // these are characterized by having all 3 points colinear (along a line)
2861         // or having two points identical
2862         // the simplest check is to calculate the triangle's area
2863         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2864         {
2865                 // calculate first edge
2866                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2867                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2868                 CrossProduct(edgedir1, edgedir2, temp);
2869                 if (VectorLength2(temp) < 0.001f)
2870                         continue; // degenerate triangle (no area)
2871                 // valid triangle (has area)
2872                 VectorCopy(inelement3i, outelement3i);
2873                 outelement3i += 3;
2874                 outtriangles++;
2875         }
2876         return outtriangles;
2877 }
2878
2879 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2880 {
2881         int i, e;
2882         int firstvertex, lastvertex;
2883         if (numelements > 0 && elements)
2884         {
2885                 firstvertex = lastvertex = elements[0];
2886                 for (i = 1;i < numelements;i++)
2887                 {
2888                         e = elements[i];
2889                         firstvertex = min(firstvertex, e);
2890                         lastvertex = max(lastvertex, e);
2891                 }
2892         }
2893         else
2894                 firstvertex = lastvertex = 0;
2895         if (firstvertexpointer)
2896                 *firstvertexpointer = firstvertex;
2897         if (lastvertexpointer)
2898                 *lastvertexpointer = lastvertex;
2899 }
2900
2901 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2902 {
2903         // make an optimal set of texture-sorted batches to draw...
2904         int j, t;
2905         int *firstsurfacefortexture;
2906         int *numsurfacesfortexture;
2907         if (!mod->sortedmodelsurfaces)
2908                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2909         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2910         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2911         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2912         for (j = 0;j < mod->nummodelsurfaces;j++)
2913         {
2914                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2915                 int t = (int)(surface->texture - mod->data_textures);
2916                 numsurfacesfortexture[t]++;
2917         }
2918         j = 0;
2919         for (t = 0;t < mod->num_textures;t++)
2920         {
2921                 firstsurfacefortexture[t] = j;
2922                 j += numsurfacesfortexture[t];
2923         }
2924         for (j = 0;j < mod->nummodelsurfaces;j++)
2925         {
2926                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2927                 int t = (int)(surface->texture - mod->data_textures);
2928                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2929         }
2930         Mem_Free(firstsurfacefortexture);
2931         Mem_Free(numsurfacesfortexture);
2932 }
2933
2934 void Mod_BuildVBOs(void)
2935 {
2936         if (!loadmodel->surfmesh.num_vertices)
2937                 return;
2938
2939         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2940         {
2941                 int i;
2942                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2943                 {
2944                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2945                         {
2946                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2947                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2948                         }
2949                 }
2950         }
2951
2952         // build r_vertexmesh_t array
2953         // (compressed interleaved array for D3D)
2954         if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
2955         {
2956                 int vertexindex;
2957                 int numvertices = loadmodel->surfmesh.num_vertices;
2958                 r_vertexmesh_t *vertexmesh;
2959                 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2960                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2961                 {
2962                         VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2963                         VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2964                         VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2965                         VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2966                         if (loadmodel->surfmesh.data_lightmapcolor4f)
2967                                 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
2968                         Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2969                         if (loadmodel->surfmesh.data_texcoordlightmap2f)
2970                                 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2971                 }
2972         }
2973
2974         // upload r_vertexmesh_t array as a buffer
2975         if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2976                 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2977
2978         // upload vertex3f array as a buffer
2979         if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
2980                 loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
2981
2982         // upload short indices as a buffer
2983         if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2984                 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2985
2986         // upload int indices as a buffer
2987         if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2988                 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2989
2990         // only build a vbo if one has not already been created (this is important for brush models which load specially)
2991         // vertex buffer is several arrays and we put them in the same buffer
2992         //
2993         // is this wise?  the texcoordtexture2f array is used with dynamic
2994         // vertex/svector/tvector/normal when rendering animated models, on the
2995         // other hand animated models don't use a lot of vertices anyway...
2996         if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
2997         {
2998                 size_t size;
2999                 unsigned char *mem;
3000                 size = 0;
3001                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3002                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3003                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3004                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3005                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3006                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3007                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
3008                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
3009                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3010                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3011                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3012                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3013                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3014                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3015                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3016                 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
3017                 Mem_Free(mem);
3018         }
3019 }
3020
3021 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3022 {
3023         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3024         int a, b, c;
3025         const char *texname;
3026         const int *e;
3027         const float *v, *vn, *vt;
3028         size_t l;
3029         size_t outbufferpos = 0;
3030         size_t outbuffermax = 0x100000;
3031         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3032         const msurface_t *surface;
3033         const int maxtextures = 256;
3034         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3035         dp_model_t *submodel;
3036
3037         // construct the mtllib file
3038         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3039         if (l > 0)
3040                 outbufferpos += l;
3041         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3042         {
3043                 countsurfaces++;
3044                 countvertices += surface->num_vertices;
3045                 countfaces += surface->num_triangles;
3046                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3047                 for (textureindex = 0;textureindex < counttextures;textureindex++)
3048                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3049                                 break;
3050                 if (textureindex < counttextures)
3051                         continue; // already wrote this material entry
3052                 if (textureindex >= maxtextures)
3053                         continue; // just a precaution
3054                 textureindex = counttextures++;
3055                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3056                 if (outbufferpos >= outbuffermax >> 1)
3057                 {
3058                         outbuffermax *= 2;
3059                         oldbuffer = outbuffer;
3060                         outbuffer = (char *) Z_Malloc(outbuffermax);
3061                         memcpy(outbuffer, oldbuffer, outbufferpos);
3062                         Z_Free(oldbuffer);
3063                 }
3064                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "newmtl %s\nNs 96.078431\nKa 0 0 0\nKd 0.64 0.64 0.64\nKs 0.5 0.5 0.5\nNi 1\nd 1\nillum 2\nmap_Kd %s%s\n\n", texname, texname, strstr(texname, ".tga") ? "" : ".tga");
3065                 if (l > 0)
3066                         outbufferpos += l;
3067         }
3068
3069         // write the mtllib file
3070         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3071
3072         // construct the obj file
3073         outbufferpos = 0;
3074         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# model exported from %s by darkplaces engine\n# %i vertices, %i faces, %i surfaces\nmtllib %s\n", originalfilename, countvertices, countfaces, countsurfaces, mtlfilename);
3075         if (l > 0)
3076                 outbufferpos += l;
3077
3078         for (vertexindex = 0, v = model->surfmesh.data_vertex3f, vn = model->surfmesh.data_normal3f, vt = model->surfmesh.data_texcoordtexture2f;vertexindex < model->surfmesh.num_vertices;vertexindex++, v += 3, vn += 3, vt += 2)
3079         {
3080                 if (outbufferpos >= outbuffermax >> 1)
3081                 {
3082                         outbuffermax *= 2;
3083                         oldbuffer = outbuffer;
3084                         outbuffer = (char *) Z_Malloc(outbuffermax);
3085                         memcpy(outbuffer, oldbuffer, outbufferpos);
3086                         Z_Free(oldbuffer);
3087                 }
3088                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[2], v[1], vn[0], vn[2], vn[1], vt[0], 1-vt[1]);
3089                 if (l > 0)
3090                         outbufferpos += l;
3091         }
3092
3093         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3094         {
3095                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3096                 if (l > 0)
3097                         outbufferpos += l;
3098                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3099                 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3100                 {
3101                         surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3102                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3103                         if (l > 0)
3104                                 outbufferpos += l;
3105                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3106                         {
3107                                 if (outbufferpos >= outbuffermax >> 1)
3108                                 {
3109                                         outbuffermax *= 2;
3110                                         oldbuffer = outbuffer;
3111                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3112                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3113                                         Z_Free(oldbuffer);
3114                                 }
3115                                 a = e[0]+1;
3116                                 b = e[1]+1;
3117                                 c = e[2]+1;
3118                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,b,b,b,c,c,c);
3119                                 if (l > 0)
3120                                         outbufferpos += l;
3121                         }
3122                 }
3123         }
3124
3125         // write the obj file
3126         FS_WriteFile(filename, outbuffer, outbufferpos);
3127
3128         // clean up
3129         Z_Free(outbuffer);
3130         Z_Free(texturenames);
3131
3132         // print some stats
3133         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3134 }
3135
3136 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3137 {
3138         int countnodes = 0, counttriangles = 0, countframes = 0;
3139         int surfaceindex;
3140         int triangleindex;
3141         int transformindex;
3142         int poseindex;
3143         int cornerindex;
3144         const int *e;
3145         size_t l;
3146         size_t outbufferpos = 0;
3147         size_t outbuffermax = 0x100000;
3148         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3149         const msurface_t *surface;
3150         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3151         if (l > 0)
3152                 outbufferpos += l;
3153         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3154         {
3155                 if (outbufferpos >= outbuffermax >> 1)
3156                 {
3157                         outbuffermax *= 2;
3158                         oldbuffer = outbuffer;
3159                         outbuffer = (char *) Z_Malloc(outbuffermax);
3160                         memcpy(outbuffer, oldbuffer, outbufferpos);
3161                         Z_Free(oldbuffer);
3162                 }
3163                 countnodes++;
3164                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3165                 if (l > 0)
3166                         outbufferpos += l;
3167         }
3168         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3169         if (l > 0)
3170                 outbufferpos += l;
3171         for (poseindex = 0;poseindex < numposes;poseindex++)
3172         {
3173                 countframes++;
3174                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3175                 if (l > 0)
3176                         outbufferpos += l;
3177                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3178                 {
3179                         float angles[3];
3180                         float mtest[4][3];
3181                         matrix4x4_t posematrix;
3182                         if (outbufferpos >= outbuffermax >> 1)
3183                         {
3184                                 outbuffermax *= 2;
3185                                 oldbuffer = outbuffer;
3186                                 outbuffer = (char *) Z_Malloc(outbuffermax);
3187                                 memcpy(outbuffer, oldbuffer, outbufferpos);
3188                                 Z_Free(oldbuffer);
3189                         }
3190
3191                         // strangely the smd angles are for a transposed matrix, so we
3192                         // have to generate a transposed matrix, then convert that...
3193                         Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3194                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3195                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
3196                         if (angles[0] >= 180) angles[0] -= 360;
3197                         if (angles[1] >= 180) angles[1] -= 360;
3198                         if (angles[2] >= 180) angles[2] -= 360;
3199
3200 #if 0
3201 {
3202                         float a = DEG2RAD(angles[ROLL]);
3203                         float b = DEG2RAD(angles[PITCH]);
3204                         float c = DEG2RAD(angles[YAW]);
3205                         float cy, sy, cp, sp, cr, sr;
3206                         float test[4][3];
3207                         // smd matrix construction, for comparing
3208                         sy = sin(c);
3209                         cy = cos(c);
3210                         sp = sin(b);
3211                         cp = cos(b);
3212                         sr = sin(a);
3213                         cr = cos(a);
3214
3215                         test[0][0] = cp*cy;
3216                         test[0][1] = cp*sy;
3217                         test[0][2] = -sp;
3218                         test[1][0] = sr*sp*cy+cr*-sy;
3219                         test[1][1] = sr*sp*sy+cr*cy;
3220                         test[1][2] = sr*cp;
3221                         test[2][0] = (cr*sp*cy+-sr*-sy);
3222                         test[2][1] = (cr*sp*sy+-sr*cy);
3223                         test[2][2] = cr*cp;
3224                         test[3][0] = pose[9];
3225                         test[3][1] = pose[10];
3226                         test[3][2] = pose[11];
3227 }
3228 #endif
3229                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, mtest[3][0], mtest[3][1], mtest[3][2], DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
3230                         if (l > 0)
3231                                 outbufferpos += l;
3232                 }
3233         }
3234         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3235         if (l > 0)
3236                 outbufferpos += l;
3237         if (writetriangles)
3238         {
3239                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3240                 if (l > 0)
3241                         outbufferpos += l;
3242                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3243                 {
3244                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3245                         {
3246                                 counttriangles++;
3247                                 if (outbufferpos >= outbuffermax >> 1)
3248                                 {
3249                                         outbuffermax *= 2;
3250                                         oldbuffer = outbuffer;
3251                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3252                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3253                                         Z_Free(oldbuffer);
3254                                 }
3255                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3256                                 if (l > 0)
3257                                         outbufferpos += l;
3258                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3259                                 {
3260                                         const int index = e[2-cornerindex];
3261                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
3262                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
3263                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3264                                         const int b = model->surfmesh.blends[index];
3265                                         if (b < model->num_bones)
3266                                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n"                          , b, v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
3267                                         else
3268                                         {
3269                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3270                                                 const unsigned char *wi = w->index;
3271                                                 const unsigned char *wf = w->influence;
3272                                             if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f, wi[3], wf[3]/255.0f);
3273                                                 else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n"      , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f);
3274                                                 else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n"            , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f);
3275                                                 else            l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n"                          , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
3276                                         }
3277                                         if (l > 0)
3278                                                 outbufferpos += l;
3279                                 }
3280                         }
3281                 }
3282                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3283                 if (l > 0)
3284                         outbufferpos += l;
3285         }
3286
3287         FS_WriteFile(filename, outbuffer, outbufferpos);
3288         Z_Free(outbuffer);
3289
3290         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3291 }
3292
3293 /*
3294 ================
3295 Mod_Decompile_f
3296
3297 decompiles a model to editable files
3298 ================
3299 */
3300 static void Mod_Decompile_f(void)
3301 {
3302         int i, j, k, l, first, count;
3303         dp_model_t *mod;
3304         char inname[MAX_QPATH];
3305         char outname[MAX_QPATH];
3306         char mtlname[MAX_QPATH];
3307         char basename[MAX_QPATH];
3308         char animname[MAX_QPATH];
3309         char animname2[MAX_QPATH];
3310         char zymtextbuffer[16384];
3311         char dpmtextbuffer[16384];
3312         char framegroupstextbuffer[16384];
3313         int zymtextsize = 0;
3314         int dpmtextsize = 0;
3315         int framegroupstextsize = 0;
3316         char vabuf[1024];
3317
3318         if (Cmd_Argc() != 2)
3319         {
3320                 Con_Print("usage: modeldecompile <filename>\n");
3321                 return;
3322         }
3323
3324         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3325         FS_StripExtension(inname, basename, sizeof(basename));
3326
3327         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3328         if (mod->brush.submodel)
3329         {
3330                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3331                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3332                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3333                 outname[0] = 0;
3334         }
3335         if (!mod)
3336         {
3337                 Con_Print("No such model\n");
3338                 return;
3339         }
3340         if (!mod->surfmesh.num_triangles)
3341         {
3342                 Con_Print("Empty model (or sprite)\n");
3343                 return;
3344         }
3345
3346         // export OBJ if possible (not on sprites)
3347         if (mod->surfmesh.num_triangles)
3348         {
3349                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3350                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3351                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3352         }
3353
3354         // export SMD if possible (only for skeletal models)
3355         if (mod->surfmesh.num_triangles && mod->num_bones)
3356         {
3357                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3358                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3359                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3360                 if (l > 0) zymtextsize += l;
3361                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3362                 if (l > 0) dpmtextsize += l;
3363                 for (i = 0;i < mod->numframes;i = j)
3364                 {
3365                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3366                         first = mod->animscenes[i].firstframe;
3367                         if (mod->animscenes[i].framecount > 1)
3368                         {
3369                                 // framegroup anim
3370                                 count = mod->animscenes[i].framecount;
3371                                 j = i + 1;
3372                         }
3373                         else
3374                         {
3375                                 // individual frame
3376                                 // check for additional frames with same name
3377                                 for (l = 0, k = strlen(animname);animname[l];l++)
3378                                         if(animname[l] < '0' || animname[l] > '9')
3379                                                 k = l + 1;
3380                                 if(k > 0 && animname[k-1] == '_')
3381                                         --k;
3382                                 animname[k] = 0;
3383                                 count = mod->num_poses - first;
3384                                 for (j = i + 1;j < mod->numframes;j++)
3385                                 {
3386                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3387                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
3388                                                 if(animname2[l] < '0' || animname2[l] > '9')
3389                                                         k = l + 1;
3390                                         if(k > 0 && animname[k-1] == '_')
3391                                                 --k;
3392                                         animname2[k] = 0;
3393                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3394                                         {
3395                                                 count = mod->animscenes[j].firstframe - first;
3396                                                 break;
3397                                         }
3398                                 }
3399                                 // if it's only one frame, use the original frame name
3400                                 if (j == i + 1)
3401                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3402                                 
3403                         }
3404                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3405                         Mod_Decompile_SMD(mod, outname, first, count, false);
3406                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3407                         {
3408                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3409                                 if (l > 0) zymtextsize += l;
3410                         }
3411                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3412                         {
3413                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3414                                 if (l > 0) dpmtextsize += l;
3415                         }
3416                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3417                         {
3418                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3419                                 if (l > 0) framegroupstextsize += l;
3420                         }
3421                 }
3422                 if (zymtextsize)
3423                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3424                 if (dpmtextsize)
3425                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3426                 if (framegroupstextsize)
3427                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3428         }
3429 }
3430
3431 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3432 {
3433         int y;
3434         memset(state, 0, sizeof(*state));
3435         state->width = width;
3436         state->height = height;
3437         state->currentY = 0;
3438         state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3439         for (y = 0;y < state->height;y++)
3440         {
3441                 state->rows[y].currentX = 0;
3442                 state->rows[y].rowY = -1;
3443         }
3444 }
3445
3446 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3447 {
3448         int y;
3449         state->currentY = 0;
3450         for (y = 0;y < state->height;y++)
3451         {
3452                 state->rows[y].currentX = 0;
3453                 state->rows[y].rowY = -1;
3454         }
3455 }
3456
3457 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3458 {
3459         if (state->rows)
3460                 Mem_Free(state->rows);
3461         memset(state, 0, sizeof(*state));
3462 }
3463
3464 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3465 {
3466         mod_alloclightmap_row_t *row;
3467         int y;
3468
3469         row = state->rows + blockheight;
3470         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3471         {
3472                 if (state->currentY + blockheight <= state->height)
3473                 {
3474                         // use the current allocation position
3475                         row->rowY = state->currentY;
3476                         row->currentX = 0;
3477                         state->currentY += blockheight;
3478                 }
3479                 else
3480                 {
3481                         // find another position
3482                         for (y = blockheight;y < state->height;y++)
3483                         {
3484                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3485                                 {
3486                                         row = state->rows + y;
3487                                         break;
3488                                 }
3489                         }
3490                         if (y == state->height)
3491                                 return false;
3492                 }
3493         }
3494         *outy = row->rowY;
3495         *outx = row->currentX;
3496         row->currentX += blockwidth;
3497
3498         return true;
3499 }
3500
3501 typedef struct lightmapsample_s
3502 {
3503         float pos[3];
3504         float sh1[4][3];
3505         float *vertex_color;
3506         unsigned char *lm_bgr;
3507         unsigned char *lm_dir;
3508 }
3509 lightmapsample_t;
3510
3511 typedef struct lightmapvertex_s
3512 {
3513         int index;
3514         float pos[3];
3515         float normal[3];
3516         float texcoordbase[2];
3517         float texcoordlightmap[2];
3518         float lightcolor[4];
3519 }
3520 lightmapvertex_t;
3521
3522 typedef struct lightmaptriangle_s
3523 {
3524         int triangleindex;
3525         int surfaceindex;
3526         int lightmapindex;
3527         int axis;
3528         int lmoffset[2];
3529         int lmsize[2];
3530         // 2D modelspace coordinates of min corner
3531         // snapped to lightmap grid but not in grid coordinates
3532         float lmbase[2];
3533         // 2D modelspace to lightmap coordinate scale
3534         float lmscale[2];
3535         float vertex[3][3];
3536         float mins[3];
3537         float maxs[3];
3538 }
3539 lightmaptriangle_t;
3540
3541 typedef struct lightmaplight_s
3542 {
3543         float origin[3];
3544         float radius;
3545         float iradius;
3546         float radius2;
3547         float color[3];
3548         svbsp_t svbsp;
3549 }
3550 lightmaplight_t;
3551
3552 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3553
3554 #define MAX_LIGHTMAPSAMPLES 64
3555 static int mod_generatelightmaps_numoffsets[3];
3556 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3557
3558 static int mod_generatelightmaps_numlights;
3559 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3560
3561 extern cvar_t r_shadow_lightattenuationdividebias;
3562 extern cvar_t r_shadow_lightattenuationlinearscale;
3563
3564 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3565 {
3566         int i;
3567         int index;
3568         int result;
3569         float relativepoint[3];
3570         float color[3];
3571         float dir[3];
3572         float dist;
3573         float dist2;
3574         float intensity;
3575         float sample[5*3];
3576         float lightorigin[3];
3577         float lightradius;
3578         float lightradius2;
3579         float lightiradius;
3580         float lightcolor[3];
3581         trace_t trace;
3582         for (i = 0;i < 5*3;i++)
3583                 sample[i] = 0.0f;
3584         for (index = 0;;index++)
3585         {
3586                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3587                 if (result < 0)
3588                         break;
3589                 if (result == 0)
3590                         continue;
3591                 lightradius2 = lightradius * lightradius;
3592                 VectorSubtract(lightorigin, pos, relativepoint);
3593                 dist2 = VectorLength2(relativepoint);
3594                 if (dist2 >= lightradius2)
3595                         continue;
3596                 lightiradius = 1.0f / lightradius;
3597                 dist = sqrt(dist2) * lightiradius;
3598                 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3599                 if (intensity <= 0.0f)
3600                         continue;
3601                 if (model && model->TraceLine)
3602                 {
3603                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3604                         if (trace.fraction < 1)
3605                                 continue;
3606                 }
3607                 // scale down intensity to add to both ambient and diffuse
3608                 //intensity *= 0.5f;
3609                 VectorNormalize(relativepoint);
3610                 VectorScale(lightcolor, intensity, color);
3611                 VectorMA(sample    , 0.5f            , color, sample    );
3612                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3613                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3614                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3615                 // calculate a weighted average light direction as well
3616                 intensity *= VectorLength(color);
3617                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3618         }
3619         // calculate the direction we'll use to reduce the sample to a directional light source
3620         VectorCopy(sample + 12, dir);
3621         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3622         VectorNormalize(dir);
3623         // extract the diffuse color along the chosen direction and scale it
3624         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3625         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3626         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3627         // subtract some of diffuse from ambient
3628         VectorMA(sample, -0.333f, diffuse, ambient);
3629         // store the normalized lightdir
3630         VectorCopy(dir, lightdir);
3631 }
3632
3633 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3634 {
3635         int surfaceindex;
3636         int triangleindex;
3637         const msurface_t *surface;
3638         const float *vertex3f = model->surfmesh.data_vertex3f;
3639         const int *element3i = model->surfmesh.data_element3i;
3640         const int *e;
3641         float v2[3][3];
3642         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3643         {
3644                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3645                         continue;
3646                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3647                         continue;
3648                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3649                 {
3650                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3651                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3652                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3653                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3654                 }
3655         }
3656 }
3657
3658 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3659 {
3660         int maxnodes = 1<<14;
3661         svbsp_node_t *nodes;
3662         float origin[3];
3663         float mins[3];
3664         float maxs[3];
3665         svbsp_t svbsp;
3666         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3667         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3668         VectorCopy(lightinfo->origin, origin);
3669         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3670         for (;;)
3671         {
3672                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3673                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3674                 if (svbsp.ranoutofnodes)
3675                 {
3676                         maxnodes *= 16;
3677                         if (maxnodes > 1<<22)
3678                         {
3679                                 Mem_Free(nodes);
3680                                 return;
3681                         }
3682                         Mem_Free(nodes);
3683                         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3684                 }
3685                 else
3686                         break;
3687         }
3688         if (svbsp.numnodes > 0)
3689         {
3690                 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3691                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3692                 lightinfo->svbsp = svbsp;
3693         }
3694         Mem_Free(nodes);
3695 }
3696
3697 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3698 {
3699         int index;
3700         int result;
3701         lightmaplight_t *lightinfo;
3702         float origin[3];
3703         float radius;
3704         float color[3];
3705         mod_generatelightmaps_numlights = 0;
3706         for (index = 0;;index++)
3707         {
3708                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3709                 if (result < 0)
3710                         break;
3711                 if (result > 0)
3712                         mod_generatelightmaps_numlights++;
3713         }
3714         if (mod_generatelightmaps_numlights > 0)
3715         {
3716                 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3717                 lightinfo = mod_generatelightmaps_lightinfo;
3718                 for (index = 0;;index++)
3719                 {
3720                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3721                         if (result < 0)
3722                                 break;
3723                         if (result > 0)
3724                                 lightinfo++;
3725                 }
3726         }
3727         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3728         {
3729                 lightinfo->iradius = 1.0f / lightinfo->radius;
3730                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3731                 // TODO: compute svbsp
3732                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3733         }
3734 }
3735
3736 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3737 {
3738         int i;
3739         if (mod_generatelightmaps_lightinfo)
3740         {
3741                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3742                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3743                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3744                 Mem_Free(mod_generatelightmaps_lightinfo);
3745         }
3746         mod_generatelightmaps_lightinfo = NULL;
3747         mod_generatelightmaps_numlights = 0;
3748 }
3749
3750 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3751 {
3752         const svbsp_node_t *node;
3753         const svbsp_node_t *nodes = svbsp->nodes;
3754         int num = 0;
3755         while (num >= 0)
3756         {
3757                 node = nodes + num;
3758                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3759         }
3760         return num == -1; // true if empty, false if solid (shadowed)
3761 }
3762
3763 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3764 {
3765         int i;
3766         float relativepoint[3];
3767         float color[3];
3768         float offsetpos[3];
3769         float dist;
3770         float dist2;
3771         float intensity;
3772         int offsetindex;
3773         int hits;
3774         int tests;
3775         const lightmaplight_t *lightinfo;
3776         trace_t trace;
3777         for (i = 0;i < 5*3;i++)
3778                 sample[i] = 0.0f;
3779         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3780         {
3781                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3782                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3783                 // don't accept light from behind a surface, it causes bad shading
3784                 if (normal && DotProduct(relativepoint, normal) <= 0)
3785                         continue;
3786                 dist2 = VectorLength2(relativepoint);
3787                 if (dist2 >= lightinfo->radius2)
3788                         continue;
3789                 dist = sqrt(dist2) * lightinfo->iradius;
3790                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3791                 if (intensity <= 0)
3792                         continue;
3793                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3794                 {
3795                         hits = 0;
3796                         tests = 1;
3797                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3798                                 hits++;
3799                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3800                         {
3801                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3802                                 if (!normal)
3803                                 {
3804                                         // for light grid we'd better check visibility of the offset point
3805                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3806                                         if (trace.fraction < 1)
3807                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3808                                 }
3809                                 tests++;
3810                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3811                                         hits++;
3812                         }
3813                         if (!hits)
3814                                 continue;
3815                         // scale intensity according to how many rays succeeded
3816                         // we know one test is valid, half of the rest will fail...
3817                         //if (normal && tests > 1)
3818                         //      intensity *= (tests - 1.0f) / tests;
3819                         intensity *= (float)hits / tests;
3820                 }
3821                 // scale down intensity to add to both ambient and diffuse
3822                 //intensity *= 0.5f;
3823                 VectorNormalize(relativepoint);
3824                 VectorScale(lightinfo->color, intensity, color);
3825                 VectorMA(sample    , 0.5f            , color, sample    );
3826                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3827                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3828                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3829                 // calculate a weighted average light direction as well
3830                 intensity *= VectorLength(color);
3831                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3832         }
3833 }
3834
3835 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3836 {
3837         float sample[5*3];
3838         float color[3];
3839         float dir[3];
3840         float f;
3841         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3842         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3843         VectorCopy(sample + 12, dir);
3844         VectorNormalize(dir);
3845         //VectorAdd(dir, normal, dir);
3846         //VectorNormalize(dir);
3847         f = DotProduct(dir, normal);
3848         f = max(0, f) * 255.0f;
3849         VectorScale(sample, f, color);
3850         //VectorCopy(normal, dir);
3851         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3852         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3853         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3854         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3855         lm_bgr[3] = 255;
3856         lm_dir[0] = (unsigned char)dir[2];
3857         lm_dir[1] = (unsigned char)dir[1];
3858         lm_dir[2] = (unsigned char)dir[0];
3859         lm_dir[3] = 255;
3860 }
3861
3862 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3863 {
3864         float sample[5*3];
3865         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3866         VectorCopy(sample, vertex_color);
3867 }
3868
3869 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3870 {
3871         float sample[5*3];
3872         float ambient[3];
3873         float diffuse[3];
3874         float dir[3];
3875         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3876         // calculate the direction we'll use to reduce the sample to a directional light source
3877         VectorCopy(sample + 12, dir);
3878         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3879         VectorNormalize(dir);
3880         // extract the diffuse color along the chosen direction and scale it
3881         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3882         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3883         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3884         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3885         VectorScale(sample, 127.5f, ambient);
3886         VectorMA(ambient, -0.333f, diffuse, ambient);
3887         // encode to the grid format
3888         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3889         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3890         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3891         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3892         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3893         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3894         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3895         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3896         else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
3897 }
3898
3899 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3900 {
3901         float radius[3];
3902         float temp[3];
3903         int i, j;
3904         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3905         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3906         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3907         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3908         radius[0] = mod_generatelightmaps_lightmapradius.value;
3909         radius[1] = mod_generatelightmaps_vertexradius.value;
3910         radius[2] = mod_generatelightmaps_gridradius.value;
3911         for (i = 0;i < 3;i++)
3912         {
3913                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3914                 {
3915                         VectorRandom(temp);
3916                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3917                 }
3918         }
3919 }
3920
3921 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3922 {
3923         msurface_t *surface;
3924         int surfaceindex;
3925         int i;
3926         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3927         {
3928                 surface = model->data_surfaces + surfaceindex;
3929                 surface->lightmaptexture = NULL;
3930                 surface->deluxemaptexture = NULL;
3931         }
3932         if (model->brushq3.data_lightmaps)
3933         {
3934                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3935                         if (model->brushq3.data_lightmaps[i])
3936                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3937                 Mem_Free(model->brushq3.data_lightmaps);
3938                 model->brushq3.data_lightmaps = NULL;
3939         }
3940         if (model->brushq3.data_deluxemaps)
3941         {
3942                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3943                         if (model->brushq3.data_deluxemaps[i])
3944                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3945                 Mem_Free(model->brushq3.data_deluxemaps);
3946                 model->brushq3.data_deluxemaps = NULL;
3947         }
3948 }
3949
3950 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3951 {
3952         msurface_t *surface;
3953         int surfaceindex;
3954         int vertexindex;
3955         int outvertexindex;
3956         int i;
3957         const int *e;
3958         surfmesh_t oldsurfmesh;
3959         size_t size;
3960         unsigned char *data;
3961         oldsurfmesh = model->surfmesh;
3962         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3963         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3964         size = 0;
3965         size += model->surfmesh.num_vertices * sizeof(float[3]);
3966         size += model->surfmesh.num_vertices * sizeof(float[3]);
3967         size += model->surfmesh.num_vertices * sizeof(float[3]);
3968         size += model->surfmesh.num_vertices * sizeof(float[3]);
3969         size += model->surfmesh.num_vertices * sizeof(float[2]);
3970         size += model->surfmesh.num_vertices * sizeof(float[2]);
3971         size += model->surfmesh.num_vertices * sizeof(float[4]);
3972         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3973         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3974         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3975         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3976         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3977         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3978         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3979         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3980         if (model->surfmesh.num_vertices > 65536)
3981                 model->surfmesh.data_element3s = NULL;
3982
3983         if (model->surfmesh.vertexmesh)
3984                 Mem_Free(model->surfmesh.vertexmesh);
3985         model->surfmesh.vertexmesh = NULL;
3986         if (model->surfmesh.vertex3fbuffer)
3987                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
3988         model->surfmesh.vertex3fbuffer = NULL;
3989         if (model->surfmesh.vertexmeshbuffer)
3990                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3991         model->surfmesh.vertexmeshbuffer = NULL;
3992         if (model->surfmesh.data_element3i_indexbuffer)
3993                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3994         model->surfmesh.data_element3i_indexbuffer = NULL;
3995         if (model->surfmesh.data_element3s_indexbuffer)
3996                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3997         model->surfmesh.data_element3s_indexbuffer = NULL;
3998         if (model->surfmesh.vbo_vertexbuffer)
3999                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
4000         model->surfmesh.vbo_vertexbuffer = 0;
4001
4002         // convert all triangles to unique vertex data
4003         outvertexindex = 0;
4004         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4005         {
4006                 surface = model->data_surfaces + surfaceindex;
4007                 surface->num_firstvertex = outvertexindex;
4008                 surface->num_vertices = surface->num_triangles*3;
4009                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
4010                 for (i = 0;i < surface->num_triangles*3;i++)
4011                 {
4012                         vertexindex = e[i];
4013                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4014                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4015                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4016                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4017                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4018                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4019                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4020                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4021                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4022                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4023                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4024                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4025                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4026                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4027                         if (oldsurfmesh.data_texcoordlightmap2f)
4028                         {
4029                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4030                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4031                         }
4032                         if (oldsurfmesh.data_lightmapcolor4f)
4033                         {
4034                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4035                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4036                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4037                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4038                         }
4039                         else
4040                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4041                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4042                         outvertexindex++;
4043                 }
4044         }
4045         if (model->surfmesh.data_element3s)
4046                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4047                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4048
4049         // find and update all submodels to use this new surfmesh data
4050         for (i = 0;i < model->brush.numsubmodels;i++)
4051                 model->brush.submodels[i]->surfmesh = model->surfmesh;
4052 }
4053
4054 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4055 {
4056         msurface_t *surface;
4057         int surfaceindex;
4058         int i;
4059         int axis;
4060         float normal[3];
4061         const int *e;
4062         lightmaptriangle_t *triangle;
4063         // generate lightmap triangle structs
4064         mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4065         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4066         {
4067                 surface = model->data_surfaces + surfaceindex;
4068                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4069                 for (i = 0;i < surface->num_triangles;i++)
4070                 {
4071                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4072                         triangle->triangleindex = surface->num_firsttriangle+i;
4073                         triangle->surfaceindex = surfaceindex;
4074                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4075                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4076                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4077                         // calculate bounds of triangle
4078                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4079                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4080                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4081                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4082                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4083                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4084                         // pick an axial projection based on the triangle normal
4085                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4086                         axis = 0;
4087                         if (fabs(normal[1]) > fabs(normal[axis]))
4088                                 axis = 1;
4089                         if (fabs(normal[2]) > fabs(normal[axis]))
4090                                 axis = 2;
4091                         triangle->axis = axis;
4092                 }
4093         }
4094 }
4095
4096 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4097 {
4098         if (mod_generatelightmaps_lightmaptriangles)
4099                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4100         mod_generatelightmaps_lightmaptriangles = NULL;
4101 }
4102
4103 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4104
4105 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4106 {
4107         msurface_t *surface;
4108         int surfaceindex;
4109         int lightmapindex;
4110         int lightmapnumber;
4111         int i;
4112         int j;
4113         int k;
4114         int x;
4115         int y;
4116         int axis;
4117         int axis1;
4118         int axis2;
4119         int retry;
4120         int pixeloffset;
4121         float trianglenormal[3];
4122         float samplecenter[3];
4123         float samplenormal[3];
4124         float temp[3];
4125         float lmiscale[2];
4126         float slopex;
4127         float slopey;
4128         float slopebase;
4129         float lmscalepixels;
4130         float lmmins;
4131         float lmmaxs;
4132         float lm_basescalepixels;
4133         int lm_borderpixels;
4134         int lm_texturesize;
4135         //int lm_maxpixels;
4136         const int *e;
4137         lightmaptriangle_t *triangle;
4138         unsigned char *lightmappixels;
4139         unsigned char *deluxemappixels;
4140         mod_alloclightmap_state_t lmstate;
4141         char vabuf[1024];
4142
4143         // generate lightmap projection information for all triangles
4144         if (model->texturepool == NULL)
4145                 model->texturepool = R_AllocTexturePool();
4146         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4147         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4148         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4149         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4150         Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4151         lightmapnumber = 0;
4152         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4153         {
4154                 surface = model->data_surfaces + surfaceindex;
4155                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4156                 lmscalepixels = lm_basescalepixels;
4157                 for (retry = 0;retry < 30;retry++)
4158                 {
4159                         // after a couple failed attempts, degrade quality to make it fit
4160                         if (retry > 1)
4161                                 lmscalepixels *= 0.5f;
4162                         for (i = 0;i < surface->num_triangles;i++)
4163                         {
4164                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4165                                 triangle->lightmapindex = lightmapnumber;
4166                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4167                                 // pick two planar axes for projection
4168                                 // lightmap coordinates here are in pixels
4169                                 // lightmap projections are snapped to pixel grid explicitly, such
4170                                 // that two neighboring triangles sharing an edge and projection
4171                                 // axis will have identical sampl espacing along their shared edge
4172                                 k = 0;
4173                                 for (j = 0;j < 3;j++)
4174                                 {
4175                                         if (j == triangle->axis)
4176                                                 continue;
4177                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4178                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4179                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4180                                         triangle->lmbase[k] = lmmins/lmscalepixels;
4181                                         triangle->lmscale[k] = lmscalepixels;
4182                                         k++;
4183                                 }
4184                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4185                                         break;
4186                         }
4187                         // if all fit in this texture, we're done with this surface
4188                         if (i == surface->num_triangles)
4189                                 break;
4190                         // if we haven't maxed out the lightmap size yet, we retry the
4191                         // entire surface batch...
4192                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4193                         {
4194                                 lm_texturesize *= 2;
4195                                 surfaceindex = -1;
4196                                 lightmapnumber = 0;
4197                                 Mod_AllocLightmap_Free(&lmstate);
4198                                 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4199                                 break;
4200                         }
4201                         // if we have maxed out the lightmap size, and this triangle does
4202                         // not fit in the same texture as the rest of the surface, we have
4203                         // to retry the entire surface in a new texture (can only use one)
4204                         // with multiple retries, the lightmap quality degrades until it
4205                         // fits (or gives up)
4206                         if (surfaceindex > 0)
4207                                 lightmapnumber++;
4208                         Mod_AllocLightmap_Reset(&lmstate);
4209                 }
4210         }
4211         lightmapnumber++;
4212         Mod_AllocLightmap_Free(&lmstate);
4213
4214         // now put triangles together into lightmap textures, and do not allow
4215         // triangles of a surface to go into different textures (as that would
4216         // require rewriting the surface list)
4217         model->brushq3.deluxemapping_modelspace = true;
4218         model->brushq3.deluxemapping = true;
4219         model->brushq3.num_mergedlightmaps = lightmapnumber;
4220         model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4221         model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4222         lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4223         deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4224         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4225         {
4226                 surface = model->data_surfaces + surfaceindex;
4227                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4228                 for (i = 0;i < surface->num_triangles;i++)
4229                 {
4230                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4231                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4232                         VectorNormalize(trianglenormal);
4233                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4234                         axis = triangle->axis;
4235                         axis1 = axis == 0 ? 1 : 0;
4236                         axis2 = axis == 2 ? 1 : 2;
4237                         lmiscale[0] = 1.0f / triangle->lmscale[0];
4238                         lmiscale[1] = 1.0f / triangle->lmscale[1];
4239                         if (trianglenormal[axis] < 0)
4240                                 VectorNegate(trianglenormal, trianglenormal);
4241                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4242                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4243                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4244                         for (j = 0;j < 3;j++)
4245                         {
4246                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4247                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4248                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4249 #if 0
4250                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4251                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4252                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4253                                 Con_Printf("%f:%f %f:%f %f:%f = %f %f\n", triangle->vertex[j][axis1], samplecenter[axis1], triangle->vertex[j][axis2], samplecenter[axis2], triangle->vertex[j][axis], samplecenter[axis], t2f[0], t2f[1]);
4254 #endif
4255                         }
4256
4257 #if 0
4258                         switch (axis)
4259                         {
4260                         default:
4261                         case 0:
4262                                 forward[0] = 0;
4263                                 forward[1] = 1.0f / triangle->lmscale[0];
4264                                 forward[2] = 0;
4265                                 left[0] = 0;
4266                                 left[1] = 0;
4267                                 left[2] = 1.0f / triangle->lmscale[1];
4268                                 up[0] = 1.0f;
4269                                 up[1] = 0;
4270                                 up[2] = 0;
4271                                 origin[0] = 0;
4272                                 origin[1] = triangle->lmbase[0];
4273                                 origin[2] = triangle->lmbase[1];
4274                                 break;
4275                         case 1:
4276                                 forward[0] = 1.0f / triangle->lmscale[0];
4277                                 forward[1] = 0;
4278                                 forward[2] = 0;
4279                                 left[0] = 0;
4280                                 left[1] = 0;
4281                                 left[2] = 1.0f / triangle->lmscale[1];
4282                                 up[0] = 0;
4283                                 up[1] = 1.0f;
4284                                 up[2] = 0;
4285                                 origin[0] = triangle->lmbase[0];
4286                                 origin[1] = 0;
4287                                 origin[2] = triangle->lmbase[1];
4288                                 break;
4289                         case 2:
4290                                 forward[0] = 1.0f / triangle->lmscale[0];
4291                                 forward[1] = 0;
4292                                 forward[2] = 0;
4293                                 left[0] = 0;
4294                                 left[1] = 1.0f / triangle->lmscale[1];
4295                                 left[2] = 0;
4296                                 up[0] = 0;
4297                                 up[1] = 0;
4298                                 up[2] = 1.0f;
4299                                 origin[0] = triangle->lmbase[0];
4300                                 origin[1] = triangle->lmbase[1];
4301                                 origin[2] = 0;
4302                                 break;
4303                         }
4304                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4305 #endif
4306 #define LM_DIST_EPSILON (1.0f / 32.0f)
4307                         for (y = 0;y < triangle->lmsize[1];y++)
4308                         {
4309                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4310                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4311                                 {
4312                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4313                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4314                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4315                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4316                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4317                                 }
4318                         }
4319                 }
4320         }
4321
4322         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4323         {
4324                 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4325                 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4326         }
4327
4328         if (lightmappixels)
4329                 Mem_Free(lightmappixels);
4330         if (deluxemappixels)
4331                 Mem_Free(deluxemappixels);
4332
4333         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4334         {
4335                 surface = model->data_surfaces + surfaceindex;
4336                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4337                 if (!surface->num_triangles)
4338                         continue;
4339                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4340                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4341                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4342                 surface->lightmapinfo = NULL;
4343         }
4344
4345         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4346         model->brushq1.lightdata = NULL;
4347         model->brushq1.lightmapupdateflags = NULL;
4348         model->brushq1.firstrender = false;
4349         model->brushq1.num_lightstyles = 0;
4350         model->brushq1.data_lightstyleinfo = NULL;
4351         for (i = 0;i < model->brush.numsubmodels;i++)
4352         {
4353                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4354                 model->brush.submodels[i]->brushq1.firstrender = false;
4355                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4356                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4357         }
4358 }
4359
4360 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4361 {
4362         int i;
4363         for (i = 0;i < model->surfmesh.num_vertices;i++)
4364                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4365 }
4366
4367 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4368 {
4369         int x;
4370         int y;
4371         int z;
4372         int index = 0;
4373         float pos[3];
4374         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4375         {
4376                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4377                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4378                 {
4379                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4380                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4381                         {
4382                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4383                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4384                         }
4385                 }
4386         }
4387 }
4388
4389 extern cvar_t mod_q3bsp_nolightmaps;
4390 static void Mod_GenerateLightmaps(dp_model_t *model)
4391 {
4392         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4393         dp_model_t *oldloadmodel = loadmodel;
4394         loadmodel = model;
4395
4396         Mod_GenerateLightmaps_InitSampleOffsets(model);
4397         Mod_GenerateLightmaps_DestroyLightmaps(model);
4398         Mod_GenerateLightmaps_UnweldTriangles(model);
4399         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4400         Mod_GenerateLightmaps_CreateLights(model);
4401         if(!mod_q3bsp_nolightmaps.integer)
4402                 Mod_GenerateLightmaps_CreateLightmaps(model);
4403         Mod_GenerateLightmaps_UpdateVertexColors(model);
4404         Mod_GenerateLightmaps_UpdateLightGrid(model);
4405         Mod_GenerateLightmaps_DestroyLights(model);
4406         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4407
4408         loadmodel = oldloadmodel;
4409 }
4410
4411 static void Mod_GenerateLightmaps_f(void)
4412 {
4413         if (Cmd_Argc() != 1)
4414         {
4415                 Con_Printf("usage: mod_generatelightmaps\n");
4416                 return;
4417         }
4418         if (!cl.worldmodel)
4419         {
4420                 Con_Printf("no worldmodel loaded\n");
4421                 return;
4422         }
4423         Mod_GenerateLightmaps(cl.worldmodel);
4424 }