]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
changed r_speeds 2 and 3 reports to only list time spent during a single
[xonotic/darkplaces.git] / model_shared.c
index 93f52c231fa3bca8fe5964fc9c2b4992fe7784db..176711052c67a0f9c13707e516308ebce9fa0964 100644 (file)
@@ -34,7 +34,7 @@ static mempool_t *mod_mempool;
 static memexpandablearray_t models;
 
 // FIXME: make this a memexpandablearray_t
-#define Q3SHADER_MAXSHADERS 4096
+#define Q3SHADER_MAXSHADERS 16384
 static int q3shaders_numshaders = 0;
 static q3shaderinfo_t q3shaders_shaders[Q3SHADER_MAXSHADERS];
 
@@ -818,7 +818,7 @@ int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
        int hashindex, vnum;
        shadowmeshvertexhash_t *hash;
        // this uses prime numbers intentionally
-       hashindex = (unsigned int) (vertex14f[0] * 3 + vertex14f[1] * 5 + vertex14f[2] * 7) % SHADOWMESHVERTEXHASH;
+       hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
        for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
        {
                vnum = (hash - mesh->vertexhashentries);
@@ -1030,7 +1030,7 @@ void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
        }
 }
 
-void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+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];
        v[0] = ix;
@@ -1045,16 +1045,16 @@ void Mod_GetTerrainVertex3fTexCoord2fFromRGBA(const unsigned char *imagepixels,
        texcoord2f[1] = tc[1];
 }
 
-void Mod_GetTerrainVertexFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
 {
        float vup[3], vdown[3], vleft[3], vright[3];
        float tcup[3], tcdown[3], tcleft[3], tcright[3];
        float sv[3], tv[3], nl[3];
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
-       Mod_GetTerrainVertex3fTexCoord2fFromRGBA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
+       Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
        Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
        Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
        VectorAdd(svector3f, sv, svector3f);
@@ -1070,7 +1070,7 @@ void Mod_GetTerrainVertexFromRGBA(const unsigned char *imagepixels, int imagewid
        VectorAdd(normal3f, nl, normal3f);
 }
 
-void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
+void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
 {
        int x, y, ix, iy, *e;
        e = element3i;
@@ -1090,7 +1090,19 @@ void Mod_ConstructTerrainPatchFromRGBA(const unsigned char *imagepixels, int ima
        Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
        for (y = 0, iy = y1;y < height + 1;y++, iy++)
                for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
-                       Mod_GetTerrainVertexFromRGBA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
+                       Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
+}
+
+q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
+{
+       if (!strcasecmp(s, "sin"))             return Q3WAVEFUNC_SIN;
+       if (!strcasecmp(s, "square"))          return Q3WAVEFUNC_SQUARE;
+       if (!strcasecmp(s, "triangle"))        return Q3WAVEFUNC_TRIANGLE;
+       if (!strcasecmp(s, "sawtooth"))        return Q3WAVEFUNC_SAWTOOTH;
+       if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
+       if (!strcasecmp(s, "noise"))           return Q3WAVEFUNC_NOISE;
+       Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
+       return Q3WAVEFUNC_NONE;
 }
 
 void Mod_LoadQ3Shaders(void)
@@ -1117,11 +1129,19 @@ void Mod_LoadQ3Shaders(void)
                {
                        if (q3shaders_numshaders >= Q3SHADER_MAXSHADERS)
                        {
-                               Con_Printf("Mod_Q3BSP_LoadShaders: too many shaders!\n");
+                               Con_Printf("Mod_LoadQ3Shaders: too many shaders!\n");
                                break;
                        }
                        shader = q3shaders_shaders + q3shaders_numshaders++;
+
                        memset(shader, 0, sizeof(*shader));
+                       shader->reflectmin = 0;
+                       shader->reflectmax = 1;
+                       shader->refractfactor = 1;
+                       Vector4Set(shader->refractcolor4f, 1, 1, 1, 1);
+                       shader->reflectfactor = 1;
+                       Vector4Set(shader->reflectcolor4f, 1, 1, 1, 1);
+
                        strlcpy(shader->name, com_token, sizeof(shader->name));
                        if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
                        {
@@ -1134,24 +1154,28 @@ void Mod_LoadQ3Shaders(void)
                                        break;
                                if (!strcasecmp(com_token, "{"))
                                {
+                                       static q3shaderinfo_layer_t dummy;
                                        if (shader->numlayers < Q3SHADER_MAXLAYERS)
                                        {
                                                layer = shader->layers + shader->numlayers++;
-                                               layer->rgbgenvertex = false;
-                                               layer->alphagenvertex = false;
-                                               layer->blendfunc[0] = GL_ONE;
-                                               layer->blendfunc[1] = GL_ZERO;
                                        }
                                        else
-                                               layer = NULL;
+                                       {
+                                               // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
+                                               memset(&dummy, 0, sizeof(dummy));
+                                               layer = &dummy;
+                                       }
+                                       layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+                                       layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+                                       layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+                                       layer->blendfunc[0] = GL_ONE;
+                                       layer->blendfunc[1] = GL_ZERO;
                                        while (COM_ParseToken_QuakeC(&text, false))
                                        {
                                                if (!strcasecmp(com_token, "}"))
                                                        break;
                                                if (!strcasecmp(com_token, "\n"))
                                                        continue;
-                                               if (layer == NULL)
-                                                       continue;
                                                numparameters = 0;
                                                for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
                                                {
@@ -1163,6 +1187,8 @@ void Mod_LoadQ3Shaders(void)
                                                        if (!COM_ParseToken_QuakeC(&text, true))
                                                                break;
                                                }
+                                               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);
@@ -1240,17 +1266,110 @@ void Mod_LoadQ3Shaders(void)
                                                        for (i = 0;i < layer->numframes;i++)
                                                                strlcpy(layer->texturename[i], parameter[i + 2], sizeof(layer->texturename));
                                                }
-                                               else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen") && (!strcasecmp(parameter[1], "vertex") || !strcasecmp(parameter[1], "lightingdiffuse")))
-                                                       layer->rgbgenvertex = true;
-                                               else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen") && !strcasecmp(parameter[1], "vertex"))
-                                                       layer->alphagenvertex = true;
-                                               // break out a level if it was }
+                                               else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
+                                               {
+                                                       int i;
+                                                       for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
+                                                               layer->rgbgen.parms[i] = atof(parameter[i+2]);
+                                                            if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
+                                                       else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
+                                                       else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
+                                                       else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
+                                                       else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
+                                                       else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
+                                                       else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
+                                                       else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
+                                                       else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
+                                                       else if (!strcasecmp(parameter[1], "wave"))
+                                                       {
+                                                               layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
+                                                               layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+                                                               for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+                                                                       layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
+                                                       }
+                                                       else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
+                                               }
+                                               else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
+                                               {
+                                                       int i;
+                                                       for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
+                                                               layer->alphagen.parms[i] = atof(parameter[i+2]);
+                                                            if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
+                                                       else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
+                                                       else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
+                                                       else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
+                                                       else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
+                                                       else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
+                                                       else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
+                                                       else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
+                                                       else if (!strcasecmp(parameter[1], "wave"))
+                                                       {
+                                                               layer->alphagen.alphagen = Q3RGBGEN_WAVE;
+                                                               layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+                                                               for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+                                                                       layer->alphagen.waveparms[i] = atof(parameter[i+3]);
+                                                       }
+                                                       else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
+                                               }
+                                               else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
+                                               {
+                                                       int i;
+                                                       // observed values: tcgen environment
+                                                       // no other values have been observed in real shaders
+                                                       for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
+                                                               layer->tcgen.parms[i] = atof(parameter[i+2]);
+                                                            if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+                                                       else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
+                                                       else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
+                                                       else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
+                                                       else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
+                                                       else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
+                                               }
+                                               else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
+                                               {
+                                                       int i, tcmodindex;
+                                                       // observed values:
+                                                       // tcmod rotate #
+                                                       // tcmod scale # #
+                                                       // tcmod scroll # #
+                                                       // tcmod stretch sin # # # #
+                                                       // tcmod stretch triangle # # # #
+                                                       // tcmod transform # # # # # #
+                                                       // tcmod turb # # # #
+                                                       // tcmod turb sin # # # #  (this is bogus)
+                                                       // no other values have been observed in real shaders
+                                                       for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
+                                                               if (!layer->tcmods[tcmodindex].tcmod)
+                                                                       break;
+                                                       if (tcmodindex < Q3MAXTCMODS)
+                                                       {
+                                                               for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
+                                                                       layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
+                                                                        if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
+                                                               else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
+                                                               else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
+                                                               else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
+                                                               else if (!strcasecmp(parameter[1], "stretch"))
+                                                               {
+                                                                       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
+                                                                       layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
+                                                                       for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
+                                                                               layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
+                                                               }
+                                                               else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
+                                                               else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
+                                                               else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
+                                                       }
+                                                       else
+                                                               Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
+                                               }
+                                               // break out a level if it was a closing brace (not using the character here to not confuse vim)
                                                if (!strcasecmp(com_token, "}"))
                                                        break;
                                        }
-                                       if (layer->rgbgenvertex)
+                                       if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
                                                shader->lighting = true;
-                                       if (layer->alphagenvertex)
+                                       if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
                                        {
                                                if (layer == shader->layers + 0)
                                                {
@@ -1276,6 +1395,8 @@ void Mod_LoadQ3Shaders(void)
                                        if (!COM_ParseToken_QuakeC(&text, true))
                                                break;
                                }
+                               for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
+                                       parameter[j][0] = 0;
                                if (fileindex == 0 && !strcasecmp(com_token, "}"))
                                        break;
                                if (developer.integer >= 100)
@@ -1378,12 +1499,68 @@ void Mod_LoadQ3Shaders(void)
                                        shader->surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
                                else if (!strcasecmp(parameter[0], "nopicmip"))
                                        shader->textureflags |= Q3TEXTUREFLAG_NOPICMIP;
+                               else if (!strcasecmp(parameter[0], "polygonoffset"))
+                                       shader->textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
+                               else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
+                               {
+                                       shader->textureflags |= Q3TEXTUREFLAG_REFRACTION;
+                                       shader->refractfactor = atof(parameter[1]);
+                                       Vector4Set(shader->refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
+                               }
+                               else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
+                               {
+                                       shader->textureflags |= Q3TEXTUREFLAG_REFLECTION;
+                                       shader->reflectfactor = atof(parameter[1]);
+                                       Vector4Set(shader->reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
+                               }
+                               else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 11)
+                               {
+                                       shader->textureflags |= Q3TEXTUREFLAG_WATERSHADER;
+                                       shader->reflectmin = atof(parameter[1]);
+                                       shader->reflectmax = atof(parameter[2]);
+                                       shader->refractfactor = atof(parameter[3]);
+                                       shader->reflectfactor = atof(parameter[4]);
+                                       Vector4Set(shader->refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
+                                       Vector4Set(shader->reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
+                               }
                                else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
                                {
-                                       if (!strcasecmp(parameter[1], "autosprite") && numparameters == 2)
-                                               shader->textureflags |= Q3TEXTUREFLAG_AUTOSPRITE;
-                                       if (!strcasecmp(parameter[1], "autosprite2") && numparameters == 2)
-                                               shader->textureflags |= Q3TEXTUREFLAG_AUTOSPRITE2;
+                                       int i, deformindex;
+                                       for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
+                                               if (!shader->deforms[deformindex].deform)
+                                                       break;
+                                       if (deformindex < Q3MAXDEFORMS)
+                                       {
+                                               for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
+                                                       shader->deforms[deformindex].parms[i] = atof(parameter[i+2]);
+                                                    if (!strcasecmp(parameter[1], "projectionshadow")) shader->deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
+                                               else if (!strcasecmp(parameter[1], "autosprite"      )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
+                                               else if (!strcasecmp(parameter[1], "autosprite2"     )) shader->deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
+                                               else if (!strcasecmp(parameter[1], "text0"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT0;
+                                               else if (!strcasecmp(parameter[1], "text1"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT1;
+                                               else if (!strcasecmp(parameter[1], "text2"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT2;
+                                               else if (!strcasecmp(parameter[1], "text3"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT3;
+                                               else if (!strcasecmp(parameter[1], "text4"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT4;
+                                               else if (!strcasecmp(parameter[1], "text5"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT5;
+                                               else if (!strcasecmp(parameter[1], "text6"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT6;
+                                               else if (!strcasecmp(parameter[1], "text7"           )) shader->deforms[deformindex].deform = Q3DEFORM_TEXT7;
+                                               else if (!strcasecmp(parameter[1], "bulge"           )) shader->deforms[deformindex].deform = Q3DEFORM_BULGE;
+                                               else if (!strcasecmp(parameter[1], "normal"          )) shader->deforms[deformindex].deform = Q3DEFORM_NORMAL;
+                                               else if (!strcasecmp(parameter[1], "wave"            ))
+                                               {
+                                                       shader->deforms[deformindex].deform = Q3DEFORM_WAVE;
+                                                       shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
+                                                       for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
+                                                               shader->deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
+                                               }
+                                               else if (!strcasecmp(parameter[1], "move"            ))
+                                               {
+                                                       shader->deforms[deformindex].deform = Q3DEFORM_MOVE;
+                                                       shader->deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
+                                                       for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
+                                                               shader->deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
+                                               }
+                                       }
                                }
                        }
                        // identify if this is a blended terrain shader or similar
@@ -1406,6 +1583,9 @@ void Mod_LoadQ3Shaders(void)
                                        shader->primarylayer = shader->layers + 1;
                                }
                        }
+                       // fix up multiple reflection types
+                       if(shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
+                               shader->textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
                }
                Mem_Free(f);
        }
@@ -1414,7 +1594,7 @@ void Mod_LoadQ3Shaders(void)
 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
 {
        int i;
-       for (i = 0;i < Q3SHADER_MAXSHADERS;i++)
+       for (i = 0;i < q3shaders_numshaders;i++)
                if (!strcasecmp(q3shaders_shaders[i].name, name))
                        return q3shaders_shaders + i;
        return NULL;
@@ -1428,9 +1608,11 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
        qboolean success = true;
        q3shaderinfo_t *shader;
        strlcpy(texture->name, name, sizeof(texture->name));
-       shader = Mod_LookupQ3Shader(name);
+       shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
        if (shader)
        {
+               if (developer.integer >= 100)
+                       Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name);
                texture->surfaceparms = shader->surfaceparms;
                texture->textureflags = shader->textureflags;
                texture->basematerialflags = 0;
@@ -1457,8 +1639,14 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                        texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
                if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
                        texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
-               if (shader->textureflags & (Q3TEXTUREFLAG_AUTOSPRITE | Q3TEXTUREFLAG_AUTOSPRITE2))
-                       texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
+               if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
+                       texture->basepolygonoffset -= 2;
+               if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
+                       texture->basematerialflags |= MATERIALFLAG_REFRACTION;
+               if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
+                       texture->basematerialflags |= MATERIALFLAG_REFLECTION;
+               if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
+                       texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
                texture->customblendfunc[0] = GL_ONE;
                texture->customblendfunc[1] = GL_ZERO;
                if (shader->numlayers > 0)
@@ -1502,6 +1690,12 @@ nothing                GL_ZERO GL_ONE
                        texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
                if (shader->primarylayer)
                {
+                       // copy over many shader->primarylayer parameters
+                       texture->rgbgen = shader->primarylayer->rgbgen;
+                       texture->alphagen = shader->primarylayer->alphagen;
+                       texture->tcgen = shader->primarylayer->tcgen;
+                       memcpy(texture->tcmods, shader->primarylayer->tcmods, sizeof(texture->tcmods));
+                       // load the textures
                        texture->numskinframes = shader->primarylayer->numframes;
                        texture->skinframerate = shader->primarylayer->framerate;
                        for (j = 0;j < shader->primarylayer->numframes;j++)
@@ -1510,12 +1704,12 @@ nothing                GL_ZERO GL_ONE
                                if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
                                        texflags |= TEXF_MIPMAP;
                                if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
-                                       texflags |= TEXF_PICMIP;
+                                       texflags |= TEXF_PICMIP | TEXF_COMPRESS;
                                if (shader->primarylayer->clampmap)
                                        texflags |= TEXF_CLAMP;
                                if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], texflags, false)))
                                {
-                                       Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, texture->name);
+                                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, texture->name);
                                        texture->skinframes[j] = R_SkinFrame_LoadMissing();
                                }
                        }
@@ -1526,20 +1720,32 @@ nothing                GL_ZERO GL_ONE
                        texture->backgroundskinframerate = shader->backgroundlayer->framerate;
                        for (j = 0;j < shader->backgroundlayer->numframes;j++)
                        {
-                               if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
+                               if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
                                {
-                                       Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, texture->name);
+                                       Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, texture->name);
                                        texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
                                }
                        }
                }
+               memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
+               texture->reflectmin = shader->reflectmin;
+               texture->reflectmax = shader->reflectmax;
+               texture->refractfactor = shader->refractfactor;
+               Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
+               texture->reflectfactor = shader->reflectfactor;
+               Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
        }
        else if (!strcmp(texture->name, "noshader"))
+       {
+               if (developer.integer >= 100)
+                       Con_DPrintf("%s: using default handler for %s\n", loadmodel->name, name);
                texture->surfaceparms = 0;
+       }
        else
        {
                success = false;
-               Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
+               if (developer.integer >= 100 || loadmodel->type == mod_brushq3)
+                       Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
                texture->surfaceparms = 0;
                if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
                        texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
@@ -1548,8 +1754,9 @@ nothing                GL_ZERO GL_ONE
                else
                        texture->basematerialflags |= MATERIALFLAG_WALL;
                texture->numskinframes = 1;
-               if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0), false)))
-                       Con_DPrintf("%s: could not load texture for missing shader \"%s\"\n", loadmodel->name, texture->name);
+               if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false)))
+                       if(developer.integer || q3bsp) // only the Q3BSP path provides no alternative (like loading image directly, or internal texture)
+                               Con_Printf("^1%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, texture->name);
        }
        // init the animation variables
        texture->currentframe = texture;