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