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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28 #include "polygon.h"
29
30 cvar_t r_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"};
31 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
32 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
33 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
34 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
35 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
36 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
37 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
38 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
39 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
40
41 dp_model_t *loadmodel;
42
43 static mempool_t *mod_mempool;
44 static memexpandablearray_t models;
45
46 static mempool_t* q3shaders_mem;
47 typedef struct q3shader_hash_entry_s
48 {
49   q3shaderinfo_t shader;
50   struct q3shader_hash_entry_s* chain;
51 } q3shader_hash_entry_t;
52 #define Q3SHADER_HASH_SIZE  1021
53 typedef struct q3shader_data_s
54 {
55   memexpandablearray_t hash_entries;
56   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
57   memexpandablearray_t char_ptrs;
58 } q3shader_data_t;
59 static q3shader_data_t* q3shader_data;
60
61 static void mod_start(void)
62 {
63         int i, count;
64         int nummodels = Mem_ExpandableArray_IndexRange(&models);
65         dp_model_t *mod;
66
67         SCR_PushLoadingScreen(false, "Loading models", 1.0);
68         count = 0;
69         for (i = 0;i < nummodels;i++)
70                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
71                         if (mod->used)
72                                 ++count;
73         for (i = 0;i < nummodels;i++)
74                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
75                         if (mod->used)
76                         {
77                                 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
78                                 Mod_LoadModel(mod, true, false);
79                                 SCR_PopLoadingScreen(false);
80                         }
81         SCR_PopLoadingScreen(false);
82 }
83
84 static void mod_shutdown(void)
85 {
86         int i;
87         int nummodels = Mem_ExpandableArray_IndexRange(&models);
88         dp_model_t *mod;
89
90         for (i = 0;i < nummodels;i++)
91                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
92                         Mod_UnloadModel(mod);
93
94         Mod_FreeQ3Shaders();
95         Mod_Skeletal_FreeBuffers();
96 }
97
98 static void mod_newmap(void)
99 {
100         msurface_t *surface;
101         int i, j, k, surfacenum, ssize, tsize;
102         int nummodels = Mem_ExpandableArray_IndexRange(&models);
103         dp_model_t *mod;
104
105         for (i = 0;i < nummodels;i++)
106         {
107                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
108                 {
109                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
110                         {
111                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
112                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
113                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
114                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
115                         }
116                         if (mod->brush.solidskyskinframe)
117                                 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
118                         if (mod->brush.alphaskyskinframe)
119                                 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
120                 }
121         }
122
123         if (!cl_stainmaps_clearonload.integer)
124                 return;
125
126         for (i = 0;i < nummodels;i++)
127         {
128                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
129                 {
130                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
131                         {
132                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
133                                 {
134                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
135                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
136                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
137                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
138                                 }
139                         }
140                 }
141         }
142 }
143
144 /*
145 ===============
146 Mod_Init
147 ===============
148 */
149 static void Mod_Print(void);
150 static void Mod_Precache (void);
151 static void Mod_Decompile_f(void);
152 static void Mod_GenerateLightmaps_f(void);
153 void Mod_Init (void)
154 {
155         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
156         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
157
158         Mod_BrushInit();
159         Mod_AliasInit();
160         Mod_SpriteInit();
161
162         Cvar_RegisterVariable(&r_mipskins);
163         Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
164         Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
165         Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
166
167         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
168         Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
169         Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
170         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
171         Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
172         Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
173
174         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
175         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
176         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
177         Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
178 }
179
180 void Mod_RenderInit(void)
181 {
182         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
183 }
184
185 void Mod_UnloadModel (dp_model_t *mod)
186 {
187         char name[MAX_QPATH];
188         qboolean used;
189         dp_model_t *parentmodel;
190
191         if (developer_loading.integer)
192                 Con_Printf("unloading model %s\n", mod->name);
193
194         strlcpy(name, mod->name, sizeof(name));
195         parentmodel = mod->brush.parentmodel;
196         used = mod->used;
197         if (mod->surfmesh.ebo3i)
198                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
199         if (mod->surfmesh.ebo3s)
200                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
201         if (mod->surfmesh.vbo)
202                 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
203         // free textures/memory attached to the model
204         R_FreeTexturePool(&mod->texturepool);
205         Mem_FreePool(&mod->mempool);
206         // clear the struct to make it available
207         memset(mod, 0, sizeof(dp_model_t));
208         // restore the fields we want to preserve
209         strlcpy(mod->name, name, sizeof(mod->name));
210         mod->brush.parentmodel = parentmodel;
211         mod->used = used;
212         mod->loaded = false;
213 }
214
215 void R_Model_Null_Draw(entity_render_t *ent)
216 {
217         return;
218 }
219
220
221 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
222
223 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
224 {
225         const char *bufptr;
226         int start, len;
227         float fps;
228         unsigned int i;
229         qboolean loop;
230
231         bufptr = buf;
232         i = 0;
233         for(;;)
234         {
235                 // an anim scene!
236                 if (!COM_ParseToken_Simple(&bufptr, true, false))
237                         break;
238                 if (!strcmp(com_token, "\n"))
239                         continue; // empty line
240                 start = atoi(com_token);
241                 if (!COM_ParseToken_Simple(&bufptr, true, false))
242                         break;
243                 if (!strcmp(com_token, "\n"))
244                 {
245                         Con_Printf("framegroups file: missing number of frames\n");
246                         continue;
247                 }
248                 len = atoi(com_token);
249                 if (!COM_ParseToken_Simple(&bufptr, true, false))
250                         break;
251                 // we default to looping as it's usually wanted, so to NOT loop you append a 0
252                 if (strcmp(com_token, "\n"))
253                 {
254                         fps = atof(com_token);
255                         if (!COM_ParseToken_Simple(&bufptr, true, false))
256                                 break;
257                         if (strcmp(com_token, "\n"))
258                                 loop = atoi(com_token) != 0;
259                         else
260                                 loop = true;
261                 }
262                 else
263                 {
264                         fps = 20;
265                         loop = true;
266                 }
267
268                 if(cb)
269                         cb(i, start, len, fps, loop, pass);
270                 ++i;
271         }
272
273         return i;
274 }
275
276 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
277 {
278         unsigned int *cnt = (unsigned int *) pass;
279         ++*cnt;
280 }
281
282 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
283 {
284         dp_model_t *mod = (dp_model_t *) pass;
285         animscene_t *anim = &mod->animscenes[i];
286         dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
287         anim->firstframe = bound(0, start, mod->num_poses - 1);
288         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
289         anim->framerate = max(1, fps);
290         anim->loop = !!loop;
291         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
292 }
293
294 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
295 {
296         unsigned int cnt;
297
298         // 0. count
299         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
300         if(!cnt)
301         {
302                 Con_Printf("no scene found in framegroups file, aborting\n");
303                 return;
304         }
305         mod->numframes = cnt;
306
307         // 1. reallocate
308         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
309         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
310
311         // 2. parse
312         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
313 }
314
315 void Mod_FindPotentialDeforms(dp_model_t *mod)
316 {
317         int i, j;
318         texture_t *texture;
319         mod->wantnormals = false;
320         mod->wanttangents = false;
321         for (i = 0;i < mod->num_textures;i++)
322         {
323                 texture = mod->data_textures + i;
324                 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
325                         mod->wantnormals = true;
326                 for (j = 0;j < Q3MAXDEFORMS;j++)
327                 {
328                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
329                         {
330                                 mod->wanttangents = true;
331                                 mod->wantnormals = true;
332                                 break;
333                         }
334                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
335                                 mod->wantnormals = true;
336                 }
337         }
338 }
339
340 /*
341 ==================
342 Mod_LoadModel
343
344 Loads a model
345 ==================
346 */
347 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
348 {
349         int num;
350         unsigned int crc;
351         void *buf;
352         fs_offset_t filesize;
353
354         mod->used = true;
355
356         if (mod->name[0] == '*') // submodel
357                 return mod;
358         
359         if (!strcmp(mod->name, "null"))
360         {
361                 if(mod->loaded)
362                         return mod;
363
364                 if (mod->loaded || mod->mempool)
365                         Mod_UnloadModel(mod);
366
367                 if (developer_loading.integer)
368                         Con_Printf("loading model %s\n", mod->name);
369
370                 mod->used = true;
371                 mod->crc = (unsigned int)-1;
372                 mod->loaded = false;
373
374                 VectorClear(mod->normalmins);
375                 VectorClear(mod->normalmaxs);
376                 VectorClear(mod->yawmins);
377                 VectorClear(mod->yawmaxs);
378                 VectorClear(mod->rotatedmins);
379                 VectorClear(mod->rotatedmaxs);
380
381                 mod->modeldatatypestring = "null";
382                 mod->type = mod_null;
383                 mod->Draw = R_Model_Null_Draw;
384                 mod->numframes = 2;
385                 mod->numskins = 1;
386
387                 // no fatal errors occurred, so this model is ready to use.
388                 mod->loaded = true;
389
390                 return mod;
391         }
392
393         crc = 0;
394         buf = NULL;
395
396         // even if the model is loaded it still may need reloading...
397
398         // if it is not loaded or checkdisk is true we need to calculate the crc
399         if (!mod->loaded || checkdisk)
400         {
401                 if (checkdisk && mod->loaded)
402                         Con_DPrintf("checking model %s\n", mod->name);
403                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
404                 if (buf)
405                 {
406                         crc = CRC_Block((unsigned char *)buf, filesize);
407                         // we need to reload the model if the crc does not match
408                         if (mod->crc != crc)
409                                 mod->loaded = false;
410                 }
411         }
412
413         // if the model is already loaded and checks passed, just return
414         if (mod->loaded)
415         {
416                 if (buf)
417                         Mem_Free(buf);
418                 return mod;
419         }
420
421         if (developer_loading.integer)
422                 Con_Printf("loading model %s\n", mod->name);
423         
424         SCR_PushLoadingScreen(true, mod->name, 1);
425
426         // LordHavoc: unload the existing model in this slot (if there is one)
427         if (mod->loaded || mod->mempool)
428                 Mod_UnloadModel(mod);
429
430         // load the model
431         mod->used = true;
432         mod->crc = crc;
433         // errors can prevent the corresponding mod->loaded = true;
434         mod->loaded = false;
435
436         // default model radius and bounding box (mainly for missing models)
437         mod->radius = 16;
438         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
439         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
440         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
441         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
442         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
443         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
444
445         if (!q3shaders_mem)
446         {
447                 // load q3 shaders for the first time, or after a level change
448                 Mod_LoadQ3Shaders();
449         }
450
451         if (buf)
452         {
453                 char *bufend = (char *)buf + filesize;
454
455                 // all models use memory, so allocate a memory pool
456                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
457
458                 num = LittleLong(*((int *)buf));
459                 // call the apropriate loader
460                 loadmodel = mod;
461                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
462                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
463                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
464                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
465                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
466                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
467                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
468                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
469                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
470                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
471                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
472                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
473                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
474                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
475                 Mem_Free(buf);
476
477                 Mod_FindPotentialDeforms(mod);
478                                         
479                 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
480                 if(buf)
481                 {
482                         Mod_FrameGroupify(mod, (const char *)buf);
483                         Mem_Free(buf);
484                 }
485
486                 Mod_BuildVBOs();
487         }
488         else if (crash)
489         {
490                 // LordHavoc: Sys_Error was *ANNOYING*
491                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
492         }
493
494         // no fatal errors occurred, so this model is ready to use.
495         mod->loaded = true;
496
497         SCR_PopLoadingScreen(false);
498
499         return mod;
500 }
501
502 void Mod_ClearUsed(void)
503 {
504         int i;
505         int nummodels = Mem_ExpandableArray_IndexRange(&models);
506         dp_model_t *mod;
507         for (i = 0;i < nummodels;i++)
508                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
509                         mod->used = false;
510 }
511
512 void Mod_PurgeUnused(void)
513 {
514         int i;
515         int nummodels = Mem_ExpandableArray_IndexRange(&models);
516         dp_model_t *mod;
517         for (i = 0;i < nummodels;i++)
518         {
519                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
520                 {
521                         Mod_UnloadModel(mod);
522                         Mem_ExpandableArray_FreeRecord(&models, mod);
523                 }
524         }
525 }
526
527 /*
528 ==================
529 Mod_FindName
530
531 ==================
532 */
533 dp_model_t *Mod_FindName(const char *name, const char *parentname)
534 {
535         int i;
536         int nummodels;
537         dp_model_t *mod;
538
539         if (!parentname)
540                 parentname = "";
541
542         // if we're not dedicatd, the renderer calls will crash without video
543         Host_StartVideo();
544
545         nummodels = Mem_ExpandableArray_IndexRange(&models);
546
547         if (!name[0])
548                 Host_Error ("Mod_ForName: NULL name");
549
550         // search the currently loaded models
551         for (i = 0;i < nummodels;i++)
552         {
553                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name) && ((!mod->brush.parentmodel && !parentname[0]) || (mod->brush.parentmodel && parentname[0] && !strcmp(mod->brush.parentmodel->name, parentname))))
554                 {
555                         mod->used = true;
556                         return mod;
557                 }
558         }
559
560         // no match found, create a new one
561         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
562         strlcpy(mod->name, name, sizeof(mod->name));
563         if (parentname[0])
564                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
565         else
566                 mod->brush.parentmodel = NULL;
567         mod->loaded = false;
568         mod->used = true;
569         return mod;
570 }
571
572 /*
573 ==================
574 Mod_ForName
575
576 Loads in a model for the given name
577 ==================
578 */
579 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
580 {
581         dp_model_t *model;
582         model = Mod_FindName(name, parentname);
583         if (!model->loaded || checkdisk)
584                 Mod_LoadModel(model, crash, checkdisk);
585         return model;
586 }
587
588 /*
589 ==================
590 Mod_Reload
591
592 Reloads all models if they have changed
593 ==================
594 */
595 void Mod_Reload(void)
596 {
597         int i, count;
598         int nummodels = Mem_ExpandableArray_IndexRange(&models);
599         dp_model_t *mod;
600
601         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
602         count = 0;
603         for (i = 0;i < nummodels;i++)
604                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
605                         ++count;
606         for (i = 0;i < nummodels;i++)
607                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
608                 {
609                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
610                         Mod_LoadModel(mod, true, true);
611                         SCR_PopLoadingScreen(false);
612                 }
613         SCR_PopLoadingScreen(false);
614 }
615
616 unsigned char *mod_base;
617
618
619 //=============================================================================
620
621 /*
622 ================
623 Mod_Print
624 ================
625 */
626 static void Mod_Print(void)
627 {
628         int i;
629         int nummodels = Mem_ExpandableArray_IndexRange(&models);
630         dp_model_t *mod;
631
632         Con_Print("Loaded models:\n");
633         for (i = 0;i < nummodels;i++)
634         {
635                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
636                 {
637                         if (mod->brush.numsubmodels)
638                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
639                         else
640                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
641                 }
642         }
643 }
644
645 /*
646 ================
647 Mod_Precache
648 ================
649 */
650 static void Mod_Precache(void)
651 {
652         if (Cmd_Argc() == 2)
653                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
654         else
655                 Con_Print("usage: modelprecache <filename>\n");
656 }
657
658 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
659 {
660         int i, count;
661         unsigned char *used;
662         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
663         memset(used, 0, numvertices);
664         for (i = 0;i < numelements;i++)
665                 used[elements[i]] = 1;
666         for (i = 0, count = 0;i < numvertices;i++)
667                 remapvertices[i] = used[i] ? count++ : -1;
668         Mem_Free(used);
669         return count;
670 }
671
672 #if 1
673 // fast way, using an edge hash
674 #define TRIANGLEEDGEHASH 8192
675 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
676 {
677         int i, j, p, e1, e2, *n, hashindex, count, match;
678         const int *e;
679         typedef struct edgehashentry_s
680         {
681                 struct edgehashentry_s *next;
682                 int triangle;
683                 int element[2];
684         }
685         edgehashentry_t;
686         static edgehashentry_t **edgehash;
687         edgehashentry_t *edgehashentries, *hash;
688         if (!numtriangles)
689                 return;
690         edgehash = Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
691         // if there are too many triangles for the stack array, allocate larger buffer
692         edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
693         // find neighboring triangles
694         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
695         {
696                 for (j = 0, p = 2;j < 3;p = j, j++)
697                 {
698                         e1 = e[p];
699                         e2 = e[j];
700                         // this hash index works for both forward and backward edges
701                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
702                         hash = edgehashentries + i * 3 + j;
703                         hash->next = edgehash[hashindex];
704                         edgehash[hashindex] = hash;
705                         hash->triangle = i;
706                         hash->element[0] = e1;
707                         hash->element[1] = e2;
708                 }
709         }
710         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
711         {
712                 for (j = 0, p = 2;j < 3;p = j, j++)
713                 {
714                         e1 = e[p];
715                         e2 = e[j];
716                         // this hash index works for both forward and backward edges
717                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
718                         count = 0;
719                         match = -1;
720                         for (hash = edgehash[hashindex];hash;hash = hash->next)
721                         {
722                                 if (hash->element[0] == e2 && hash->element[1] == e1)
723                                 {
724                                         if (hash->triangle != i)
725                                                 match = hash->triangle;
726                                         count++;
727                                 }
728                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
729                                         count++;
730                         }
731                         // detect edges shared by three triangles and make them seams
732                         if (count > 2)
733                                 match = -1;
734                         n[p] = match;
735                 }
736
737                 // also send a keepalive here (this can take a while too!)
738                 CL_KeepaliveMessage(false);
739         }
740         // free the allocated buffer
741         Mem_Free(edgehashentries);
742         Mem_Free(edgehash);
743 }
744 #else
745 // very slow but simple way
746 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
747 {
748         int i, match, count;
749         count = 0;
750         match = -1;
751         for (i = 0;i < numtriangles;i++, elements += 3)
752         {
753                      if ((elements[0] == start && elements[1] == end)
754                       || (elements[1] == start && elements[2] == end)
755                       || (elements[2] == start && elements[0] == end))
756                 {
757                         if (i != ignore)
758                                 match = i;
759                         count++;
760                 }
761                 else if ((elements[1] == start && elements[0] == end)
762                       || (elements[2] == start && elements[1] == end)
763                       || (elements[0] == start && elements[2] == end))
764                         count++;
765         }
766         // detect edges shared by three triangles and make them seams
767         if (count > 2)
768                 match = -1;
769         return match;
770 }
771
772 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
773 {
774         int i, *n;
775         const int *e;
776         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
777         {
778                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
779                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
780                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
781         }
782 }
783 #endif
784
785 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
786 {
787         int i, warned = false, endvertex = firstvertex + numverts;
788         for (i = 0;i < numtriangles * 3;i++)
789         {
790                 if (elements[i] < firstvertex || elements[i] >= endvertex)
791                 {
792                         if (!warned)
793                         {
794                                 warned = true;
795                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
796                         }
797                         elements[i] = firstvertex;
798                 }
799         }
800 }
801
802 // warning: this is an expensive function!
803 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
804 {
805         int i, j;
806         const int *element;
807         float *vectorNormal;
808         float areaNormal[3];
809         // clear the vectors
810         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
811         // process each vertex of each triangle and accumulate the results
812         // use area-averaging, to make triangles with a big area have a bigger
813         // weighting on the vertex normal than triangles with a small area
814         // to do so, just add the 'normals' together (the bigger the area
815         // the greater the length of the normal is
816         element = elements;
817         for (i = 0; i < numtriangles; i++, element += 3)
818         {
819                 TriangleNormal(
820                         vertex3f + element[0] * 3,
821                         vertex3f + element[1] * 3,
822                         vertex3f + element[2] * 3,
823                         areaNormal
824                         );
825
826                 if (!areaweighting)
827                         VectorNormalize(areaNormal);
828
829                 for (j = 0;j < 3;j++)
830                 {
831                         vectorNormal = normal3f + element[j] * 3;
832                         vectorNormal[0] += areaNormal[0];
833                         vectorNormal[1] += areaNormal[1];
834                         vectorNormal[2] += areaNormal[2];
835                 }
836         }
837         // and just normalize the accumulated vertex normal in the end
838         vectorNormal = normal3f + 3 * firstvertex;
839         for (i = 0; i < numvertices; i++, vectorNormal += 3)
840                 VectorNormalize(vectorNormal);
841 }
842
843 void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
844 {
845         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
846         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
847         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
848
849         // 6 multiply, 9 subtract
850         VectorSubtract(v1, v0, v10);
851         VectorSubtract(v2, v0, v20);
852         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
853         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
854         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
855         // 12 multiply, 10 subtract
856         tc10[1] = tc1[1] - tc0[1];
857         tc20[1] = tc2[1] - tc0[1];
858         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
859         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
860         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
861         tc10[0] = tc1[0] - tc0[0];
862         tc20[0] = tc2[0] - tc0[0];
863         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
864         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
865         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
866         // 12 multiply, 4 add, 6 subtract
867         f = DotProduct(svector3f, normal3f);
868         svector3f[0] -= f * normal3f[0];
869         svector3f[1] -= f * normal3f[1];
870         svector3f[2] -= f * normal3f[2];
871         f = DotProduct(tvector3f, normal3f);
872         tvector3f[0] -= f * normal3f[0];
873         tvector3f[1] -= f * normal3f[1];
874         tvector3f[2] -= f * normal3f[2];
875         // if texture is mapped the wrong way (counterclockwise), the tangents
876         // have to be flipped, this is detected by calculating a normal from the
877         // two tangents, and seeing if it is opposite the surface normal
878         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
879         CrossProduct(tvector3f, svector3f, tangentcross);
880         if (DotProduct(tangentcross, normal3f) < 0)
881         {
882                 VectorNegate(svector3f, svector3f);
883                 VectorNegate(tvector3f, tvector3f);
884         }
885 }
886
887 // warning: this is a very expensive function!
888 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
889 {
890         int i, tnum;
891         float sdir[3], tdir[3], normal[3], *sv, *tv;
892         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
893         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
894         const int *e;
895         // clear the vectors
896         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
897         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
898         // process each vertex of each triangle and accumulate the results
899         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
900         {
901                 v0 = vertex3f + e[0] * 3;
902                 v1 = vertex3f + e[1] * 3;
903                 v2 = vertex3f + e[2] * 3;
904                 tc0 = texcoord2f + e[0] * 2;
905                 tc1 = texcoord2f + e[1] * 2;
906                 tc2 = texcoord2f + e[2] * 2;
907
908                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
909                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
910
911                 // calculate the edge directions and surface normal
912                 // 6 multiply, 9 subtract
913                 VectorSubtract(v1, v0, v10);
914                 VectorSubtract(v2, v0, v20);
915                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
916                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
917                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
918
919                 // calculate the tangents
920                 // 12 multiply, 10 subtract
921                 tc10[1] = tc1[1] - tc0[1];
922                 tc20[1] = tc2[1] - tc0[1];
923                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
924                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
925                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
926                 tc10[0] = tc1[0] - tc0[0];
927                 tc20[0] = tc2[0] - tc0[0];
928                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
929                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
930                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
931
932                 // if texture is mapped the wrong way (counterclockwise), the tangents
933                 // have to be flipped, this is detected by calculating a normal from the
934                 // two tangents, and seeing if it is opposite the surface normal
935                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
936                 CrossProduct(tdir, sdir, tangentcross);
937                 if (DotProduct(tangentcross, normal) < 0)
938                 {
939                         VectorNegate(sdir, sdir);
940                         VectorNegate(tdir, tdir);
941                 }
942
943                 if (!areaweighting)
944                 {
945                         VectorNormalize(sdir);
946                         VectorNormalize(tdir);
947                 }
948                 for (i = 0;i < 3;i++)
949                 {
950                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
951                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
952                 }
953         }
954         // make the tangents completely perpendicular to the surface normal, and
955         // then normalize them
956         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
957         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
958         {
959                 f = -DotProduct(sv, n);
960                 VectorMA(sv, f, n, sv);
961                 VectorNormalize(sv);
962                 f = -DotProduct(tv, n);
963                 VectorMA(tv, f, n, tv);
964                 VectorNormalize(tv);
965         }
966 }
967
968 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
969 {
970         unsigned char *data;
971         data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
972         loadmodel->surfmesh.num_vertices = numvertices;
973         loadmodel->surfmesh.num_triangles = numtriangles;
974         if (loadmodel->surfmesh.num_vertices)
975         {
976                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
977                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
978                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
979                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
980                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
981                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
982                 if (vertexcolors)
983                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
984                 if (lightmapoffsets)
985                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
986         }
987         if (loadmodel->surfmesh.num_triangles)
988         {
989                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
990                 if (neighbors)
991                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
992                 if (loadmodel->surfmesh.num_vertices <= 65536)
993                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
994         }
995 }
996
997 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
998 {
999         shadowmesh_t *newmesh;
1000         unsigned char *data;
1001         int size;
1002         size = sizeof(shadowmesh_t);
1003         size += maxverts * sizeof(float[3]);
1004         if (light)
1005                 size += maxverts * sizeof(float[11]);
1006         size += maxtriangles * sizeof(int[3]);
1007         if (maxverts <= 65536)
1008                 size += maxtriangles * sizeof(unsigned short[3]);
1009         if (neighbors)
1010                 size += maxtriangles * sizeof(int[3]);
1011         if (expandable)
1012                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1013         data = (unsigned char *)Mem_Alloc(mempool, size);
1014         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1015         newmesh->map_diffuse = map_diffuse;
1016         newmesh->map_specular = map_specular;
1017         newmesh->map_normal = map_normal;
1018         newmesh->maxverts = maxverts;
1019         newmesh->maxtriangles = maxtriangles;
1020         newmesh->numverts = 0;
1021         newmesh->numtriangles = 0;
1022         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1023         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1024
1025         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1026         if (light)
1027         {
1028                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1029                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1030                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1031                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1032         }
1033         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1034         if (neighbors)
1035         {
1036                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1037         }
1038         if (expandable)
1039         {
1040                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1041                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1042         }
1043         if (maxverts <= 65536)
1044                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1045         return newmesh;
1046 }
1047
1048 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1049 {
1050         shadowmesh_t *newmesh;
1051         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1052         newmesh->numverts = oldmesh->numverts;
1053         newmesh->numtriangles = oldmesh->numtriangles;
1054         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1055         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1056
1057         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1058         if (newmesh->svector3f && oldmesh->svector3f)
1059         {
1060                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1061                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1062                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1063                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1064         }
1065         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1066         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1067                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1068         return newmesh;
1069 }
1070
1071 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1072 {
1073         int hashindex, vnum;
1074         shadowmeshvertexhash_t *hash;
1075         // this uses prime numbers intentionally
1076         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1077         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1078         {
1079                 vnum = (hash - mesh->vertexhashentries);
1080                 if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2]))
1081                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1082                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1083                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1084                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1085                         return hash - mesh->vertexhashentries;
1086         }
1087         vnum = mesh->numverts++;
1088         hash = mesh->vertexhashentries + vnum;
1089         hash->next = mesh->vertexhashtable[hashindex];
1090         mesh->vertexhashtable[hashindex] = hash;
1091         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1092         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1093         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1094         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1095         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1096         return vnum;
1097 }
1098
1099 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1100 {
1101         if (mesh->numtriangles == 0)
1102         {
1103                 // set the properties on this empty mesh to be more favorable...
1104                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1105                 mesh->map_diffuse = map_diffuse;
1106                 mesh->map_specular = map_specular;
1107                 mesh->map_normal = map_normal;
1108         }
1109         while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
1110         {
1111                 if (mesh->next == NULL)
1112                         mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true);
1113                 mesh = mesh->next;
1114         }
1115         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1116         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1117         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1118         mesh->numtriangles++;
1119 }
1120
1121 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
1122 {
1123         int i, j, e;
1124         float vbuf[3*14], *v;
1125         memset(vbuf, 0, sizeof(vbuf));
1126         for (i = 0;i < numtris;i++)
1127         {
1128                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1129                 {
1130                         e = *element3i++;
1131                         if (vertex3f)
1132                         {
1133                                 v[0] = vertex3f[e * 3 + 0];
1134                                 v[1] = vertex3f[e * 3 + 1];
1135                                 v[2] = vertex3f[e * 3 + 2];
1136                         }
1137                         if (svector3f)
1138                         {
1139                                 v[3] = svector3f[e * 3 + 0];
1140                                 v[4] = svector3f[e * 3 + 1];
1141                                 v[5] = svector3f[e * 3 + 2];
1142                         }
1143                         if (tvector3f)
1144                         {
1145                                 v[6] = tvector3f[e * 3 + 0];
1146                                 v[7] = tvector3f[e * 3 + 1];
1147                                 v[8] = tvector3f[e * 3 + 2];
1148                         }
1149                         if (normal3f)
1150                         {
1151                                 v[9] = normal3f[e * 3 + 0];
1152                                 v[10] = normal3f[e * 3 + 1];
1153                                 v[11] = normal3f[e * 3 + 2];
1154                         }
1155                         if (texcoord2f)
1156                         {
1157                                 v[12] = texcoord2f[e * 2 + 0];
1158                                 v[13] = texcoord2f[e * 2 + 1];
1159                         }
1160                 }
1161                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1162         }
1163
1164         // the triangle calculation can take a while, so let's do a keepalive here
1165         CL_KeepaliveMessage(false);
1166 }
1167
1168 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
1169 {
1170         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1171         CL_KeepaliveMessage(false);
1172
1173         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1174 }
1175
1176 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1177 {
1178         if (!vid.support.arb_vertex_buffer_object)
1179                 return;
1180         if (mesh->vbo)
1181                 return;
1182
1183         // element buffer is easy because it's just one array
1184         if (mesh->numtriangles)
1185         {
1186                 if (mesh->element3s)
1187                         mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1188                 else
1189                         mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1190         }
1191
1192         // vertex buffer is several arrays and we put them in the same buffer
1193         //
1194         // is this wise?  the texcoordtexture2f array is used with dynamic
1195         // vertex/svector/tvector/normal when rendering animated models, on the
1196         // other hand animated models don't use a lot of vertices anyway...
1197         if (mesh->numverts)
1198         {
1199                 size_t size;
1200                 unsigned char *mem;
1201                 size = 0;
1202                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1203                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1204                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1205                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1206                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1207                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1208                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1209                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1210                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1211                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1212                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1213                 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1214                 Mem_Free(mem);
1215         }
1216 }
1217
1218 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1219 {
1220         shadowmesh_t *mesh, *newmesh, *nextmesh;
1221         // reallocate meshs to conserve space
1222         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1223         {
1224                 nextmesh = mesh->next;
1225                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1226                 {
1227                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1228                         newmesh->next = firstmesh;
1229                         firstmesh = newmesh;
1230                         if (newmesh->element3s)
1231                         {
1232                                 int i;
1233                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1234                                         newmesh->element3s[i] = newmesh->element3i[i];
1235                         }
1236                         if (createvbo)
1237                                 Mod_ShadowMesh_CreateVBOs(newmesh);
1238                 }
1239                 Mem_Free(mesh);
1240         }
1241
1242         // this can take a while, so let's do a keepalive here
1243         CL_KeepaliveMessage(false);
1244
1245         return firstmesh;
1246 }
1247
1248 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1249 {
1250         int i;
1251         shadowmesh_t *mesh;
1252         vec3_t nmins, nmaxs, ncenter, temp;
1253         float nradius2, dist2, *v;
1254         VectorClear(nmins);
1255         VectorClear(nmaxs);
1256         // calculate bbox
1257         for (mesh = firstmesh;mesh;mesh = mesh->next)
1258         {
1259                 if (mesh == firstmesh)
1260                 {
1261                         VectorCopy(mesh->vertex3f, nmins);
1262                         VectorCopy(mesh->vertex3f, nmaxs);
1263                 }
1264                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1265                 {
1266                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1267                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1268                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1269                 }
1270         }
1271         // calculate center and radius
1272         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1273         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1274         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1275         nradius2 = 0;
1276         for (mesh = firstmesh;mesh;mesh = mesh->next)
1277         {
1278                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1279                 {
1280                         VectorSubtract(v, ncenter, temp);
1281                         dist2 = DotProduct(temp, temp);
1282                         if (nradius2 < dist2)
1283                                 nradius2 = dist2;
1284                 }
1285         }
1286         // return data
1287         if (mins)
1288                 VectorCopy(nmins, mins);
1289         if (maxs)
1290                 VectorCopy(nmaxs, maxs);
1291         if (center)
1292                 VectorCopy(ncenter, center);
1293         if (radius)
1294                 *radius = sqrt(nradius2);
1295 }
1296
1297 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1298 {
1299         shadowmesh_t *nextmesh;
1300         for (;mesh;mesh = nextmesh)
1301         {
1302                 if (mesh->ebo3i)
1303                         R_Mesh_DestroyBufferObject(mesh->ebo3i);
1304                 if (mesh->ebo3s)
1305                         R_Mesh_DestroyBufferObject(mesh->ebo3s);
1306                 if (mesh->vbo)
1307                         R_Mesh_DestroyBufferObject(mesh->vbo);
1308                 nextmesh = mesh->next;
1309                 Mem_Free(mesh);
1310         }
1311 }
1312
1313 void Mod_CreateCollisionMesh(dp_model_t *mod)
1314 {
1315         int k;
1316         int numcollisionmeshtriangles;
1317         const msurface_t *surface;
1318         mempool_t *mempool = mod->mempool;
1319         if (!mempool && mod->brush.parentmodel)
1320                 mempool = mod->brush.parentmodel->mempool;
1321         // make a single combined collision mesh for physics engine use
1322         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1323         numcollisionmeshtriangles = 0;
1324         for (k = 0;k < mod->nummodelsurfaces;k++)
1325         {
1326                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1327                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1328                         continue;
1329                 numcollisionmeshtriangles += surface->num_triangles;
1330         }
1331         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1332         for (k = 0;k < mod->nummodelsurfaces;k++)
1333         {
1334                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1335                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1336                         continue;
1337                 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));
1338         }
1339         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
1340 }
1341
1342 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)
1343 {
1344         float v[3], tc[3];
1345         v[0] = ix;
1346         v[1] = iy;
1347         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1348                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1349         else
1350                 v[2] = 0;
1351         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1352         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1353         texcoord2f[0] = tc[0];
1354         texcoord2f[1] = tc[1];
1355 }
1356
1357 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)
1358 {
1359         float vup[3], vdown[3], vleft[3], vright[3];
1360         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1361         float sv[3], tv[3], nl[3];
1362         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1363         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1364         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1365         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1366         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1367         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1368         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1369         VectorAdd(svector3f, sv, svector3f);
1370         VectorAdd(tvector3f, tv, tvector3f);
1371         VectorAdd(normal3f, nl, normal3f);
1372         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1373         VectorAdd(svector3f, sv, svector3f);
1374         VectorAdd(tvector3f, tv, tvector3f);
1375         VectorAdd(normal3f, nl, normal3f);
1376         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1377         VectorAdd(svector3f, sv, svector3f);
1378         VectorAdd(tvector3f, tv, tvector3f);
1379         VectorAdd(normal3f, nl, normal3f);
1380 }
1381
1382 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)
1383 {
1384         int x, y, ix, iy, *e;
1385         e = element3i;
1386         for (y = 0;y < height;y++)
1387         {
1388                 for (x = 0;x < width;x++)
1389                 {
1390                         e[0] = (y + 1) * (width + 1) + (x + 0);
1391                         e[1] = (y + 0) * (width + 1) + (x + 0);
1392                         e[2] = (y + 1) * (width + 1) + (x + 1);
1393                         e[3] = (y + 0) * (width + 1) + (x + 0);
1394                         e[4] = (y + 0) * (width + 1) + (x + 1);
1395                         e[5] = (y + 1) * (width + 1) + (x + 1);
1396                         e += 6;
1397                 }
1398         }
1399         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1400         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1401                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1402                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1403 }
1404
1405 #if 0
1406 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1407 {
1408         float mins[3];
1409         float maxs[3];
1410         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1411         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1412         float viewvector[3];
1413         unsigned int firstvertex;
1414         unsigned int *e;
1415         float *v;
1416         if (chunkwidth < 2 || chunkheight < 2)
1417                 return;
1418         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]);
1419         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]);
1420         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1421         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1422         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1423         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1424         {
1425                 // too close for this stepsize, emit as 4 chunks instead
1426                 stepsize /= 2;
1427                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1428                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1429                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1430                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1431                 return;
1432         }
1433         // emit the geometry at stepsize into our vertex buffer / index buffer
1434         // we add two columns and two rows for skirt
1435         outwidth = chunkwidth+2;
1436         outheight = chunkheight+2;
1437         outwidth2 = outwidth-1;
1438         outheight2 = outheight-1;
1439         outwidth3 = outwidth+1;
1440         outheight3 = outheight+1;
1441         firstvertex = numvertices;
1442         e = model->terrain.element3i + numtriangles;
1443         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1444         v = model->terrain.vertex3f + numvertices;
1445         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1446         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1447         for (ty = 0;ty < outheight;ty++)
1448         {
1449                 for (tx = 0;tx < outwidth;tx++)
1450                 {
1451                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1452                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1453                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1454                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1455                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1456                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1457                 }
1458         }
1459         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1460         for (ty = 0;ty <= outheight;ty++)
1461         {
1462                 skirtrow = ty == 0 || ty == outheight;
1463                 ry = y+bound(1, ty, outheight)*stepsize;
1464                 for (tx = 0;tx <= outwidth;tx++)
1465                 {
1466                         skirt = skirtrow || tx == 0 || tx == outwidth;
1467                         rx = x+bound(1, tx, outwidth)*stepsize;
1468                         v[0] = rx*scale[0];
1469                         v[1] = ry*scale[1];
1470                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1471                         v += 3;
1472                 }
1473         }
1474         // TODO: emit skirt vertices
1475 }
1476
1477 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1478 {
1479         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1480         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1481         Mod_Terrain_BuildChunk(model, 
1482 }
1483 #endif
1484
1485 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1486 {
1487         if (!strcasecmp(s, "sin"))             return Q3WAVEFUNC_SIN;
1488         if (!strcasecmp(s, "square"))          return Q3WAVEFUNC_SQUARE;
1489         if (!strcasecmp(s, "triangle"))        return Q3WAVEFUNC_TRIANGLE;
1490         if (!strcasecmp(s, "sawtooth"))        return Q3WAVEFUNC_SAWTOOTH;
1491         if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1492         if (!strcasecmp(s, "noise"))           return Q3WAVEFUNC_NOISE;
1493         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1494         return Q3WAVEFUNC_NONE;
1495 }
1496
1497 void Mod_FreeQ3Shaders(void)
1498 {
1499         Mem_FreePool(&q3shaders_mem);
1500 }
1501
1502 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1503 {
1504         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1505         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1506         q3shader_hash_entry_t* lastEntry = NULL;
1507         while (entry != NULL)
1508         {
1509                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1510                 {
1511                         unsigned char *start, *end, *start2;
1512                         start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1513                         end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1514                         start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1515                         if(memcmp(start, start2, end - start))
1516                                 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1517                         else
1518                                 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1519                         return;
1520                 }
1521                 lastEntry = entry;
1522                 entry = entry->chain;
1523         }
1524         if (entry == NULL)
1525         {
1526                 if (lastEntry->shader.name[0] != 0)
1527                 {
1528                         /* Add to chain */
1529                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1530                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1531
1532                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1533                         lastEntry->chain = newEntry;
1534                         newEntry->chain = NULL;
1535                         lastEntry = newEntry;
1536                 }
1537                 /* else: head of chain, in hash entry array */
1538                 entry = lastEntry;
1539         }
1540         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1541 }
1542
1543 extern cvar_t mod_q3shader_default_offsetmapping;
1544 void Mod_LoadQ3Shaders(void)
1545 {
1546         int j;
1547         int fileindex;
1548         fssearch_t *search;
1549         char *f;
1550         const char *text;
1551         q3shaderinfo_t shader;
1552         q3shaderinfo_layer_t *layer;
1553         int numparameters;
1554         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1555         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1556         unsigned long custsurfaceparms[256]; 
1557         int numcustsurfaceparms;
1558
1559         Mod_FreeQ3Shaders();
1560
1561         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1562         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1563                 sizeof (q3shader_data_t));
1564         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1565                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1566         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1567                 q3shaders_mem, sizeof (char**), 256);
1568
1569         // parse custinfoparms.txt
1570         numcustsurfaceparms = 0;
1571         if (text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL))
1572         {
1573                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1574                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1575                 else
1576                 {
1577                         while (COM_ParseToken_QuakeC(&text, false))
1578                                 if (!strcasecmp(com_token, "}"))
1579                                         break;
1580                         // custom surfaceflags section
1581                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1582                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1583                         else
1584                         {
1585                                 while(COM_ParseToken_QuakeC(&text, false))
1586                                 {
1587                                         if (!strcasecmp(com_token, "}"))
1588                                                 break;  
1589                                         // register surfaceflag
1590                                         if (numcustsurfaceparms >= 256)
1591                                         {
1592                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1593                                                 break;
1594                                         }
1595                                         // name
1596                                         j = strlen(com_token)+1;
1597                                         custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1598                                         strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1599                                         // value
1600                                         if (COM_ParseToken_QuakeC(&text, false))
1601                                                 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1602                                         else
1603                                                 custsurfaceparms[numcustsurfaceparms] = 0;
1604                                         numcustsurfaceparms++;
1605                                 }
1606                         }
1607                 }
1608                 Mem_Free(f);
1609         }
1610
1611         // parse shaders
1612         search = FS_Search("scripts/*.shader", true, false);
1613         if (!search)
1614                 return;
1615         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1616         {
1617                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1618                 if (!f)
1619                         continue;
1620                 while (COM_ParseToken_QuakeC(&text, false))
1621                 {
1622                         memset (&shader, 0, sizeof(shader));
1623                         shader.reflectmin = 0;
1624                         shader.reflectmax = 1;
1625                         shader.refractfactor = 1;
1626                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1627                         shader.reflectfactor = 1;
1628                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1629                         shader.r_water_wateralpha = 1;
1630                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1631                         shader.offsetscale = 1;
1632                         shader.specularscalemod = 1;
1633                         shader.specularpowermod = 1;
1634
1635                         strlcpy(shader.name, com_token, sizeof(shader.name));
1636                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1637                         {
1638                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1639                                 break;
1640                         }
1641                         while (COM_ParseToken_QuakeC(&text, false))
1642                         {
1643                                 if (!strcasecmp(com_token, "}"))
1644                                         break;
1645                                 if (!strcasecmp(com_token, "{"))
1646                                 {
1647                                         static q3shaderinfo_layer_t dummy;
1648                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1649                                         {
1650                                                 layer = shader.layers + shader.numlayers++;
1651                                         }
1652                                         else
1653                                         {
1654                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1655                                                 memset(&dummy, 0, sizeof(dummy));
1656                                                 layer = &dummy;
1657                                         }
1658                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1659                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1660                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1661                                         layer->blendfunc[0] = GL_ONE;
1662                                         layer->blendfunc[1] = GL_ZERO;
1663                                         while (COM_ParseToken_QuakeC(&text, false))
1664                                         {
1665                                                 if (!strcasecmp(com_token, "}"))
1666                                                         break;
1667                                                 if (!strcasecmp(com_token, "\n"))
1668                                                         continue;
1669                                                 numparameters = 0;
1670                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1671                                                 {
1672                                                         if (j < TEXTURE_MAXFRAMES + 4)
1673                                                         {
1674                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1675                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1676                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1677                                                                 else
1678                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1679                                                                 numparameters = j + 1;
1680                                                         }
1681                                                         if (!COM_ParseToken_QuakeC(&text, true))
1682                                                                 break;
1683                                                 }
1684                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1685                                                 //      parameter[j][0] = 0;
1686                                                 if (developer_insane.integer)
1687                                                 {
1688                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1689                                                         for (j = 0;j < numparameters;j++)
1690                                                                 Con_DPrintf(" %s", parameter[j]);
1691                                                         Con_DPrint("\n");
1692                                                 }
1693                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1694                                                 {
1695                                                         if (numparameters == 2)
1696                                                         {
1697                                                                 if (!strcasecmp(parameter[1], "add"))
1698                                                                 {
1699                                                                         layer->blendfunc[0] = GL_ONE;
1700                                                                         layer->blendfunc[1] = GL_ONE;
1701                                                                 }
1702                                                                 else if (!strcasecmp(parameter[1], "filter"))
1703                                                                 {
1704                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1705                                                                         layer->blendfunc[1] = GL_ZERO;
1706                                                                 }
1707                                                                 else if (!strcasecmp(parameter[1], "blend"))
1708                                                                 {
1709                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1710                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1711                                                                 }
1712                                                         }
1713                                                         else if (numparameters == 3)
1714                                                         {
1715                                                                 int k;
1716                                                                 for (k = 0;k < 2;k++)
1717                                                                 {
1718                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1719                                                                                 layer->blendfunc[k] = GL_ONE;
1720                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1721                                                                                 layer->blendfunc[k] = GL_ZERO;
1722                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1723                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1724                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1725                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1726                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1727                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1728                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1729                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1730                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1731                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1732                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1733                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1734                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1735                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1736                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1737                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1738                                                                         else
1739                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1740                                                                 }
1741                                                         }
1742                                                 }
1743                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1744                                                         layer->alphatest = true;
1745                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1746                                                 {
1747                                                         if (!strcasecmp(parameter[0], "clampmap"))
1748                                                                 layer->clampmap = true;
1749                                                         layer->numframes = 1;
1750                                                         layer->framerate = 1;
1751                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1752                                                                 &q3shader_data->char_ptrs);
1753                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1754                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1755                                                                 shader.lighting = true;
1756                                                 }
1757                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1758                                                 {
1759                                                         int i;
1760                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1761                                                         layer->framerate = atof(parameter[1]);
1762                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1763                                                         for (i = 0;i < layer->numframes;i++)
1764                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1765                                                 }
1766                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1767                                                 {
1768                                                         int i;
1769                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1770                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1771                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1772                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1773                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1774                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1775                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1776                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1777                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1778                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1779                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1780                                                         else if (!strcasecmp(parameter[1], "wave"))
1781                                                         {
1782                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1783                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1784                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1785                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1786                                                         }
1787                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1788                                                 }
1789                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1790                                                 {
1791                                                         int i;
1792                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1793                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1794                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1795                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1796                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1797                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1798                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1799                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1800                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1801                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1802                                                         else if (!strcasecmp(parameter[1], "wave"))
1803                                                         {
1804                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1805                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1806                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1807                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1808                                                         }
1809                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1810                                                 }
1811                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1812                                                 {
1813                                                         int i;
1814                                                         // observed values: tcgen environment
1815                                                         // no other values have been observed in real shaders
1816                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1817                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1818                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1819                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1820                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1821                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1822                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1823                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1824                                                 }
1825                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1826                                                 {
1827                                                         int i, tcmodindex;
1828                                                         // observed values:
1829                                                         // tcmod rotate #
1830                                                         // tcmod scale # #
1831                                                         // tcmod scroll # #
1832                                                         // tcmod stretch sin # # # #
1833                                                         // tcmod stretch triangle # # # #
1834                                                         // tcmod transform # # # # # #
1835                                                         // tcmod turb # # # #
1836                                                         // tcmod turb sin # # # #  (this is bogus)
1837                                                         // no other values have been observed in real shaders
1838                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1839                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1840                                                                         break;
1841                                                         if (tcmodindex < Q3MAXTCMODS)
1842                                                         {
1843                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1844                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1845                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1846                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1847                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1848                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1849                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1850                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1851                                                                 {
1852                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1853                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1854                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1855                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1856                                                                 }
1857                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1858                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1859                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1860                                                         }
1861                                                         else
1862                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1863                                                 }
1864                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1865                                                 if (!strcasecmp(com_token, "}"))
1866                                                         break;
1867                                         }
1868                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1869                                                 shader.lighting = true;
1870                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1871                                         {
1872                                                 if (layer == shader.layers + 0)
1873                                                 {
1874                                                         // vertex controlled transparency
1875                                                         shader.vertexalpha = true;
1876                                                 }
1877                                                 else
1878                                                 {
1879                                                         // multilayer terrain shader or similar
1880                                                         shader.textureblendalpha = true;
1881                                                 }
1882                                         }
1883                                         layer->texflags = TEXF_ALPHA;
1884                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1885                                                 layer->texflags |= TEXF_MIPMAP;
1886                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1887                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1888                                         if (layer->clampmap)
1889                                                 layer->texflags |= TEXF_CLAMP;
1890                                         continue;
1891                                 }
1892                                 numparameters = 0;
1893                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1894                                 {
1895                                         if (j < TEXTURE_MAXFRAMES + 4)
1896                                         {
1897                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1898                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1899                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1900                                                 else
1901                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1902                                                 numparameters = j + 1;
1903                                         }
1904                                         if (!COM_ParseToken_QuakeC(&text, true))
1905                                                 break;
1906                                 }
1907                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1908                                 //      parameter[j][0] = 0;
1909                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1910                                         break;
1911                                 if (developer_insane.integer)
1912                                 {
1913                                         Con_DPrintf("%s: ", shader.name);
1914                                         for (j = 0;j < numparameters;j++)
1915                                                 Con_DPrintf(" %s", parameter[j]);
1916                                         Con_DPrint("\n");
1917                                 }
1918                                 if (numparameters < 1)
1919                                         continue;
1920                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1921                                 {
1922                                         if (!strcasecmp(parameter[1], "alphashadow"))
1923                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1924                                         else if (!strcasecmp(parameter[1], "areaportal"))
1925                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1926                                         else if (!strcasecmp(parameter[1], "botclip"))
1927                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1928                                         else if (!strcasecmp(parameter[1], "clusterportal"))
1929                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1930                                         else if (!strcasecmp(parameter[1], "detail"))
1931                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1932                                         else if (!strcasecmp(parameter[1], "donotenter"))
1933                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1934                                         else if (!strcasecmp(parameter[1], "dust"))
1935                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1936                                         else if (!strcasecmp(parameter[1], "hint"))
1937                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1938                                         else if (!strcasecmp(parameter[1], "fog"))
1939                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1940                                         else if (!strcasecmp(parameter[1], "lava"))
1941                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1942                                         else if (!strcasecmp(parameter[1], "lightfilter"))
1943                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1944                                         else if (!strcasecmp(parameter[1], "lightgrid"))
1945                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1946                                         else if (!strcasecmp(parameter[1], "metalsteps"))
1947                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1948                                         else if (!strcasecmp(parameter[1], "nodamage"))
1949                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1950                                         else if (!strcasecmp(parameter[1], "nodlight"))
1951                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1952                                         else if (!strcasecmp(parameter[1], "nodraw"))
1953                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1954                                         else if (!strcasecmp(parameter[1], "nodrop"))
1955                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1956                                         else if (!strcasecmp(parameter[1], "noimpact"))
1957                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1958                                         else if (!strcasecmp(parameter[1], "nolightmap"))
1959                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1960                                         else if (!strcasecmp(parameter[1], "nomarks"))
1961                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1962                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
1963                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1964                                         else if (!strcasecmp(parameter[1], "nonsolid"))
1965                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1966                                         else if (!strcasecmp(parameter[1], "origin"))
1967                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1968                                         else if (!strcasecmp(parameter[1], "playerclip"))
1969                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1970                                         else if (!strcasecmp(parameter[1], "sky"))
1971                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1972                                         else if (!strcasecmp(parameter[1], "slick"))
1973                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1974                                         else if (!strcasecmp(parameter[1], "slime"))
1975                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1976                                         else if (!strcasecmp(parameter[1], "structural"))
1977                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1978                                         else if (!strcasecmp(parameter[1], "trans"))
1979                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1980                                         else if (!strcasecmp(parameter[1], "water"))
1981                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1982                                         else if (!strcasecmp(parameter[1], "pointlight"))
1983                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1984                                         else if (!strcasecmp(parameter[1], "antiportal"))
1985                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1986                                         else
1987                                         {
1988                                                 // try custom surfaceparms
1989                                                 for (j = 0; j < numcustsurfaceparms; j++)
1990                                                 {
1991                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
1992                                                         {
1993                                                                 shader.surfaceparms |= custsurfaceparms[j];
1994                                                                 break;
1995                                                         }
1996                                                 }
1997                                                 // failed all
1998                                                 if (j == numcustsurfaceparms)
1999                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2000                                         }
2001                                 }
2002                                 else if (!strcasecmp(parameter[0], "dpshadow"))
2003                                         shader.dpshadow = true;
2004                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2005                                         shader.dpnoshadow = true;
2006                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2007                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2008                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2009                                         shader.dpmeshcollisions = true;
2010                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2011                                 {
2012                                         // some q3 skies don't have the sky parm set
2013                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2014                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2015                                 }
2016                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2017                                 {
2018                                         // some q3 skies don't have the sky parm set
2019                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2020                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2021                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2022                                 }
2023                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2024                                 {
2025                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2026                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2027                                 }
2028                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2029                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2030                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2031                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2032                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2033                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2034                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2035                                 {
2036                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2037                                         shader.refractfactor = atof(parameter[1]);
2038                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2039                                 }
2040                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2041                                 {
2042                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2043                                         shader.reflectfactor = atof(parameter[1]);
2044                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2045                                 }
2046                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2047                                 {
2048                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2049                                 }
2050                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2051                                 {
2052                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2053                                         shader.reflectmin = atof(parameter[1]);
2054                                         shader.reflectmax = atof(parameter[2]);
2055                                         shader.refractfactor = atof(parameter[3]);
2056                                         shader.reflectfactor = atof(parameter[4]);
2057                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2058                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2059                                         shader.r_water_wateralpha = atof(parameter[11]);
2060                                 }
2061                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2062                                 {
2063                                         shader.specularscalemod = atof(parameter[1]);
2064                                 }
2065                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2066                                 {
2067                                         shader.specularpowermod = atof(parameter[1]);
2068                                 }
2069                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
2070                                 {
2071                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2072                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2073                                         else if (!strcasecmp(parameter[1], "default"))
2074                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2075                                         else if (!strcasecmp(parameter[1], "linear"))
2076                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2077                                         else if (!strcasecmp(parameter[1], "relief"))
2078                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2079                                         shader.offsetscale = atof(parameter[2]);
2080                                 }
2081                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2082                                 {
2083                                         int i, deformindex;
2084                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2085                                                 if (!shader.deforms[deformindex].deform)
2086                                                         break;
2087                                         if (deformindex < Q3MAXDEFORMS)
2088                                         {
2089                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2090                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2091                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2092                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2093                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2094                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2095                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2096                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2097                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2098                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2099                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2100                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2101                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2102                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2103                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2104                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2105                                                 {
2106                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2107                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2108                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2109                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2110                                                 }
2111                                                 else if (!strcasecmp(parameter[1], "move"            ))
2112                                                 {
2113                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2114                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2115                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2116                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2117                                                 }
2118                                         }
2119                                 }
2120                         }
2121                         // pick the primary layer to render with
2122                         if (shader.numlayers)
2123                         {
2124                                 shader.backgroundlayer = -1;
2125                                 shader.primarylayer = 0;
2126                                 // if lightmap comes first this is definitely an ordinary texture
2127                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2128                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
2129                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2130                                 {
2131                                         shader.backgroundlayer = -1;
2132                                         shader.primarylayer = 1;
2133                                 }
2134                                 else if (shader.numlayers >= 2
2135                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2136                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
2137                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2138                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
2139                                 {
2140                                         // terrain blending or other effects
2141                                         shader.backgroundlayer = 0;
2142                                         shader.primarylayer = 1;
2143                                 }
2144                         }
2145                         // fix up multiple reflection types
2146                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2147                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2148
2149                         Q3Shader_AddToHash (&shader);
2150                 }
2151                 Mem_Free(f);
2152         }
2153         FS_FreeSearch(search);
2154         // free custinfoparm values
2155         for (j = 0; j < numcustsurfaceparms; j++)
2156                 Mem_Free(custsurfaceparmnames[j]);
2157 }
2158
2159 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2160 {
2161         unsigned short hash;
2162         q3shader_hash_entry_t* entry;
2163         if (!q3shaders_mem)
2164                 Mod_LoadQ3Shaders();
2165         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2166         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2167         while (entry != NULL)
2168         {
2169                 if (strcasecmp (entry->shader.name, name) == 0)
2170                         return &entry->shader;
2171                 entry = entry->chain;
2172         }
2173         return NULL;
2174 }
2175
2176 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2177 {
2178         int j;
2179         int texflagsmask;
2180         qboolean success = true;
2181         q3shaderinfo_t *shader;
2182         if (!name)
2183                 name = "";
2184         strlcpy(texture->name, name, sizeof(texture->name));
2185         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2186
2187         texflagsmask = ~0;
2188         if(!(defaulttexflags & TEXF_PICMIP))
2189                 texflagsmask &= ~TEXF_PICMIP;
2190         if(!(defaulttexflags & TEXF_COMPRESS))
2191                 texflagsmask &= ~TEXF_COMPRESS;
2192         // unless later loaded from the shader
2193         texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2194         texture->offsetscale = 1;
2195         texture->specularscalemod = 1;
2196         texture->specularpowermod = 1; 
2197         // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2198         // HERE, AND Q1BSP LOADING
2199         // JUST GREP FOR "specularscalemod = 1".
2200
2201         if (shader)
2202         {
2203                 if (developer_loading.integer)
2204                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2205                 texture->surfaceparms = shader->surfaceparms;
2206
2207                 // allow disabling of picmip or compression by defaulttexflags
2208                 texture->textureflags = shader->textureflags & texflagsmask;
2209
2210                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2211                 {
2212                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2213                         if (shader->skyboxname[0])
2214                         {
2215                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2216                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2217                         }
2218                 }
2219                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2220                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2221                 else
2222                         texture->basematerialflags = MATERIALFLAG_WALL;
2223
2224                 if (shader->layers[0].alphatest)
2225                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2226                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2227                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2228                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2229                         texture->biaspolygonoffset -= 2;
2230                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2231                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2232                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2233                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2234                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2235                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2236                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2237                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2238                 texture->customblendfunc[0] = GL_ONE;
2239                 texture->customblendfunc[1] = GL_ZERO;
2240                 if (shader->numlayers > 0)
2241                 {
2242                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2243                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2244 /*
2245 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2246 * additive               GL_ONE GL_ONE
2247 additive weird         GL_ONE GL_SRC_ALPHA
2248 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2249 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2250 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2251 brighten               GL_DST_COLOR GL_ONE
2252 brighten               GL_ONE GL_SRC_COLOR
2253 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2254 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2255 * modulate               GL_DST_COLOR GL_ZERO
2256 * modulate               GL_ZERO GL_SRC_COLOR
2257 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2258 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2259 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2260 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2261 * no blend               GL_ONE GL_ZERO
2262 nothing                GL_ZERO GL_ONE
2263 */
2264                         // if not opaque, figure out what blendfunc to use
2265                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2266                         {
2267                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2268                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2269                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2270                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2271                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2272                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2273                                 else
2274                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2275                         }
2276                 }
2277                 if (!shader->lighting)
2278                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2279                 if (shader->primarylayer >= 0)
2280                 {
2281                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2282                         // copy over many primarylayer parameters
2283                         texture->rgbgen = primarylayer->rgbgen;
2284                         texture->alphagen = primarylayer->alphagen;
2285                         texture->tcgen = primarylayer->tcgen;
2286                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2287                         // load the textures
2288                         texture->numskinframes = primarylayer->numframes;
2289                         texture->skinframerate = primarylayer->framerate;
2290                         for (j = 0;j < primarylayer->numframes;j++)
2291                         {
2292                                 if(cls.state == ca_dedicated)
2293                                 {
2294                                         texture->skinframes[j] = NULL;
2295                                 }
2296                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
2297                                 {
2298                                         Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name);
2299                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2300                                 }
2301                         }
2302                 }
2303                 if (shader->backgroundlayer >= 0)
2304                 {
2305                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2306                         // copy over one secondarylayer parameter
2307                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2308                         // load the textures
2309                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2310                         texture->backgroundskinframerate = backgroundlayer->framerate;
2311                         for (j = 0;j < backgroundlayer->numframes;j++)
2312                         {
2313                                 if(cls.state == ca_dedicated)
2314                                 {
2315                                         texture->skinframes[j] = NULL;
2316                                 }
2317                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
2318                                 {
2319                                         Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (background frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
2320                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2321                                 }
2322                         }
2323                 }
2324                 if (shader->dpshadow)
2325                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2326                 if (shader->dpnoshadow)
2327                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2328                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2329                 texture->reflectmin = shader->reflectmin;
2330                 texture->reflectmax = shader->reflectmax;
2331                 texture->refractfactor = shader->refractfactor;
2332                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2333                 texture->reflectfactor = shader->reflectfactor;
2334                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2335                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2336                 texture->offsetmapping = shader->offsetmapping;
2337                 texture->offsetscale = shader->offsetscale;
2338                 texture->specularscalemod = shader->specularscalemod;
2339                 texture->specularpowermod = shader->specularpowermod;
2340                 if (shader->dpreflectcube[0])
2341                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2342
2343                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2344                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2345                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2346                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2347                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2348                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2349                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2350                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2351                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2352
2353         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2354         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2355         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2356         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2357                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2358         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2359                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2360         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2361         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2362         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2363         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2364         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2365                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2366         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2367         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2368         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2369         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2370                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2371         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2372                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2373                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2374         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2375                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2376         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2377         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2378                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2379         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2380         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2381         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2382                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2383         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2384         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2385
2386                 if (shader->dpmeshcollisions)
2387                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2388         }
2389         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2390         {
2391                 if (developer_extra.integer)
2392                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2393                 texture->surfaceparms = 0;
2394                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2395         }
2396         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2397         {
2398                 if (developer_extra.integer)
2399                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2400                 texture->surfaceparms = 0;
2401                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2402                 texture->supercontents = SUPERCONTENTS_SOLID;
2403         }
2404         else
2405         {
2406                 if (developer_extra.integer)
2407                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2408                 texture->surfaceparms = 0;
2409                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2410                 {
2411                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2412                         texture->supercontents = SUPERCONTENTS_SOLID;
2413                 }
2414                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2415                 {
2416                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2417                         texture->supercontents = SUPERCONTENTS_SKY;
2418                 }
2419                 else
2420                 {
2421                         texture->basematerialflags |= MATERIALFLAG_WALL;
2422                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2423                 }
2424                 texture->numskinframes = 1;
2425                 if(cls.state == ca_dedicated)
2426                 {
2427                         texture->skinframes[0] = NULL;
2428                 }
2429                 else
2430                 {
2431                         if (fallback)
2432                         {
2433                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2434                                 {
2435                                         if(texture->skinframes[0]->hasalpha)
2436                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2437                                 }
2438                                 else
2439                                         success = false;
2440                         }
2441                         else
2442                                 success = false;
2443                         if (!success && warnmissing)
2444                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2445                 }
2446         }
2447         // init the animation variables
2448         texture->currentframe = texture;
2449         if (texture->numskinframes < 1)
2450                 texture->numskinframes = 1;
2451         if (!texture->skinframes[0])
2452                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2453         texture->currentskinframe = texture->skinframes[0];
2454         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2455         return success;
2456 }
2457
2458 skinfile_t *Mod_LoadSkinFiles(void)
2459 {
2460         int i, words, line, wordsoverflow;
2461         char *text;
2462         const char *data;
2463         skinfile_t *skinfile = NULL, *first = NULL;
2464         skinfileitem_t *skinfileitem;
2465         char word[10][MAX_QPATH];
2466
2467 /*
2468 sample file:
2469 U_bodyBox,models/players/Legoman/BikerA2.tga
2470 U_RArm,models/players/Legoman/BikerA1.tga
2471 U_LArm,models/players/Legoman/BikerA1.tga
2472 U_armor,common/nodraw
2473 U_sword,common/nodraw
2474 U_shield,common/nodraw
2475 U_homb,common/nodraw
2476 U_backpack,common/nodraw
2477 U_colcha,common/nodraw
2478 tag_head,
2479 tag_weapon,
2480 tag_torso,
2481 */
2482         memset(word, 0, sizeof(word));
2483         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2484         {
2485                 // If it's the first file we parse
2486                 if (skinfile == NULL)
2487                 {
2488                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2489                         first = skinfile;
2490                 }
2491                 else
2492                 {
2493                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2494                         skinfile = skinfile->next;
2495                 }
2496                 skinfile->next = NULL;
2497
2498                 for(line = 0;;line++)
2499                 {
2500                         // parse line
2501                         if (!COM_ParseToken_QuakeC(&data, true))
2502                                 break;
2503                         if (!strcmp(com_token, "\n"))
2504                                 continue;
2505                         words = 0;
2506                         wordsoverflow = false;
2507                         do
2508                         {
2509                                 if (words < 10)
2510                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2511                                 else
2512                                         wordsoverflow = true;
2513                         }
2514                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2515                         if (wordsoverflow)
2516                         {
2517                                 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: line with too many statements, skipping\n", loadmodel->name, i, line);
2518                                 continue;
2519                         }
2520                         // words is always >= 1
2521                         if (!strcmp(word[0], "replace"))
2522                         {
2523                                 if (words == 3)
2524                                 {
2525                                         if (developer_loading.integer)
2526                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2527                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2528                                         skinfileitem->next = skinfile->items;
2529                                         skinfile->items = skinfileitem;
2530                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2531                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2532                                 }
2533                                 else
2534                                         Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
2535                         }
2536                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2537                         {
2538                                 // tag name, like "tag_weapon,"
2539                                 // not used for anything (not even in Quake3)
2540                         }
2541                         else if (words >= 2 && !strcmp(word[1], ","))
2542                         {
2543                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2544                                 if (developer_loading.integer)
2545                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2546                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2547                                 skinfileitem->next = skinfile->items;
2548                                 skinfile->items = skinfileitem;
2549                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2550                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2551                         }
2552                         else
2553                                 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line);
2554                 }
2555                 Mem_Free(text);
2556         }
2557         if (i)
2558                 loadmodel->numskins = i;
2559         return first;
2560 }
2561
2562 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2563 {
2564         skinfile_t *next;
2565         skinfileitem_t *skinfileitem, *nextitem;
2566         for (;skinfile;skinfile = next)
2567         {
2568                 next = skinfile->next;
2569                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2570                 {
2571                         nextitem = skinfileitem->next;
2572                         Mem_Free(skinfileitem);
2573                 }
2574                 Mem_Free(skinfile);
2575         }
2576 }
2577
2578 int Mod_CountSkinFiles(skinfile_t *skinfile)
2579 {
2580         int i;
2581         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2582         return i;
2583 }
2584
2585 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2586 {
2587         int i;
2588         double isnap = 1.0 / snap;
2589         for (i = 0;i < numvertices*numcomponents;i++)
2590                 vertices[i] = floor(vertices[i]*isnap)*snap;
2591 }
2592
2593 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2594 {
2595         int i, outtriangles;
2596         float edgedir1[3], edgedir2[3], temp[3];
2597         // a degenerate triangle is one with no width (thickness, surface area)
2598         // these are characterized by having all 3 points colinear (along a line)
2599         // or having two points identical
2600         // the simplest check is to calculate the triangle's area
2601         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2602         {
2603                 // calculate first edge
2604                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2605                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2606                 CrossProduct(edgedir1, edgedir2, temp);
2607                 if (VectorLength2(temp) < 0.001f)
2608                         continue; // degenerate triangle (no area)
2609                 // valid triangle (has area)
2610                 VectorCopy(inelement3i, outelement3i);
2611                 outelement3i += 3;
2612                 outtriangles++;
2613         }
2614         return outtriangles;
2615 }
2616
2617 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2618 {
2619         int i, e;
2620         int firstvertex, lastvertex;
2621         if (numelements > 0 && elements)
2622         {
2623                 firstvertex = lastvertex = elements[0];
2624                 for (i = 1;i < numelements;i++)
2625                 {
2626                         e = elements[i];
2627                         firstvertex = min(firstvertex, e);
2628                         lastvertex = max(lastvertex, e);
2629                 }
2630         }
2631         else
2632                 firstvertex = lastvertex = 0;
2633         if (firstvertexpointer)
2634                 *firstvertexpointer = firstvertex;
2635         if (lastvertexpointer)
2636                 *lastvertexpointer = lastvertex;
2637 }
2638
2639 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2640 {
2641         // make an optimal set of texture-sorted batches to draw...
2642         int j, t;
2643         int *firstsurfacefortexture;
2644         int *numsurfacesfortexture;
2645         if (!mod->sortedmodelsurfaces)
2646                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2647         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2648         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2649         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2650         for (j = 0;j < mod->nummodelsurfaces;j++)
2651         {
2652                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2653                 int t = (int)(surface->texture - mod->data_textures);
2654                 numsurfacesfortexture[t]++;
2655         }
2656         j = 0;
2657         for (t = 0;t < mod->num_textures;t++)
2658         {
2659                 firstsurfacefortexture[t] = j;
2660                 j += numsurfacesfortexture[t];
2661         }
2662         for (j = 0;j < mod->nummodelsurfaces;j++)
2663         {
2664                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2665                 int t = (int)(surface->texture - mod->data_textures);
2666                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2667         }
2668         Mem_Free(firstsurfacefortexture);
2669         Mem_Free(numsurfacesfortexture);
2670 }
2671
2672 void Mod_BuildVBOs(void)
2673 {
2674         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2675         {
2676                 int i;
2677                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2678                 {
2679                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2680                         {
2681                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2682                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2683                         }
2684                 }
2685         }
2686
2687         if (!vid.support.arb_vertex_buffer_object)
2688                 return;
2689         // only build a vbo if one has not already been created (this is important for brush models which load specially)
2690         if (loadmodel->surfmesh.vbo)
2691                 return;
2692
2693         // element buffer is easy because it's just one array
2694         if (loadmodel->surfmesh.num_triangles)
2695         {
2696                 if (loadmodel->surfmesh.data_element3s)
2697                         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);
2698                 else
2699                         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);
2700         }
2701
2702         // vertex buffer is several arrays and we put them in the same buffer
2703         //
2704         // is this wise?  the texcoordtexture2f array is used with dynamic
2705         // vertex/svector/tvector/normal when rendering animated models, on the
2706         // other hand animated models don't use a lot of vertices anyway...
2707         if (loadmodel->surfmesh.num_vertices)
2708         {
2709                 size_t size;
2710                 unsigned char *mem;
2711                 size = 0;
2712                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2713                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2714                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2715                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2716                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2717                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2718                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2719                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2720                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2721                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2722                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2723                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2724                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2725                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2726                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2727                 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2728                 Mem_Free(mem);
2729         }
2730 }
2731
2732 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2733 {
2734         int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2735         int a, b, c;
2736         const char *texname;
2737         const int *e;
2738         const float *v, *vn, *vt;
2739         size_t l;
2740         size_t outbufferpos = 0;
2741         size_t outbuffermax = 0x100000;
2742         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2743         const msurface_t *surface;
2744         const int maxtextures = 256;
2745         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2746
2747         // construct the mtllib file
2748         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2749         if (l > 0)
2750                 outbufferpos += l;
2751         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2752         {
2753                 countsurfaces++;
2754                 countvertices += surface->num_vertices;
2755                 countfaces += surface->num_triangles;
2756                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2757                 for (textureindex = 0;textureindex < counttextures;textureindex++)
2758                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2759                                 break;
2760                 if (textureindex < counttextures)
2761                         continue; // already wrote this material entry
2762                 if (textureindex >= maxtextures)
2763                         continue; // just a precaution
2764                 textureindex = counttextures++;
2765                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2766                 if (outbufferpos >= outbuffermax >> 1)
2767                 {
2768                         outbuffermax *= 2;
2769                         oldbuffer = outbuffer;
2770                         outbuffer = (char *) Z_Malloc(outbuffermax);
2771                         memcpy(outbuffer, oldbuffer, outbufferpos);
2772                         Z_Free(oldbuffer);
2773                 }
2774                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "newmtl %s\nNs 96.078431\nKa 0 0 0\nKd 0.64 0.64 0.64\nKs 0.5 0.5 0.5\nNi 1\nd 1\nillum 2\nmap_Kd %s%s\n\n", texname, texname, strstr(texname, ".tga") ? "" : ".tga");
2775                 if (l > 0)
2776                         outbufferpos += l;
2777         }
2778
2779         // write the mtllib file
2780         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2781         outbufferpos = 0;
2782
2783         // construct the obj file
2784         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# model exported from %s by darkplaces engine\n# %i vertices, %i faces, %i surfaces\nmtllib %s\n", originalfilename, countvertices, countfaces, countsurfaces, mtlfilename);
2785         if (l > 0)
2786                 outbufferpos += l;
2787         for (vertexindex = 0, v = model->surfmesh.data_vertex3f, vn = model->surfmesh.data_normal3f, vt = model->surfmesh.data_texcoordtexture2f;vertexindex < model->surfmesh.num_vertices;vertexindex++, v += 3, vn += 3, vt += 2)
2788         {
2789                 if (outbufferpos >= outbuffermax >> 1)
2790                 {
2791                         outbuffermax *= 2;
2792                         oldbuffer = outbuffer;
2793                         outbuffer = (char *) Z_Malloc(outbuffermax);
2794                         memcpy(outbuffer, oldbuffer, outbufferpos);
2795                         Z_Free(oldbuffer);
2796                 }
2797                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[2], -v[1], vn[0], vn[2], -vn[1], vt[0], 1-vt[1]);
2798                 if (l > 0)
2799                         outbufferpos += l;
2800         }
2801         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2802         {
2803                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2804                 if (l > 0)
2805                         outbufferpos += l;
2806                 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2807                 {
2808                         if (outbufferpos >= outbuffermax >> 1)
2809                         {
2810                                 outbuffermax *= 2;
2811                                 oldbuffer = outbuffer;
2812                                 outbuffer = (char *) Z_Malloc(outbuffermax);
2813                                 memcpy(outbuffer, oldbuffer, outbufferpos);
2814                                 Z_Free(oldbuffer);
2815                         }
2816                         a = e[0]+1;
2817                         b = e[2]+1;
2818                         c = e[1]+1;
2819                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,b,b,b,c,c,c);
2820                         if (l > 0)
2821                                 outbufferpos += l;
2822                 }
2823         }
2824
2825         // write the obj file
2826         FS_WriteFile(filename, outbuffer, outbufferpos);
2827
2828         // clean up
2829         Z_Free(outbuffer);
2830         Z_Free(texturenames);
2831
2832         // print some stats
2833         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2834 }
2835
2836 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2837 {
2838         int countnodes = 0, counttriangles = 0, countframes = 0;
2839         int surfaceindex;
2840         int triangleindex;
2841         int transformindex;
2842         int poseindex;
2843         int cornerindex;
2844         const int *e;
2845         size_t l;
2846         size_t outbufferpos = 0;
2847         size_t outbuffermax = 0x100000;
2848         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2849         const msurface_t *surface;
2850         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2851         if (l > 0)
2852                 outbufferpos += l;
2853         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2854         {
2855                 if (outbufferpos >= outbuffermax >> 1)
2856                 {
2857                         outbuffermax *= 2;
2858                         oldbuffer = outbuffer;
2859                         outbuffer = (char *) Z_Malloc(outbuffermax);
2860                         memcpy(outbuffer, oldbuffer, outbufferpos);
2861                         Z_Free(oldbuffer);
2862                 }
2863                 countnodes++;
2864                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2865                 if (l > 0)
2866                         outbufferpos += l;
2867         }
2868         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2869         if (l > 0)
2870                 outbufferpos += l;
2871         for (poseindex = 0;poseindex < numposes;poseindex++)
2872         {
2873                 countframes++;
2874                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2875                 if (l > 0)
2876                         outbufferpos += l;
2877                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2878                 {
2879                         float angles[3];
2880                         float mtest[4][3];
2881                         matrix4x4_t posematrix;
2882                         if (outbufferpos >= outbuffermax >> 1)
2883                         {
2884                                 outbuffermax *= 2;
2885                                 oldbuffer = outbuffer;
2886                                 outbuffer = (char *) Z_Malloc(outbuffermax);
2887                                 memcpy(outbuffer, oldbuffer, outbufferpos);
2888                                 Z_Free(oldbuffer);
2889                         }
2890
2891                         // strangely the smd angles are for a transposed matrix, so we
2892                         // have to generate a transposed matrix, then convert that...
2893                         Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
2894                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
2895                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
2896                         if (angles[0] >= 180) angles[0] -= 360;
2897                         if (angles[1] >= 180) angles[1] -= 360;
2898                         if (angles[2] >= 180) angles[2] -= 360;
2899
2900 #if 0
2901 {
2902                         float a = DEG2RAD(angles[ROLL]);
2903                         float b = DEG2RAD(angles[PITCH]);
2904                         float c = DEG2RAD(angles[YAW]);
2905                         float cy, sy, cp, sp, cr, sr;
2906                         float test[4][3];
2907                         // smd matrix construction, for comparing
2908                         sy = sin(c);
2909                         cy = cos(c);
2910                         sp = sin(b);
2911                         cp = cos(b);
2912                         sr = sin(a);
2913                         cr = cos(a);
2914
2915                         test[0][0] = cp*cy;
2916                         test[0][1] = cp*sy;
2917                         test[0][2] = -sp;
2918                         test[1][0] = sr*sp*cy+cr*-sy;
2919                         test[1][1] = sr*sp*sy+cr*cy;
2920                         test[1][2] = sr*cp;
2921                         test[2][0] = (cr*sp*cy+-sr*-sy);
2922                         test[2][1] = (cr*sp*sy+-sr*cy);
2923                         test[2][2] = cr*cp;
2924                         test[3][0] = pose[9];
2925                         test[3][1] = pose[10];
2926                         test[3][2] = pose[11];
2927 }
2928 #endif
2929                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, mtest[3][0], mtest[3][1], mtest[3][2], DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
2930                         if (l > 0)
2931                                 outbufferpos += l;
2932                 }
2933         }
2934         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2935         if (l > 0)
2936                 outbufferpos += l;
2937         if (writetriangles)
2938         {
2939                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2940                 if (l > 0)
2941                         outbufferpos += l;
2942                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2943                 {
2944                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2945                         {
2946                                 counttriangles++;
2947                                 if (outbufferpos >= outbuffermax >> 1)
2948                                 {
2949                                         outbuffermax *= 2;
2950                                         oldbuffer = outbuffer;
2951                                         outbuffer = (char *) Z_Malloc(outbuffermax);
2952                                         memcpy(outbuffer, oldbuffer, outbufferpos);
2953                                         Z_Free(oldbuffer);
2954                                 }
2955                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2956                                 if (l > 0)
2957                                         outbufferpos += l;
2958                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2959                                 {
2960                                         const int index = e[2-cornerindex];
2961                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
2962                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
2963                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2964                                         const int b = model->surfmesh.blends[index];
2965                                         if (b < model->num_bones)
2966                                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n"                          , b, v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
2967                                         else
2968                                         {
2969                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
2970                                                 const unsigned char *wi = w->index;
2971                                                 const unsigned char *wf = w->influence;
2972                                             if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f, wi[3], wf[3]/255.0f);
2973                                                 else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n"      , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f);
2974                                                 else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n"            , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f);
2975                                                 else            l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n"                          , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
2976                                         }
2977                                         if (l > 0)
2978                                                 outbufferpos += l;
2979                                 }
2980                         }
2981                 }
2982                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2983                 if (l > 0)
2984                         outbufferpos += l;
2985         }
2986
2987         FS_WriteFile(filename, outbuffer, outbufferpos);
2988         Z_Free(outbuffer);
2989
2990         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2991 }
2992
2993 /*
2994 ================
2995 Mod_Decompile_f
2996
2997 decompiles a model to editable files
2998 ================
2999 */
3000 static void Mod_Decompile_f(void)
3001 {
3002         int i, j, k, l, first, count;
3003         dp_model_t *mod;
3004         char inname[MAX_QPATH];
3005         char outname[MAX_QPATH];
3006         char mtlname[MAX_QPATH];
3007         char basename[MAX_QPATH];
3008         char animname[MAX_QPATH];
3009         char animname2[MAX_QPATH];
3010         char zymtextbuffer[16384];
3011         char dpmtextbuffer[16384];
3012         char framegroupstextbuffer[16384];
3013         int zymtextsize = 0;
3014         int dpmtextsize = 0;
3015         int framegroupstextsize = 0;
3016
3017         if (Cmd_Argc() != 2)
3018         {
3019                 Con_Print("usage: modeldecompile <filename>\n");
3020                 return;
3021         }
3022
3023         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3024         FS_StripExtension(inname, basename, sizeof(basename));
3025
3026         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3027         if (mod->brush.submodel)
3028         {
3029                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3030                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3031                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3032                 outname[0] = 0;
3033         }
3034         if (!mod)
3035         {
3036                 Con_Print("No such model\n");
3037                 return;
3038         }
3039         if (!mod->surfmesh.num_triangles)
3040         {
3041                 Con_Print("Empty model (or sprite)\n");
3042                 return;
3043         }
3044
3045         // export OBJ if possible (not on sprites)
3046         if (mod->surfmesh.num_triangles)
3047         {
3048                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3049                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3050                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3051         }
3052
3053         // export SMD if possible (only for skeletal models)
3054         if (mod->surfmesh.num_triangles && mod->num_bones)
3055         {
3056                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3057                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3058                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3059                 if (l > 0) zymtextsize += l;
3060                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3061                 if (l > 0) dpmtextsize += l;
3062                 for (i = 0;i < mod->numframes;i = j)
3063                 {
3064                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3065                         first = mod->animscenes[i].firstframe;
3066                         if (mod->animscenes[i].framecount > 1)
3067                         {
3068                                 // framegroup anim
3069                                 count = mod->animscenes[i].framecount;
3070                                 j = i + 1;
3071                         }
3072                         else
3073                         {
3074                                 // individual frame
3075                                 // check for additional frames with same name
3076                                 for (l = 0, k = strlen(animname);animname[l];l++)
3077                                         if(animname[l] < '0' || animname[l] > '9')
3078                                                 k = l + 1;
3079                                 if(k > 0 && animname[k-1] == '_')
3080                                         --k;
3081                                 animname[k] = 0;
3082                                 count = mod->num_poses - first;
3083                                 for (j = i + 1;j < mod->numframes;j++)
3084                                 {
3085                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3086                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
3087                                                 if(animname2[l] < '0' || animname2[l] > '9')
3088                                                         k = l + 1;
3089                                         if(k > 0 && animname[k-1] == '_')
3090                                                 --k;
3091                                         animname2[k] = 0;
3092                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3093                                         {
3094                                                 count = mod->animscenes[j].firstframe - first;
3095                                                 break;
3096                                         }
3097                                 }
3098                                 // if it's only one frame, use the original frame name
3099                                 if (j == i + 1)
3100                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3101                                 
3102                         }
3103                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3104                         Mod_Decompile_SMD(mod, outname, first, count, false);
3105                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3106                         {
3107                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3108                                 if (l > 0) zymtextsize += l;
3109                         }
3110                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3111                         {
3112                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3113                                 if (l > 0) dpmtextsize += l;
3114                         }
3115                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3116                         {
3117                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3118                                 if (l > 0) framegroupstextsize += l;
3119                         }
3120                 }
3121                 if (zymtextsize)
3122                         FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3123                 if (dpmtextsize)
3124                         FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3125                 if (framegroupstextsize)
3126                         FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3127         }
3128 }
3129
3130 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3131 {
3132         int y;
3133         memset(state, 0, sizeof(*state));
3134         state->width = width;
3135         state->height = height;
3136         state->currentY = 0;
3137         state->rows = Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3138         for (y = 0;y < state->height;y++)
3139         {
3140                 state->rows[y].currentX = 0;
3141                 state->rows[y].rowY = -1;
3142         }
3143 }
3144
3145 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3146 {
3147         int y;
3148         state->currentY = 0;
3149         for (y = 0;y < state->height;y++)
3150         {
3151                 state->rows[y].currentX = 0;
3152                 state->rows[y].rowY = -1;
3153         }
3154 }
3155
3156 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3157 {
3158         if (state->rows)
3159                 Mem_Free(state->rows);
3160         memset(state, 0, sizeof(*state));
3161 }
3162
3163 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3164 {
3165         mod_alloclightmap_row_t *row;
3166         int y;
3167
3168         row = state->rows + blockheight;
3169         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3170         {
3171                 if (state->currentY + blockheight <= state->height)
3172                 {
3173                         // use the current allocation position
3174                         row->rowY = state->currentY;
3175                         row->currentX = 0;
3176                         state->currentY += blockheight;
3177                 }
3178                 else
3179                 {
3180                         // find another position
3181                         for (y = blockheight;y < state->height;y++)
3182                         {
3183                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3184                                 {
3185                                         row = state->rows + y;
3186                                         break;
3187                                 }
3188                         }
3189                         if (y == state->height)
3190                                 return false;
3191                 }
3192         }
3193         *outy = row->rowY;
3194         *outx = row->currentX;
3195         row->currentX += blockwidth;
3196
3197         return true;
3198 }
3199
3200 typedef struct lightmapsample_s
3201 {
3202         float pos[3];
3203         float sh1[4][3];
3204         float *vertex_color;
3205         unsigned char *lm_bgr;
3206         unsigned char *lm_dir;
3207 }
3208 lightmapsample_t;
3209
3210 typedef struct lightmapvertex_s
3211 {
3212         int index;
3213         float pos[3];
3214         float normal[3];
3215         float texcoordbase[2];
3216         float texcoordlightmap[2];
3217         float lightcolor[4];
3218 }
3219 lightmapvertex_t;
3220
3221 typedef struct lightmaptriangle_s
3222 {
3223         int triangleindex;
3224         int surfaceindex;
3225         int lightmapindex;
3226         int axis;
3227         int lmoffset[2];
3228         int lmsize[2];
3229         // 2D modelspace coordinates of min corner
3230         // snapped to lightmap grid but not in grid coordinates
3231         float lmbase[2];
3232         // 2D modelspace to lightmap coordinate scale
3233         float lmscale[2];
3234         float vertex[3][3];
3235         float mins[3];
3236         float maxs[3];
3237 }
3238 lightmaptriangle_t;
3239
3240 typedef struct lightmaplight_s
3241 {
3242         float origin[3];
3243         float radius;
3244         float iradius;
3245         float radius2;
3246         float color[3];
3247         svbsp_t svbsp;
3248 }
3249 lightmaplight_t;
3250
3251 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3252
3253 #define MAX_LIGHTMAPSAMPLES 64
3254 static int mod_generatelightmaps_numoffsets[3];
3255 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3256
3257 static int mod_generatelightmaps_numlights;
3258 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3259
3260 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3261 extern cvar_t r_shadow_lightattenuationdividebias;
3262 extern cvar_t r_shadow_lightattenuationlinearscale;
3263
3264 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3265 {
3266         int i;
3267         int index;
3268         int result;
3269         float relativepoint[3];
3270         float color[3];
3271         float dir[3];
3272         float dist;
3273         float dist2;
3274         float intensity;
3275         float sample[5*3];
3276         float lightorigin[3];
3277         float lightradius;
3278         float lightradius2;
3279         float lightiradius;
3280         float lightcolor[3];
3281         trace_t trace;
3282         for (i = 0;i < 5*3;i++)
3283                 sample[i] = 0.0f;
3284         for (index = 0;;index++)
3285         {
3286                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3287                 if (result < 0)
3288                         break;
3289                 if (result == 0)
3290                         continue;
3291                 lightradius2 = lightradius * lightradius;
3292                 VectorSubtract(lightorigin, pos, relativepoint);
3293                 dist2 = VectorLength2(relativepoint);
3294                 if (dist2 >= lightradius2)
3295                         continue;
3296                 lightiradius = 1.0f / lightradius;
3297                 dist = sqrt(dist2) * lightiradius;
3298                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3299                 if (intensity <= 0)
3300                         continue;
3301                 if (model && model->TraceLine)
3302                 {
3303                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3304                         if (trace.fraction < 1)
3305                                 continue;
3306                 }
3307                 // scale down intensity to add to both ambient and diffuse
3308                 //intensity *= 0.5f;
3309                 VectorNormalize(relativepoint);
3310                 VectorScale(lightcolor, intensity, color);
3311                 VectorMA(sample    , 0.5f            , color, sample    );
3312                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3313                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3314                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3315                 // calculate a weighted average light direction as well
3316                 intensity *= VectorLength(color);
3317                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3318         }
3319         // calculate the direction we'll use to reduce the sample to a directional light source
3320         VectorCopy(sample + 12, dir);
3321         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3322         VectorNormalize(dir);
3323         // extract the diffuse color along the chosen direction and scale it
3324         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3325         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3326         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3327         // subtract some of diffuse from ambient
3328         VectorMA(sample, -0.333f, diffuse, ambient);
3329         // store the normalized lightdir
3330         VectorCopy(dir, lightdir);
3331 }
3332
3333 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3334 {
3335         int surfaceindex;
3336         int triangleindex;
3337         const msurface_t *surface;
3338         const float *vertex3f = model->surfmesh.data_vertex3f;
3339         const int *element3i = model->surfmesh.data_element3i;
3340         const int *e;
3341         float v2[3][3];
3342         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3343         {
3344                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3345                         continue;
3346                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3347                         continue;
3348                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3349                 {
3350                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3351                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3352                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3353                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3354                 }
3355         }
3356 }
3357
3358 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3359 {
3360         int maxnodes = 1<<14;
3361         svbsp_node_t *nodes;
3362         float origin[3];
3363         float mins[3];
3364         float maxs[3];
3365         svbsp_t svbsp;
3366         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3367         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3368         VectorCopy(lightinfo->origin, origin);
3369         nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3370         for (;;)
3371         {
3372                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3373                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3374                 if (svbsp.ranoutofnodes)
3375                 {
3376                         maxnodes *= 2;
3377                         if (maxnodes >= 1<<22)
3378                         {
3379                                 Mem_Free(nodes);
3380                                 return;
3381                         }
3382                         Mem_Free(nodes);
3383                         nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3384                 }
3385                 else
3386                         break;
3387         }
3388         if (svbsp.numnodes > 0)
3389         {
3390                 svbsp.nodes = Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3391                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3392                 lightinfo->svbsp = svbsp;
3393         }
3394         Mem_Free(nodes);
3395 }
3396
3397 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3398 {
3399         int index;
3400         int result;
3401         lightmaplight_t *lightinfo;
3402         float origin[3];
3403         float radius;
3404         float color[3];
3405         mod_generatelightmaps_numlights = 0;
3406         for (index = 0;;index++)
3407         {
3408                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3409                 if (result < 0)
3410                         break;
3411                 if (result > 0)
3412                         mod_generatelightmaps_numlights++;
3413         }
3414         if (mod_generatelightmaps_numlights > 0)
3415         {
3416                 mod_generatelightmaps_lightinfo = Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3417                 lightinfo = mod_generatelightmaps_lightinfo;
3418                 for (index = 0;;index++)
3419                 {
3420                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3421                         if (result < 0)
3422                                 break;
3423                         if (result > 0)
3424                                 lightinfo++;
3425                 }
3426         }
3427         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3428         {
3429                 lightinfo->iradius = 1.0f / lightinfo->radius;
3430                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3431                 // TODO: compute svbsp
3432                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3433         }
3434 }
3435
3436 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3437 {
3438         int i;
3439         if (mod_generatelightmaps_lightinfo)
3440         {
3441                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3442                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3443                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3444                 Mem_Free(mod_generatelightmaps_lightinfo);
3445         }
3446         mod_generatelightmaps_lightinfo = NULL;
3447         mod_generatelightmaps_numlights = 0;
3448 }
3449
3450 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3451 {
3452         const svbsp_node_t *node;
3453         const svbsp_node_t *nodes = svbsp->nodes;
3454         int num = 0;
3455         while (num >= 0)
3456         {
3457                 node = nodes + num;
3458                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3459         }
3460         return num == -1; // true if empty, false if solid (shadowed)
3461 }
3462
3463 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3464 {
3465         int i;
3466         float relativepoint[3];
3467         float color[3];
3468         float offsetpos[3];
3469         float dist;
3470         float dist2;
3471         float intensity;
3472         int offsetindex;
3473         int hits;
3474         int tests;
3475         const lightmaplight_t *lightinfo;
3476         trace_t trace;
3477         for (i = 0;i < 5*3;i++)
3478                 sample[i] = 0.0f;
3479         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3480         {
3481                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3482                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3483                 // don't accept light from behind a surface, it causes bad shading
3484                 if (normal && DotProduct(relativepoint, normal) <= 0)
3485                         continue;
3486                 dist2 = VectorLength2(relativepoint);
3487                 if (dist2 >= lightinfo->radius2)
3488                         continue;
3489                 dist = sqrt(dist2) * lightinfo->iradius;
3490                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3491                 if (intensity <= 0)
3492                         continue;
3493                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3494                 {
3495                         hits = 0;
3496                         tests = 1;
3497                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3498                                 hits++;
3499                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3500                         {
3501                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3502                                 if (!normal)
3503                                 {
3504                                         // for light grid we'd better check visibility of the offset point
3505                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3506                                         if (trace.fraction < 1)
3507                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3508                                 }
3509                                 tests++;
3510                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3511                                         hits++;
3512                         }
3513                         if (!hits)
3514                                 continue;
3515                         // scale intensity according to how many rays succeeded
3516                         // we know one test is valid, half of the rest will fail...
3517                         //if (normal && tests > 1)
3518                         //      intensity *= (tests - 1.0f) / tests;
3519                         intensity *= (float)hits / tests;
3520                 }
3521                 // scale down intensity to add to both ambient and diffuse
3522                 //intensity *= 0.5f;
3523                 VectorNormalize(relativepoint);
3524                 VectorScale(lightinfo->color, intensity, color);
3525                 VectorMA(sample    , 0.5f            , color, sample    );
3526                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3527                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3528                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3529                 // calculate a weighted average light direction as well
3530                 intensity *= VectorLength(color);
3531                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3532         }
3533 }
3534
3535 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3536 {
3537         float sample[5*3];
3538         float color[3];
3539         float dir[3];
3540         float f;
3541         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3542         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3543         VectorCopy(sample + 12, dir);
3544         VectorNormalize(dir);
3545         //VectorAdd(dir, normal, dir);
3546         //VectorNormalize(dir);
3547         f = DotProduct(dir, normal);
3548         f = max(0, f) * 255.0f;
3549         VectorScale(sample, f, color);
3550         //VectorCopy(normal, dir);
3551         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3552         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3553         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3554         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3555         lm_bgr[3] = 255;
3556         lm_dir[0] = (unsigned char)dir[2];
3557         lm_dir[1] = (unsigned char)dir[1];
3558         lm_dir[2] = (unsigned char)dir[0];
3559         lm_dir[3] = 255;
3560 }
3561
3562 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3563 {
3564         float sample[5*3];
3565         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3566         VectorCopy(sample, vertex_color);
3567 }
3568
3569 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3570 {
3571         float sample[5*3];
3572         float ambient[3];
3573         float diffuse[3];
3574         float dir[3];
3575         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3576         // calculate the direction we'll use to reduce the sample to a directional light source
3577         VectorCopy(sample + 12, dir);
3578         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3579         VectorNormalize(dir);
3580         // extract the diffuse color along the chosen direction and scale it
3581         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3582         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3583         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3584         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3585         VectorScale(sample, 127.5f, ambient);
3586         VectorMA(ambient, -0.333f, diffuse, ambient);
3587         // encode to the grid format
3588         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3589         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3590         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3591         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3592         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3593         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3594         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3595         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3596         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));}
3597 }
3598
3599 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3600 {
3601         float radius[3];
3602         float temp[3];
3603         int i, j;
3604         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3605         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3606         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3607         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3608         radius[0] = mod_generatelightmaps_lightmapradius.value;
3609         radius[1] = mod_generatelightmaps_vertexradius.value;
3610         radius[2] = mod_generatelightmaps_gridradius.value;
3611         for (i = 0;i < 3;i++)
3612         {
3613                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3614                 {
3615                         VectorRandom(temp);
3616                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3617                 }
3618         }
3619 }
3620
3621 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3622 {
3623         msurface_t *surface;
3624         int surfaceindex;
3625         int i;
3626         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3627         {
3628                 surface = model->data_surfaces + surfaceindex;
3629                 surface->lightmaptexture = NULL;
3630                 surface->deluxemaptexture = NULL;
3631         }
3632         if (model->brushq3.data_lightmaps)
3633         {
3634                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3635                         if (model->brushq3.data_lightmaps[i])
3636                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3637                 Mem_Free(model->brushq3.data_lightmaps);
3638                 model->brushq3.data_lightmaps = NULL;
3639         }
3640         if (model->brushq3.data_deluxemaps)
3641         {
3642                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3643                         if (model->brushq3.data_deluxemaps[i])
3644                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3645                 Mem_Free(model->brushq3.data_deluxemaps);
3646                 model->brushq3.data_deluxemaps = NULL;
3647         }
3648 }
3649
3650 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3651 {
3652         msurface_t *surface;
3653         int surfaceindex;
3654         int vertexindex;
3655         int outvertexindex;
3656         int i;
3657         const int *e;
3658         surfmesh_t oldsurfmesh;
3659         size_t size;
3660         unsigned char *data;
3661         oldsurfmesh = model->surfmesh;
3662         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3663         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3664         size = 0;
3665         size += model->surfmesh.num_vertices * sizeof(float[3]);
3666         size += model->surfmesh.num_vertices * sizeof(float[3]);
3667         size += model->surfmesh.num_vertices * sizeof(float[3]);
3668         size += model->surfmesh.num_vertices * sizeof(float[3]);
3669         size += model->surfmesh.num_vertices * sizeof(float[2]);
3670         size += model->surfmesh.num_vertices * sizeof(float[2]);
3671         size += model->surfmesh.num_vertices * sizeof(float[4]);
3672         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3673         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3674         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3675         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3676         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3677         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3678         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3679         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3680         if (model->surfmesh.num_vertices > 65536)
3681                 model->surfmesh.data_element3s = NULL;
3682
3683         if (model->surfmesh.vbo)
3684                 R_Mesh_DestroyBufferObject(model->surfmesh.vbo);
3685         model->surfmesh.vbo = 0;
3686         if (model->surfmesh.ebo3i)
3687                 R_Mesh_DestroyBufferObject(model->surfmesh.ebo3i);
3688         model->surfmesh.ebo3i = 0;
3689         if (model->surfmesh.ebo3s)
3690                 R_Mesh_DestroyBufferObject(model->surfmesh.ebo3s);
3691         model->surfmesh.ebo3s = 0;
3692
3693         // convert all triangles to unique vertex data
3694         outvertexindex = 0;
3695         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3696         {
3697                 surface = model->data_surfaces + surfaceindex;
3698                 surface->num_firstvertex = outvertexindex;
3699                 surface->num_vertices = surface->num_triangles*3;
3700                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3701                 for (i = 0;i < surface->num_triangles*3;i++)
3702                 {
3703                         vertexindex = e[i];
3704                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3705                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3706                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3707                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3708                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3709                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3710                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3711                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3712                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3713                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3714                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3715                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3716                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3717                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3718                         if (oldsurfmesh.data_texcoordlightmap2f)
3719                         {
3720                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3721                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3722                         }
3723                         if (oldsurfmesh.data_lightmapcolor4f)
3724                         {
3725                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3726                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3727                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3728                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3729                         }
3730                         else
3731                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3732                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3733                         outvertexindex++;
3734                 }
3735         }
3736         if (model->surfmesh.data_element3s)
3737                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3738                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
3739
3740         // find and update all submodels to use this new surfmesh data
3741         for (i = 0;i < model->brush.numsubmodels;i++)
3742                 model->brush.submodels[i]->surfmesh = model->surfmesh;
3743 }
3744
3745 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
3746 {
3747         msurface_t *surface;
3748         int surfaceindex;
3749         int i;
3750         int axis;
3751         float normal[3];
3752         const int *e;
3753         lightmaptriangle_t *triangle;
3754         // generate lightmap triangle structs
3755         mod_generatelightmaps_lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3756         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3757         {
3758                 surface = model->data_surfaces + surfaceindex;
3759                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3760                 for (i = 0;i < surface->num_triangles;i++)
3761                 {
3762                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3763                         triangle->triangleindex = surface->num_firsttriangle+i;
3764                         triangle->surfaceindex = surfaceindex;
3765                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
3766                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
3767                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
3768                         // calculate bounds of triangle
3769                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
3770                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
3771                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
3772                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
3773                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
3774                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
3775                         // pick an axial projection based on the triangle normal
3776                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
3777                         axis = 0;
3778                         if (fabs(normal[1]) > fabs(normal[axis]))
3779                                 axis = 1;
3780                         if (fabs(normal[2]) > fabs(normal[axis]))
3781                                 axis = 2;
3782                         triangle->axis = axis;
3783                 }
3784         }
3785 }
3786
3787 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
3788 {
3789         if (mod_generatelightmaps_lightmaptriangles)
3790                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
3791         mod_generatelightmaps_lightmaptriangles = NULL;
3792 }
3793
3794 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
3795
3796 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
3797 {
3798         msurface_t *surface;
3799         int surfaceindex;
3800         int lightmapindex;
3801         int lightmapnumber;
3802         int i;
3803         int j;
3804         int k;
3805         int x;
3806         int y;
3807         int axis;
3808         int axis1;
3809         int axis2;
3810         int retry;
3811         int pixeloffset;
3812         float trianglenormal[3];
3813         float samplecenter[3];
3814         float samplenormal[3];
3815         float temp[3];
3816         float lmiscale[2];
3817         float slopex;
3818         float slopey;
3819         float slopebase;
3820         float lmscalepixels;
3821         float lmmins;
3822         float lmmaxs;
3823         float lm_basescalepixels;
3824         int lm_borderpixels;
3825         int lm_texturesize;
3826         //int lm_maxpixels;
3827         const int *e;
3828         lightmaptriangle_t *triangle;
3829         unsigned char *lightmappixels;
3830         unsigned char *deluxemappixels;
3831         mod_alloclightmap_state_t lmstate;
3832
3833         // generate lightmap projection information for all triangles
3834         if (model->texturepool == NULL)
3835                 model->texturepool = R_AllocTexturePool();
3836         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
3837         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
3838         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
3839         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
3840         Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3841         lightmapnumber = 0;
3842         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3843         {
3844                 surface = model->data_surfaces + surfaceindex;
3845                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3846                 lmscalepixels = lm_basescalepixels;
3847                 for (retry = 0;retry < 30;retry++)
3848                 {
3849                         // after a couple failed attempts, degrade quality to make it fit
3850                         if (retry > 1)
3851                                 lmscalepixels *= 0.5f;
3852                         for (i = 0;i < surface->num_triangles;i++)
3853                         {
3854                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3855                                 triangle->lightmapindex = lightmapnumber;
3856                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
3857                                 // pick two planar axes for projection
3858                                 // lightmap coordinates here are in pixels
3859                                 // lightmap projections are snapped to pixel grid explicitly, such
3860                                 // that two neighboring triangles sharing an edge and projection
3861                                 // axis will have identical sampl espacing along their shared edge
3862                                 k = 0;
3863                                 for (j = 0;j < 3;j++)
3864                                 {
3865                                         if (j == triangle->axis)
3866                                                 continue;
3867                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
3868                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
3869                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
3870                                         triangle->lmbase[k] = lmmins/lmscalepixels;
3871                                         triangle->lmscale[k] = lmscalepixels;
3872                                         k++;
3873                                 }
3874                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
3875                                         break;
3876                         }
3877                         // if all fit in this texture, we're done with this surface
3878                         if (i == surface->num_triangles)
3879                                 break;
3880                         // if we haven't maxed out the lightmap size yet, we retry the
3881                         // entire surface batch...
3882                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
3883                         {
3884                                 lm_texturesize *= 2;
3885                                 surfaceindex = -1;
3886                                 lightmapnumber = 0;
3887                                 Mod_AllocLightmap_Free(&lmstate);
3888                                 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3889                                 break;
3890                         }
3891                         // if we have maxed out the lightmap size, and this triangle does
3892                         // not fit in the same texture as the rest of the surface, we have
3893                         // to retry the entire surface in a new texture (can only use one)
3894                         // with multiple retries, the lightmap quality degrades until it
3895                         // fits (or gives up)
3896                         if (surfaceindex > 0)
3897                                 lightmapnumber++;
3898                         Mod_AllocLightmap_Reset(&lmstate);
3899                 }
3900         }
3901         lightmapnumber++;
3902         Mod_AllocLightmap_Free(&lmstate);
3903
3904         // now put triangles together into lightmap textures, and do not allow
3905         // triangles of a surface to go into different textures (as that would
3906         // require rewriting the surface list)
3907         model->brushq3.deluxemapping_modelspace = true;
3908         model->brushq3.deluxemapping = true;
3909         model->brushq3.num_mergedlightmaps = lightmapnumber;
3910         model->brushq3.data_lightmaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
3911         model->brushq3.data_deluxemaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
3912         lightmappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
3913         deluxemappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
3914         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3915         {
3916                 surface = model->data_surfaces + surfaceindex;
3917                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3918                 for (i = 0;i < surface->num_triangles;i++)
3919                 {
3920                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3921                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
3922                         VectorNormalize(trianglenormal);
3923                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
3924                         axis = triangle->axis;
3925                         axis1 = axis == 0 ? 1 : 0;
3926                         axis2 = axis == 2 ? 1 : 2;
3927                         lmiscale[0] = 1.0f / triangle->lmscale[0];
3928                         lmiscale[1] = 1.0f / triangle->lmscale[1];
3929                         if (trianglenormal[axis] < 0)
3930                                 VectorNegate(trianglenormal, trianglenormal);
3931                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
3932                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
3933                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
3934                         for (j = 0;j < 3;j++)
3935                         {
3936                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
3937                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
3938                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
3939 #if 0
3940                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
3941                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
3942                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
3943                                 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]);
3944 #endif
3945                         }
3946
3947 #if 0
3948                         switch (axis)
3949                         {
3950                         default:
3951                         case 0:
3952                                 forward[0] = 0;
3953                                 forward[1] = 1.0f / triangle->lmscale[0];
3954                                 forward[2] = 0;
3955                                 left[0] = 0;
3956                                 left[1] = 0;
3957                                 left[2] = 1.0f / triangle->lmscale[1];
3958                                 up[0] = 1.0f;
3959                                 up[1] = 0;
3960                                 up[2] = 0;
3961                                 origin[0] = 0;
3962                                 origin[1] = triangle->lmbase[0];
3963                                 origin[2] = triangle->lmbase[1];
3964                                 break;
3965                         case 1:
3966                                 forward[0] = 1.0f / triangle->lmscale[0];
3967                                 forward[1] = 0;
3968                                 forward[2] = 0;
3969                                 left[0] = 0;
3970                                 left[1] = 0;
3971                                 left[2] = 1.0f / triangle->lmscale[1];
3972                                 up[0] = 0;
3973                                 up[1] = 1.0f;
3974                                 up[2] = 0;
3975                                 origin[0] = triangle->lmbase[0];
3976                                 origin[1] = 0;
3977                                 origin[2] = triangle->lmbase[1];
3978                                 break;
3979                         case 2:
3980                                 forward[0] = 1.0f / triangle->lmscale[0];
3981                                 forward[1] = 0;
3982                                 forward[2] = 0;
3983                                 left[0] = 0;
3984                                 left[1] = 1.0f / triangle->lmscale[1];
3985                                 left[2] = 0;
3986                                 up[0] = 0;
3987                                 up[1] = 0;
3988                                 up[2] = 1.0f;
3989                                 origin[0] = triangle->lmbase[0];
3990                                 origin[1] = triangle->lmbase[1];
3991                                 origin[2] = 0;
3992                                 break;
3993                         }
3994                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
3995 #endif
3996 #define LM_DIST_EPSILON (1.0f / 32.0f)
3997                         for (y = 0;y < triangle->lmsize[1];y++)
3998                         {
3999                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4000                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4001                                 {
4002                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4003                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4004                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4005                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4006                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4007                                 }
4008                         }
4009                 }
4010         }
4011
4012         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4013         {
4014                 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);
4015                 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);
4016         }
4017
4018         if (lightmappixels)
4019                 Mem_Free(lightmappixels);
4020         if (deluxemappixels)
4021                 Mem_Free(deluxemappixels);
4022
4023         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4024         {
4025                 surface = model->data_surfaces + surfaceindex;
4026                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4027                 if (!surface->num_triangles)
4028                         continue;
4029                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4030                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4031                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4032                 surface->lightmapinfo = NULL;
4033         }
4034
4035         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4036         model->brushq1.lightdata = NULL;
4037         model->brushq1.lightmapupdateflags = NULL;
4038         model->brushq1.firstrender = false;
4039         model->brushq1.num_lightstyles = 0;
4040         model->brushq1.data_lightstyleinfo = NULL;
4041         for (i = 0;i < model->brush.numsubmodels;i++)
4042         {
4043                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4044                 model->brush.submodels[i]->brushq1.firstrender = false;
4045                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4046                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4047         }
4048 }
4049
4050 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4051 {
4052         int i;
4053         for (i = 0;i < model->surfmesh.num_vertices;i++)
4054                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4055 }
4056
4057 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4058 {
4059         int x;
4060         int y;
4061         int z;
4062         int index = 0;
4063         float pos[3];
4064         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4065         {
4066                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4067                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4068                 {
4069                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4070                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4071                         {
4072                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4073                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4074                         }
4075                 }
4076         }
4077 }
4078
4079 extern cvar_t mod_q3bsp_nolightmaps;
4080 static void Mod_GenerateLightmaps(dp_model_t *model)
4081 {
4082         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4083         dp_model_t *oldloadmodel = loadmodel;
4084         loadmodel = model;
4085
4086         Mod_GenerateLightmaps_InitSampleOffsets(model);
4087         Mod_GenerateLightmaps_DestroyLightmaps(model);
4088         Mod_GenerateLightmaps_UnweldTriangles(model);
4089         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4090         Mod_GenerateLightmaps_CreateLights(model);
4091         if(!mod_q3bsp_nolightmaps.integer)
4092                 Mod_GenerateLightmaps_CreateLightmaps(model);
4093         Mod_GenerateLightmaps_UpdateVertexColors(model);
4094         Mod_GenerateLightmaps_UpdateLightGrid(model);
4095         Mod_GenerateLightmaps_DestroyLights(model);
4096         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4097
4098         loadmodel = oldloadmodel;
4099 }
4100
4101 static void Mod_GenerateLightmaps_f(void)
4102 {
4103         if (Cmd_Argc() != 1)
4104         {
4105                 Con_Printf("usage: mod_generatelightmaps\n");
4106                 return;
4107         }
4108         if (!cl.worldmodel)
4109         {
4110                 Con_Printf("no worldmodel loaded\n");
4111                 return;
4112         }
4113         Mod_GenerateLightmaps(cl.worldmodel);
4114 }