]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
DP_QC_SPRINTF :P
[xonotic/darkplaces.git] / model_shared.c
index 74995181b92e171fcf0c9e1d15205671a2c9c78a..02f50da308e79f730bb376d3a9508273ce873845 100644 (file)
@@ -25,8 +25,18 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "quakedef.h"
 #include "image.h"
 #include "r_shadow.h"
+#include "polygon.h"
 
 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"};
+cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
+cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
+cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
+cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
+cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
+cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
+cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
+cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
+cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
 
 dp_model_t *loadmodel;
 
@@ -91,21 +101,23 @@ static void mod_newmap(void)
        int nummodels = Mem_ExpandableArray_IndexRange(&models);
        dp_model_t *mod;
 
-       R_SkinFrame_PrepareForPurge();
        for (i = 0;i < nummodels;i++)
        {
-               if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
+               if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
                {
-                       for (j = 0;j < mod->num_textures;j++)
+                       for (j = 0;j < mod->num_textures && mod->data_textures;j++)
                        {
                                for (k = 0;k < mod->data_textures[j].numskinframes;k++)
                                        R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
                                for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
                                        R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
                        }
+                       if (mod->brush.solidskyskinframe)
+                               R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
+                       if (mod->brush.alphaskyskinframe)
+                               R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
                }
        }
-       R_SkinFrame_Purge();
 
        if (!cl_stainmaps_clearonload.integer)
                return;
@@ -137,6 +149,7 @@ static void Mod_Print(void);
 static void Mod_Precache (void);
 static void Mod_Decompile_f(void);
 static void Mod_BuildVBOs(void);
+static void Mod_GenerateLightmaps_f(void);
 void Mod_Init (void)
 {
        mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
@@ -147,9 +160,21 @@ void Mod_Init (void)
        Mod_SpriteInit();
 
        Cvar_RegisterVariable(&r_mipskins);
+       Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
+       Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
+       Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
+
+       Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
+       Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
+       Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
+       Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
+       Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
+       Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
+
        Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
        Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
        Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
+       Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
 }
 
 void Mod_RenderInit(void)
@@ -630,12 +655,13 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria
                int element[2];
        }
        edgehashentry_t;
-       edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
+       static edgehashentry_t *edgehash[TRIANGLEEDGEHASH];
+       edgehashentry_t *edgehashentries, *hash;
+       if (!numtriangles)
+               return;
        memset(edgehash, 0, sizeof(edgehash));
-       edgehashentries = edgehashentriesbuffer;
        // if there are too many triangles for the stack array, allocate larger buffer
-       if (numtriangles > TRIANGLEEDGEHASH)
-               edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
+       edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
        // find neighboring triangles
        for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
        {
@@ -684,8 +710,7 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria
                CL_KeepaliveMessage(false);
        }
        // free the allocated buffer
-       if (edgehashentries != edgehashentriesbuffer)
-               Mem_Free(edgehashentries);
+       Mem_Free(edgehashentries);
 }
 #else
 // very slow but simple way
@@ -965,6 +990,8 @@ shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtria
        newmesh->maxtriangles = maxtriangles;
        newmesh->numverts = 0;
        newmesh->numtriangles = 0;
+       memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
+       memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
 
        newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
        if (light)
@@ -995,6 +1022,8 @@ shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh,
        newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
        newmesh->numverts = oldmesh->numverts;
        newmesh->numtriangles = oldmesh->numtriangles;
+       memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
+       memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
 
        memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
        if (newmesh->svector3f && oldmesh->svector3f)
@@ -1117,7 +1146,7 @@ shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtria
 
 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
 {
-       if (!gl_support_arb_vertex_buffer_object)
+       if (!vid.support.arb_vertex_buffer_object)
                return;
 
        // element buffer is easy because it's just one array
@@ -1250,6 +1279,35 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
        }
 }
 
+void Mod_CreateCollisionMesh(dp_model_t *mod)
+{
+       int k;
+       int numcollisionmeshtriangles;
+       const msurface_t *surface;
+       mempool_t *mempool = mod->mempool;
+       if (!mempool && mod->brush.parentmodel)
+               mempool = mod->brush.parentmodel->mempool;
+       // make a single combined collision mesh for physics engine use
+       // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
+       numcollisionmeshtriangles = 0;
+       for (k = 0;k < mod->nummodelsurfaces;k++)
+       {
+               surface = mod->data_surfaces + mod->firstmodelsurface + k;
+               if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
+                       continue;
+               numcollisionmeshtriangles += surface->num_triangles;
+       }
+       mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
+       for (k = 0;k < mod->nummodelsurfaces;k++)
+       {
+               surface = mod->data_surfaces + mod->firstmodelsurface + k;
+               if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
+                       continue;
+               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));
+       }
+       mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
+}
+
 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)
 {
        float v[3], tc[3];
@@ -1313,6 +1371,86 @@ void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int ima
                        Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
 }
 
+#if 0
+void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
+{
+       float mins[3];
+       float maxs[3];
+       float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
+       float chunkheight = min(stepsize, model->terrain.height - 1 - y);
+       float viewvector[3];
+       unsigned int firstvertex;
+       unsigned int *e;
+       float *v;
+       if (chunkwidth < 2 || chunkheight < 2)
+               return;
+       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]);
+       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]);
+       viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
+       viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
+       viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
+       if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
+       {
+               // too close for this stepsize, emit as 4 chunks instead
+               stepsize /= 2;
+               Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
+               Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
+               Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
+               Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
+               return;
+       }
+       // emit the geometry at stepsize into our vertex buffer / index buffer
+       // we add two columns and two rows for skirt
+       outwidth = chunkwidth+2;
+       outheight = chunkheight+2;
+       outwidth2 = outwidth-1;
+       outheight2 = outheight-1;
+       outwidth3 = outwidth+1;
+       outheight3 = outheight+1;
+       firstvertex = numvertices;
+       e = model->terrain.element3i + numtriangles;
+       numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
+       v = model->terrain.vertex3f + numvertices;
+       numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
+       // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
+       for (ty = 0;ty < outheight;ty++)
+       {
+               for (tx = 0;tx < outwidth;tx++)
+               {
+                       *e++ = firstvertex + (ty  )*outwidth3+(tx  );
+                       *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
+                       *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
+                       *e++ = firstvertex + (ty  )*outwidth3+(tx  );
+                       *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
+                       *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
+               }
+       }
+       // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
+       for (ty = 0;ty <= outheight;ty++)
+       {
+               skirtrow = ty == 0 || ty == outheight;
+               ry = y+bound(1, ty, outheight)*stepsize;
+               for (tx = 0;tx <= outwidth;tx++)
+               {
+                       skirt = skirtrow || tx == 0 || tx == outwidth;
+                       rx = x+bound(1, tx, outwidth)*stepsize;
+                       v[0] = rx*scale[0];
+                       v[1] = ry*scale[1];
+                       v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
+                       v += 3;
+               }
+       }
+       // TODO: emit skirt vertices
+}
+
+void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
+{
+       for (y = 0;y < model->terrain.size[1];y += model->terrain.
+       Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
+       Mod_Terrain_BuildChunk(model, 
+}
+#endif
+
 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
 {
        if (!strcasecmp(s, "sin"))             return Q3WAVEFUNC_SIN;
@@ -1412,6 +1550,8 @@ void Mod_LoadQ3Shaders(void)
                        shader.reflectfactor = 1;
                        Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
                        shader.r_water_wateralpha = 1;
+                       shader.specularscalemod = 1;
+                       shader.specularpowermod = 1;
 
                        strlcpy(shader.name, com_token, sizeof(shader.name));
                        if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
@@ -1458,8 +1598,8 @@ void Mod_LoadQ3Shaders(void)
                                                        if (!COM_ParseToken_QuakeC(&text, true))
                                                                break;
                                                }
-                                               for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
-                                                       parameter[j][0] = 0;
+                                               //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+                                               //      parameter[j][0] = 0;
                                                if (developer.integer >= 100)
                                                {
                                                        Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
@@ -1657,7 +1797,7 @@ void Mod_LoadQ3Shaders(void)
                                                        shader.textureblendalpha = true;
                                                }
                                        }
-                                       layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
+                                       layer->texflags = TEXF_ALPHA;
                                        if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
                                                layer->texflags |= TEXF_MIPMAP;
                                        if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
@@ -1677,8 +1817,8 @@ void Mod_LoadQ3Shaders(void)
                                        if (!COM_ParseToken_QuakeC(&text, true))
                                                break;
                                }
-                               for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
-                                       parameter[j][0] = 0;
+                               //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+                               //      parameter[j][0] = 0;
                                if (fileindex == 0 && !strcasecmp(com_token, "}"))
                                        break;
                                if (developer.integer >= 100)
@@ -1810,6 +1950,14 @@ void Mod_LoadQ3Shaders(void)
                                        Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
                                        shader.r_water_wateralpha = atof(parameter[11]);
                                }
+                               else if (!strcasecmp(parameter[0], "dp_glossintensitymod") && numparameters >= 2)
+                               {
+                                       shader.specularscalemod = atof(parameter[1]);
+                               }
+                               else if (!strcasecmp(parameter[0], "dp_glossexponentmod") && numparameters >= 2)
+                               {
+                                       shader.specularpowermod = atof(parameter[1]);
+                               }
                                else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
                                {
                                        int i, deformindex;
@@ -1882,6 +2030,7 @@ void Mod_LoadQ3Shaders(void)
                }
                Mem_Free(f);
        }
+       FS_FreeSearch(search);
 }
 
 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
@@ -1917,6 +2066,11 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                texflagsmask &= ~TEXF_PICMIP;
        if(!(defaulttexflags & TEXF_COMPRESS))
                texflagsmask &= ~TEXF_COMPRESS;
+       texture->specularscalemod = 1; // unless later loaded from the shader
+       texture->specularpowermod = 1; // unless later loaded from the shader
+       // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
+       // HERE, AND Q1BSP LOADING
+       // JUST GREP FOR "specularscalemod = 1".
 
        if (shader)
        {
@@ -2051,6 +2205,8 @@ nothing                GL_ZERO GL_ONE
                texture->reflectfactor = shader->reflectfactor;
                Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
                texture->r_water_wateralpha = shader->r_water_wateralpha;
+               texture->specularscalemod = shader->specularscalemod;
+               texture->specularpowermod = shader->specularpowermod;
        }
        else if (!strcmp(texture->name, "noshader") || !texture->name[0])
        {
@@ -2085,10 +2241,9 @@ nothing                GL_ZERO GL_ONE
                {
                        if (fallback)
                        {
-                               qboolean has_alpha;
-                               if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
+                               if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
                                {
-                                       if(has_alpha && (defaulttexflags & TEXF_ALPHA))
+                                       if(texture->skinframes[0]->hasalpha)
                                                texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
                                }
                                else
@@ -2136,7 +2291,7 @@ tag_weapon,
 tag_torso,
 */
        memset(word, 0, sizeof(word));
-       for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
+       for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
        {
                // If it's the first file we parse
                if (skinfile == NULL)
@@ -2327,19 +2482,27 @@ void Mod_MakeSortedSurfaces(dp_model_t *mod)
 
 static void Mod_BuildVBOs(void)
 {
-       if (!gl_support_arb_vertex_buffer_object)
+       if (developer.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
+       {
+               int i;
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+               {
+                       if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
+                       {
+                               Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
+                               loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+                       }
+               }
+       }
+
+       if (!vid.support.arb_vertex_buffer_object)
                return;
 
        // element buffer is easy because it's just one array
        if (loadmodel->surfmesh.num_triangles)
        {
                if (loadmodel->surfmesh.data_element3s)
-               {
-                       int i;
-                       for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
-                               loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
                        loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
-               }
                else
                        loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
        }
@@ -2399,13 +2562,14 @@ static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const cha
                countvertices += surface->num_vertices;
                countfaces += surface->num_triangles;
                texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
-               for (textureindex = 0;textureindex < maxtextures && texturenames[textureindex*MAX_QPATH];textureindex++)
+               for (textureindex = 0;textureindex < counttextures;textureindex++)
                        if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
                                break;
+               if (textureindex < counttextures)
+                       continue; // already wrote this material entry
                if (textureindex >= maxtextures)
                        continue; // just a precaution
-               if (counttextures < textureindex + 1)
-                       counttextures = textureindex + 1;
+               textureindex = counttextures++;
                strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
                if (outbufferpos >= outbuffermax >> 1)
                {
@@ -2774,3 +2938,891 @@ static void Mod_Decompile_f(void)
        }
 }
 
+void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
+{
+       int y;
+       memset(state, 0, sizeof(*state));
+       state->width = width;
+       state->height = height;
+       state->currentY = 0;
+       state->rows = Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
+       for (y = 0;y < state->height;y++)
+       {
+               state->rows[y].currentX = 0;
+               state->rows[y].rowY = -1;
+       }
+}
+
+void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
+{
+       int y;
+       state->currentY = 0;
+       for (y = 0;y < state->height;y++)
+       {
+               state->rows[y].currentX = 0;
+               state->rows[y].rowY = -1;
+       }
+}
+
+void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
+{
+       if (state->rows)
+               Mem_Free(state->rows);
+       memset(state, 0, sizeof(*state));
+}
+
+qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
+{
+       mod_alloclightmap_row_t *row;
+       int y;
+
+       row = state->rows + blockheight;
+       if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
+       {
+               if (state->currentY + blockheight <= state->height)
+               {
+                       // use the current allocation position
+                       row->rowY = state->currentY;
+                       row->currentX = 0;
+                       state->currentY += blockheight;
+               }
+               else
+               {
+                       // find another position
+                       for (y = blockheight;y < state->height;y++)
+                       {
+                               if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
+                               {
+                                       row = state->rows + y;
+                                       break;
+                               }
+                       }
+                       if (y == state->height)
+                               return false;
+               }
+       }
+       *outy = row->rowY;
+       *outx = row->currentX;
+       row->currentX += blockwidth;
+
+       return true;
+}
+
+typedef struct lightmapsample_s
+{
+       float pos[3];
+       float sh1[4][3];
+       float *vertex_color;
+       unsigned char *lm_bgr;
+       unsigned char *lm_dir;
+}
+lightmapsample_t;
+
+typedef struct lightmapvertex_s
+{
+       int index;
+       float pos[3];
+       float normal[3];
+       float texcoordbase[2];
+       float texcoordlightmap[2];
+       float lightcolor[4];
+}
+lightmapvertex_t;
+
+typedef struct lightmaptriangle_s
+{
+       int triangleindex;
+       int surfaceindex;
+       int lightmapindex;
+       int axis;
+       int lmoffset[2];
+       int lmsize[2];
+       // 2D modelspace coordinates of min corner
+       // snapped to lightmap grid but not in grid coordinates
+       float lmbase[2];
+       // 2D modelspace to lightmap coordinate scale
+       float lmscale[2];
+       float vertex[3][3];
+       float mins[3];
+       float maxs[3];
+}
+lightmaptriangle_t;
+
+typedef struct lightmaplight_s
+{
+       float origin[3];
+       float radius;
+       float iradius;
+       float radius2;
+       float color[3];
+       svbsp_t svbsp;
+}
+lightmaplight_t;
+
+lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
+
+#define MAX_LIGHTMAPSAMPLES 64
+static int mod_generatelightmaps_numoffsets[3];
+static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
+
+static int mod_generatelightmaps_numlights;
+static lightmaplight_t *mod_generatelightmaps_lightinfo;
+
+static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
+{
+       int surfaceindex;
+       int triangleindex;
+       const msurface_t *surface;
+       const float *vertex3f = model->surfmesh.data_vertex3f;
+       const int *element3i = model->surfmesh.data_element3i;
+       const int *e;
+       double v2[3][3];
+       for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
+       {
+               if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
+                       continue;
+               if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+                       continue;
+               for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
+               {
+                       VectorCopy(vertex3f + 3*e[0], v2[0]);
+                       VectorCopy(vertex3f + 3*e[1], v2[1]);
+                       VectorCopy(vertex3f + 3*e[2], v2[2]);
+                       SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
+               }
+       }
+}
+
+static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
+{
+       int maxnodes = 1<<14;
+       svbsp_node_t *nodes;
+       double origin[3];
+       float mins[3];
+       float maxs[3];
+       svbsp_t svbsp;
+       VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
+       VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
+       VectorCopy(lightinfo->origin, origin);
+       nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
+       for (;;)
+       {
+               SVBSP_Init(&svbsp, origin, maxnodes, nodes);
+               Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
+               if (svbsp.ranoutofnodes)
+               {
+                       maxnodes *= 2;
+                       if (maxnodes >= 1<<22)
+                       {
+                               Mem_Free(nodes);
+                               return;
+                       }
+                       Mem_Free(nodes);
+                       nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
+               }
+               else
+                       break;
+       }
+       if (svbsp.numnodes > 0)
+       {
+               svbsp.nodes = Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
+               memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
+               lightinfo->svbsp = svbsp;
+       }
+       Mem_Free(nodes);
+}
+
+extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
+static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
+{
+       int index;
+       int result;
+       lightmaplight_t *lightinfo;
+       float origin[3];
+       float radius;
+       float color[3];
+       mod_generatelightmaps_numlights = 0;
+       for (index = 0;;index++)
+       {
+               result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
+               if (result < 0)
+                       break;
+               if (result > 0)
+                       mod_generatelightmaps_numlights++;
+       }
+       if (mod_generatelightmaps_numlights > 0)
+       {
+               mod_generatelightmaps_lightinfo = Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
+               lightinfo = mod_generatelightmaps_lightinfo;
+               for (index = 0;;index++)
+               {
+                       result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
+                       if (result < 0)
+                               break;
+                       if (result > 0)
+                               lightinfo++;
+               }
+       }
+       for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
+       {
+               lightinfo->iradius = 1.0f / lightinfo->radius;
+               lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
+               // TODO: compute svbsp
+               Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
+       }
+}
+
+static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
+{
+       int i;
+       if (mod_generatelightmaps_lightinfo)
+       {
+               for (i = 0;i < mod_generatelightmaps_numlights;i++)
+                       if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
+                               Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
+               Mem_Free(mod_generatelightmaps_lightinfo);
+       }
+       mod_generatelightmaps_lightinfo = NULL;
+       mod_generatelightmaps_numlights = 0;
+}
+
+static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
+{
+       const svbsp_node_t *node;
+       const svbsp_node_t *nodes = svbsp->nodes;
+       int num = 0;
+       while (num >= 0)
+       {
+               node = nodes + num;
+               num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
+       }
+       return num == -1; // true if empty, false if solid (shadowed)
+}
+
+extern cvar_t r_shadow_lightattenuationdividebias;
+extern cvar_t r_shadow_lightattenuationlinearscale;
+static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
+{
+       int i;
+       float relativepoint[3];
+       float color[3];
+       float offsetpos[3];
+       float dist;
+       float dist2;
+       float intensity;
+       int offsetindex;
+       int hits;
+       int tests;
+       const lightmaplight_t *lightinfo;
+       trace_t trace;
+       for (i = 0;i < 5*3;i++)
+               sample[i] = 0.0f;
+       for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
+       {
+               //R_SampleRTLights(pos, sample, numoffsets, offsets);
+               VectorSubtract(lightinfo->origin, pos, relativepoint);
+               // don't accept light from behind a surface, it causes bad shading
+               if (normal && DotProduct(relativepoint, normal) <= 0)
+                       continue;
+               dist2 = VectorLength2(relativepoint);
+               if (dist2 >= lightinfo->radius2)
+                       continue;
+               dist = sqrt(dist2) * lightinfo->iradius;
+               intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
+               if (intensity <= 0)
+                       continue;
+               if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
+               {
+                       hits = 0;
+                       tests = 1;
+                       if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
+                               hits++;
+                       for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
+                       {
+                               VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
+                               if (!normal)
+                               {
+                                       // for light grid we'd better check visibility of the offset point
+                                       cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
+                                       if (trace.fraction < 1)
+                                               VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
+                               }
+                               tests++;
+                               if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
+                                       hits++;
+                       }
+                       if (!hits)
+                               continue;
+                       // scale intensity according to how many rays succeeded
+                       // we know one test is valid, half of the rest will fail...
+                       //if (normal && tests > 1)
+                       //      intensity *= (tests - 1.0f) / tests;
+                       intensity *= (float)hits / tests;
+               }
+               // scale down intensity to add to both ambient and diffuse
+               //intensity *= 0.5f;
+               VectorNormalize(relativepoint);
+               VectorScale(lightinfo->color, intensity, color);
+               VectorMA(sample    , 0.5f            , color, sample    );
+               VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+               VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+               VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+               // calculate a weighted average light direction as well
+               intensity *= VectorLength(color);
+               VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+       }
+}
+
+static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
+{
+       float sample[5*3];
+       float color[3];
+       float dir[3];
+       float f;
+       Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
+       //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
+       VectorCopy(sample + 12, dir);
+       VectorNormalize(dir);
+       //VectorAdd(dir, normal, dir);
+       //VectorNormalize(dir);
+       f = DotProduct(dir, normal);
+       f = max(0, f) * 255.0f;
+       VectorScale(sample, f, color);
+       //VectorCopy(normal, dir);
+       VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
+       lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
+       lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
+       lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
+       lm_bgr[3] = 255;
+       lm_dir[0] = (unsigned char)dir[2];
+       lm_dir[1] = (unsigned char)dir[1];
+       lm_dir[2] = (unsigned char)dir[0];
+       lm_dir[3] = 255;
+}
+
+static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
+{
+       float sample[5*3];
+       Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
+       VectorCopy(sample, vertex_color);
+}
+
+static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
+{
+       float sample[5*3];
+       float ambient[3];
+       float diffuse[3];
+       float dir[3];
+       Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
+       // calculate the direction we'll use to reduce the sample to a directional light source
+       VectorCopy(sample + 12, dir);
+       //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
+       VectorNormalize(dir);
+       // extract the diffuse color along the chosen direction and scale it
+       diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
+       diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
+       diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
+       // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
+       VectorScale(sample, 127.5f, ambient);
+       VectorMA(ambient, -0.333f, diffuse, ambient);
+       // encode to the grid format
+       s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
+       s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
+       s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
+       s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
+       s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
+       s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
+       if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
+       else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
+       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));}
+}
+
+static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
+{
+       float radius[3];
+       float temp[3];
+       int i, j;
+       memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
+       mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
+       mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
+       mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
+       radius[0] = mod_generatelightmaps_lightmapradius.value;
+       radius[1] = mod_generatelightmaps_vertexradius.value;
+       radius[2] = mod_generatelightmaps_gridradius.value;
+       for (i = 0;i < 3;i++)
+       {
+               for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
+               {
+                       VectorRandom(temp);
+                       VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
+               }
+       }
+}
+
+static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
+{
+       msurface_t *surface;
+       int surfaceindex;
+       int i;
+       for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
+       {
+               surface = model->data_surfaces + surfaceindex;
+               surface->lightmaptexture = NULL;
+               surface->deluxemaptexture = NULL;
+       }
+       if (model->brushq3.data_lightmaps)
+       {
+               for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
+                       R_FreeTexture(model->brushq3.data_lightmaps[i]);
+               Mem_Free(model->brushq3.data_lightmaps);
+               model->brushq3.data_lightmaps = NULL;
+       }
+       if (model->brushq3.data_deluxemaps)
+       {
+               for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
+                       R_FreeTexture(model->brushq3.data_deluxemaps[i]);
+               Mem_Free(model->brushq3.data_deluxemaps);
+               model->brushq3.data_deluxemaps = NULL;
+       }
+}
+
+static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
+{
+       msurface_t *surface;
+       int surfaceindex;
+       int vertexindex;
+       int outvertexindex;
+       int i;
+       const int *e;
+       surfmesh_t oldsurfmesh;
+       size_t size;
+       unsigned char *data;
+       oldsurfmesh = model->surfmesh;
+       model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
+       model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
+       size = 0;
+       size += model->surfmesh.num_vertices * sizeof(float[3]);
+       size += model->surfmesh.num_vertices * sizeof(float[3]);
+       size += model->surfmesh.num_vertices * sizeof(float[3]);
+       size += model->surfmesh.num_vertices * sizeof(float[3]);
+       size += model->surfmesh.num_vertices * sizeof(float[2]);
+       size += model->surfmesh.num_vertices * sizeof(float[2]);
+       size += model->surfmesh.num_vertices * sizeof(float[4]);
+       data = (unsigned char *)Mem_Alloc(model->mempool, size);
+       model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
+       model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
+       model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
+       model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
+       model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
+       model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
+       model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
+       if (model->surfmesh.num_vertices > 65536)
+               model->surfmesh.data_element3s = NULL;
+
+       if (model->surfmesh.vbo)
+               R_Mesh_DestroyBufferObject(model->surfmesh.vbo);
+       model->surfmesh.vbo = 0;
+       if (model->surfmesh.ebo3i)
+               R_Mesh_DestroyBufferObject(model->surfmesh.ebo3i);
+       model->surfmesh.ebo3i = 0;
+       if (model->surfmesh.ebo3s)
+               R_Mesh_DestroyBufferObject(model->surfmesh.ebo3s);
+       model->surfmesh.ebo3s = 0;
+
+       // convert all triangles to unique vertex data
+       outvertexindex = 0;
+       for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
+       {
+               surface = model->data_surfaces + surfaceindex;
+               surface->num_firstvertex = outvertexindex;
+               surface->num_vertices = surface->num_triangles*3;
+               e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
+               for (i = 0;i < surface->num_triangles*3;i++)
+               {
+                       vertexindex = e[i];
+                       model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
+                       model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
+                       model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
+                       model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
+                       model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
+                       model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
+                       model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
+                       model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
+                       model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
+                       model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
+                       model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
+                       model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
+                       model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
+                       model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
+                       model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
+                       model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
+                       model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
+                       model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
+                       model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
+                       model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
+                       model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
+                       outvertexindex++;
+               }
+       }
+       if (model->surfmesh.data_element3s)
+               for (i = 0;i < model->surfmesh.num_triangles*3;i++)
+                       model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
+
+       // find and update all submodels to use this new surfmesh data
+       for (i = 0;i < model->brush.numsubmodels;i++)
+               model->brush.submodels[i]->surfmesh = model->surfmesh;
+}
+
+static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
+{
+       msurface_t *surface;
+       int surfaceindex;
+       int i;
+       int axis;
+       float normal[3];
+       const int *e;
+       lightmaptriangle_t *triangle;
+       // generate lightmap triangle structs
+       mod_generatelightmaps_lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
+       for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
+       {
+               surface = model->data_surfaces + surfaceindex;
+               e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
+               for (i = 0;i < surface->num_triangles;i++)
+               {
+                       triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
+                       triangle->triangleindex = surface->num_firsttriangle+i;
+                       triangle->surfaceindex = surfaceindex;
+                       VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
+                       VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
+                       VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
+                       // calculate bounds of triangle
+                       triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
+                       triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
+                       triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
+                       triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
+                       triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
+                       triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
+                       // pick an axial projection based on the triangle normal
+                       TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
+                       axis = 0;
+                       if (fabs(normal[1]) > fabs(normal[axis]))
+                               axis = 1;
+                       if (fabs(normal[2]) > fabs(normal[axis]))
+                               axis = 2;
+                       triangle->axis = axis;
+               }
+       }
+}
+
+static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
+{
+       if (mod_generatelightmaps_lightmaptriangles)
+               Mem_Free(mod_generatelightmaps_lightmaptriangles);
+       mod_generatelightmaps_lightmaptriangles = NULL;
+}
+
+float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
+
+static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
+{
+       msurface_t *surface;
+       int surfaceindex;
+       int lightmapindex;
+       int lightmapnumber;
+       int i;
+       int j;
+       int k;
+       int x;
+       int y;
+       int axis;
+       int axis1;
+       int axis2;
+       int retry;
+       int pixeloffset;
+       float trianglenormal[3];
+       float samplecenter[3];
+       float samplenormal[3];
+       float temp[3];
+       float lmiscale[2];
+       float slopex;
+       float slopey;
+       float slopebase;
+       float lmscalepixels;
+       float lmmins;
+       float lmmaxs;
+       float lm_basescalepixels;
+       int lm_borderpixels;
+       int lm_texturesize;
+       int lm_maxpixels;
+       const int *e;
+       lightmaptriangle_t *triangle;
+       unsigned char *lightmappixels;
+       unsigned char *deluxemappixels;
+       mod_alloclightmap_state_t lmstate;
+
+       // generate lightmap projection information for all triangles
+       if (model->texturepool == NULL)
+               model->texturepool = R_AllocTexturePool();
+       lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
+       lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
+       lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
+       lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
+       Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
+       lightmapnumber = 0;
+       for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
+       {
+               surface = model->data_surfaces + surfaceindex;
+               e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
+               lmscalepixels = lm_basescalepixels;
+               for (retry = 0;retry < 30;retry++)
+               {
+                       // after a couple failed attempts, degrade quality to make it fit
+                       if (retry > 1)
+                               lmscalepixels *= 0.5f;
+                       for (i = 0;i < surface->num_triangles;i++)
+                       {
+                               triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
+                               triangle->lightmapindex = lightmapnumber;
+                               // calculate lightmap bounds in 3D pixel coordinates, limit size,
+                               // pick two planar axes for projection
+                               // lightmap coordinates here are in pixels
+                               // lightmap projections are snapped to pixel grid explicitly, such
+                               // that two neighboring triangles sharing an edge and projection
+                               // axis will have identical sampl espacing along their shared edge
+                               k = 0;
+                               for (j = 0;j < 3;j++)
+                               {
+                                       if (j == triangle->axis)
+                                               continue;
+                                       lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
+                                       lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
+                                       triangle->lmsize[k] = (int)(lmmaxs-lmmins);
+                                       triangle->lmbase[k] = lmmins/lmscalepixels;
+                                       triangle->lmscale[k] = lmscalepixels;
+                                       k++;
+                               }
+                               if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
+                                       break;
+                       }
+                       // if all fit in this texture, we're done with this surface
+                       if (i == surface->num_triangles)
+                               break;
+                       // if we haven't maxed out the lightmap size yet, we retry the
+                       // entire surface batch...
+                       if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
+                       {
+                               lm_texturesize *= 2;
+                               surfaceindex = -1;
+                               lightmapnumber = 0;
+                               Mod_AllocLightmap_Free(&lmstate);
+                               Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
+                               break;
+                       }
+                       // if we have maxed out the lightmap size, and this triangle does
+                       // not fit in the same texture as the rest of the surface, we have
+                       // to retry the entire surface in a new texture (can only use one)
+                       // with multiple retries, the lightmap quality degrades until it
+                       // fits (or gives up)
+                       if (surfaceindex > 0)
+                               lightmapnumber++;
+                       Mod_AllocLightmap_Reset(&lmstate);
+               }
+       }
+       lightmapnumber++;
+       Mod_AllocLightmap_Free(&lmstate);
+
+       // now together lightmap textures
+       model->brushq3.deluxemapping_modelspace = true;
+       model->brushq3.deluxemapping = true;
+       model->brushq3.num_mergedlightmaps = lightmapnumber;
+       model->brushq3.data_lightmaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
+       model->brushq3.data_deluxemaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
+       lightmappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
+       deluxemappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
+       for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
+       {
+               surface = model->data_surfaces + surfaceindex;
+               e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
+               for (i = 0;i < surface->num_triangles;i++)
+               {
+                       triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
+                       TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
+                       VectorNormalize(trianglenormal);
+                       VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
+                       axis = triangle->axis;
+                       axis1 = axis == 0 ? 1 : 0;
+                       axis2 = axis == 2 ? 1 : 2;
+                       lmiscale[0] = 1.0f / triangle->lmscale[0];
+                       lmiscale[1] = 1.0f / triangle->lmscale[1];
+                       if (trianglenormal[axis] < 0)
+                               VectorNegate(trianglenormal, trianglenormal);
+                       CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
+                       CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
+                       slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
+                       for (j = 0;j < 3;j++)
+                       {
+                               float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
+                               t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
+                               t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
+#if 0
+                               samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
+                               samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
+                               samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
+                               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]);
+#endif
+                       }
+
+#if 0
+                       switch (axis)
+                       {
+                       default:
+                       case 0:
+                               forward[0] = 0;
+                               forward[1] = 1.0f / triangle->lmscale[0];
+                               forward[2] = 0;
+                               left[0] = 0;
+                               left[1] = 0;
+                               left[2] = 1.0f / triangle->lmscale[1];
+                               up[0] = 1.0f;
+                               up[1] = 0;
+                               up[2] = 0;
+                               origin[0] = 0;
+                               origin[1] = triangle->lmbase[0];
+                               origin[2] = triangle->lmbase[1];
+                               break;
+                       case 1:
+                               forward[0] = 1.0f / triangle->lmscale[0];
+                               forward[1] = 0;
+                               forward[2] = 0;
+                               left[0] = 0;
+                               left[1] = 0;
+                               left[2] = 1.0f / triangle->lmscale[1];
+                               up[0] = 0;
+                               up[1] = 1.0f;
+                               up[2] = 0;
+                               origin[0] = triangle->lmbase[0];
+                               origin[1] = 0;
+                               origin[2] = triangle->lmbase[1];
+                               break;
+                       case 2:
+                               forward[0] = 1.0f / triangle->lmscale[0];
+                               forward[1] = 0;
+                               forward[2] = 0;
+                               left[0] = 0;
+                               left[1] = 1.0f / triangle->lmscale[1];
+                               left[2] = 0;
+                               up[0] = 0;
+                               up[1] = 0;
+                               up[2] = 1.0f;
+                               origin[0] = triangle->lmbase[0];
+                               origin[1] = triangle->lmbase[1];
+                               origin[2] = 0;
+                               break;
+                       }
+                       Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
+#endif
+#define LM_DIST_EPSILON (1.0f / 32.0f)
+                       for (y = 0;y < triangle->lmsize[1];y++)
+                       {
+                               pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
+                               for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
+                               {
+                                       samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
+                                       samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
+                                       samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
+                                       VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
+                                       Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
+                               }
+                       }
+               }
+       }
+
+       for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
+       {
+               model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, NULL);
+               model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, NULL);
+       }
+
+       if (lightmappixels)
+               Mem_Free(lightmappixels);
+       if (deluxemappixels)
+               Mem_Free(deluxemappixels);
+
+       for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
+       {
+               surface = model->data_surfaces + surfaceindex;
+               e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
+               if (!surface->num_triangles)
+                       continue;
+               lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
+               surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
+               surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
+       }
+}
+
+static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
+{
+       int i;
+       for (i = 0;i < model->surfmesh.num_vertices;i++)
+               Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
+}
+
+static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
+{
+       int x;
+       int y;
+       int z;
+       int index = 0;
+       float pos[3];
+       for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
+       {
+               pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
+               for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
+               {
+                       pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
+                       for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
+                       {
+                               pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
+                               Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
+                       }
+               }
+       }
+}
+
+extern cvar_t mod_q3bsp_nolightmaps;
+static void Mod_GenerateLightmaps(dp_model_t *model)
+{
+       //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
+       dp_model_t *oldloadmodel = loadmodel;
+       loadmodel = model;
+
+       Mod_GenerateLightmaps_InitSampleOffsets(model);
+       Mod_GenerateLightmaps_DestroyLightmaps(model);
+       Mod_GenerateLightmaps_UnweldTriangles(model);
+       Mod_GenerateLightmaps_CreateTriangleInformation(model);
+       Mod_GenerateLightmaps_CreateLights(model);
+       if(!mod_q3bsp_nolightmaps.integer)
+               Mod_GenerateLightmaps_CreateLightmaps(model);
+       Mod_GenerateLightmaps_UpdateVertexColors(model);
+       Mod_GenerateLightmaps_UpdateLightGrid(model);
+       Mod_GenerateLightmaps_DestroyLights(model);
+       Mod_GenerateLightmaps_DestroyTriangleInformation(model);
+
+       loadmodel = oldloadmodel;
+}
+
+static void Mod_GenerateLightmaps_f(void)
+{
+       if (Cmd_Argc() != 1)
+       {
+               Con_Printf("usage: mod_generatelightmaps\n");
+               return;
+       }
+       if (!cl.worldmodel)
+       {
+               Con_Printf("no worldmodel loaded\n");
+               return;
+       }
+       Mod_GenerateLightmaps(cl.worldmodel);
+}