]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
changed some prints to dprints
[xonotic/darkplaces.git] / model_brush.c
index d0c0ae6dfc1270145f438a90e2f09e2eca60e64a..6cc700f199ebffd1fe2b9ee64e3100fe919392dc 100644 (file)
@@ -43,6 +43,7 @@ cvar_t r_subdivisions_collision_maxvertices = {0, "r_subdivisions_collision_maxv
 cvar_t mod_q3bsp_curves_collisions = {0, "mod_q3bsp_curves_collisions", "1", "enables collisions with curves (SLOW)"};
 cvar_t mod_q3bsp_optimizedtraceline = {0, "mod_q3bsp_optimizedtraceline", "1", "whether to use optimized traceline code for line traces (as opposed to tracebox code)"};
 cvar_t mod_q3bsp_debugtracebrush = {0, "mod_q3bsp_debugtracebrush", "0", "selects different tracebrush bsp recursion algorithms (for debugging purposes only)"};
+cvar_t mod_q3bsp_lightmapmergepower = {CVAR_SAVE, "mod_q3bsp_lightmapmergepower", "4", "merges the quake3 128x128 lightmap textures into larger lightmap group textures to speed up rendering, 1 = 256x256, 2 = 512x512, 3 = 1024x1024, 4 = 2048x2048, 5 = 4096x4096, ..."};
 
 static texture_t mod_q1bsp_texture_solid;
 static texture_t mod_q1bsp_texture_sky;
@@ -69,6 +70,7 @@ void Mod_BrushInit(void)
        Cvar_RegisterVariable(&mod_q3bsp_curves_collisions);
        Cvar_RegisterVariable(&mod_q3bsp_optimizedtraceline);
        Cvar_RegisterVariable(&mod_q3bsp_debugtracebrush);
+       Cvar_RegisterVariable(&mod_q3bsp_lightmapmergepower);
 
        memset(&mod_q1bsp_texture_solid, 0, sizeof(mod_q1bsp_texture_solid));
        strlcpy(mod_q1bsp_texture_solid.name, "solid" , sizeof(mod_q1bsp_texture_solid.name));
@@ -986,6 +988,76 @@ void Collision_ClipTrace_Box(trace_t *trace, const vec3_t cmins, const vec3_t cm
 #endif
 }
 
+static int Mod_Q1BSP_TraceLineOfSight_RecursiveNodeCheck(mnode_t *node, double p1[3], double p2[3])
+{
+       double t1, t2;
+       double midf, mid[3];
+       int ret, side;
+
+       // check for empty
+       while (node->plane)
+       {
+               // find the point distances
+               mplane_t *plane = node->plane;
+               if (plane->type < 3)
+               {
+                       t1 = p1[plane->type] - plane->dist;
+                       t2 = p2[plane->type] - plane->dist;
+               }
+               else
+               {
+                       t1 = DotProduct (plane->normal, p1) - plane->dist;
+                       t2 = DotProduct (plane->normal, p2) - plane->dist;
+               }
+
+               if (t1 < 0)
+               {
+                       if (t2 < 0)
+                       {
+                               node = node->children[1];
+                               continue;
+                       }
+                       side = 1;
+               }
+               else
+               {
+                       if (t2 >= 0)
+                       {
+                               node = node->children[0];
+                               continue;
+                       }
+                       side = 0;
+               }
+
+               midf = t1 / (t1 - t2);
+               VectorLerp(p1, midf, p2, mid);
+
+               // recurse both sides, front side first
+               // return 2 if empty is followed by solid (hit something)
+               // do not return 2 if both are solid or both empty,
+               // or if start is solid and end is empty
+               // as these degenerate cases usually indicate the eye is in solid and
+               // should see the target point anyway
+               ret = Mod_Q1BSP_TraceLineOfSight_RecursiveNodeCheck(node->children[side    ], p1, mid);
+               if (ret != 0)
+                       return ret;
+               ret = Mod_Q1BSP_TraceLineOfSight_RecursiveNodeCheck(node->children[side ^ 1], mid, p2);
+               if (ret != 1)
+                       return ret;
+               return 2;
+       }
+       return ((mleaf_t *)node)->clusterindex < 0;
+}
+
+static qboolean Mod_Q1BSP_TraceLineOfSight(struct model_s *model, const vec3_t start, const vec3_t end)
+{
+       // this function currently only supports same size start and end
+       double tracestart[3], traceend[3];
+       VectorCopy(start, tracestart);
+       VectorCopy(end, traceend);
+       return Mod_Q1BSP_TraceLineOfSight_RecursiveNodeCheck(model->brush.data_nodes, tracestart, traceend) != 2;
+}
+
 static int Mod_Q1BSP_LightPoint_RecursiveBSPNode(model_t *model, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const mnode_t *node, float x, float y, float startz, float endz)
 {
        int side;
@@ -1121,9 +1193,17 @@ middle sample (the one which was requested)
 
 void Mod_Q1BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
 {
-       Mod_Q1BSP_LightPoint_RecursiveBSPNode(model, ambientcolor, diffusecolor, diffusenormal, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2] + 0.125, p[2] - 65536);
        // pretend lighting is coming down from above (due to lack of a lightgrid to know primary lighting direction)
        VectorSet(diffusenormal, 0, 0, 1);
+
+       if (!model->brushq1.lightdata)
+       {
+               VectorSet(ambientcolor, 1, 1, 1);
+               VectorSet(diffusecolor, 0, 0, 0);
+               return;
+       }
+
+       Mod_Q1BSP_LightPoint_RecursiveBSPNode(model, ambientcolor, diffusecolor, diffusenormal, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode, p[0], p[1], p[2] + 0.125, p[2] - 65536);
 }
 
 static void Mod_Q1BSP_DecompressVis(const unsigned char *in, const unsigned char *inend, unsigned char *out, unsigned char *outend)
@@ -3276,6 +3356,7 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
 
        mod->soundfromcenter = true;
        mod->TraceBox = Mod_Q1BSP_TraceBox;
+       mod->brush.TraceLineOfSight = Mod_Q1BSP_TraceLineOfSight;
        mod->brush.SuperContentsFromNativeContents = Mod_Q1BSP_SuperContentsFromNativeContents;
        mod->brush.NativeContentsFromSuperContents = Mod_Q1BSP_NativeContentsFromSuperContents;
        mod->brush.GetPVS = Mod_Q1BSP_GetPVS;
@@ -3333,9 +3414,6 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
        // check if the map supports transparent water rendering
        loadmodel->brush.supportwateralpha = Mod_Q1BSP_CheckWaterAlphaSupport();
 
-       if (!mod->brushq1.lightdata)
-               mod->brush.LightPoint = NULL;
-
        if (mod->brushq1.data_compressedpvs)
                Mem_Free(mod->brushq1.data_compressedpvs);
        mod->brushq1.data_compressedpvs = NULL;
@@ -3443,6 +3521,7 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
                mod->DrawLight = R_Q1BSP_DrawLight;
                if (i != 0)
                {
+                       mod->brush.TraceLineOfSight = NULL;
                        mod->brush.GetPVS = NULL;
                        mod->brush.FatPVS = NULL;
                        mod->brush.BoxTouchingPVS = NULL;
@@ -4324,8 +4403,11 @@ static void Mod_Q3BSP_LoadShaders(void)
                        // identify if this is a blended terrain shader or similar
                        if (shader->numlayers)
                        {
+                               shader->backgroundlayer = NULL;
                                shader->primarylayer = shader->layers + 0;
-                               if ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA) || shader->layers[1].alphatest)
+                               if ((shader->layers[0].blendfunc[0] == GL_ONE       && shader->layers[0].blendfunc[1] == GL_ZERO                && !shader->layers[0].alphatest)
+                               && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader->layers[0].alphatest)
+                               ||  (shader->layers[1].blendfunc[0] == GL_ONE       && shader->layers[1].blendfunc[1] == GL_ZERO                &&  shader->layers[1].alphatest)))
                                {
                                        // terrain blending or other effects
                                        shader->backgroundlayer = shader->layers + 0;
@@ -4333,7 +4415,10 @@ static void Mod_Q3BSP_LoadShaders(void)
                                }
                                // now see if the lightmap came first, and if so choose the second texture instead
                                if (!strcasecmp(shader->primarylayer->texturename[0], "$lightmap"))
+                               {
+                                       shader->backgroundlayer = NULL;
                                        shader->primarylayer = shader->layers + 1;
+                               }
                        }
                }
                Mem_Free(f);
@@ -4401,7 +4486,9 @@ static void Mod_Q3BSP_LoadTextures(lump_t *l)
                                out->basematerialflags |= MATERIALFLAG_WALL;
                        if (shader->layers[0].alphatest)
                                out->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_TRANSPARENT | MATERIALFLAG_NOSHADOW;
-                       if (shader->textureflags & (Q3TEXTUREFLAG_TWOSIDED | Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
+                       if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
+                               out->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
+                       if (shader->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
                                out->basematerialflags |= MATERIALFLAG_NOSHADOW;
                        out->customblendfunc[0] = GL_ONE;
                        out->customblendfunc[1] = GL_ZERO;
@@ -4451,7 +4538,7 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                                out->skinframerate = shader->primarylayer->framerate;
                                for (j = 0;j < shader->primarylayer->numframes;j++)
                                        if (!Mod_LoadSkinFrame(&out->skinframes[j], shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false, true))
-                                               Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
+                                               Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
                        }
                        if (shader->backgroundlayer && cls.state != ca_dedicated)
                        {
@@ -4460,7 +4547,7 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                                out->backgroundskinframerate = shader->backgroundlayer->framerate;
                                for (j = 0;j < shader->backgroundlayer->numframes;j++)
                                        if (!Mod_LoadSkinFrame(&out->backgroundskinframes[j], shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false, true))
-                                               Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, out->name);
+                                               Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, out->name);
                        }
                }
                else if (!strcmp(out->name, "noshader"))
@@ -4486,7 +4573,7 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                        //      out->surfaceparms |= Q3SURFACEPARM_TRANS;
                        if (cls.state != ca_dedicated)
                                if (!Mod_LoadSkinFrame(&out->skinframes[0], out->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | TEXF_PICMIP, false, true))
-                                       Con_Printf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
+                                       Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, out->name);
                }
                // init the animation variables
                out->currentframe = out;
@@ -4694,42 +4781,62 @@ static void Mod_Q3BSP_LoadTriangles(lump_t *l)
        }
 }
 
-static void Mod_Q3BSP_LoadLightmaps(lump_t *l)
+static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump)
 {
        q3dlightmap_t *in;
-       rtexture_t **out;
-       int i, count;
+       int i, j, count, power, power2, mask, endlightmap;
        unsigned char *c;
 
        if (!l->filelen)
                return;
+       if (cls.state == ca_dedicated)
+               return;
        in = (q3dlightmap_t *)(mod_base + l->fileofs);
        if (l->filelen % sizeof(*in))
                Host_Error("Mod_Q3BSP_LoadLightmaps: funny lump size in %s",loadmodel->name);
        count = l->filelen / sizeof(*in);
-       out = (rtexture_t **)Mem_Alloc(loadmodel->mempool, count * sizeof(*out));
-
-       loadmodel->brushq3.data_lightmaps = out;
-       loadmodel->brushq3.num_lightmaps = count;
-
-       // deluxemapped q3bsp files have an even number of lightmaps, and surfaces
-       // always index even numbered ones (0, 2, 4, ...), the odd numbered
-       // lightmaps are the deluxemaps (light direction textures), so if we
-       // encounter any odd numbered lightmaps it is not a deluxemapped bsp, it
-       // is also not a deluxemapped bsp if it has an odd number of lightmaps or
-       // less than 2
-       loadmodel->brushq3.deluxemapping = true;
+       loadmodel->brushq3.num_originallightmaps = count;
+
+       // now check the surfaces to see if any of them index an odd numbered
+       // lightmap, if so this is not a deluxemapped bsp file
+       //
+       // also check what lightmaps are actually used, because q3map2 sometimes
+       // (always?) makes an unused one at the end, which
+       // q3map2 sometimes (or always?) makes a second blank lightmap for no
+       // reason when only one lightmap is used, which can throw off the
+       // deluxemapping detection method, so check 2-lightmap bsp's specifically
+       // to see if the second lightmap is blank, if so it is not deluxemapped.
+       loadmodel->brushq3.deluxemapping = !(count & 1);
        loadmodel->brushq3.deluxemapping_modelspace = true;
-       if (count < 2 || (count & 1))
+       endlightmap = 0;
+       if (loadmodel->brushq3.deluxemapping)
+       {
+               int facecount = faceslump->filelen / sizeof(q3dface_t);
+               q3dface_t *faces = (q3dface_t *)(mod_base + faceslump->fileofs);
+               for (i = 0;i < facecount;i++)
+               {
+                       j = LittleLong(faces[i].lightmapindex);
+                       if (j >= 0)
+                       {
+                               endlightmap = max(endlightmap, j + 1);
+                               if ((j & 1) || j + 1 >= count)
+                               {
+                                       loadmodel->brushq3.deluxemapping = false;
+                                       break;
+                               }
+                       }
+               }
+       }
+       if (endlightmap < 2)
                loadmodel->brushq3.deluxemapping = false;
 
        // q3map2 sometimes (or always?) makes a second blank lightmap for no
        // reason when only one lightmap is used, which can throw off the
        // deluxemapping detection method, so check 2-lightmap bsp's specifically
        // to see if the second lightmap is blank, if so it is not deluxemapped.
-       if (count == 2)
+       if (endlightmap == 1 && count == 2)
        {
-               c = in[count - 1].rgb;
+               c = in[1].rgb;
                for (i = 0;i < 128*128*3;i++)
                        if (c[i])
                                break;
@@ -4740,10 +4847,39 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l)
                }
        }
 
-       // further deluxemapping detection is done in Mod_Q3BSP_LoadFaces
+       Con_DPrintf("%s is %sdeluxemapped\n", loadmodel->name, loadmodel->brushq3.deluxemapping ? "" : "not ");
 
-       for (i = 0;i < count;i++, in++, out++)
-               *out = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", i), 128, 128, in->rgb, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+       // figure out what the most reasonable merge power is within limits
+       loadmodel->brushq3.num_lightmapmergepower = 0;
+       for (power = 1;power <= mod_q3bsp_lightmapmergepower.integer && (1 << power) <= gl_max_texture_size && (1 << (power * 2)) < 4 * (count >> loadmodel->brushq3.deluxemapping);power++)
+               loadmodel->brushq3.num_lightmapmergepower = power;
+       loadmodel->brushq3.num_lightmapmerge = 1 << loadmodel->brushq3.num_lightmapmergepower;
+
+       loadmodel->brushq3.num_mergedlightmaps = ((count >> loadmodel->brushq3.deluxemapping) + (1 << (loadmodel->brushq3.num_lightmapmergepower * 2)) - 1) >> (loadmodel->brushq3.num_lightmapmergepower * 2);
+       loadmodel->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
+       if (loadmodel->brushq3.deluxemapping)
+               loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
+
+       j = 128 << loadmodel->brushq3.num_lightmapmergepower;
+       if (loadmodel->brushq3.data_lightmaps)
+               for (i = 0;i < loadmodel->brushq3.num_mergedlightmaps;i++)
+                       loadmodel->brushq3.data_lightmaps[i] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", i), j, j, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+
+       if (loadmodel->brushq3.data_deluxemaps)
+               for (i = 0;i < loadmodel->brushq3.num_mergedlightmaps;i++)
+                       loadmodel->brushq3.data_deluxemaps[i] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", i), j, j, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+
+       power = loadmodel->brushq3.num_lightmapmergepower;
+       power2 = power * 2;
+       mask = (1 << power) - 1;
+       for (i = 0;i < count;i++)
+       {
+               j = i >> loadmodel->brushq3.deluxemapping;
+               if (loadmodel->brushq3.deluxemapping && (i & 1))
+                       R_UpdateTexture(loadmodel->brushq3.data_deluxemaps[j >> power2], in[i].rgb, (j & mask) * 128, ((j >> power) & mask) * 128, 128, 128);
+               else
+                       R_UpdateTexture(loadmodel->brushq3.data_lightmaps [j >> power2], in[i].rgb, (j & mask) * 128, ((j >> power) & mask) * 128, 128, 128);
+       }
 }
 
 static void Mod_Q3BSP_LoadFaces(lump_t *l)
@@ -4751,6 +4887,7 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
        q3dface_t *in, *oldin;
        msurface_t *out, *oldout;
        int i, oldi, j, n, count, invalidelements, patchsize[2], finalwidth, finalheight, xtess, ytess, finalvertices, finaltriangles, firstvertex, firstelement, type, oldnumtriangles, oldnumtriangles2, meshvertices, meshtriangles, numvertices, numtriangles;
+       float lightmaptcbase[2], lightmaptcscale;
        //int *originalelement3i;
        //int *originalneighbor3i;
        float *originalvertex3f;
@@ -4771,21 +4908,6 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
        loadmodel->data_surfaces = out;
        loadmodel->num_surfaces = count;
 
-       // now that we have surfaces to look at, see if any of them index an odd numbered lightmap, if so this is not a deluxemapped bsp file
-       if (loadmodel->brushq3.deluxemapping)
-       {
-               for (i = 0;i < count;i++)
-               {
-                       n = LittleLong(in[i].lightmapindex);
-                       if (n >= 0 && ((n & 1) || n + 1 >= loadmodel->brushq3.num_lightmaps))
-                       {
-                               loadmodel->brushq3.deluxemapping = false;
-                               break;
-                       }
-               }
-       }
-       Con_DPrintf("%s is %sdeluxemapped\n", loadmodel->name, loadmodel->brushq3.deluxemapping ? "" : "not ");
-
        i = 0;
        oldi = i;
        oldin = in;
@@ -4823,26 +4945,25 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                        out->effect = NULL;
                else
                        out->effect = loadmodel->brushq3.data_effects + n;
-               n = LittleLong(in->lightmapindex);
-               if (n >= loadmodel->brushq3.num_lightmaps)
-               {
-                       Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid lightmapindex %i (%i lightmaps)\n", i, out->texture->name, n, loadmodel->brushq3.num_lightmaps);
-                       n = -1;
-               }
-               else if (n < 0)
-                       n = -1;
-               if (n == -1)
+
+               if (cls.state != ca_dedicated)
                {
                        out->lightmaptexture = NULL;
                        out->deluxemaptexture = r_texture_blanknormalmap;
-               }
-               else
-               {
-                       out->lightmaptexture = loadmodel->brushq3.data_lightmaps[n];
-                       if (loadmodel->brushq3.deluxemapping)
-                               out->deluxemaptexture = loadmodel->brushq3.data_lightmaps[n+1];
+                       n = LittleLong(in->lightmapindex);
+                       if (n < 0)
+                               n = -1;
+                       else if (n >= loadmodel->brushq3.num_originallightmaps)
+                       {
+                               Con_Printf("Mod_Q3BSP_LoadFaces: face #%i (texture \"%s\"): invalid lightmapindex %i (%i lightmaps)\n", i, out->texture->name, n, loadmodel->brushq3.num_originallightmaps);
+                               n = -1;
+                       }
                        else
-                               out->deluxemaptexture = r_texture_blanknormalmap;
+                       {
+                               out->lightmaptexture = loadmodel->brushq3.data_lightmaps[n >> (loadmodel->brushq3.num_lightmapmergepower * 2 + loadmodel->brushq3.deluxemapping)];
+                               if (loadmodel->brushq3.deluxemapping)
+                                       out->deluxemaptexture = loadmodel->brushq3.data_deluxemaps[n >> (loadmodel->brushq3.num_lightmapmergepower * 2 + loadmodel->brushq3.deluxemapping)];
+                       }
                }
 
                firstvertex = LittleLong(in->firstvertex);
@@ -4933,7 +5054,7 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                {
                case Q3FACETYPE_POLYGON:
                case Q3FACETYPE_MESH:
-                       // no processing necessary
+                       // no processing necessary, except for lightmap merging
                        for (j = 0;j < out->num_vertices;j++)
                        {
                                (loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex)[j * 3 + 0] = loadmodel->brushq3.data_vertex3f[(firstvertex + j) * 3 + 0];
@@ -5063,6 +5184,20 @@ static void Mod_Q3BSP_LoadFaces(lump_t *l)
                VectorClear(out->maxs);
                if (out->num_vertices)
                {
+                       int lightmapindex = LittleLong(in->lightmapindex);
+                       if (lightmapindex >= 0 && cls.state != ca_dedicated)
+                       {
+                               lightmapindex >>= loadmodel->brushq3.deluxemapping;
+                               lightmaptcscale = 1.0f / loadmodel->brushq3.num_lightmapmerge;
+                               lightmaptcbase[0] = ((lightmapindex                                             ) & (loadmodel->brushq3.num_lightmapmerge - 1)) * lightmaptcscale;
+                               lightmaptcbase[1] = ((lightmapindex >> loadmodel->brushq3.num_lightmapmergepower) & (loadmodel->brushq3.num_lightmapmerge - 1)) * lightmaptcscale;
+                               // modify the lightmap texcoords to match this region of the merged lightmap
+                               for (j = 0, v = loadmodel->surfmesh.data_texcoordlightmap2f + 2 * out->num_firstvertex;j < out->num_vertices;j++, v += 2)
+                               {
+                                       v[0] = v[0] * lightmaptcscale + lightmaptcbase[0];
+                                       v[1] = v[1] * lightmaptcscale + lightmaptcbase[1];
+                               }
+                       }
                        VectorCopy((loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex), out->mins);
                        VectorCopy((loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex), out->maxs);
                        for (j = 1, v = (loadmodel->surfmesh.data_vertex3f + 3 * out->num_firstvertex) + 3;j < out->num_vertices;j++, v += 3)
@@ -5789,6 +5924,7 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
 
        mod->soundfromcenter = true;
        mod->TraceBox = Mod_Q3BSP_TraceBox;
+       mod->brush.TraceLineOfSight = Mod_Q1BSP_TraceLineOfSight;
        mod->brush.SuperContentsFromNativeContents = Mod_Q3BSP_SuperContentsFromNativeContents;
        mod->brush.NativeContentsFromSuperContents = Mod_Q3BSP_NativeContentsFromSuperContents;
        mod->brush.GetPVS = Mod_Q1BSP_GetPVS;
@@ -5837,7 +5973,7 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
        Mod_Q3BSP_LoadEffects(&header->lumps[Q3LUMP_EFFECTS]);
        Mod_Q3BSP_LoadVertices(&header->lumps[Q3LUMP_VERTICES]);
        Mod_Q3BSP_LoadTriangles(&header->lumps[Q3LUMP_TRIANGLES]);
-       Mod_Q3BSP_LoadLightmaps(&header->lumps[Q3LUMP_LIGHTMAPS]);
+       Mod_Q3BSP_LoadLightmaps(&header->lumps[Q3LUMP_LIGHTMAPS], &header->lumps[Q3LUMP_FACES]);
        Mod_Q3BSP_LoadFaces(&header->lumps[Q3LUMP_FACES]);
        Mod_Q3BSP_LoadModels(&header->lumps[Q3LUMP_MODELS]);
        Mod_Q3BSP_LoadLeafBrushes(&header->lumps[Q3LUMP_LEAFBRUSHES]);
@@ -5898,6 +6034,7 @@ void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
                        // textures and memory belong to the main model
                        mod->texturepool = NULL;
                        mod->mempool = NULL;
+                       mod->brush.TraceLineOfSight = NULL;
                        mod->brush.GetPVS = NULL;
                        mod->brush.FatPVS = NULL;
                        mod->brush.BoxTouchingPVS = NULL;
@@ -5960,3 +6097,39 @@ void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend)
        Host_Error("Mod_MAP_Load: not yet implemented");
 }
 
+qboolean Mod_CanSeeBox_Trace(int numsamples, float t, model_t *model, vec3_t eye, vec3_t minsX, vec3_t maxsX)
+{
+       // we already have done PVS culling at this point...
+       // so we don't need to do it again.
+
+       int i;
+       vec3_t testorigin, mins, maxs;
+
+       testorigin[0] = (minsX[0] + maxsX[0]) * 0.5;
+       testorigin[1] = (minsX[1] + maxsX[1]) * 0.5;
+       testorigin[2] = (minsX[2] + maxsX[2]) * 0.5;
+
+       if(model->brush.TraceLineOfSight(model, eye, testorigin))
+               return 1;
+
+       // expand the box a little
+       mins[0] = (t+1) * minsX[0] - t * maxsX[0];
+       maxs[0] = (t+1) * maxsX[0] - t * minsX[0];
+       mins[1] = (t+1) * minsX[1] - t * maxsX[1];
+       maxs[1] = (t+1) * maxsX[1] - t * minsX[1];
+       mins[2] = (t+1) * minsX[2] - t * maxsX[2];
+       maxs[2] = (t+1) * maxsX[2] - t * minsX[2];
+
+       for(i = 0; i != numsamples; ++i)
+       {
+               testorigin[0] = lhrandom(mins[0], maxs[0]);
+               testorigin[1] = lhrandom(mins[1], maxs[1]);
+               testorigin[2] = lhrandom(mins[2], maxs[2]);
+
+               if(model->brush.TraceLineOfSight(model, eye, testorigin))
+                       return 1;
+       }
+
+       return 0;
+}
+