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actually USE surfaceparms parsed from the shaders (when on models)
[xonotic/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28 #include "polygon.h"
29
30 cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
31 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
32 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
33 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
34 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
35 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
36 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
37 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
38 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
39 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
40 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
41 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
42
43 dp_model_t *loadmodel;
44
45 static mempool_t *mod_mempool;
46 static memexpandablearray_t models;
47
48 static mempool_t* q3shaders_mem;
49 typedef struct q3shader_hash_entry_s
50 {
51   q3shaderinfo_t shader;
52   struct q3shader_hash_entry_s* chain;
53 } q3shader_hash_entry_t;
54 #define Q3SHADER_HASH_SIZE  1021
55 typedef struct q3shader_data_s
56 {
57   memexpandablearray_t hash_entries;
58   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
59   memexpandablearray_t char_ptrs;
60 } q3shader_data_t;
61 static q3shader_data_t* q3shader_data;
62
63 static void mod_start(void)
64 {
65         int i, count;
66         int nummodels = Mem_ExpandableArray_IndexRange(&models);
67         dp_model_t *mod;
68
69         SCR_PushLoadingScreen(false, "Loading models", 1.0);
70         count = 0;
71         for (i = 0;i < nummodels;i++)
72                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
73                         if (mod->used)
74                                 ++count;
75         for (i = 0;i < nummodels;i++)
76                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
77                         if (mod->used)
78                         {
79                                 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
80                                 Mod_LoadModel(mod, true, false);
81                                 SCR_PopLoadingScreen(false);
82                         }
83         SCR_PopLoadingScreen(false);
84 }
85
86 static void mod_shutdown(void)
87 {
88         int i;
89         int nummodels = Mem_ExpandableArray_IndexRange(&models);
90         dp_model_t *mod;
91
92         for (i = 0;i < nummodels;i++)
93                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
94                         Mod_UnloadModel(mod);
95
96         Mod_FreeQ3Shaders();
97         Mod_Skeletal_FreeBuffers();
98 }
99
100 static void mod_newmap(void)
101 {
102         msurface_t *surface;
103         int i, j, k, surfacenum, ssize, tsize;
104         int nummodels = Mem_ExpandableArray_IndexRange(&models);
105         dp_model_t *mod;
106
107         for (i = 0;i < nummodels;i++)
108         {
109                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
110                 {
111                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
112                         {
113                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
114                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
115                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
116                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
117                         }
118                         if (mod->brush.solidskyskinframe)
119                                 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
120                         if (mod->brush.alphaskyskinframe)
121                                 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
122                 }
123         }
124
125         if (!cl_stainmaps_clearonload.integer)
126                 return;
127
128         for (i = 0;i < nummodels;i++)
129         {
130                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
131                 {
132                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
133                         {
134                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
135                                 {
136                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
137                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
138                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
139                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
140                                 }
141                         }
142                 }
143         }
144 }
145
146 /*
147 ===============
148 Mod_Init
149 ===============
150 */
151 static void Mod_Print(void);
152 static void Mod_Precache (void);
153 static void Mod_Decompile_f(void);
154 static void Mod_GenerateLightmaps_f(void);
155 void Mod_Init (void)
156 {
157         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
158         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
159
160         Mod_BrushInit();
161         Mod_AliasInit();
162         Mod_SpriteInit();
163
164         Cvar_RegisterVariable(&r_enableshadowvolumes);
165         Cvar_RegisterVariable(&r_mipskins);
166         Cvar_RegisterVariable(&r_mipnormalmaps);
167         Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
168         Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
169         Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
170
171         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
172         Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
173         Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
174         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
175         Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
176         Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
177
178         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
179         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
180         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
181         Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
182 }
183
184 void Mod_RenderInit(void)
185 {
186         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
187 }
188
189 void Mod_UnloadModel (dp_model_t *mod)
190 {
191         char name[MAX_QPATH];
192         qboolean used;
193         dp_model_t *parentmodel;
194
195         if (developer_loading.integer)
196                 Con_Printf("unloading model %s\n", mod->name);
197
198         strlcpy(name, mod->name, sizeof(name));
199         parentmodel = mod->brush.parentmodel;
200         used = mod->used;
201         if (mod->mempool)
202         {
203                 if (mod->surfmesh.vertex3fbuffer)
204                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertex3fbuffer);
205                 mod->surfmesh.vertex3fbuffer = NULL;
206                 if (mod->surfmesh.vertexmeshbuffer)
207                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
208                 mod->surfmesh.vertexmeshbuffer = NULL;
209                 if (mod->surfmesh.data_element3i_indexbuffer)
210                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
211                 mod->surfmesh.data_element3i_indexbuffer = NULL;
212                 if (mod->surfmesh.data_element3s_indexbuffer)
213                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
214                 mod->surfmesh.data_element3s_indexbuffer = NULL;
215                 if (mod->surfmesh.vbo_vertexbuffer)
216                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
217                 mod->surfmesh.vbo_vertexbuffer = NULL;
218         }
219         // free textures/memory attached to the model
220         R_FreeTexturePool(&mod->texturepool);
221         Mem_FreePool(&mod->mempool);
222         // clear the struct to make it available
223         memset(mod, 0, sizeof(dp_model_t));
224         // restore the fields we want to preserve
225         strlcpy(mod->name, name, sizeof(mod->name));
226         mod->brush.parentmodel = parentmodel;
227         mod->used = used;
228         mod->loaded = false;
229 }
230
231 static void R_Model_Null_Draw(entity_render_t *ent)
232 {
233         return;
234 }
235
236
237 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
238
239 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
240 {
241         const char *bufptr;
242         int start, len;
243         float fps;
244         unsigned int i;
245         qboolean loop;
246         char name[64];
247
248         bufptr = buf;
249         i = 0;
250         while(bufptr)
251         {
252                 // an anim scene!
253
254                 // REQUIRED: fetch start
255                 COM_ParseToken_Simple(&bufptr, true, false, true);
256                 if (!bufptr)
257                         break; // end of file
258                 if (!strcmp(com_token, "\n"))
259                         continue; // empty line
260                 start = atoi(com_token);
261
262                 // REQUIRED: fetch length
263                 COM_ParseToken_Simple(&bufptr, true, false, true);
264                 if (!bufptr || !strcmp(com_token, "\n"))
265                 {
266                         Con_Printf("framegroups file: missing number of frames\n");
267                         continue;
268                 }
269                 len = atoi(com_token);
270
271                 // OPTIONAL args start
272                 COM_ParseToken_Simple(&bufptr, true, false, true);
273
274                 // OPTIONAL: fetch fps
275                 fps = 20;
276                 if (bufptr && strcmp(com_token, "\n"))
277                 {
278                         fps = atof(com_token);
279                         COM_ParseToken_Simple(&bufptr, true, false, true);
280                 }
281
282                 // OPTIONAL: fetch loopflag
283                 loop = true;
284                 if (bufptr && strcmp(com_token, "\n"))
285                 {
286                         loop = (atoi(com_token) != 0);
287                         COM_ParseToken_Simple(&bufptr, true, false, true);
288                 }
289
290                 // OPTIONAL: fetch name
291                 name[0] = 0;
292                 if (bufptr && strcmp(com_token, "\n"))
293                 {
294                         strlcpy(name, com_token, sizeof(name));
295                         COM_ParseToken_Simple(&bufptr, true, false, true);
296                 }
297
298                 // OPTIONAL: remaining unsupported tokens (eat them)
299                 while (bufptr && strcmp(com_token, "\n"))
300                         COM_ParseToken_Simple(&bufptr, true, false, true);
301
302                 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
303
304                 if(cb)
305                         cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
306                 ++i;
307         }
308
309         return i;
310 }
311
312 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
313 {
314         dp_model_t *mod = (dp_model_t *) pass;
315         animscene_t *anim = &mod->animscenes[i];
316         if(name)
317                 strlcpy(anim->name, name, sizeof(anim[i].name));
318         else
319                 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
320         anim->firstframe = bound(0, start, mod->num_poses - 1);
321         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
322         anim->framerate = max(1, fps);
323         anim->loop = !!loop;
324         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
325 }
326
327 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
328 {
329         unsigned int cnt;
330
331         // 0. count
332         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
333         if(!cnt)
334         {
335                 Con_Printf("no scene found in framegroups file, aborting\n");
336                 return;
337         }
338         mod->numframes = cnt;
339
340         // 1. reallocate
341         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
342         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
343
344         // 2. parse
345         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
346 }
347
348 static void Mod_FindPotentialDeforms(dp_model_t *mod)
349 {
350         int i, j;
351         texture_t *texture;
352         mod->wantnormals = false;
353         mod->wanttangents = false;
354         for (i = 0;i < mod->num_textures;i++)
355         {
356                 texture = mod->data_textures + i;
357                 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
358                         mod->wantnormals = true;
359                 for (j = 0;j < Q3MAXDEFORMS;j++)
360                 {
361                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
362                         {
363                                 mod->wanttangents = true;
364                                 mod->wantnormals = true;
365                                 break;
366                         }
367                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
368                                 mod->wantnormals = true;
369                 }
370         }
371 }
372
373 /*
374 ==================
375 Mod_LoadModel
376
377 Loads a model
378 ==================
379 */
380 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
381 {
382         int num;
383         unsigned int crc;
384         void *buf;
385         fs_offset_t filesize = 0;
386         char vabuf[1024];
387
388         mod->used = true;
389
390         if (mod->name[0] == '*') // submodel
391                 return mod;
392         
393         if (!strcmp(mod->name, "null"))
394         {
395                 if(mod->loaded)
396                         return mod;
397
398                 if (mod->loaded || mod->mempool)
399                         Mod_UnloadModel(mod);
400
401                 if (developer_loading.integer)
402                         Con_Printf("loading model %s\n", mod->name);
403
404                 mod->used = true;
405                 mod->crc = (unsigned int)-1;
406                 mod->loaded = false;
407
408                 VectorClear(mod->normalmins);
409                 VectorClear(mod->normalmaxs);
410                 VectorClear(mod->yawmins);
411                 VectorClear(mod->yawmaxs);
412                 VectorClear(mod->rotatedmins);
413                 VectorClear(mod->rotatedmaxs);
414
415                 mod->modeldatatypestring = "null";
416                 mod->type = mod_null;
417                 mod->Draw = R_Model_Null_Draw;
418                 mod->numframes = 2;
419                 mod->numskins = 1;
420
421                 // no fatal errors occurred, so this model is ready to use.
422                 mod->loaded = true;
423
424                 return mod;
425         }
426
427         crc = 0;
428         buf = NULL;
429
430         // even if the model is loaded it still may need reloading...
431
432         // if it is not loaded or checkdisk is true we need to calculate the crc
433         if (!mod->loaded || checkdisk)
434         {
435                 if (checkdisk && mod->loaded)
436                         Con_DPrintf("checking model %s\n", mod->name);
437                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
438                 if (buf)
439                 {
440                         crc = CRC_Block((unsigned char *)buf, filesize);
441                         // we need to reload the model if the crc does not match
442                         if (mod->crc != crc)
443                                 mod->loaded = false;
444                 }
445         }
446
447         // if the model is already loaded and checks passed, just return
448         if (mod->loaded)
449         {
450                 if (buf)
451                         Mem_Free(buf);
452                 return mod;
453         }
454
455         if (developer_loading.integer)
456                 Con_Printf("loading model %s\n", mod->name);
457         
458         SCR_PushLoadingScreen(true, mod->name, 1);
459
460         // LordHavoc: unload the existing model in this slot (if there is one)
461         if (mod->loaded || mod->mempool)
462                 Mod_UnloadModel(mod);
463
464         // load the model
465         mod->used = true;
466         mod->crc = crc;
467         // errors can prevent the corresponding mod->loaded = true;
468         mod->loaded = false;
469
470         // default model radius and bounding box (mainly for missing models)
471         mod->radius = 16;
472         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
473         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
474         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
475         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
476         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
477         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
478
479         if (!q3shaders_mem)
480         {
481                 // load q3 shaders for the first time, or after a level change
482                 Mod_LoadQ3Shaders();
483         }
484
485         if (buf)
486         {
487                 char *bufend = (char *)buf + filesize;
488
489                 // all models use memory, so allocate a memory pool
490                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
491
492                 num = LittleLong(*((int *)buf));
493                 // call the apropriate loader
494                 loadmodel = mod;
495                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
496                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
497                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
498                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
499                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
500                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
501                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
502                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
503                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
504                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
505                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
506                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
507                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
508                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
509                 Mem_Free(buf);
510
511                 Mod_FindPotentialDeforms(mod);
512
513                 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
514                 if(buf)
515                 {
516                         Mod_FrameGroupify(mod, (const char *)buf);
517                         Mem_Free(buf);
518                 }
519
520                 Mod_BuildVBOs();
521         }
522         else if (crash)
523         {
524                 // LordHavoc: Sys_Error was *ANNOYING*
525                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
526         }
527
528         // no fatal errors occurred, so this model is ready to use.
529         mod->loaded = true;
530
531         SCR_PopLoadingScreen(false);
532
533         return mod;
534 }
535
536 void Mod_ClearUsed(void)
537 {
538         int i;
539         int nummodels = Mem_ExpandableArray_IndexRange(&models);
540         dp_model_t *mod;
541         for (i = 0;i < nummodels;i++)
542                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
543                         mod->used = false;
544 }
545
546 void Mod_PurgeUnused(void)
547 {
548         int i;
549         int nummodels = Mem_ExpandableArray_IndexRange(&models);
550         dp_model_t *mod;
551         for (i = 0;i < nummodels;i++)
552         {
553                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
554                 {
555                         Mod_UnloadModel(mod);
556                         Mem_ExpandableArray_FreeRecord(&models, mod);
557                 }
558         }
559 }
560
561 /*
562 ==================
563 Mod_FindName
564
565 ==================
566 */
567 dp_model_t *Mod_FindName(const char *name, const char *parentname)
568 {
569         int i;
570         int nummodels;
571         dp_model_t *mod;
572
573         if (!parentname)
574                 parentname = "";
575
576         // if we're not dedicatd, the renderer calls will crash without video
577         Host_StartVideo();
578
579         nummodels = Mem_ExpandableArray_IndexRange(&models);
580
581         if (!name[0])
582                 Host_Error ("Mod_ForName: NULL name");
583
584         // search the currently loaded models
585         for (i = 0;i < nummodels;i++)
586         {
587                 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))))
588                 {
589                         mod->used = true;
590                         return mod;
591                 }
592         }
593
594         // no match found, create a new one
595         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
596         strlcpy(mod->name, name, sizeof(mod->name));
597         if (parentname[0])
598                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
599         else
600                 mod->brush.parentmodel = NULL;
601         mod->loaded = false;
602         mod->used = true;
603         return mod;
604 }
605
606 /*
607 ==================
608 Mod_ForName
609
610 Loads in a model for the given name
611 ==================
612 */
613 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
614 {
615         dp_model_t *model;
616         model = Mod_FindName(name, parentname);
617         if (!model->loaded || checkdisk)
618                 Mod_LoadModel(model, crash, checkdisk);
619         return model;
620 }
621
622 /*
623 ==================
624 Mod_Reload
625
626 Reloads all models if they have changed
627 ==================
628 */
629 void Mod_Reload(void)
630 {
631         int i, count;
632         int nummodels = Mem_ExpandableArray_IndexRange(&models);
633         dp_model_t *mod;
634
635         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
636         count = 0;
637         for (i = 0;i < nummodels;i++)
638                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
639                         ++count;
640         for (i = 0;i < nummodels;i++)
641                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
642                 {
643                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
644                         Mod_LoadModel(mod, true, true);
645                         SCR_PopLoadingScreen(false);
646                 }
647         SCR_PopLoadingScreen(false);
648 }
649
650 unsigned char *mod_base;
651
652
653 //=============================================================================
654
655 /*
656 ================
657 Mod_Print
658 ================
659 */
660 static void Mod_Print(void)
661 {
662         int i;
663         int nummodels = Mem_ExpandableArray_IndexRange(&models);
664         dp_model_t *mod;
665
666         Con_Print("Loaded models:\n");
667         for (i = 0;i < nummodels;i++)
668         {
669                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
670                 {
671                         if (mod->brush.numsubmodels)
672                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
673                         else
674                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
675                 }
676         }
677 }
678
679 /*
680 ================
681 Mod_Precache
682 ================
683 */
684 static void Mod_Precache(void)
685 {
686         if (Cmd_Argc() == 2)
687                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
688         else
689                 Con_Print("usage: modelprecache <filename>\n");
690 }
691
692 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
693 {
694         int i, count;
695         unsigned char *used;
696         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
697         memset(used, 0, numvertices);
698         for (i = 0;i < numelements;i++)
699                 used[elements[i]] = 1;
700         for (i = 0, count = 0;i < numvertices;i++)
701                 remapvertices[i] = used[i] ? count++ : -1;
702         Mem_Free(used);
703         return count;
704 }
705
706 #if 1
707 // fast way, using an edge hash
708 #define TRIANGLEEDGEHASH 8192
709 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
710 {
711         int i, j, p, e1, e2, *n, hashindex, count, match;
712         const int *e;
713         typedef struct edgehashentry_s
714         {
715                 struct edgehashentry_s *next;
716                 int triangle;
717                 int element[2];
718         }
719         edgehashentry_t;
720         static edgehashentry_t **edgehash;
721         edgehashentry_t *edgehashentries, *hash;
722         if (!numtriangles)
723                 return;
724         edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
725         // if there are too many triangles for the stack array, allocate larger buffer
726         edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
727         // find neighboring triangles
728         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
729         {
730                 for (j = 0, p = 2;j < 3;p = j, j++)
731                 {
732                         e1 = e[p];
733                         e2 = e[j];
734                         // this hash index works for both forward and backward edges
735                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
736                         hash = edgehashentries + i * 3 + j;
737                         hash->next = edgehash[hashindex];
738                         edgehash[hashindex] = hash;
739                         hash->triangle = i;
740                         hash->element[0] = e1;
741                         hash->element[1] = e2;
742                 }
743         }
744         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
745         {
746                 for (j = 0, p = 2;j < 3;p = j, j++)
747                 {
748                         e1 = e[p];
749                         e2 = e[j];
750                         // this hash index works for both forward and backward edges
751                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
752                         count = 0;
753                         match = -1;
754                         for (hash = edgehash[hashindex];hash;hash = hash->next)
755                         {
756                                 if (hash->element[0] == e2 && hash->element[1] == e1)
757                                 {
758                                         if (hash->triangle != i)
759                                                 match = hash->triangle;
760                                         count++;
761                                 }
762                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
763                                         count++;
764                         }
765                         // detect edges shared by three triangles and make them seams
766                         if (count > 2)
767                                 match = -1;
768                         n[p] = match;
769                 }
770
771                 // also send a keepalive here (this can take a while too!)
772                 CL_KeepaliveMessage(false);
773         }
774         // free the allocated buffer
775         Mem_Free(edgehashentries);
776         Mem_Free(edgehash);
777 }
778 #else
779 // very slow but simple way
780 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
781 {
782         int i, match, count;
783         count = 0;
784         match = -1;
785         for (i = 0;i < numtriangles;i++, elements += 3)
786         {
787                      if ((elements[0] == start && elements[1] == end)
788                       || (elements[1] == start && elements[2] == end)
789                       || (elements[2] == start && elements[0] == end))
790                 {
791                         if (i != ignore)
792                                 match = i;
793                         count++;
794                 }
795                 else if ((elements[1] == start && elements[0] == end)
796                       || (elements[2] == start && elements[1] == end)
797                       || (elements[0] == start && elements[2] == end))
798                         count++;
799         }
800         // detect edges shared by three triangles and make them seams
801         if (count > 2)
802                 match = -1;
803         return match;
804 }
805
806 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
807 {
808         int i, *n;
809         const int *e;
810         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
811         {
812                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
813                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
814                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
815         }
816 }
817 #endif
818
819 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
820 {
821         int i, warned = false, endvertex = firstvertex + numverts;
822         for (i = 0;i < numtriangles * 3;i++)
823         {
824                 if (elements[i] < firstvertex || elements[i] >= endvertex)
825                 {
826                         if (!warned)
827                         {
828                                 warned = true;
829                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
830                         }
831                         elements[i] = firstvertex;
832                 }
833         }
834 }
835
836 // warning: this is an expensive function!
837 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
838 {
839         int i, j;
840         const int *element;
841         float *vectorNormal;
842         float areaNormal[3];
843         // clear the vectors
844         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
845         // process each vertex of each triangle and accumulate the results
846         // use area-averaging, to make triangles with a big area have a bigger
847         // weighting on the vertex normal than triangles with a small area
848         // to do so, just add the 'normals' together (the bigger the area
849         // the greater the length of the normal is
850         element = elements;
851         for (i = 0; i < numtriangles; i++, element += 3)
852         {
853                 TriangleNormal(
854                         vertex3f + element[0] * 3,
855                         vertex3f + element[1] * 3,
856                         vertex3f + element[2] * 3,
857                         areaNormal
858                         );
859
860                 if (!areaweighting)
861                         VectorNormalize(areaNormal);
862
863                 for (j = 0;j < 3;j++)
864                 {
865                         vectorNormal = normal3f + element[j] * 3;
866                         vectorNormal[0] += areaNormal[0];
867                         vectorNormal[1] += areaNormal[1];
868                         vectorNormal[2] += areaNormal[2];
869                 }
870         }
871         // and just normalize the accumulated vertex normal in the end
872         vectorNormal = normal3f + 3 * firstvertex;
873         for (i = 0; i < numvertices; i++, vectorNormal += 3)
874                 VectorNormalize(vectorNormal);
875 }
876
877 #if 0
878 static void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
879 {
880         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
881         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
882         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
883
884         // 6 multiply, 9 subtract
885         VectorSubtract(v1, v0, v10);
886         VectorSubtract(v2, v0, v20);
887         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
888         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
889         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
890         // 12 multiply, 10 subtract
891         tc10[1] = tc1[1] - tc0[1];
892         tc20[1] = tc2[1] - tc0[1];
893         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
894         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
895         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
896         tc10[0] = tc1[0] - tc0[0];
897         tc20[0] = tc2[0] - tc0[0];
898         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
899         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
900         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
901         // 12 multiply, 4 add, 6 subtract
902         f = DotProduct(svector3f, normal3f);
903         svector3f[0] -= f * normal3f[0];
904         svector3f[1] -= f * normal3f[1];
905         svector3f[2] -= f * normal3f[2];
906         f = DotProduct(tvector3f, normal3f);
907         tvector3f[0] -= f * normal3f[0];
908         tvector3f[1] -= f * normal3f[1];
909         tvector3f[2] -= f * normal3f[2];
910         // if texture is mapped the wrong way (counterclockwise), the tangents
911         // have to be flipped, this is detected by calculating a normal from the
912         // two tangents, and seeing if it is opposite the surface normal
913         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
914         CrossProduct(tvector3f, svector3f, tangentcross);
915         if (DotProduct(tangentcross, normal3f) < 0)
916         {
917                 VectorNegate(svector3f, svector3f);
918                 VectorNegate(tvector3f, tvector3f);
919         }
920 }
921 #endif
922
923 // warning: this is a very expensive function!
924 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)
925 {
926         int i, tnum;
927         float sdir[3], tdir[3], normal[3], *sv, *tv;
928         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
929         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
930         const int *e;
931         // clear the vectors
932         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
933         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
934         // process each vertex of each triangle and accumulate the results
935         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
936         {
937                 v0 = vertex3f + e[0] * 3;
938                 v1 = vertex3f + e[1] * 3;
939                 v2 = vertex3f + e[2] * 3;
940                 tc0 = texcoord2f + e[0] * 2;
941                 tc1 = texcoord2f + e[1] * 2;
942                 tc2 = texcoord2f + e[2] * 2;
943
944                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
945                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
946
947                 // calculate the edge directions and surface normal
948                 // 6 multiply, 9 subtract
949                 VectorSubtract(v1, v0, v10);
950                 VectorSubtract(v2, v0, v20);
951                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
952                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
953                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
954
955                 // calculate the tangents
956                 // 12 multiply, 10 subtract
957                 tc10[1] = tc1[1] - tc0[1];
958                 tc20[1] = tc2[1] - tc0[1];
959                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
960                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
961                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
962                 tc10[0] = tc1[0] - tc0[0];
963                 tc20[0] = tc2[0] - tc0[0];
964                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
965                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
966                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
967
968                 // if texture is mapped the wrong way (counterclockwise), the tangents
969                 // have to be flipped, this is detected by calculating a normal from the
970                 // two tangents, and seeing if it is opposite the surface normal
971                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
972                 CrossProduct(tdir, sdir, tangentcross);
973                 if (DotProduct(tangentcross, normal) < 0)
974                 {
975                         VectorNegate(sdir, sdir);
976                         VectorNegate(tdir, tdir);
977                 }
978
979                 if (!areaweighting)
980                 {
981                         VectorNormalize(sdir);
982                         VectorNormalize(tdir);
983                 }
984                 for (i = 0;i < 3;i++)
985                 {
986                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
987                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
988                 }
989         }
990         // make the tangents completely perpendicular to the surface normal, and
991         // then normalize them
992         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
993         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
994         {
995                 f = -DotProduct(sv, n);
996                 VectorMA(sv, f, n, sv);
997                 VectorNormalize(sv);
998                 f = -DotProduct(tv, n);
999                 VectorMA(tv, f, n, tv);
1000                 VectorNormalize(tv);
1001         }
1002 }
1003
1004 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1005 {
1006         unsigned char *data;
1007         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));
1008         loadmodel->surfmesh.num_vertices = numvertices;
1009         loadmodel->surfmesh.num_triangles = numtriangles;
1010         if (loadmodel->surfmesh.num_vertices)
1011         {
1012                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1013                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1014                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1015                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1016                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1017                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1018                 if (vertexcolors)
1019                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1020                 if (lightmapoffsets)
1021                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1022         }
1023         if (loadmodel->surfmesh.num_triangles)
1024         {
1025                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1026                 if (neighbors)
1027                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1028                 if (loadmodel->surfmesh.num_vertices <= 65536)
1029                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1030         }
1031 }
1032
1033 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)
1034 {
1035         shadowmesh_t *newmesh;
1036         unsigned char *data;
1037         int size;
1038         size = sizeof(shadowmesh_t);
1039         size += maxverts * sizeof(float[3]);
1040         if (light)
1041                 size += maxverts * sizeof(float[11]);
1042         size += maxtriangles * sizeof(int[3]);
1043         if (maxverts <= 65536)
1044                 size += maxtriangles * sizeof(unsigned short[3]);
1045         if (neighbors)
1046                 size += maxtriangles * sizeof(int[3]);
1047         if (expandable)
1048                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1049         data = (unsigned char *)Mem_Alloc(mempool, size);
1050         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1051         newmesh->map_diffuse = map_diffuse;
1052         newmesh->map_specular = map_specular;
1053         newmesh->map_normal = map_normal;
1054         newmesh->maxverts = maxverts;
1055         newmesh->maxtriangles = maxtriangles;
1056         newmesh->numverts = 0;
1057         newmesh->numtriangles = 0;
1058         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1059         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1060
1061         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1062         if (light)
1063         {
1064                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1065                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1066                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1067                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1068         }
1069         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1070         if (neighbors)
1071         {
1072                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1073         }
1074         if (expandable)
1075         {
1076                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1077                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1078         }
1079         if (maxverts <= 65536)
1080                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1081         return newmesh;
1082 }
1083
1084 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1085 {
1086         shadowmesh_t *newmesh;
1087         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1088         newmesh->numverts = oldmesh->numverts;
1089         newmesh->numtriangles = oldmesh->numtriangles;
1090         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1091         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1092
1093         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1094         if (newmesh->svector3f && oldmesh->svector3f)
1095         {
1096                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1097                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1098                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1099                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1100         }
1101         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1102         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1103                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1104         return newmesh;
1105 }
1106
1107 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1108 {
1109         int hashindex, vnum;
1110         shadowmeshvertexhash_t *hash;
1111         // this uses prime numbers intentionally
1112         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1113         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1114         {
1115                 vnum = (hash - mesh->vertexhashentries);
1116                 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]))
1117                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1118                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1119                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1120                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1121                         return hash - mesh->vertexhashentries;
1122         }
1123         vnum = mesh->numverts++;
1124         hash = mesh->vertexhashentries + vnum;
1125         hash->next = mesh->vertexhashtable[hashindex];
1126         mesh->vertexhashtable[hashindex] = hash;
1127         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1128         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1129         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1130         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1131         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1132         return vnum;
1133 }
1134
1135 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1136 {
1137         if (mesh->numtriangles == 0)
1138         {
1139                 // set the properties on this empty mesh to be more favorable...
1140                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1141                 mesh->map_diffuse = map_diffuse;
1142                 mesh->map_specular = map_specular;
1143                 mesh->map_normal = map_normal;
1144         }
1145         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)
1146         {
1147                 if (mesh->next == NULL)
1148                         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);
1149                 mesh = mesh->next;
1150         }
1151         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1152         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1153         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1154         mesh->numtriangles++;
1155 }
1156
1157 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)
1158 {
1159         int i, j, e;
1160         float vbuf[3*14], *v;
1161         memset(vbuf, 0, sizeof(vbuf));
1162         for (i = 0;i < numtris;i++)
1163         {
1164                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1165                 {
1166                         e = *element3i++;
1167                         if (vertex3f)
1168                         {
1169                                 v[0] = vertex3f[e * 3 + 0];
1170                                 v[1] = vertex3f[e * 3 + 1];
1171                                 v[2] = vertex3f[e * 3 + 2];
1172                         }
1173                         if (svector3f)
1174                         {
1175                                 v[3] = svector3f[e * 3 + 0];
1176                                 v[4] = svector3f[e * 3 + 1];
1177                                 v[5] = svector3f[e * 3 + 2];
1178                         }
1179                         if (tvector3f)
1180                         {
1181                                 v[6] = tvector3f[e * 3 + 0];
1182                                 v[7] = tvector3f[e * 3 + 1];
1183                                 v[8] = tvector3f[e * 3 + 2];
1184                         }
1185                         if (normal3f)
1186                         {
1187                                 v[9] = normal3f[e * 3 + 0];
1188                                 v[10] = normal3f[e * 3 + 1];
1189                                 v[11] = normal3f[e * 3 + 2];
1190                         }
1191                         if (texcoord2f)
1192                         {
1193                                 v[12] = texcoord2f[e * 2 + 0];
1194                                 v[13] = texcoord2f[e * 2 + 1];
1195                         }
1196                 }
1197                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1198         }
1199
1200         // the triangle calculation can take a while, so let's do a keepalive here
1201         CL_KeepaliveMessage(false);
1202 }
1203
1204 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)
1205 {
1206         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1207         CL_KeepaliveMessage(false);
1208
1209         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1210 }
1211
1212 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1213 {
1214         if (!mesh->numverts)
1215                 return;
1216
1217         // build r_vertexmesh_t array
1218         // (compressed interleaved array for D3D)
1219         if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1220         {
1221                 int vertexindex;
1222                 int numvertices = mesh->numverts;
1223                 r_vertexmesh_t *vertexmesh;
1224                 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1225                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1226                 {
1227                         VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1228                         VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1229                         VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1230                         VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1231                         Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1232                 }
1233         }
1234
1235         // upload r_vertexmesh_t array as a buffer
1236         if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1237                 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1238
1239         // upload vertex3f array as a buffer
1240         if (mesh->vertex3f && !mesh->vertex3fbuffer)
1241                 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1242
1243         // upload short indices as a buffer
1244         if (mesh->element3s && !mesh->element3s_indexbuffer)
1245                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1246
1247         // upload int indices as a buffer
1248         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1249                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1250
1251         // vertex buffer is several arrays and we put them in the same buffer
1252         //
1253         // is this wise?  the texcoordtexture2f array is used with dynamic
1254         // vertex/svector/tvector/normal when rendering animated models, on the
1255         // other hand animated models don't use a lot of vertices anyway...
1256         if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1257         {
1258                 size_t size;
1259                 unsigned char *mem;
1260                 size = 0;
1261                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1262                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1263                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1264                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1265                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1266                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1267                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1268                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1269                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1270                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1271                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1272                 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1273                 Mem_Free(mem);
1274         }
1275 }
1276
1277 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1278 {
1279         shadowmesh_t *mesh, *newmesh, *nextmesh;
1280         // reallocate meshs to conserve space
1281         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1282         {
1283                 nextmesh = mesh->next;
1284                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1285                 {
1286                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1287                         newmesh->next = firstmesh;
1288                         firstmesh = newmesh;
1289                         if (newmesh->element3s)
1290                         {
1291                                 int i;
1292                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1293                                         newmesh->element3s[i] = newmesh->element3i[i];
1294                         }
1295                         if (createvbo)
1296                                 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1297                 }
1298                 Mem_Free(mesh);
1299         }
1300
1301         // this can take a while, so let's do a keepalive here
1302         CL_KeepaliveMessage(false);
1303
1304         return firstmesh;
1305 }
1306
1307 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1308 {
1309         int i;
1310         shadowmesh_t *mesh;
1311         vec3_t nmins, nmaxs, ncenter, temp;
1312         float nradius2, dist2, *v;
1313         VectorClear(nmins);
1314         VectorClear(nmaxs);
1315         // calculate bbox
1316         for (mesh = firstmesh;mesh;mesh = mesh->next)
1317         {
1318                 if (mesh == firstmesh)
1319                 {
1320                         VectorCopy(mesh->vertex3f, nmins);
1321                         VectorCopy(mesh->vertex3f, nmaxs);
1322                 }
1323                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1324                 {
1325                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1326                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1327                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1328                 }
1329         }
1330         // calculate center and radius
1331         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1332         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1333         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1334         nradius2 = 0;
1335         for (mesh = firstmesh;mesh;mesh = mesh->next)
1336         {
1337                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1338                 {
1339                         VectorSubtract(v, ncenter, temp);
1340                         dist2 = DotProduct(temp, temp);
1341                         if (nradius2 < dist2)
1342                                 nradius2 = dist2;
1343                 }
1344         }
1345         // return data
1346         if (mins)
1347                 VectorCopy(nmins, mins);
1348         if (maxs)
1349                 VectorCopy(nmaxs, maxs);
1350         if (center)
1351                 VectorCopy(ncenter, center);
1352         if (radius)
1353                 *radius = sqrt(nradius2);
1354 }
1355
1356 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1357 {
1358         shadowmesh_t *nextmesh;
1359         for (;mesh;mesh = nextmesh)
1360         {
1361                 if (mesh->vertex3fbuffer)
1362                         R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1363                 if (mesh->vertexmeshbuffer)
1364                         R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1365                 if (mesh->element3i_indexbuffer)
1366                         R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1367                 if (mesh->element3s_indexbuffer)
1368                         R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1369                 if (mesh->vbo_vertexbuffer)
1370                         R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1371                 nextmesh = mesh->next;
1372                 Mem_Free(mesh);
1373         }
1374 }
1375
1376 void Mod_CreateCollisionMesh(dp_model_t *mod)
1377 {
1378         int k, numcollisionmeshtriangles;
1379         qboolean usesinglecollisionmesh = false;
1380         const msurface_t *surface = NULL;
1381
1382         mempool_t *mempool = mod->mempool;
1383         if (!mempool && mod->brush.parentmodel)
1384                 mempool = mod->brush.parentmodel->mempool;
1385         // make a single combined collision mesh for physics engine use
1386         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1387         numcollisionmeshtriangles = 0;
1388         for (k = 0;k < mod->nummodelsurfaces;k++)
1389         {
1390                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1391                 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1392                 {
1393                         usesinglecollisionmesh = true;
1394                         numcollisionmeshtriangles = surface->num_triangles;
1395                         break;
1396                 }
1397                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1398                         continue;
1399                 numcollisionmeshtriangles += surface->num_triangles;
1400         }
1401         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1402         if (usesinglecollisionmesh)
1403                 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));
1404         else
1405         {
1406                 for (k = 0;k < mod->nummodelsurfaces;k++)
1407                 {
1408                         surface = mod->data_surfaces + mod->firstmodelsurface + k;
1409                         if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1410                                 continue;
1411                         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));
1412                 }
1413         }
1414         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1415 }
1416
1417 #if 0
1418 static void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1419 {
1420         float v[3], tc[3];
1421         v[0] = ix;
1422         v[1] = iy;
1423         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1424                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1425         else
1426                 v[2] = 0;
1427         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1428         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1429         texcoord2f[0] = tc[0];
1430         texcoord2f[1] = tc[1];
1431 }
1432
1433 static void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1434 {
1435         float vup[3], vdown[3], vleft[3], vright[3];
1436         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1437         float sv[3], tv[3], nl[3];
1438         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1439         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1440         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1441         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1442         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1443         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1444         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1445         VectorAdd(svector3f, sv, svector3f);
1446         VectorAdd(tvector3f, tv, tvector3f);
1447         VectorAdd(normal3f, nl, normal3f);
1448         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1449         VectorAdd(svector3f, sv, svector3f);
1450         VectorAdd(tvector3f, tv, tvector3f);
1451         VectorAdd(normal3f, nl, normal3f);
1452         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1453         VectorAdd(svector3f, sv, svector3f);
1454         VectorAdd(tvector3f, tv, tvector3f);
1455         VectorAdd(normal3f, nl, normal3f);
1456 }
1457
1458 static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1459 {
1460         int x, y, ix, iy, *e;
1461         e = element3i;
1462         for (y = 0;y < height;y++)
1463         {
1464                 for (x = 0;x < width;x++)
1465                 {
1466                         e[0] = (y + 1) * (width + 1) + (x + 0);
1467                         e[1] = (y + 0) * (width + 1) + (x + 0);
1468                         e[2] = (y + 1) * (width + 1) + (x + 1);
1469                         e[3] = (y + 0) * (width + 1) + (x + 0);
1470                         e[4] = (y + 0) * (width + 1) + (x + 1);
1471                         e[5] = (y + 1) * (width + 1) + (x + 1);
1472                         e += 6;
1473                 }
1474         }
1475         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1476         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1477                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1478                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1479 }
1480 #endif
1481
1482 #if 0
1483 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1484 {
1485         float mins[3];
1486         float maxs[3];
1487         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1488         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1489         float viewvector[3];
1490         unsigned int firstvertex;
1491         unsigned int *e;
1492         float *v;
1493         if (chunkwidth < 2 || chunkheight < 2)
1494                 return;
1495         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]);
1496         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]);
1497         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1498         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1499         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1500         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1501         {
1502                 // too close for this stepsize, emit as 4 chunks instead
1503                 stepsize /= 2;
1504                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1505                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1506                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1507                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1508                 return;
1509         }
1510         // emit the geometry at stepsize into our vertex buffer / index buffer
1511         // we add two columns and two rows for skirt
1512         outwidth = chunkwidth+2;
1513         outheight = chunkheight+2;
1514         outwidth2 = outwidth-1;
1515         outheight2 = outheight-1;
1516         outwidth3 = outwidth+1;
1517         outheight3 = outheight+1;
1518         firstvertex = numvertices;
1519         e = model->terrain.element3i + numtriangles;
1520         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1521         v = model->terrain.vertex3f + numvertices;
1522         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1523         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1524         for (ty = 0;ty < outheight;ty++)
1525         {
1526                 for (tx = 0;tx < outwidth;tx++)
1527                 {
1528                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1529                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1530                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1531                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1532                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1533                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1534                 }
1535         }
1536         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1537         for (ty = 0;ty <= outheight;ty++)
1538         {
1539                 skirtrow = ty == 0 || ty == outheight;
1540                 ry = y+bound(1, ty, outheight)*stepsize;
1541                 for (tx = 0;tx <= outwidth;tx++)
1542                 {
1543                         skirt = skirtrow || tx == 0 || tx == outwidth;
1544                         rx = x+bound(1, tx, outwidth)*stepsize;
1545                         v[0] = rx*scale[0];
1546                         v[1] = ry*scale[1];
1547                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1548                         v += 3;
1549                 }
1550         }
1551         // TODO: emit skirt vertices
1552 }
1553
1554 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1555 {
1556         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1557         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1558         Mod_Terrain_BuildChunk(model, 
1559 }
1560 #endif
1561
1562 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1563 {
1564         int offset = 0;
1565         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1566         {
1567                 offset = bound(0, s[4] - '0', 9);
1568                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1569                 s += 4;
1570                 if(*s)
1571                         ++s;
1572         }
1573         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1574         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1575         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1576         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1577         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1578         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1579         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1580         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1581         return offset | Q3WAVEFUNC_NONE;
1582 }
1583
1584 void Mod_FreeQ3Shaders(void)
1585 {
1586         Mem_FreePool(&q3shaders_mem);
1587 }
1588
1589 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1590 {
1591         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1592         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1593         q3shader_hash_entry_t* lastEntry = NULL;
1594         while (entry != NULL)
1595         {
1596                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1597                 {
1598                         // redeclaration
1599                         if(shader->dpshaderkill)
1600                         {
1601                                 // killed shader is a redeclarion? we can safely ignore it
1602                                 return;
1603                         }
1604                         else if(entry->shader.dpshaderkill)
1605                         {
1606                                 // replace the old shader!
1607                                 // this will skip the entry allocating part
1608                                 // below and just replace the shader
1609                                 break;
1610                         }
1611                         else
1612                         {
1613                                 unsigned char *start, *end, *start2;
1614                                 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1615                                 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1616                                 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1617                                 if(memcmp(start, start2, end - start))
1618                                         Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1619                                 else
1620                                         Con_DPrintf("Shader '%s' already defined\n", shader->name);
1621                                 return;
1622                         }
1623                 }
1624                 lastEntry = entry;
1625                 entry = entry->chain;
1626         }
1627         if (entry == NULL)
1628         {
1629                 if (lastEntry->shader.name[0] != 0)
1630                 {
1631                         /* Add to chain */
1632                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1633                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1634
1635                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1636                         lastEntry->chain = newEntry;
1637                         newEntry->chain = NULL;
1638                         lastEntry = newEntry;
1639                 }
1640                 /* else: head of chain, in hash entry array */
1641                 entry = lastEntry;
1642         }
1643         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1644 }
1645
1646 extern cvar_t mod_noshader_default_offsetmapping;
1647 extern cvar_t mod_q3shader_default_offsetmapping;
1648 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1649 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1650 extern cvar_t mod_q3shader_default_polygonoffset;
1651 extern cvar_t mod_q3shader_default_polygonfactor;
1652 extern cvar_t mod_q3shader_force_addalpha;
1653 void Mod_LoadQ3Shaders(void)
1654 {
1655         int j;
1656         int fileindex;
1657         fssearch_t *search;
1658         char *f;
1659         const char *text;
1660         q3shaderinfo_t shader;
1661         q3shaderinfo_layer_t *layer;
1662         int numparameters;
1663         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1664         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1665         unsigned long custsurfaceparms[256]; 
1666         int numcustsurfaceparms;
1667         qboolean dpshaderkill;
1668
1669         Mod_FreeQ3Shaders();
1670
1671         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1672         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1673                 sizeof (q3shader_data_t));
1674         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1675                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1676         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1677                 q3shaders_mem, sizeof (char**), 256);
1678
1679         // parse custinfoparms.txt
1680         numcustsurfaceparms = 0;
1681         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1682         {
1683                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1684                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1685                 else
1686                 {
1687                         while (COM_ParseToken_QuakeC(&text, false))
1688                                 if (!strcasecmp(com_token, "}"))
1689                                         break;
1690                         // custom surfaceflags section
1691                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1692                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1693                         else
1694                         {
1695                                 while(COM_ParseToken_QuakeC(&text, false))
1696                                 {
1697                                         if (!strcasecmp(com_token, "}"))
1698                                                 break;  
1699                                         // register surfaceflag
1700                                         if (numcustsurfaceparms >= 256)
1701                                         {
1702                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1703                                                 break;
1704                                         }
1705                                         // name
1706                                         j = strlen(com_token)+1;
1707                                         custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1708                                         strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1709                                         // value
1710                                         if (COM_ParseToken_QuakeC(&text, false))
1711                                                 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1712                                         else
1713                                                 custsurfaceparms[numcustsurfaceparms] = 0;
1714                                         numcustsurfaceparms++;
1715                                 }
1716                         }
1717                 }
1718                 Mem_Free(f);
1719         }
1720
1721         // parse shaders
1722         search = FS_Search("scripts/*.shader", true, false);
1723         if (!search)
1724                 return;
1725         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1726         {
1727                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1728                 if (!f)
1729                         continue;
1730                 while (COM_ParseToken_QuakeC(&text, false))
1731                 {
1732                         memset (&shader, 0, sizeof(shader));
1733                         shader.reflectmin = 0;
1734                         shader.reflectmax = 1;
1735                         shader.refractfactor = 1;
1736                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1737                         shader.reflectfactor = 1;
1738                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1739                         shader.r_water_wateralpha = 1;
1740                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1741                         shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1742                         shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1743                         shader.specularscalemod = 1;
1744                         shader.specularpowermod = 1;
1745                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1746                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1747
1748                         strlcpy(shader.name, com_token, sizeof(shader.name));
1749                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1750                         {
1751                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1752                                 break;
1753                         }
1754                         while (COM_ParseToken_QuakeC(&text, false))
1755                         {
1756                                 if (!strcasecmp(com_token, "}"))
1757                                         break;
1758                                 if (!strcasecmp(com_token, "{"))
1759                                 {
1760                                         static q3shaderinfo_layer_t dummy;
1761                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1762                                         {
1763                                                 layer = shader.layers + shader.numlayers++;
1764                                         }
1765                                         else
1766                                         {
1767                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1768                                                 memset(&dummy, 0, sizeof(dummy));
1769                                                 layer = &dummy;
1770                                         }
1771                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1772                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1773                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1774                                         layer->blendfunc[0] = GL_ONE;
1775                                         layer->blendfunc[1] = GL_ZERO;
1776                                         while (COM_ParseToken_QuakeC(&text, false))
1777                                         {
1778                                                 if (!strcasecmp(com_token, "}"))
1779                                                         break;
1780                                                 if (!strcasecmp(com_token, "\n"))
1781                                                         continue;
1782                                                 numparameters = 0;
1783                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1784                                                 {
1785                                                         if (j < TEXTURE_MAXFRAMES + 4)
1786                                                         {
1787                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1788                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1789                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1790                                                                 else
1791                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1792                                                                 numparameters = j + 1;
1793                                                         }
1794                                                         if (!COM_ParseToken_QuakeC(&text, true))
1795                                                                 break;
1796                                                 }
1797                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1798                                                 //      parameter[j][0] = 0;
1799                                                 if (developer_insane.integer)
1800                                                 {
1801                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1802                                                         for (j = 0;j < numparameters;j++)
1803                                                                 Con_DPrintf(" %s", parameter[j]);
1804                                                         Con_DPrint("\n");
1805                                                 }
1806                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1807                                                 {
1808                                                         if (numparameters == 2)
1809                                                         {
1810                                                                 if (!strcasecmp(parameter[1], "add"))
1811                                                                 {
1812                                                                         layer->blendfunc[0] = GL_ONE;
1813                                                                         layer->blendfunc[1] = GL_ONE;
1814                                                                 }
1815                                                                 else if (!strcasecmp(parameter[1], "addalpha"))
1816                                                                 {
1817                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1818                                                                         layer->blendfunc[1] = GL_ONE;
1819                                                                 }
1820                                                                 else if (!strcasecmp(parameter[1], "filter"))
1821                                                                 {
1822                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1823                                                                         layer->blendfunc[1] = GL_ZERO;
1824                                                                 }
1825                                                                 else if (!strcasecmp(parameter[1], "blend"))
1826                                                                 {
1827                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1828                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1829                                                                 }
1830                                                         }
1831                                                         else if (numparameters == 3)
1832                                                         {
1833                                                                 int k;
1834                                                                 for (k = 0;k < 2;k++)
1835                                                                 {
1836                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1837                                                                                 layer->blendfunc[k] = GL_ONE;
1838                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1839                                                                                 layer->blendfunc[k] = GL_ZERO;
1840                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1841                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1842                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1843                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1844                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1845                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1846                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1847                                                                                 layer->blendfunc[k] = GL_DST_ALPHA;
1848                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1849                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1850                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1851                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1852                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1853                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1854                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1855                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1856                                                                         else
1857                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1858                                                                 }
1859                                                         }
1860                                                 }
1861                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1862                                                         layer->alphatest = true;
1863                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1864                                                 {
1865                                                         if (!strcasecmp(parameter[0], "clampmap"))
1866                                                                 layer->clampmap = true;
1867                                                         layer->numframes = 1;
1868                                                         layer->framerate = 1;
1869                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1870                                                                 &q3shader_data->char_ptrs);
1871                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1872                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1873                                                                 shader.lighting = true;
1874                                                 }
1875                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1876                                                 {
1877                                                         int i;
1878                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1879                                                         layer->framerate = atof(parameter[1]);
1880                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1881                                                         for (i = 0;i < layer->numframes;i++)
1882                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1883                                                 }
1884                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1885                                                 {
1886                                                         int i;
1887                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1888                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1889                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1890                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1891                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1892                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1893                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1894                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1895                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1896                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1897                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1898                                                         else if (!strcasecmp(parameter[1], "wave"))
1899                                                         {
1900                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1901                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1902                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1903                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1904                                                         }
1905                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1906                                                 }
1907                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1908                                                 {
1909                                                         int i;
1910                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1911                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1912                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1913                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1914                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1915                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1916                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1917                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1918                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1919                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1920                                                         else if (!strcasecmp(parameter[1], "wave"))
1921                                                         {
1922                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1923                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1924                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1925                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1926                                                         }
1927                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1928                                                 }
1929                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1930                                                 {
1931                                                         int i;
1932                                                         // observed values: tcgen environment
1933                                                         // no other values have been observed in real shaders
1934                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1935                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1936                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1937                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1938                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1939                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1940                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1941                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1942                                                 }
1943                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1944                                                 {
1945                                                         int i, tcmodindex;
1946                                                         // observed values:
1947                                                         // tcmod rotate #
1948                                                         // tcmod scale # #
1949                                                         // tcmod scroll # #
1950                                                         // tcmod stretch sin # # # #
1951                                                         // tcmod stretch triangle # # # #
1952                                                         // tcmod transform # # # # # #
1953                                                         // tcmod turb # # # #
1954                                                         // tcmod turb sin # # # #  (this is bogus)
1955                                                         // no other values have been observed in real shaders
1956                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1957                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1958                                                                         break;
1959                                                         if (tcmodindex < Q3MAXTCMODS)
1960                                                         {
1961                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1962                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1963                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1964                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1965                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1966                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1967                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1968                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1969                                                                 {
1970                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1971                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1972                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1973                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1974                                                                 }
1975                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1976                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1977                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1978                                                         }
1979                                                         else
1980                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1981                                                 }
1982                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1983                                                 if (!strcasecmp(com_token, "}"))
1984                                                         break;
1985                                         }
1986                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1987                                                 shader.lighting = true;
1988                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1989                                         {
1990                                                 if (layer == shader.layers + 0)
1991                                                 {
1992                                                         // vertex controlled transparency
1993                                                         shader.vertexalpha = true;
1994                                                 }
1995                                                 else
1996                                                 {
1997                                                         // multilayer terrain shader or similar
1998                                                         shader.textureblendalpha = true;
1999                                                 }
2000                                         }
2001
2002                                         if(mod_q3shader_force_addalpha.integer)
2003                                         {
2004                                                 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2005                                                 // this cvar brings back this behaviour
2006                                                 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2007                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
2008                                         }
2009
2010                                         layer->texflags = 0;
2011                                         if (layer->alphatest)
2012                                                 layer->texflags |= TEXF_ALPHA;
2013                                         switch(layer->blendfunc[0])
2014                                         {
2015                                                 case GL_SRC_ALPHA:
2016                                                 case GL_ONE_MINUS_SRC_ALPHA:
2017                                                         layer->texflags |= TEXF_ALPHA;
2018                                                         break;
2019                                         }
2020                                         switch(layer->blendfunc[1])
2021                                         {
2022                                                 case GL_SRC_ALPHA:
2023                                                 case GL_ONE_MINUS_SRC_ALPHA:
2024                                                         layer->texflags |= TEXF_ALPHA;
2025                                                         break;
2026                                         }
2027                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2028                                                 layer->texflags |= TEXF_MIPMAP;
2029                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2030                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2031                                         if (layer->clampmap)
2032                                                 layer->texflags |= TEXF_CLAMP;
2033                                         continue;
2034                                 }
2035                                 numparameters = 0;
2036                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2037                                 {
2038                                         if (j < TEXTURE_MAXFRAMES + 4)
2039                                         {
2040                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2041                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2042                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2043                                                 else
2044                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2045                                                 numparameters = j + 1;
2046                                         }
2047                                         if (!COM_ParseToken_QuakeC(&text, true))
2048                                                 break;
2049                                 }
2050                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2051                                 //      parameter[j][0] = 0;
2052                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2053                                         break;
2054                                 if (developer_insane.integer)
2055                                 {
2056                                         Con_DPrintf("%s: ", shader.name);
2057                                         for (j = 0;j < numparameters;j++)
2058                                                 Con_DPrintf(" %s", parameter[j]);
2059                                         Con_DPrint("\n");
2060                                 }
2061                                 if (numparameters < 1)
2062                                         continue;
2063                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2064                                 {
2065                                         if (!strcasecmp(parameter[1], "alphashadow"))
2066                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2067                                         else if (!strcasecmp(parameter[1], "areaportal"))
2068                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2069                                         else if (!strcasecmp(parameter[1], "botclip"))
2070                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2071                                         else if (!strcasecmp(parameter[1], "clusterportal"))
2072                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2073                                         else if (!strcasecmp(parameter[1], "detail"))
2074                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2075                                         else if (!strcasecmp(parameter[1], "donotenter"))
2076                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2077                                         else if (!strcasecmp(parameter[1], "dust"))
2078                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2079                                         else if (!strcasecmp(parameter[1], "hint"))
2080                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2081                                         else if (!strcasecmp(parameter[1], "fog"))
2082                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2083                                         else if (!strcasecmp(parameter[1], "lava"))
2084                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2085                                         else if (!strcasecmp(parameter[1], "lightfilter"))
2086                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2087                                         else if (!strcasecmp(parameter[1], "lightgrid"))
2088                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2089                                         else if (!strcasecmp(parameter[1], "metalsteps"))
2090                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2091                                         else if (!strcasecmp(parameter[1], "nodamage"))
2092                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2093                                         else if (!strcasecmp(parameter[1], "nodlight"))
2094                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2095                                         else if (!strcasecmp(parameter[1], "nodraw"))
2096                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2097                                         else if (!strcasecmp(parameter[1], "nodrop"))
2098                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2099                                         else if (!strcasecmp(parameter[1], "noimpact"))
2100                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2101                                         else if (!strcasecmp(parameter[1], "nolightmap"))
2102                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2103                                         else if (!strcasecmp(parameter[1], "nomarks"))
2104                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2105                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
2106                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2107                                         else if (!strcasecmp(parameter[1], "nonsolid"))
2108                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2109                                         else if (!strcasecmp(parameter[1], "origin"))
2110                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2111                                         else if (!strcasecmp(parameter[1], "playerclip"))
2112                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2113                                         else if (!strcasecmp(parameter[1], "sky"))
2114                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2115                                         else if (!strcasecmp(parameter[1], "slick"))
2116                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2117                                         else if (!strcasecmp(parameter[1], "slime"))
2118                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2119                                         else if (!strcasecmp(parameter[1], "structural"))
2120                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2121                                         else if (!strcasecmp(parameter[1], "trans"))
2122                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2123                                         else if (!strcasecmp(parameter[1], "water"))
2124                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2125                                         else if (!strcasecmp(parameter[1], "pointlight"))
2126                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2127                                         else if (!strcasecmp(parameter[1], "antiportal"))
2128                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2129                                         else
2130                                         {
2131                                                 // try custom surfaceparms
2132                                                 for (j = 0; j < numcustsurfaceparms; j++)
2133                                                 {
2134                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2135                                                         {
2136                                                                 shader.surfaceparms |= custsurfaceparms[j];
2137                                                                 break;
2138                                                         }
2139                                                 }
2140                                                 // failed all
2141                                                 if (j == numcustsurfaceparms)
2142                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2143                                         }
2144                                 }
2145                                 else if (!strcasecmp(parameter[0], "dpshadow"))
2146                                         shader.dpshadow = true;
2147                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2148                                         shader.dpnoshadow = true;
2149                                 else if (!strcasecmp(parameter[0], "dpnortlight"))
2150                                         shader.dpnortlight = true;
2151                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2152                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2153                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2154                                         shader.dpmeshcollisions = true;
2155                                 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2156                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2157                                 {
2158                                         if (Cvar_VariableValue(parameter[1]) == 0.0f)
2159                                                 shader.dpshaderkill = dpshaderkill;
2160                                 }
2161                                 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2162                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2163                                 {
2164                                         const char *op = NULL;
2165                                         if (numparameters >= 3)
2166                                                 op = parameter[2];
2167                                         if(!op)
2168                                         {
2169                                                 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2170                                                         shader.dpshaderkill = dpshaderkill;
2171                                         }
2172                                         else if (numparameters >= 4 && !strcmp(op, "=="))
2173                                         {
2174                                                 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2175                                                         shader.dpshaderkill = dpshaderkill;
2176                                         }
2177                                         else if (numparameters >= 4 && !strcmp(op, "!="))
2178                                         {
2179                                                 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2180                                                         shader.dpshaderkill = dpshaderkill;
2181                                         }
2182                                         else if (numparameters >= 4 && !strcmp(op, ">"))
2183                                         {
2184                                                 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2185                                                         shader.dpshaderkill = dpshaderkill;
2186                                         }
2187                                         else if (numparameters >= 4 && !strcmp(op, "<"))
2188                                         {
2189                                                 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2190                                                         shader.dpshaderkill = dpshaderkill;
2191                                         }
2192                                         else if (numparameters >= 4 && !strcmp(op, ">="))
2193                                         {
2194                                                 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2195                                                         shader.dpshaderkill = dpshaderkill;
2196                                         }
2197                                         else if (numparameters >= 4 && !strcmp(op, "<="))
2198                                         {
2199                                                 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2200                                                         shader.dpshaderkill = dpshaderkill;
2201                                         }
2202                                         else
2203                                         {
2204                                                 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2205                                         }
2206                                 }
2207                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2208                                 {
2209                                         // some q3 skies don't have the sky parm set
2210                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2211                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2212                                 }
2213                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2214                                 {
2215                                         // some q3 skies don't have the sky parm set
2216                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2217                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2218                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2219                                 }
2220                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2221                                 {
2222                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2223                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2224                                 }
2225                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2226                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2227                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2228                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2229                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2230                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2231                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2232                                 {
2233                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2234                                         if(numparameters >= 2)
2235                                         {
2236                                                 shader.biaspolygonfactor = atof(parameter[1]);
2237                                                 if(numparameters >= 3)
2238                                                         shader.biaspolygonoffset = atof(parameter[2]);
2239                                                 else
2240                                                         shader.biaspolygonoffset = 0;
2241                                         }
2242                                 }
2243                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2244                                 {
2245                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2246                                         shader.refractfactor = atof(parameter[1]);
2247                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2248                                 }
2249                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2250                                 {
2251                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2252                                         shader.reflectfactor = atof(parameter[1]);
2253                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2254                                 }
2255                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2256                                 {
2257                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2258                                 }
2259                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2260                                 {
2261                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2262                                         shader.reflectmin = atof(parameter[1]);
2263                                         shader.reflectmax = atof(parameter[2]);
2264                                         shader.refractfactor = atof(parameter[3]);
2265                                         shader.reflectfactor = atof(parameter[4]);
2266                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2267                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2268                                         shader.r_water_wateralpha = atof(parameter[11]);
2269                                 }
2270                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2271                                 {
2272                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2273                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2274                                 }
2275                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2276                                 {
2277                                         shader.specularscalemod = atof(parameter[1]);
2278                                 }
2279                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2280                                 {
2281                                         shader.specularpowermod = atof(parameter[1]);
2282                                 }
2283                                 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2284                                 {
2285                                         shader.rtlightambient = atof(parameter[1]);
2286                                 }
2287                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2288                                 {
2289                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2290                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2291                                         else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2292                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2293                                         else if (!strcasecmp(parameter[1], "linear"))
2294                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2295                                         else if (!strcasecmp(parameter[1], "relief"))
2296                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2297                                         if (numparameters >= 3)
2298                                                 shader.offsetscale = atof(parameter[2]);
2299                                         if (numparameters >= 5)
2300                                         {
2301                                                 if(!strcasecmp(parameter[3], "bias"))
2302                                                         shader.offsetbias = atof(parameter[4]);
2303                                                 else if(!strcasecmp(parameter[3], "match"))
2304                                                         shader.offsetbias = 1.0f - atof(parameter[4]);
2305                                                 else if(!strcasecmp(parameter[3], "match8"))
2306                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2307                                                 else if(!strcasecmp(parameter[3], "match16"))
2308                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2309                                         }
2310                                 }
2311                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2312                                 {
2313                                         int i, deformindex;
2314                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2315                                                 if (!shader.deforms[deformindex].deform)
2316                                                         break;
2317                                         if (deformindex < Q3MAXDEFORMS)
2318                                         {
2319                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2320                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2321                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2322                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2323                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2324                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2325                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2326                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2327                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2328                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2329                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2330                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2331                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2332                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2333                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2334                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2335                                                 {
2336                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2337                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2338                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2339                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2340                                                 }
2341                                                 else if (!strcasecmp(parameter[1], "move"            ))
2342                                                 {
2343                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2344                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2345                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2346                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2347                                                 }
2348                                         }
2349                                 }
2350                         }
2351                         // hide this shader if a cvar said it should be killed
2352                         if (shader.dpshaderkill)
2353                                 shader.numlayers = 0;
2354                         // pick the primary layer to render with
2355                         if (shader.numlayers)
2356                         {
2357                                 shader.backgroundlayer = -1;
2358                                 shader.primarylayer = 0;
2359                                 // if lightmap comes first this is definitely an ordinary texture
2360                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2361                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
2362                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2363                                 {
2364                                         shader.backgroundlayer = -1;
2365                                         shader.primarylayer = 1;
2366                                 }
2367                                 else if (shader.numlayers >= 2
2368                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2369                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
2370                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2371                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
2372                                 {
2373                                         // terrain blending or other effects
2374                                         shader.backgroundlayer = 0;
2375                                         shader.primarylayer = 1;
2376                                 }
2377                         }
2378                         // fix up multiple reflection types
2379                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2380                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2381
2382                         Q3Shader_AddToHash (&shader);
2383                 }
2384                 Mem_Free(f);
2385         }
2386         FS_FreeSearch(search);
2387         // free custinfoparm values
2388         for (j = 0; j < numcustsurfaceparms; j++)
2389                 Mem_Free(custsurfaceparmnames[j]);
2390 }
2391
2392 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2393 {
2394         unsigned short hash;
2395         q3shader_hash_entry_t* entry;
2396         if (!q3shaders_mem)
2397                 Mod_LoadQ3Shaders();
2398         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2399         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2400         while (entry != NULL)
2401         {
2402                 if (strcasecmp (entry->shader.name, name) == 0)
2403                         return &entry->shader;
2404                 entry = entry->chain;
2405         }
2406         return NULL;
2407 }
2408
2409 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2410 {
2411         int j;
2412         int texflagsmask, texflagsor;
2413         qboolean success = true;
2414         q3shaderinfo_t *shader;
2415         if (!name)
2416                 name = "";
2417         strlcpy(texture->name, name, sizeof(texture->name));
2418         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2419
2420         texflagsmask = ~0;
2421         if(!(defaulttexflags & TEXF_PICMIP))
2422                 texflagsmask &= ~TEXF_PICMIP;
2423         if(!(defaulttexflags & TEXF_COMPRESS))
2424                 texflagsmask &= ~TEXF_COMPRESS;
2425         texflagsor = 0;
2426         if(defaulttexflags & TEXF_ISWORLD)
2427                 texflagsor |= TEXF_ISWORLD;
2428         if(defaulttexflags & TEXF_ISSPRITE)
2429                 texflagsor |= TEXF_ISSPRITE;
2430         // unless later loaded from the shader
2431         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2432         texture->offsetscale = 1;
2433         texture->offsetbias = 0;
2434         texture->specularscalemod = 1;
2435         texture->specularpowermod = 1; 
2436         texture->rtlightambient = 0;
2437         // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2438         // HERE, AND Q1BSP LOADING
2439         // JUST GREP FOR "specularscalemod = 1".
2440
2441         if (shader)
2442         {
2443                 if (developer_loading.integer)
2444                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2445
2446                 // allow disabling of picmip or compression by defaulttexflags
2447                 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2448
2449                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2450                 {
2451                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2452                         if (shader->skyboxname[0])
2453                         {
2454                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2455                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2456                         }
2457                 }
2458                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2459                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2460                 else
2461                         texture->basematerialflags = MATERIALFLAG_WALL;
2462
2463                 if (shader->layers[0].alphatest)
2464                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2465                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2466                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2467                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2468                 {
2469                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2470                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2471                 }
2472                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2473                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2474                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2475                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2476                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2477                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2478                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2479                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2480                 texture->customblendfunc[0] = GL_ONE;
2481                 texture->customblendfunc[1] = GL_ZERO;
2482                 if (shader->numlayers > 0)
2483                 {
2484                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2485                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2486 /*
2487 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2488 * additive               GL_ONE GL_ONE
2489 additive weird         GL_ONE GL_SRC_ALPHA
2490 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2491 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2492 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2493 brighten               GL_DST_COLOR GL_ONE
2494 brighten               GL_ONE GL_SRC_COLOR
2495 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2496 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2497 * modulate               GL_DST_COLOR GL_ZERO
2498 * modulate               GL_ZERO GL_SRC_COLOR
2499 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2500 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2501 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2502 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2503 * no blend               GL_ONE GL_ZERO
2504 nothing                GL_ZERO GL_ONE
2505 */
2506                         // if not opaque, figure out what blendfunc to use
2507                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2508                         {
2509                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2510                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2511                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2512                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2513                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2514                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2515                                 else
2516                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2517                         }
2518                 }
2519                 if (!shader->lighting)
2520                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2521                 if (shader->primarylayer >= 0)
2522                 {
2523                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2524                         // copy over many primarylayer parameters
2525                         texture->rgbgen = primarylayer->rgbgen;
2526                         texture->alphagen = primarylayer->alphagen;
2527                         texture->tcgen = primarylayer->tcgen;
2528                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2529                         // load the textures
2530                         texture->numskinframes = primarylayer->numframes;
2531                         texture->skinframerate = primarylayer->framerate;
2532                         for (j = 0;j < primarylayer->numframes;j++)
2533                         {
2534                                 if(cls.state == ca_dedicated)
2535                                 {
2536                                         texture->skinframes[j] = NULL;
2537                                 }
2538                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2539                                 {
2540                                         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);
2541                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2542                                 }
2543                         }
2544                 }
2545                 if (shader->backgroundlayer >= 0)
2546                 {
2547                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2548                         // copy over one secondarylayer parameter
2549                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2550                         // load the textures
2551                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2552                         texture->backgroundskinframerate = backgroundlayer->framerate;
2553                         for (j = 0;j < backgroundlayer->numframes;j++)
2554                         {
2555                                 if(cls.state == ca_dedicated)
2556                                 {
2557                                         texture->skinframes[j] = NULL;
2558                                 }
2559                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2560                                 {
2561                                         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);
2562                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2563                                 }
2564                         }
2565                 }
2566                 if (shader->dpshadow)
2567                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2568                 if (shader->dpnoshadow)
2569                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2570                 if (shader->dpnortlight)
2571                         texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2572                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2573                 texture->reflectmin = shader->reflectmin;
2574                 texture->reflectmax = shader->reflectmax;
2575                 texture->refractfactor = shader->refractfactor;
2576                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2577                 texture->reflectfactor = shader->reflectfactor;
2578                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2579                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2580                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2581                 texture->offsetmapping = shader->offsetmapping;
2582                 texture->offsetscale = shader->offsetscale;
2583                 texture->offsetbias = shader->offsetbias;
2584                 texture->specularscalemod = shader->specularscalemod;
2585                 texture->specularpowermod = shader->specularpowermod;
2586                 texture->rtlightambient = shader->rtlightambient;
2587                 if (shader->dpreflectcube[0])
2588                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2589
2590                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2591                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2592                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2593                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2594                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2595                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2596                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2597                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2598                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2599
2600         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2601         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2602         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2603         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2604                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2605         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2606                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2607         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2608         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2609         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2610         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2611         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2612                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2613         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2614         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2615         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2616         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2617                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2618         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2619                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2620                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2621         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2622                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2623         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2624         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2625                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2626         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2627         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2628         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2629                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2630         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2631         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2632
2633                 texture->surfaceflags = 0;
2634                 if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW  ;
2635         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL   ;
2636         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
2637         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL       ;
2638         //      if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER   ;
2639         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->surfaceflags |= Q3SURFACEFLAG_FOG          ;
2640         //      if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA         ;
2641                 if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER  ;
2642                 if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS   ;
2643                 if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE     ;
2644                 if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT     ;
2645                 if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW       ;
2646         //      if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP       ;
2647                 if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT     ;
2648                 if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP   ;
2649                 if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS      ;
2650         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS    ;
2651                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID     ;
2652         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN       ;
2653         //      if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP   ;
2654                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->surfaceflags |= Q3SURFACEFLAG_SKY          ;
2655                 if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK        ;
2656         //      if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME        ;
2657         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL   ;
2658         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS        ;
2659         //      if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->surfaceflags |= Q3SURFACEFLAG_WATER        ;
2660                 if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT   ;
2661                 if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->surfaceflags |= Q3SURFACEFLAG_HINT         ;
2662                 if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->surfaceflags |= Q3SURFACEFLAG_DUST         ;
2663         //      if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP      ;
2664         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID    ;
2665         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL   ;
2666
2667                 if (shader->dpmeshcollisions)
2668                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2669                 if (shader->dpshaderkill && developer_extra.integer)
2670                         Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2671         }
2672         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2673         {
2674                 if (developer_extra.integer)
2675                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2676                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2677         }
2678         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2679         {
2680                 if (developer_extra.integer)
2681                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2682                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2683                 texture->supercontents = SUPERCONTENTS_SOLID;
2684         }
2685         else
2686         {
2687                 if (developer_extra.integer)
2688                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2689                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2690                 {
2691                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2692                         texture->supercontents = SUPERCONTENTS_SOLID;
2693                 }
2694                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2695                 {
2696                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2697                         texture->supercontents = SUPERCONTENTS_SKY;
2698                 }
2699                 else
2700                 {
2701                         texture->basematerialflags |= MATERIALFLAG_WALL;
2702                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2703                 }
2704                 texture->numskinframes = 1;
2705                 if(cls.state == ca_dedicated)
2706                 {
2707                         texture->skinframes[0] = NULL;
2708                         success = false;
2709                 }
2710                 else
2711                 {
2712                         if (fallback)
2713                         {
2714                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2715                                 {
2716                                         if(texture->skinframes[0]->hasalpha)
2717                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2718                                 }
2719                                 else
2720                                         success = false;
2721                         }
2722                         else
2723                                 success = false;
2724                         if (!success && warnmissing)
2725                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2726                 }
2727         }
2728         // init the animation variables
2729         texture->currentframe = texture;
2730         if (texture->numskinframes < 1)
2731                 texture->numskinframes = 1;
2732         if (!texture->skinframes[0])
2733                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2734         texture->currentskinframe = texture->skinframes[0];
2735         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2736         return success;
2737 }
2738
2739 skinfile_t *Mod_LoadSkinFiles(void)
2740 {
2741         int i, words, line, wordsoverflow;
2742         char *text;
2743         const char *data;
2744         skinfile_t *skinfile = NULL, *first = NULL;
2745         skinfileitem_t *skinfileitem;
2746         char word[10][MAX_QPATH];
2747         char vabuf[1024];
2748
2749 /*
2750 sample file:
2751 U_bodyBox,models/players/Legoman/BikerA2.tga
2752 U_RArm,models/players/Legoman/BikerA1.tga
2753 U_LArm,models/players/Legoman/BikerA1.tga
2754 U_armor,common/nodraw
2755 U_sword,common/nodraw
2756 U_shield,common/nodraw
2757 U_homb,common/nodraw
2758 U_backpack,common/nodraw
2759 U_colcha,common/nodraw
2760 tag_head,
2761 tag_weapon,
2762 tag_torso,
2763 */
2764         memset(word, 0, sizeof(word));
2765         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2766         {
2767                 // If it's the first file we parse
2768                 if (skinfile == NULL)
2769                 {
2770                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2771                         first = skinfile;
2772                 }
2773                 else
2774                 {
2775                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2776                         skinfile = skinfile->next;
2777                 }
2778                 skinfile->next = NULL;
2779
2780                 for(line = 0;;line++)
2781                 {
2782                         // parse line
2783                         if (!COM_ParseToken_QuakeC(&data, true))
2784                                 break;
2785                         if (!strcmp(com_token, "\n"))
2786                                 continue;
2787                         words = 0;
2788                         wordsoverflow = false;
2789                         do
2790                         {
2791                                 if (words < 10)
2792                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2793                                 else
2794                                         wordsoverflow = true;
2795                         }
2796                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2797                         if (wordsoverflow)
2798                         {
2799                                 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);
2800                                 continue;
2801                         }
2802                         // words is always >= 1
2803                         if (!strcmp(word[0], "replace"))
2804                         {
2805                                 if (words == 3)
2806                                 {
2807                                         if (developer_loading.integer)
2808                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2809                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2810                                         skinfileitem->next = skinfile->items;
2811                                         skinfile->items = skinfileitem;
2812                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2813                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2814                                 }
2815                                 else
2816                                         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]);
2817                         }
2818                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2819                         {
2820                                 // tag name, like "tag_weapon,"
2821                                 // not used for anything (not even in Quake3)
2822                         }
2823                         else if (words >= 2 && !strcmp(word[1], ","))
2824                         {
2825                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2826                                 if (developer_loading.integer)
2827                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2828                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2829                                 skinfileitem->next = skinfile->items;
2830                                 skinfile->items = skinfileitem;
2831                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2832                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2833                         }
2834                         else
2835                                 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);
2836                 }
2837                 Mem_Free(text);
2838         }
2839         if (i)
2840                 loadmodel->numskins = i;
2841         return first;
2842 }
2843
2844 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2845 {
2846         skinfile_t *next;
2847         skinfileitem_t *skinfileitem, *nextitem;
2848         for (;skinfile;skinfile = next)
2849         {
2850                 next = skinfile->next;
2851                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2852                 {
2853                         nextitem = skinfileitem->next;
2854                         Mem_Free(skinfileitem);
2855                 }
2856                 Mem_Free(skinfile);
2857         }
2858 }
2859
2860 int Mod_CountSkinFiles(skinfile_t *skinfile)
2861 {
2862         int i;
2863         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2864         return i;
2865 }
2866
2867 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2868 {
2869         int i;
2870         double isnap = 1.0 / snap;
2871         for (i = 0;i < numvertices*numcomponents;i++)
2872                 vertices[i] = floor(vertices[i]*isnap)*snap;
2873 }
2874
2875 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2876 {
2877         int i, outtriangles;
2878         float edgedir1[3], edgedir2[3], temp[3];
2879         // a degenerate triangle is one with no width (thickness, surface area)
2880         // these are characterized by having all 3 points colinear (along a line)
2881         // or having two points identical
2882         // the simplest check is to calculate the triangle's area
2883         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2884         {
2885                 // calculate first edge
2886                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2887                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2888                 CrossProduct(edgedir1, edgedir2, temp);
2889                 if (VectorLength2(temp) < 0.001f)
2890                         continue; // degenerate triangle (no area)
2891                 // valid triangle (has area)
2892                 VectorCopy(inelement3i, outelement3i);
2893                 outelement3i += 3;
2894                 outtriangles++;
2895         }
2896         return outtriangles;
2897 }
2898
2899 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2900 {
2901         int i, e;
2902         int firstvertex, lastvertex;
2903         if (numelements > 0 && elements)
2904         {
2905                 firstvertex = lastvertex = elements[0];
2906                 for (i = 1;i < numelements;i++)
2907                 {
2908                         e = elements[i];
2909                         firstvertex = min(firstvertex, e);
2910                         lastvertex = max(lastvertex, e);
2911                 }
2912         }
2913         else
2914                 firstvertex = lastvertex = 0;
2915         if (firstvertexpointer)
2916                 *firstvertexpointer = firstvertex;
2917         if (lastvertexpointer)
2918                 *lastvertexpointer = lastvertex;
2919 }
2920
2921 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2922 {
2923         // make an optimal set of texture-sorted batches to draw...
2924         int j, t;
2925         int *firstsurfacefortexture;
2926         int *numsurfacesfortexture;
2927         if (!mod->sortedmodelsurfaces)
2928                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2929         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2930         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2931         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2932         for (j = 0;j < mod->nummodelsurfaces;j++)
2933         {
2934                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2935                 int t = (int)(surface->texture - mod->data_textures);
2936                 numsurfacesfortexture[t]++;
2937         }
2938         j = 0;
2939         for (t = 0;t < mod->num_textures;t++)
2940         {
2941                 firstsurfacefortexture[t] = j;
2942                 j += numsurfacesfortexture[t];
2943         }
2944         for (j = 0;j < mod->nummodelsurfaces;j++)
2945         {
2946                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2947                 int t = (int)(surface->texture - mod->data_textures);
2948                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2949         }
2950         Mem_Free(firstsurfacefortexture);
2951         Mem_Free(numsurfacesfortexture);
2952 }
2953
2954 void Mod_BuildVBOs(void)
2955 {
2956         if (!loadmodel->surfmesh.num_vertices)
2957                 return;
2958
2959         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2960         {
2961                 int i;
2962                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2963                 {
2964                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2965                         {
2966                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2967                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2968                         }
2969                 }
2970         }
2971
2972         // build r_vertexmesh_t array
2973         // (compressed interleaved array for D3D)
2974         if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
2975         {
2976                 int vertexindex;
2977                 int numvertices = loadmodel->surfmesh.num_vertices;
2978                 r_vertexmesh_t *vertexmesh;
2979                 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2980                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2981                 {
2982                         VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2983                         VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2984                         VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2985                         VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2986                         if (loadmodel->surfmesh.data_lightmapcolor4f)
2987                                 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
2988                         Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2989                         if (loadmodel->surfmesh.data_texcoordlightmap2f)
2990                                 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2991                 }
2992         }
2993
2994         // upload r_vertexmesh_t array as a buffer
2995         if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2996                 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2997
2998         // upload vertex3f array as a buffer
2999         if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
3000                 loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
3001
3002         // upload short indices as a buffer
3003         if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
3004                 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
3005
3006         // upload int indices as a buffer
3007         if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
3008                 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
3009
3010         // only build a vbo if one has not already been created (this is important for brush models which load specially)
3011         // vertex buffer is several arrays and we put them in the same buffer
3012         //
3013         // is this wise?  the texcoordtexture2f array is used with dynamic
3014         // vertex/svector/tvector/normal when rendering animated models, on the
3015         // other hand animated models don't use a lot of vertices anyway...
3016         if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
3017         {
3018                 size_t size;
3019                 unsigned char *mem;
3020                 size = 0;
3021                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3022                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3023                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3024                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3025                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3026                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3027                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
3028                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
3029                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3030                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3031                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3032                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3033                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3034                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3035                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3036                 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
3037                 Mem_Free(mem);
3038         }
3039 }
3040
3041 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3042 {
3043         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3044         int a, b, c;
3045         const char *texname;
3046         const int *e;
3047         const float *v, *vn, *vt;
3048         size_t l;
3049         size_t outbufferpos = 0;
3050         size_t outbuffermax = 0x100000;
3051         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3052         const msurface_t *surface;
3053         const int maxtextures = 256;
3054         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3055         dp_model_t *submodel;
3056
3057         // construct the mtllib file
3058         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3059         if (l > 0)
3060                 outbufferpos += l;
3061         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3062         {
3063                 countsurfaces++;
3064                 countvertices += surface->num_vertices;
3065                 countfaces += surface->num_triangles;
3066                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3067                 for (textureindex = 0;textureindex < counttextures;textureindex++)
3068                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3069                                 break;
3070                 if (textureindex < counttextures)
3071                         continue; // already wrote this material entry
3072                 if (textureindex >= maxtextures)
3073                         continue; // just a precaution
3074                 textureindex = counttextures++;
3075                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3076                 if (outbufferpos >= outbuffermax >> 1)
3077                 {
3078                         outbuffermax *= 2;
3079                         oldbuffer = outbuffer;
3080                         outbuffer = (char *) Z_Malloc(outbuffermax);
3081                         memcpy(outbuffer, oldbuffer, outbufferpos);
3082                         Z_Free(oldbuffer);
3083                 }
3084                 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");
3085                 if (l > 0)
3086                         outbufferpos += l;
3087         }
3088
3089         // write the mtllib file
3090         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3091
3092         // construct the obj file
3093         outbufferpos = 0;
3094         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);
3095         if (l > 0)
3096                 outbufferpos += l;
3097
3098         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)
3099         {
3100                 if (outbufferpos >= outbuffermax >> 1)
3101                 {
3102                         outbuffermax *= 2;
3103                         oldbuffer = outbuffer;
3104                         outbuffer = (char *) Z_Malloc(outbuffermax);
3105                         memcpy(outbuffer, oldbuffer, outbufferpos);
3106                         Z_Free(oldbuffer);
3107                 }
3108                 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]);
3109                 if (l > 0)
3110                         outbufferpos += l;
3111         }
3112
3113         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3114         {
3115                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3116                 if (l > 0)
3117                         outbufferpos += l;
3118                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3119                 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3120                 {
3121                         surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3122                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3123                         if (l > 0)
3124                                 outbufferpos += l;
3125                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3126                         {
3127                                 if (outbufferpos >= outbuffermax >> 1)
3128                                 {
3129                                         outbuffermax *= 2;
3130                                         oldbuffer = outbuffer;
3131                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3132                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3133                                         Z_Free(oldbuffer);
3134                                 }
3135                                 a = e[0]+1;
3136                                 b = e[1]+1;
3137                                 c = e[2]+1;
3138                                 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);
3139                                 if (l > 0)
3140                                         outbufferpos += l;
3141                         }
3142                 }
3143         }
3144
3145         // write the obj file
3146         FS_WriteFile(filename, outbuffer, outbufferpos);
3147
3148         // clean up
3149         Z_Free(outbuffer);
3150         Z_Free(texturenames);
3151
3152         // print some stats
3153         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3154 }
3155
3156 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3157 {
3158         int countnodes = 0, counttriangles = 0, countframes = 0;
3159         int surfaceindex;
3160         int triangleindex;
3161         int transformindex;
3162         int poseindex;
3163         int cornerindex;
3164         const int *e;
3165         size_t l;
3166         size_t outbufferpos = 0;
3167         size_t outbuffermax = 0x100000;
3168         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3169         const msurface_t *surface;
3170         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3171         if (l > 0)
3172                 outbufferpos += l;
3173         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3174         {
3175                 if (outbufferpos >= outbuffermax >> 1)
3176                 {
3177                         outbuffermax *= 2;
3178                         oldbuffer = outbuffer;
3179                         outbuffer = (char *) Z_Malloc(outbuffermax);
3180                         memcpy(outbuffer, oldbuffer, outbufferpos);
3181                         Z_Free(oldbuffer);
3182                 }
3183                 countnodes++;
3184                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3185                 if (l > 0)
3186                         outbufferpos += l;
3187         }
3188         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3189         if (l > 0)
3190                 outbufferpos += l;
3191         for (poseindex = 0;poseindex < numposes;poseindex++)
3192         {
3193                 countframes++;
3194                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3195                 if (l > 0)
3196                         outbufferpos += l;
3197                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3198                 {
3199                         float angles[3];
3200                         float mtest[4][3];
3201                         matrix4x4_t posematrix;
3202                         if (outbufferpos >= outbuffermax >> 1)
3203                         {
3204                                 outbuffermax *= 2;
3205                                 oldbuffer = outbuffer;
3206                                 outbuffer = (char *) Z_Malloc(outbuffermax);
3207                                 memcpy(outbuffer, oldbuffer, outbufferpos);
3208                                 Z_Free(oldbuffer);
3209                         }
3210
3211                         // strangely the smd angles are for a transposed matrix, so we
3212                         // have to generate a transposed matrix, then convert that...
3213                         Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3214                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3215                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
3216                         if (angles[0] >= 180) angles[0] -= 360;
3217                         if (angles[1] >= 180) angles[1] -= 360;
3218                         if (angles[2] >= 180) angles[2] -= 360;
3219
3220 #if 0
3221 {
3222                         float a = DEG2RAD(angles[ROLL]);
3223                         float b = DEG2RAD(angles[PITCH]);
3224                         float c = DEG2RAD(angles[YAW]);
3225                         float cy, sy, cp, sp, cr, sr;
3226                         float test[4][3];
3227                         // smd matrix construction, for comparing
3228                         sy = sin(c);
3229                         cy = cos(c);
3230                         sp = sin(b);
3231                         cp = cos(b);
3232                         sr = sin(a);
3233                         cr = cos(a);
3234
3235                         test[0][0] = cp*cy;
3236                         test[0][1] = cp*sy;
3237                         test[0][2] = -sp;
3238                         test[1][0] = sr*sp*cy+cr*-sy;
3239                         test[1][1] = sr*sp*sy+cr*cy;
3240                         test[1][2] = sr*cp;
3241                         test[2][0] = (cr*sp*cy+-sr*-sy);
3242                         test[2][1] = (cr*sp*sy+-sr*cy);
3243                         test[2][2] = cr*cp;
3244                         test[3][0] = pose[9];
3245                         test[3][1] = pose[10];
3246                         test[3][2] = pose[11];
3247 }
3248 #endif
3249                         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]));
3250                         if (l > 0)
3251                                 outbufferpos += l;
3252                 }
3253         }
3254         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3255         if (l > 0)
3256                 outbufferpos += l;
3257         if (writetriangles)
3258         {
3259                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3260                 if (l > 0)
3261                         outbufferpos += l;
3262                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3263                 {
3264                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3265                         {
3266                                 counttriangles++;
3267                                 if (outbufferpos >= outbuffermax >> 1)
3268                                 {
3269                                         outbuffermax *= 2;
3270                                         oldbuffer = outbuffer;
3271                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3272                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3273                                         Z_Free(oldbuffer);
3274                                 }
3275                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3276                                 if (l > 0)
3277                                         outbufferpos += l;
3278                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3279                                 {
3280                                         const int index = e[2-cornerindex];
3281                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
3282                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
3283                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3284                                         const int b = model->surfmesh.blends[index];
3285                                         if (b < model->num_bones)
3286                                                 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]);
3287                                         else
3288                                         {
3289                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3290                                                 const unsigned char *wi = w->index;
3291                                                 const unsigned char *wf = w->influence;
3292                                             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);
3293                                                 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);
3294                                                 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);
3295                                                 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]);
3296                                         }
3297                                         if (l > 0)
3298                                                 outbufferpos += l;
3299                                 }
3300                         }
3301                 }
3302                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3303                 if (l > 0)
3304                         outbufferpos += l;
3305         }
3306
3307         FS_WriteFile(filename, outbuffer, outbufferpos);
3308         Z_Free(outbuffer);
3309
3310         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3311 }
3312
3313 /*
3314 ================
3315 Mod_Decompile_f
3316
3317 decompiles a model to editable files
3318 ================
3319 */
3320 static void Mod_Decompile_f(void)
3321 {
3322         int i, j, k, l, first, count;
3323         dp_model_t *mod;
3324         char inname[MAX_QPATH];
3325         char outname[MAX_QPATH];
3326         char mtlname[MAX_QPATH];
3327         char basename[MAX_QPATH];
3328         char animname[MAX_QPATH];
3329         char animname2[MAX_QPATH];
3330         char zymtextbuffer[16384];
3331         char dpmtextbuffer[16384];
3332         char framegroupstextbuffer[16384];
3333         int zymtextsize = 0;
3334         int dpmtextsize = 0;
3335         int framegroupstextsize = 0;
3336         char vabuf[1024];
3337
3338         if (Cmd_Argc() != 2)
3339         {
3340                 Con_Print("usage: modeldecompile <filename>\n");
3341                 return;
3342         }
3343
3344         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3345         FS_StripExtension(inname, basename, sizeof(basename));
3346
3347         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3348         if (mod->brush.submodel)
3349         {
3350                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3351                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3352                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3353                 outname[0] = 0;
3354         }
3355         if (!mod)
3356         {
3357                 Con_Print("No such model\n");
3358                 return;
3359         }
3360         if (!mod->surfmesh.num_triangles)
3361         {
3362                 Con_Print("Empty model (or sprite)\n");
3363                 return;
3364         }
3365
3366         // export OBJ if possible (not on sprites)
3367         if (mod->surfmesh.num_triangles)
3368         {
3369                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3370                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3371                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3372         }
3373
3374         // export SMD if possible (only for skeletal models)
3375         if (mod->surfmesh.num_triangles && mod->num_bones)
3376         {
3377                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3378                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3379                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3380                 if (l > 0) zymtextsize += l;
3381                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3382                 if (l > 0) dpmtextsize += l;
3383                 for (i = 0;i < mod->numframes;i = j)
3384                 {
3385                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3386                         first = mod->animscenes[i].firstframe;
3387                         if (mod->animscenes[i].framecount > 1)
3388                         {
3389                                 // framegroup anim
3390                                 count = mod->animscenes[i].framecount;
3391                                 j = i + 1;
3392                         }
3393                         else
3394                         {
3395                                 // individual frame
3396                                 // check for additional frames with same name
3397                                 for (l = 0, k = strlen(animname);animname[l];l++)
3398                                         if(animname[l] < '0' || animname[l] > '9')
3399                                                 k = l + 1;
3400                                 if(k > 0 && animname[k-1] == '_')
3401                                         --k;
3402                                 animname[k] = 0;
3403                                 count = mod->num_poses - first;
3404                                 for (j = i + 1;j < mod->numframes;j++)
3405                                 {
3406                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3407                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
3408                                                 if(animname2[l] < '0' || animname2[l] > '9')
3409                                                         k = l + 1;
3410                                         if(k > 0 && animname[k-1] == '_')
3411                                                 --k;
3412                                         animname2[k] = 0;
3413                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3414                                         {
3415                                                 count = mod->animscenes[j].firstframe - first;
3416                                                 break;
3417                                         }
3418                                 }
3419                                 // if it's only one frame, use the original frame name
3420                                 if (j == i + 1)
3421                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3422                                 
3423                         }
3424                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3425                         Mod_Decompile_SMD(mod, outname, first, count, false);
3426                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3427                         {
3428                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3429                                 if (l > 0) zymtextsize += l;
3430                         }
3431                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3432                         {
3433                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3434                                 if (l > 0) dpmtextsize += l;
3435                         }
3436                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3437                         {
3438                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3439                                 if (l > 0) framegroupstextsize += l;
3440                         }
3441                 }
3442                 if (zymtextsize)
3443                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3444                 if (dpmtextsize)
3445                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3446                 if (framegroupstextsize)
3447                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3448         }
3449 }
3450
3451 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3452 {
3453         int y;
3454         memset(state, 0, sizeof(*state));
3455         state->width = width;
3456         state->height = height;
3457         state->currentY = 0;
3458         state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3459         for (y = 0;y < state->height;y++)
3460         {
3461                 state->rows[y].currentX = 0;
3462                 state->rows[y].rowY = -1;
3463         }
3464 }
3465
3466 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3467 {
3468         int y;
3469         state->currentY = 0;
3470         for (y = 0;y < state->height;y++)
3471         {
3472                 state->rows[y].currentX = 0;
3473                 state->rows[y].rowY = -1;
3474         }
3475 }
3476
3477 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3478 {
3479         if (state->rows)
3480                 Mem_Free(state->rows);
3481         memset(state, 0, sizeof(*state));
3482 }
3483
3484 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3485 {
3486         mod_alloclightmap_row_t *row;
3487         int y;
3488
3489         row = state->rows + blockheight;
3490         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3491         {
3492                 if (state->currentY + blockheight <= state->height)
3493                 {
3494                         // use the current allocation position
3495                         row->rowY = state->currentY;
3496                         row->currentX = 0;
3497                         state->currentY += blockheight;
3498                 }
3499                 else
3500                 {
3501                         // find another position
3502                         for (y = blockheight;y < state->height;y++)
3503                         {
3504                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3505                                 {
3506                                         row = state->rows + y;
3507                                         break;
3508                                 }
3509                         }
3510                         if (y == state->height)
3511                                 return false;
3512                 }
3513         }
3514         *outy = row->rowY;
3515         *outx = row->currentX;
3516         row->currentX += blockwidth;
3517
3518         return true;
3519 }
3520
3521 typedef struct lightmapsample_s
3522 {
3523         float pos[3];
3524         float sh1[4][3];
3525         float *vertex_color;
3526         unsigned char *lm_bgr;
3527         unsigned char *lm_dir;
3528 }
3529 lightmapsample_t;
3530
3531 typedef struct lightmapvertex_s
3532 {
3533         int index;
3534         float pos[3];
3535         float normal[3];
3536         float texcoordbase[2];
3537         float texcoordlightmap[2];
3538         float lightcolor[4];
3539 }
3540 lightmapvertex_t;
3541
3542 typedef struct lightmaptriangle_s
3543 {
3544         int triangleindex;
3545         int surfaceindex;
3546         int lightmapindex;
3547         int axis;
3548         int lmoffset[2];
3549         int lmsize[2];
3550         // 2D modelspace coordinates of min corner
3551         // snapped to lightmap grid but not in grid coordinates
3552         float lmbase[2];
3553         // 2D modelspace to lightmap coordinate scale
3554         float lmscale[2];
3555         float vertex[3][3];
3556         float mins[3];
3557         float maxs[3];
3558 }
3559 lightmaptriangle_t;
3560
3561 typedef struct lightmaplight_s
3562 {
3563         float origin[3];
3564         float radius;
3565         float iradius;
3566         float radius2;
3567         float color[3];
3568         svbsp_t svbsp;
3569 }
3570 lightmaplight_t;
3571
3572 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3573
3574 #define MAX_LIGHTMAPSAMPLES 64
3575 static int mod_generatelightmaps_numoffsets[3];
3576 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3577
3578 static int mod_generatelightmaps_numlights;
3579 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3580
3581 extern cvar_t r_shadow_lightattenuationdividebias;
3582 extern cvar_t r_shadow_lightattenuationlinearscale;
3583
3584 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3585 {
3586         int i;
3587         int index;
3588         int result;
3589         float relativepoint[3];
3590         float color[3];
3591         float dir[3];
3592         float dist;
3593         float dist2;
3594         float intensity;
3595         float sample[5*3];
3596         float lightorigin[3];
3597         float lightradius;
3598         float lightradius2;
3599         float lightiradius;
3600         float lightcolor[3];
3601         trace_t trace;
3602         for (i = 0;i < 5*3;i++)
3603                 sample[i] = 0.0f;
3604         for (index = 0;;index++)
3605         {
3606                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3607                 if (result < 0)
3608                         break;
3609                 if (result == 0)
3610                         continue;
3611                 lightradius2 = lightradius * lightradius;
3612                 VectorSubtract(lightorigin, pos, relativepoint);
3613                 dist2 = VectorLength2(relativepoint);
3614                 if (dist2 >= lightradius2)
3615                         continue;
3616                 lightiradius = 1.0f / lightradius;
3617                 dist = sqrt(dist2) * lightiradius;
3618                 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3619                 if (intensity <= 0.0f)
3620                         continue;
3621                 if (model && model->TraceLine)
3622                 {
3623                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3624                         if (trace.fraction < 1)
3625                                 continue;
3626                 }
3627                 // scale down intensity to add to both ambient and diffuse
3628                 //intensity *= 0.5f;
3629                 VectorNormalize(relativepoint);
3630                 VectorScale(lightcolor, intensity, color);
3631                 VectorMA(sample    , 0.5f            , color, sample    );
3632                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3633                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3634                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3635                 // calculate a weighted average light direction as well
3636                 intensity *= VectorLength(color);
3637                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3638         }
3639         // calculate the direction we'll use to reduce the sample to a directional light source
3640         VectorCopy(sample + 12, dir);
3641         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3642         VectorNormalize(dir);
3643         // extract the diffuse color along the chosen direction and scale it
3644         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3645         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3646         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3647         // subtract some of diffuse from ambient
3648         VectorMA(sample, -0.333f, diffuse, ambient);
3649         // store the normalized lightdir
3650         VectorCopy(dir, lightdir);
3651 }
3652
3653 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3654 {
3655         int surfaceindex;
3656         int triangleindex;
3657         const msurface_t *surface;
3658         const float *vertex3f = model->surfmesh.data_vertex3f;
3659         const int *element3i = model->surfmesh.data_element3i;
3660         const int *e;
3661         float v2[3][3];
3662         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3663         {
3664                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3665                         continue;
3666                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3667                         continue;
3668                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3669                 {
3670                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3671                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3672                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3673                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3674                 }
3675         }
3676 }
3677
3678 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3679 {
3680         int maxnodes = 1<<14;
3681         svbsp_node_t *nodes;
3682         float origin[3];
3683         float mins[3];
3684         float maxs[3];
3685         svbsp_t svbsp;
3686         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3687         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3688         VectorCopy(lightinfo->origin, origin);
3689         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3690         for (;;)
3691         {
3692                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3693                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3694                 if (svbsp.ranoutofnodes)
3695                 {
3696                         maxnodes *= 16;
3697                         if (maxnodes > 1<<22)
3698                         {
3699                                 Mem_Free(nodes);
3700                                 return;
3701                         }
3702                         Mem_Free(nodes);
3703                         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3704                 }
3705                 else
3706                         break;
3707         }
3708         if (svbsp.numnodes > 0)
3709         {
3710                 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3711                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3712                 lightinfo->svbsp = svbsp;
3713         }
3714         Mem_Free(nodes);
3715 }
3716
3717 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3718 {
3719         int index;
3720         int result;
3721         lightmaplight_t *lightinfo;
3722         float origin[3];
3723         float radius;
3724         float color[3];
3725         mod_generatelightmaps_numlights = 0;
3726         for (index = 0;;index++)
3727         {
3728                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3729                 if (result < 0)
3730                         break;
3731                 if (result > 0)
3732                         mod_generatelightmaps_numlights++;
3733         }
3734         if (mod_generatelightmaps_numlights > 0)
3735         {
3736                 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3737                 lightinfo = mod_generatelightmaps_lightinfo;
3738                 for (index = 0;;index++)
3739                 {
3740                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3741                         if (result < 0)
3742                                 break;
3743                         if (result > 0)
3744                                 lightinfo++;
3745                 }
3746         }
3747         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3748         {
3749                 lightinfo->iradius = 1.0f / lightinfo->radius;
3750                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3751                 // TODO: compute svbsp
3752                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3753         }
3754 }
3755
3756 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3757 {
3758         int i;
3759         if (mod_generatelightmaps_lightinfo)
3760         {
3761                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3762                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3763                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3764                 Mem_Free(mod_generatelightmaps_lightinfo);
3765         }
3766         mod_generatelightmaps_lightinfo = NULL;
3767         mod_generatelightmaps_numlights = 0;
3768 }
3769
3770 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3771 {
3772         const svbsp_node_t *node;
3773         const svbsp_node_t *nodes = svbsp->nodes;
3774         int num = 0;
3775         while (num >= 0)
3776         {
3777                 node = nodes + num;
3778                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3779         }
3780         return num == -1; // true if empty, false if solid (shadowed)
3781 }
3782
3783 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3784 {
3785         int i;
3786         float relativepoint[3];
3787         float color[3];
3788         float offsetpos[3];
3789         float dist;
3790         float dist2;
3791         float intensity;
3792         int offsetindex;
3793         int hits;
3794         int tests;
3795         const lightmaplight_t *lightinfo;
3796         trace_t trace;
3797         for (i = 0;i < 5*3;i++)
3798                 sample[i] = 0.0f;
3799         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3800         {
3801                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3802                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3803                 // don't accept light from behind a surface, it causes bad shading
3804                 if (normal && DotProduct(relativepoint, normal) <= 0)
3805                         continue;
3806                 dist2 = VectorLength2(relativepoint);
3807                 if (dist2 >= lightinfo->radius2)
3808                         continue;
3809                 dist = sqrt(dist2) * lightinfo->iradius;
3810                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3811                 if (intensity <= 0)
3812                         continue;
3813                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3814                 {
3815                         hits = 0;
3816                         tests = 1;
3817                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3818                                 hits++;
3819                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3820                         {
3821                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3822                                 if (!normal)
3823                                 {
3824                                         // for light grid we'd better check visibility of the offset point
3825                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3826                                         if (trace.fraction < 1)
3827                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3828                                 }
3829                                 tests++;
3830                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3831                                         hits++;
3832                         }
3833                         if (!hits)
3834                                 continue;
3835                         // scale intensity according to how many rays succeeded
3836                         // we know one test is valid, half of the rest will fail...
3837                         //if (normal && tests > 1)
3838                         //      intensity *= (tests - 1.0f) / tests;
3839                         intensity *= (float)hits / tests;
3840                 }
3841                 // scale down intensity to add to both ambient and diffuse
3842                 //intensity *= 0.5f;
3843                 VectorNormalize(relativepoint);
3844                 VectorScale(lightinfo->color, intensity, color);
3845                 VectorMA(sample    , 0.5f            , color, sample    );
3846                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3847                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3848                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3849                 // calculate a weighted average light direction as well
3850                 intensity *= VectorLength(color);
3851                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3852         }
3853 }
3854
3855 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3856 {
3857         float sample[5*3];
3858         float color[3];
3859         float dir[3];
3860         float f;
3861         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3862         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3863         VectorCopy(sample + 12, dir);
3864         VectorNormalize(dir);
3865         //VectorAdd(dir, normal, dir);
3866         //VectorNormalize(dir);
3867         f = DotProduct(dir, normal);
3868         f = max(0, f) * 255.0f;
3869         VectorScale(sample, f, color);
3870         //VectorCopy(normal, dir);
3871         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3872         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3873         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3874         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3875         lm_bgr[3] = 255;
3876         lm_dir[0] = (unsigned char)dir[2];
3877         lm_dir[1] = (unsigned char)dir[1];
3878         lm_dir[2] = (unsigned char)dir[0];
3879         lm_dir[3] = 255;
3880 }
3881
3882 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3883 {
3884         float sample[5*3];
3885         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3886         VectorCopy(sample, vertex_color);
3887 }
3888
3889 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3890 {
3891         float sample[5*3];
3892         float ambient[3];
3893         float diffuse[3];
3894         float dir[3];
3895         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3896         // calculate the direction we'll use to reduce the sample to a directional light source
3897         VectorCopy(sample + 12, dir);
3898         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3899         VectorNormalize(dir);
3900         // extract the diffuse color along the chosen direction and scale it
3901         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3902         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3903         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3904         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3905         VectorScale(sample, 127.5f, ambient);
3906         VectorMA(ambient, -0.333f, diffuse, ambient);
3907         // encode to the grid format
3908         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3909         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3910         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3911         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3912         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3913         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3914         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3915         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3916         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));}
3917 }
3918
3919 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3920 {
3921         float radius[3];
3922         float temp[3];
3923         int i, j;
3924         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3925         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3926         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3927         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3928         radius[0] = mod_generatelightmaps_lightmapradius.value;
3929         radius[1] = mod_generatelightmaps_vertexradius.value;
3930         radius[2] = mod_generatelightmaps_gridradius.value;
3931         for (i = 0;i < 3;i++)
3932         {
3933                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3934                 {
3935                         VectorRandom(temp);
3936                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3937                 }
3938         }
3939 }
3940
3941 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3942 {
3943         msurface_t *surface;
3944         int surfaceindex;
3945         int i;
3946         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3947         {
3948                 surface = model->data_surfaces + surfaceindex;
3949                 surface->lightmaptexture = NULL;
3950                 surface->deluxemaptexture = NULL;
3951         }
3952         if (model->brushq3.data_lightmaps)
3953         {
3954                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3955                         if (model->brushq3.data_lightmaps[i])
3956                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3957                 Mem_Free(model->brushq3.data_lightmaps);
3958                 model->brushq3.data_lightmaps = NULL;
3959         }
3960         if (model->brushq3.data_deluxemaps)
3961         {
3962                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3963                         if (model->brushq3.data_deluxemaps[i])
3964                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3965                 Mem_Free(model->brushq3.data_deluxemaps);
3966                 model->brushq3.data_deluxemaps = NULL;
3967         }
3968 }
3969
3970 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3971 {
3972         msurface_t *surface;
3973         int surfaceindex;
3974         int vertexindex;
3975         int outvertexindex;
3976         int i;
3977         const int *e;
3978         surfmesh_t oldsurfmesh;
3979         size_t size;
3980         unsigned char *data;
3981         oldsurfmesh = model->surfmesh;
3982         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3983         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3984         size = 0;
3985         size += model->surfmesh.num_vertices * sizeof(float[3]);
3986         size += model->surfmesh.num_vertices * sizeof(float[3]);
3987         size += model->surfmesh.num_vertices * sizeof(float[3]);
3988         size += model->surfmesh.num_vertices * sizeof(float[3]);
3989         size += model->surfmesh.num_vertices * sizeof(float[2]);
3990         size += model->surfmesh.num_vertices * sizeof(float[2]);
3991         size += model->surfmesh.num_vertices * sizeof(float[4]);
3992         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3993         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3994         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3995         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3996         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3997         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3998         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3999         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
4000         if (model->surfmesh.num_vertices > 65536)
4001                 model->surfmesh.data_element3s = NULL;
4002
4003         if (model->surfmesh.vertexmesh)
4004                 Mem_Free(model->surfmesh.vertexmesh);
4005         model->surfmesh.vertexmesh = NULL;
4006         if (model->surfmesh.vertex3fbuffer)
4007                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
4008         model->surfmesh.vertex3fbuffer = NULL;
4009         if (model->surfmesh.vertexmeshbuffer)
4010                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
4011         model->surfmesh.vertexmeshbuffer = NULL;
4012         if (model->surfmesh.data_element3i_indexbuffer)
4013                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
4014         model->surfmesh.data_element3i_indexbuffer = NULL;
4015         if (model->surfmesh.data_element3s_indexbuffer)
4016                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
4017         model->surfmesh.data_element3s_indexbuffer = NULL;
4018         if (model->surfmesh.vbo_vertexbuffer)
4019                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
4020         model->surfmesh.vbo_vertexbuffer = 0;
4021
4022         // convert all triangles to unique vertex data
4023         outvertexindex = 0;
4024         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4025         {
4026                 surface = model->data_surfaces + surfaceindex;
4027                 surface->num_firstvertex = outvertexindex;
4028                 surface->num_vertices = surface->num_triangles*3;
4029                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
4030                 for (i = 0;i < surface->num_triangles*3;i++)
4031                 {
4032                         vertexindex = e[i];
4033                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4034                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4035                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4036                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4037                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4038                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4039                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4040                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4041                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4042                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4043                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4044                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4045                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4046                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4047                         if (oldsurfmesh.data_texcoordlightmap2f)
4048                         {
4049                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4050                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4051                         }
4052                         if (oldsurfmesh.data_lightmapcolor4f)
4053                         {
4054                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4055                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4056                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4057                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4058                         }
4059                         else
4060                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4061                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4062                         outvertexindex++;
4063                 }
4064         }
4065         if (model->surfmesh.data_element3s)
4066                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4067                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4068
4069         // find and update all submodels to use this new surfmesh data
4070         for (i = 0;i < model->brush.numsubmodels;i++)
4071                 model->brush.submodels[i]->surfmesh = model->surfmesh;
4072 }
4073
4074 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4075 {
4076         msurface_t *surface;
4077         int surfaceindex;
4078         int i;
4079         int axis;
4080         float normal[3];
4081         const int *e;
4082         lightmaptriangle_t *triangle;
4083         // generate lightmap triangle structs
4084         mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4085         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4086         {
4087                 surface = model->data_surfaces + surfaceindex;
4088                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4089                 for (i = 0;i < surface->num_triangles;i++)
4090                 {
4091                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4092                         triangle->triangleindex = surface->num_firsttriangle+i;
4093                         triangle->surfaceindex = surfaceindex;
4094                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4095                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4096                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4097                         // calculate bounds of triangle
4098                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4099                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4100                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4101                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4102                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4103                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4104                         // pick an axial projection based on the triangle normal
4105                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4106                         axis = 0;
4107                         if (fabs(normal[1]) > fabs(normal[axis]))
4108                                 axis = 1;
4109                         if (fabs(normal[2]) > fabs(normal[axis]))
4110                                 axis = 2;
4111                         triangle->axis = axis;
4112                 }
4113         }
4114 }
4115
4116 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4117 {
4118         if (mod_generatelightmaps_lightmaptriangles)
4119                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4120         mod_generatelightmaps_lightmaptriangles = NULL;
4121 }
4122
4123 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4124
4125 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4126 {
4127         msurface_t *surface;
4128         int surfaceindex;
4129         int lightmapindex;
4130         int lightmapnumber;
4131         int i;
4132         int j;
4133         int k;
4134         int x;
4135         int y;
4136         int axis;
4137         int axis1;
4138         int axis2;
4139         int retry;
4140         int pixeloffset;
4141         float trianglenormal[3];
4142         float samplecenter[3];
4143         float samplenormal[3];
4144         float temp[3];
4145         float lmiscale[2];
4146         float slopex;
4147         float slopey;
4148         float slopebase;
4149         float lmscalepixels;
4150         float lmmins;
4151         float lmmaxs;
4152         float lm_basescalepixels;
4153         int lm_borderpixels;
4154         int lm_texturesize;
4155         //int lm_maxpixels;
4156         const int *e;
4157         lightmaptriangle_t *triangle;
4158         unsigned char *lightmappixels;
4159         unsigned char *deluxemappixels;
4160         mod_alloclightmap_state_t lmstate;
4161         char vabuf[1024];
4162
4163         // generate lightmap projection information for all triangles
4164         if (model->texturepool == NULL)
4165                 model->texturepool = R_AllocTexturePool();
4166         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4167         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4168         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4169         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4170         Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4171         lightmapnumber = 0;
4172         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4173         {
4174                 surface = model->data_surfaces + surfaceindex;
4175                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4176                 lmscalepixels = lm_basescalepixels;
4177                 for (retry = 0;retry < 30;retry++)
4178                 {
4179                         // after a couple failed attempts, degrade quality to make it fit
4180                         if (retry > 1)
4181                                 lmscalepixels *= 0.5f;
4182                         for (i = 0;i < surface->num_triangles;i++)
4183                         {
4184                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4185                                 triangle->lightmapindex = lightmapnumber;
4186                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4187                                 // pick two planar axes for projection
4188                                 // lightmap coordinates here are in pixels
4189                                 // lightmap projections are snapped to pixel grid explicitly, such
4190                                 // that two neighboring triangles sharing an edge and projection
4191                                 // axis will have identical sampl espacing along their shared edge
4192                                 k = 0;
4193                                 for (j = 0;j < 3;j++)
4194                                 {
4195                                         if (j == triangle->axis)
4196                                                 continue;
4197                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4198                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4199                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4200                                         triangle->lmbase[k] = lmmins/lmscalepixels;
4201                                         triangle->lmscale[k] = lmscalepixels;
4202                                         k++;
4203                                 }
4204                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4205                                         break;
4206                         }
4207                         // if all fit in this texture, we're done with this surface
4208                         if (i == surface->num_triangles)
4209                                 break;
4210                         // if we haven't maxed out the lightmap size yet, we retry the
4211                         // entire surface batch...
4212                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4213                         {
4214                                 lm_texturesize *= 2;
4215                                 surfaceindex = -1;
4216                                 lightmapnumber = 0;
4217                                 Mod_AllocLightmap_Free(&lmstate);
4218                                 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4219                                 break;
4220                         }
4221                         // if we have maxed out the lightmap size, and this triangle does
4222                         // not fit in the same texture as the rest of the surface, we have
4223                         // to retry the entire surface in a new texture (can only use one)
4224                         // with multiple retries, the lightmap quality degrades until it
4225                         // fits (or gives up)
4226                         if (surfaceindex > 0)
4227                                 lightmapnumber++;
4228                         Mod_AllocLightmap_Reset(&lmstate);
4229                 }
4230         }
4231         lightmapnumber++;
4232         Mod_AllocLightmap_Free(&lmstate);
4233
4234         // now put triangles together into lightmap textures, and do not allow
4235         // triangles of a surface to go into different textures (as that would
4236         // require rewriting the surface list)
4237         model->brushq3.deluxemapping_modelspace = true;
4238         model->brushq3.deluxemapping = true;
4239         model->brushq3.num_mergedlightmaps = lightmapnumber;
4240         model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4241         model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4242         lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4243         deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4244         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4245         {
4246                 surface = model->data_surfaces + surfaceindex;
4247                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4248                 for (i = 0;i < surface->num_triangles;i++)
4249                 {
4250                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4251                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4252                         VectorNormalize(trianglenormal);
4253                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4254                         axis = triangle->axis;
4255                         axis1 = axis == 0 ? 1 : 0;
4256                         axis2 = axis == 2 ? 1 : 2;
4257                         lmiscale[0] = 1.0f / triangle->lmscale[0];
4258                         lmiscale[1] = 1.0f / triangle->lmscale[1];
4259                         if (trianglenormal[axis] < 0)
4260                                 VectorNegate(trianglenormal, trianglenormal);
4261                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4262                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4263                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4264                         for (j = 0;j < 3;j++)
4265                         {
4266                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4267                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4268                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4269 #if 0
4270                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4271                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4272                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4273                                 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]);
4274 #endif
4275                         }
4276
4277 #if 0
4278                         switch (axis)
4279                         {
4280                         default:
4281                         case 0:
4282                                 forward[0] = 0;
4283                                 forward[1] = 1.0f / triangle->lmscale[0];
4284                                 forward[2] = 0;
4285                                 left[0] = 0;
4286                                 left[1] = 0;
4287                                 left[2] = 1.0f / triangle->lmscale[1];
4288                                 up[0] = 1.0f;
4289                                 up[1] = 0;
4290                                 up[2] = 0;
4291                                 origin[0] = 0;
4292                                 origin[1] = triangle->lmbase[0];
4293                                 origin[2] = triangle->lmbase[1];
4294                                 break;
4295                         case 1:
4296                                 forward[0] = 1.0f / triangle->lmscale[0];
4297                                 forward[1] = 0;
4298                                 forward[2] = 0;
4299                                 left[0] = 0;
4300                                 left[1] = 0;
4301                                 left[2] = 1.0f / triangle->lmscale[1];
4302                                 up[0] = 0;
4303                                 up[1] = 1.0f;
4304                                 up[2] = 0;
4305                                 origin[0] = triangle->lmbase[0];
4306                                 origin[1] = 0;
4307                                 origin[2] = triangle->lmbase[1];
4308                                 break;
4309                         case 2:
4310                                 forward[0] = 1.0f / triangle->lmscale[0];
4311                                 forward[1] = 0;
4312                                 forward[2] = 0;
4313                                 left[0] = 0;
4314                                 left[1] = 1.0f / triangle->lmscale[1];
4315                                 left[2] = 0;
4316                                 up[0] = 0;
4317                                 up[1] = 0;
4318                                 up[2] = 1.0f;
4319                                 origin[0] = triangle->lmbase[0];
4320                                 origin[1] = triangle->lmbase[1];
4321                                 origin[2] = 0;
4322                                 break;
4323                         }
4324                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4325 #endif
4326 #define LM_DIST_EPSILON (1.0f / 32.0f)
4327                         for (y = 0;y < triangle->lmsize[1];y++)
4328                         {
4329                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4330                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4331                                 {
4332                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4333                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4334                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4335                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4336                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4337                                 }
4338                         }
4339                 }
4340         }
4341
4342         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4343         {
4344                 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4345                 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4346         }
4347
4348         if (lightmappixels)
4349                 Mem_Free(lightmappixels);
4350         if (deluxemappixels)
4351                 Mem_Free(deluxemappixels);
4352
4353         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4354         {
4355                 surface = model->data_surfaces + surfaceindex;
4356                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4357                 if (!surface->num_triangles)
4358                         continue;
4359                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4360                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4361                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4362                 surface->lightmapinfo = NULL;
4363         }
4364
4365         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4366         model->brushq1.lightdata = NULL;
4367         model->brushq1.lightmapupdateflags = NULL;
4368         model->brushq1.firstrender = false;
4369         model->brushq1.num_lightstyles = 0;
4370         model->brushq1.data_lightstyleinfo = NULL;
4371         for (i = 0;i < model->brush.numsubmodels;i++)
4372         {
4373                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4374                 model->brush.submodels[i]->brushq1.firstrender = false;
4375                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4376                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4377         }
4378 }
4379
4380 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4381 {
4382         int i;
4383         for (i = 0;i < model->surfmesh.num_vertices;i++)
4384                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4385 }
4386
4387 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4388 {
4389         int x;
4390         int y;
4391         int z;
4392         int index = 0;
4393         float pos[3];
4394         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4395         {
4396                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4397                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4398                 {
4399                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4400                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4401                         {
4402                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4403                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4404                         }
4405                 }
4406         }
4407 }
4408
4409 extern cvar_t mod_q3bsp_nolightmaps;
4410 static void Mod_GenerateLightmaps(dp_model_t *model)
4411 {
4412         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4413         dp_model_t *oldloadmodel = loadmodel;
4414         loadmodel = model;
4415
4416         Mod_GenerateLightmaps_InitSampleOffsets(model);
4417         Mod_GenerateLightmaps_DestroyLightmaps(model);
4418         Mod_GenerateLightmaps_UnweldTriangles(model);
4419         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4420         Mod_GenerateLightmaps_CreateLights(model);
4421         if(!mod_q3bsp_nolightmaps.integer)
4422                 Mod_GenerateLightmaps_CreateLightmaps(model);
4423         Mod_GenerateLightmaps_UpdateVertexColors(model);
4424         Mod_GenerateLightmaps_UpdateLightGrid(model);
4425         Mod_GenerateLightmaps_DestroyLights(model);
4426         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4427
4428         loadmodel = oldloadmodel;
4429 }
4430
4431 static void Mod_GenerateLightmaps_f(void)
4432 {
4433         if (Cmd_Argc() != 1)
4434         {
4435                 Con_Printf("usage: mod_generatelightmaps\n");
4436                 return;
4437         }
4438         if (!cl.worldmodel)
4439         {
4440                 Con_Printf("no worldmodel loaded\n");
4441                 return;
4442         }
4443         Mod_GenerateLightmaps(cl.worldmodel);
4444 }