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Fix crash in q3bsp loading on submodels where it was adding the submodelsurfaces_star...
[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_mipskins = {CF_CLIENT | CF_ARCHIVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
31 cvar_t r_mipnormalmaps = {CF_CLIENT | CF_ARCHIVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
32 cvar_t mod_generatelightmaps_unitspersample = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
33 cvar_t mod_generatelightmaps_borderpixels = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
34 cvar_t mod_generatelightmaps_texturesize = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
35 cvar_t mod_generatelightmaps_lightmapsamples = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
36 cvar_t mod_generatelightmaps_vertexsamples = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
37 cvar_t mod_generatelightmaps_gridsamples = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
38 cvar_t mod_generatelightmaps_lightmapradius = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
39 cvar_t mod_generatelightmaps_vertexradius = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
40 cvar_t mod_generatelightmaps_gridradius = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
41
42 model_t *loadmodel;
43
44 // Supported model formats
45 static modloader_t loader[] =
46 {
47         {"obj", NULL, 0, Mod_OBJ_Load},
48         {NULL, "IDPO", 4, Mod_IDP0_Load},
49         {NULL, "IDP2", 4, Mod_IDP2_Load},
50         {NULL, "IDP3", 4, Mod_IDP3_Load},
51         {NULL, "IDSP", 4, Mod_IDSP_Load},
52         {NULL, "IDS2", 4, Mod_IDS2_Load},
53         {NULL, "\035", 1, Mod_Q1BSP_Load},
54         {NULL, "\036", 1, Mod_HLBSP_Load},
55         {NULL, "BSP2", 4, Mod_BSP2_Load},
56         {NULL, "2PSB", 4, Mod_2PSB_Load},
57         {NULL, "IBSP", 4, Mod_IBSP_Load},
58         {NULL, "ZYMOTICMODEL", 13, Mod_ZYMOTICMODEL_Load},
59         {NULL, "DARKPLACESMODEL", 16, Mod_DARKPLACESMODEL_Load},
60         {NULL, "PSKMODEL", 9, Mod_PSKMODEL_Load},
61         {NULL, "INTERQUAKEMODEL", 16, Mod_INTERQUAKEMODEL_Load},
62         {"map", NULL, 0, Mod_MAP_Load},
63         {NULL, NULL, 0, NULL}
64 };
65
66 static mempool_t *mod_mempool;
67 static memexpandablearray_t models;
68
69 static mempool_t* q3shaders_mem;
70 typedef struct q3shader_hash_entry_s
71 {
72   shader_t shader;
73   struct q3shader_hash_entry_s* chain;
74 } q3shader_hash_entry_t;
75 #define Q3SHADER_HASH_SIZE  1021
76 typedef struct q3shader_data_s
77 {
78   memexpandablearray_t hash_entries;
79   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
80   memexpandablearray_t char_ptrs;
81 } q3shader_data_t;
82 static q3shader_data_t* q3shader_data;
83
84 static void mod_start(void)
85 {
86         int i, count;
87         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
88         model_t *mod;
89
90         SCR_PushLoadingScreen("Loading models", 1.0);
91         count = 0;
92         for (i = 0;i < nummodels;i++)
93                 if ((mod = (model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
94                         if (mod->used)
95                                 ++count;
96         for (i = 0;i < nummodels;i++)
97                 if ((mod = (model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
98                         if (mod->used)
99                         {
100                                 SCR_PushLoadingScreen(mod->name, 1.0 / count);
101                                 Mod_LoadModel(mod, true, false);
102                                 SCR_PopLoadingScreen(false);
103                         }
104         SCR_PopLoadingScreen(false);
105 }
106
107 static void mod_shutdown(void)
108 {
109         int i;
110         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
111         model_t *mod;
112
113         for (i = 0;i < nummodels;i++)
114                 if ((mod = (model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
115                         Mod_UnloadModel(mod);
116
117         Mod_FreeQ3Shaders();
118         Mod_Skeletal_FreeBuffers();
119 }
120
121 static void mod_newmap(void)
122 {
123         msurface_t *surface;
124         int i, j, k, l, surfacenum, ssize, tsize;
125         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
126         model_t *mod;
127
128         for (i = 0;i < nummodels;i++)
129         {
130                 if ((mod = (model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
131                 {
132                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
133                         {
134                                 // note that materialshaderpass and backgroundshaderpass point to shaderpasses[] and so do the pre/post shader ranges, so this catches all of them...
135                                 for (l = 0; l < Q3SHADER_MAXLAYERS; l++)
136                                         if (mod->data_textures[j].shaderpasses[l])
137                                                 for (k = 0; k < mod->data_textures[j].shaderpasses[l]->numframes; k++)
138                                                         R_SkinFrame_MarkUsed(mod->data_textures[j].shaderpasses[l]->skinframes[k]);
139                         }
140                         if (mod->brush.solidskyskinframe)
141                                 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
142                         if (mod->brush.alphaskyskinframe)
143                                 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
144                 }
145         }
146
147         if (!cl_stainmaps_clearonload.integer)
148                 return;
149
150         for (i = 0;i < nummodels;i++)
151         {
152                 if ((mod = (model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
153                 {
154                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
155                         {
156                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
157                                 {
158                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
159                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
160                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
161                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
162                                 }
163                         }
164                 }
165         }
166 }
167
168 /*
169 ===============
170 Mod_Init
171 ===============
172 */
173 static void Mod_Print_f(cmd_state_t *cmd);
174 static void Mod_Precache_f(cmd_state_t *cmd);
175 static void Mod_Decompile_f(cmd_state_t *cmd);
176 static void Mod_GenerateLightmaps_f(cmd_state_t *cmd);
177 void Mod_Init (void)
178 {
179         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
180         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(model_t), 16);
181
182         Mod_BrushInit();
183         Mod_AliasInit();
184         Mod_SpriteInit();
185
186         Cvar_RegisterVariable(&r_mipskins);
187         Cvar_RegisterVariable(&r_mipnormalmaps);
188         Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
189         Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
190         Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
191
192         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
193         Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
194         Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
195         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
196         Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
197         Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
198
199         Cmd_AddCommand(CF_CLIENT, "modellist", Mod_Print_f, "prints a list of loaded models");
200         Cmd_AddCommand(CF_CLIENT, "modelprecache", Mod_Precache_f, "load a model");
201         Cmd_AddCommand(CF_CLIENT, "modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
202         Cmd_AddCommand(CF_CLIENT, "mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
203 }
204
205 void Mod_RenderInit(void)
206 {
207         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
208 }
209
210 void Mod_UnloadModel (model_t *mod)
211 {
212         char name[MAX_QPATH];
213         qbool used;
214         model_t *parentmodel;
215
216         if (developer_loading.integer)
217                 Con_Printf("unloading model %s\n", mod->name);
218
219         strlcpy(name, mod->name, sizeof(name));
220         parentmodel = mod->brush.parentmodel;
221         used = mod->used;
222         if (mod->mempool)
223         {
224                 if (mod->surfmesh.data_element3i_indexbuffer && !mod->surfmesh.data_element3i_indexbuffer->isdynamic)
225                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
226                 mod->surfmesh.data_element3i_indexbuffer = NULL;
227                 if (mod->surfmesh.data_element3s_indexbuffer && !mod->surfmesh.data_element3s_indexbuffer->isdynamic)
228                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
229                 mod->surfmesh.data_element3s_indexbuffer = NULL;
230                 if (mod->surfmesh.data_vertex3f_vertexbuffer && !mod->surfmesh.data_vertex3f_vertexbuffer->isdynamic)
231                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_vertex3f_vertexbuffer);
232                 mod->surfmesh.data_vertex3f_vertexbuffer = NULL;
233                 mod->surfmesh.data_svector3f_vertexbuffer = NULL;
234                 mod->surfmesh.data_tvector3f_vertexbuffer = NULL;
235                 mod->surfmesh.data_normal3f_vertexbuffer = NULL;
236                 mod->surfmesh.data_texcoordtexture2f_vertexbuffer = NULL;
237                 mod->surfmesh.data_texcoordlightmap2f_vertexbuffer = NULL;
238                 mod->surfmesh.data_lightmapcolor4f_vertexbuffer = NULL;
239                 mod->surfmesh.data_skeletalindex4ub_vertexbuffer = NULL;
240                 mod->surfmesh.data_skeletalweight4ub_vertexbuffer = NULL;
241         }
242         // free textures/memory attached to the model
243         R_FreeTexturePool(&mod->texturepool);
244         Mem_FreePool(&mod->mempool);
245         // clear the struct to make it available
246         memset(mod, 0, sizeof(model_t));
247         // restore the fields we want to preserve
248         strlcpy(mod->name, name, sizeof(mod->name));
249         mod->brush.parentmodel = parentmodel;
250         mod->used = used;
251         mod->loaded = false;
252 }
253
254 static void R_Model_Null_Draw(entity_render_t *ent)
255 {
256         return;
257 }
258
259
260 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qbool loop, const char *name, void *pass);
261
262 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
263 {
264         const char *bufptr;
265         int start, len;
266         float fps;
267         unsigned int i;
268         qbool loop;
269         char name[64];
270
271         bufptr = buf;
272         i = 0;
273         while(bufptr)
274         {
275                 // an anim scene!
276
277                 // REQUIRED: fetch start
278                 COM_ParseToken_Simple(&bufptr, true, false, true);
279                 if (!bufptr)
280                         break; // end of file
281                 if (!strcmp(com_token, "\n"))
282                         continue; // empty line
283                 start = atoi(com_token);
284
285                 // REQUIRED: fetch length
286                 COM_ParseToken_Simple(&bufptr, true, false, true);
287                 if (!bufptr || !strcmp(com_token, "\n"))
288                 {
289                         Con_Printf("framegroups file: missing number of frames\n");
290                         continue;
291                 }
292                 len = atoi(com_token);
293
294                 // OPTIONAL args start
295                 COM_ParseToken_Simple(&bufptr, true, false, true);
296
297                 // OPTIONAL: fetch fps
298                 fps = 20;
299                 if (bufptr && strcmp(com_token, "\n"))
300                 {
301                         fps = atof(com_token);
302                         COM_ParseToken_Simple(&bufptr, true, false, true);
303                 }
304
305                 // OPTIONAL: fetch loopflag
306                 loop = true;
307                 if (bufptr && strcmp(com_token, "\n"))
308                 {
309                         loop = (atoi(com_token) != 0);
310                         COM_ParseToken_Simple(&bufptr, true, false, true);
311                 }
312
313                 // OPTIONAL: fetch name
314                 name[0] = 0;
315                 if (bufptr && strcmp(com_token, "\n"))
316                 {
317                         strlcpy(name, com_token, sizeof(name));
318                         COM_ParseToken_Simple(&bufptr, true, false, true);
319                 }
320
321                 // OPTIONAL: remaining unsupported tokens (eat them)
322                 while (bufptr && strcmp(com_token, "\n"))
323                         COM_ParseToken_Simple(&bufptr, true, false, true);
324
325                 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
326
327                 if(cb)
328                         cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
329                 ++i;
330         }
331
332         return i;
333 }
334
335 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qbool loop, const char *name, void *pass)
336 {
337         model_t *mod = (model_t *) pass;
338         animscene_t *anim = &mod->animscenes[i];
339         if(name)
340                 strlcpy(anim->name, name, sizeof(anim[i].name));
341         else
342                 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
343         anim->firstframe = bound(0, start, mod->num_poses - 1);
344         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
345         anim->framerate = max(1, fps);
346         anim->loop = !!loop;
347         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
348 }
349
350 static void Mod_FrameGroupify(model_t *mod, const char *buf)
351 {
352         unsigned int cnt;
353
354         // 0. count
355         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
356         if(!cnt)
357         {
358                 Con_Printf("no scene found in framegroups file, aborting\n");
359                 return;
360         }
361         mod->numframes = cnt;
362
363         // 1. reallocate
364         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
365         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
366
367         // 2. parse
368         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
369 }
370
371 static void Mod_FindPotentialDeforms(model_t *mod)
372 {
373         int i, j;
374         texture_t *texture;
375         mod->wantnormals = false;
376         mod->wanttangents = false;
377         for (i = 0;i < mod->num_textures;i++)
378         {
379                 texture = mod->data_textures + i;
380                 if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
381                         mod->wantnormals = true;
382                 if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
383                         mod->wantnormals = true;
384                 for (j = 0;j < Q3MAXDEFORMS;j++)
385                 {
386                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
387                         {
388                                 mod->wanttangents = true;
389                                 mod->wantnormals = true;
390                                 break;
391                         }
392                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
393                                 mod->wantnormals = true;
394                 }
395         }
396 }
397
398 /*
399 ==================
400 Mod_LoadModel
401
402 Loads a model
403 ==================
404 */
405 model_t *Mod_LoadModel(model_t *mod, qbool crash, qbool checkdisk)
406 {
407         unsigned int crc;
408         void *buf;
409         fs_offset_t filesize = 0;
410         char vabuf[1024];
411
412         mod->used = true;
413
414         if (mod->name[0] == '*') // submodel
415                 return mod;
416         
417         if (!strcmp(mod->name, "null"))
418         {
419                 if(mod->loaded)
420                         return mod;
421
422                 if (mod->loaded || mod->mempool)
423                         Mod_UnloadModel(mod);
424
425                 if (developer_loading.integer)
426                         Con_Printf("loading model %s\n", mod->name);
427
428                 mod->used = true;
429                 mod->crc = (unsigned int)-1;
430                 mod->loaded = false;
431
432                 VectorClear(mod->normalmins);
433                 VectorClear(mod->normalmaxs);
434                 VectorClear(mod->yawmins);
435                 VectorClear(mod->yawmaxs);
436                 VectorClear(mod->rotatedmins);
437                 VectorClear(mod->rotatedmaxs);
438
439                 mod->modeldatatypestring = "null";
440                 mod->type = mod_null;
441                 mod->Draw = R_Model_Null_Draw;
442                 mod->numframes = 2;
443                 mod->numskins = 1;
444
445                 // no fatal errors occurred, so this model is ready to use.
446                 mod->loaded = true;
447
448                 return mod;
449         }
450
451         crc = 0;
452         buf = NULL;
453
454         // even if the model is loaded it still may need reloading...
455
456         // if it is not loaded or checkdisk is true we need to calculate the crc
457         if (!mod->loaded || checkdisk)
458         {
459                 if (checkdisk && mod->loaded)
460                         Con_DPrintf("checking model %s\n", mod->name);
461                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
462                 if (buf)
463                 {
464                         crc = CRC_Block((unsigned char *)buf, filesize);
465                         // we need to reload the model if the crc does not match
466                         if (mod->crc != crc)
467                                 mod->loaded = false;
468                 }
469         }
470
471         // if the model is already loaded and checks passed, just return
472         if (mod->loaded)
473         {
474                 if (buf)
475                         Mem_Free(buf);
476                 return mod;
477         }
478
479         if (developer_loading.integer)
480                 Con_Printf("loading model %s\n", mod->name);
481         
482         SCR_PushLoadingScreen(mod->name, 1);
483
484         // LadyHavoc: unload the existing model in this slot (if there is one)
485         if (mod->loaded || mod->mempool)
486                 Mod_UnloadModel(mod);
487
488         // load the model
489         mod->used = true;
490         mod->crc = crc;
491         // errors can prevent the corresponding mod->loaded = true;
492         mod->loaded = false;
493
494         // default lightmap scale
495         mod->lightmapscale = 1;
496
497         // default model radius and bounding box (mainly for missing models)
498         mod->radius = 16;
499         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
500         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
501         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
502         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
503         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
504         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
505
506         if (!q3shaders_mem)
507         {
508                 // load q3 shaders for the first time, or after a level change
509                 Mod_LoadQ3Shaders();
510         }
511
512         if (buf)
513         {
514                 int i;
515                 const char *ext = FS_FileExtension(mod->name);  
516                 char *bufend = (char *)buf + filesize;
517                 // all models use memory, so allocate a memory pool
518                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
519
520                 // call the apropriate loader
521                 loadmodel = mod;
522
523                 // Try matching magic bytes.
524                 for (i = 0; loader[i].Load; i++)
525                 {
526                         // Headerless formats can just load based on extension. Otherwise match the magic string.
527                         if((loader[i].extension && !strcasecmp(ext, loader[i].extension) && !loader[i].header) ||
528                            (loader[i].header && !memcmp(buf, loader[i].header, loader[i].headersize)))
529                         {
530                                 // Matched. Load it.
531                                 loader[i].Load(mod, buf, bufend);
532                                 Mem_Free(buf);
533
534                                 Mod_FindPotentialDeforms(mod);
535
536                                 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
537                                 if(buf)
538                                 {
539                                         Mod_FrameGroupify(mod, (const char *)buf);
540                                         Mem_Free(buf);
541                                 }
542
543                                 Mod_SetDrawSkyAndWater(mod);
544                                 Mod_BuildVBOs();
545                                 break;
546                         }
547                 }
548                 if(!loader[i].Load)
549                         Con_Printf(CON_ERROR "Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
550         }
551         else if (crash)
552                 // LadyHavoc: Sys_Error was *ANNOYING*
553                 Con_Printf (CON_ERROR "Mod_LoadModel: %s not found\n", mod->name);
554
555         // no fatal errors occurred, so this model is ready to use.
556         mod->loaded = true;
557
558         SCR_PopLoadingScreen(false);
559
560         return mod;
561 }
562
563 void Mod_ClearUsed(void)
564 {
565         int i;
566         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
567         model_t *mod;
568         for (i = 0;i < nummodels;i++)
569                 if ((mod = (model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
570                         mod->used = false;
571 }
572
573 void Mod_PurgeUnused(void)
574 {
575         int i;
576         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
577         model_t *mod;
578         for (i = 0;i < nummodels;i++)
579         {
580                 if ((mod = (model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
581                 {
582                         Mod_UnloadModel(mod);
583                         Mem_ExpandableArray_FreeRecord(&models, mod);
584                 }
585         }
586 }
587
588 /*
589 ==================
590 Mod_FindName
591
592 ==================
593 */
594 model_t *Mod_FindName(const char *name, const char *parentname)
595 {
596         int i;
597         int nummodels;
598         model_t *mod;
599
600         if (!parentname)
601                 parentname = "";
602
603         nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
604
605         if (!name[0])
606                 Host_Error ("Mod_ForName: empty name");
607
608         // search the currently loaded models
609         for (i = 0;i < nummodels;i++)
610         {
611                 if ((mod = (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))))
612                 {
613                         mod->used = true;
614                         return mod;
615                 }
616         }
617
618         // no match found, create a new one
619         mod = (model_t *) Mem_ExpandableArray_AllocRecord(&models);
620         strlcpy(mod->name, name, sizeof(mod->name));
621         if (parentname[0])
622                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
623         else
624                 mod->brush.parentmodel = NULL;
625         mod->loaded = false;
626         mod->used = true;
627         return mod;
628 }
629
630 extern qbool vid_opened;
631
632 /*
633 ==================
634 Mod_ForName
635
636 Loads in a model for the given name
637 ==================
638 */
639 model_t *Mod_ForName(const char *name, qbool crash, qbool checkdisk, const char *parentname)
640 {
641         model_t *model;
642
643         // FIXME: So we don't crash if a server is started early.
644         if(!vid_opened)
645                 CL_StartVideo();
646
647         model = Mod_FindName(name, parentname);
648         if (!model->loaded || checkdisk)
649                 Mod_LoadModel(model, crash, checkdisk);
650         return model;
651 }
652
653 /*
654 ==================
655 Mod_Reload
656
657 Reloads all models if they have changed
658 ==================
659 */
660 void Mod_Reload(void)
661 {
662         int i, count;
663         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
664         model_t *mod;
665
666         SCR_PushLoadingScreen("Reloading models", 1.0);
667         count = 0;
668         for (i = 0;i < nummodels;i++)
669                 if ((mod = (model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
670                         ++count;
671         for (i = 0;i < nummodels;i++)
672                 if ((mod = (model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
673                 {
674                         SCR_PushLoadingScreen(mod->name, 1.0 / count);
675                         Mod_LoadModel(mod, true, true);
676                         SCR_PopLoadingScreen(false);
677                 }
678         SCR_PopLoadingScreen(false);
679 }
680
681 unsigned char *mod_base;
682
683
684 //=============================================================================
685
686 /*
687 ================
688 Mod_Print
689 ================
690 */
691 static void Mod_Print_f(cmd_state_t *cmd)
692 {
693         int i;
694         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
695         model_t *mod;
696
697         Con_Print("Loaded models:\n");
698         for (i = 0;i < nummodels;i++)
699         {
700                 if ((mod = (model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
701                 {
702                         if (mod->brush.numsubmodels)
703                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
704                         else
705                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
706                 }
707         }
708 }
709
710 /*
711 ================
712 Mod_Precache
713 ================
714 */
715 static void Mod_Precache_f(cmd_state_t *cmd)
716 {
717         if (Cmd_Argc(cmd) == 2)
718                 Mod_ForName(Cmd_Argv(cmd, 1), false, true, Cmd_Argv(cmd, 1)[0] == '*' ? cl.model_name[1] : NULL);
719         else
720                 Con_Print("usage: modelprecache <filename>\n");
721 }
722
723 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
724 {
725         int i, count;
726         unsigned char *used;
727         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
728         memset(used, 0, numvertices);
729         for (i = 0;i < numelements;i++)
730                 used[elements[i]] = 1;
731         for (i = 0, count = 0;i < numvertices;i++)
732                 remapvertices[i] = used[i] ? count++ : -1;
733         Mem_Free(used);
734         return count;
735 }
736
737 qbool Mod_ValidateElements(int *element3i, unsigned short *element3s, int numtriangles, int firstvertex, int numvertices, const char *filename, int fileline)
738 {
739         int first = firstvertex, last = first + numvertices - 1, numelements = numtriangles * 3;
740         int i;
741         int invalidintcount = 0, invalidintexample = 0;
742         int invalidshortcount = 0, invalidshortexample = 0;
743         int invalidmismatchcount = 0, invalidmismatchexample = 0;
744         if (element3i)
745         {
746                 for (i = 0; i < numelements; i++)
747                 {
748                         if (element3i[i] < first || element3i[i] > last)
749                         {
750                                 invalidintcount++;
751                                 invalidintexample = i;
752                         }
753                 }
754         }
755         if (element3s)
756         {
757                 for (i = 0; i < numelements; i++)
758                 {
759                         if (element3s[i] < first || element3s[i] > last)
760                         {
761                                 invalidintcount++;
762                                 invalidintexample = i;
763                         }
764                 }
765         }
766         if (element3i && element3s)
767         {
768                 for (i = 0; i < numelements; i++)
769                 {
770                         if (element3s[i] != element3i[i])
771                         {
772                                 invalidmismatchcount++;
773                                 invalidmismatchexample = i;
774                         }
775                 }
776         }
777         if (invalidintcount || invalidshortcount || invalidmismatchcount)
778         {
779                 Con_Printf("Mod_ValidateElements(%i, %i, %i, %p, %p) called at %s:%d", numelements, first, last, (void *)element3i, (void *)element3s, filename, fileline);
780                 Con_Printf(", %i elements are invalid in element3i (example: element3i[%i] == %i)", invalidintcount, invalidintexample, element3i ? element3i[invalidintexample] : 0);
781                 Con_Printf(", %i elements are invalid in element3s (example: element3s[%i] == %i)", invalidshortcount, invalidshortexample, element3s ? element3s[invalidshortexample] : 0);
782                 Con_Printf(", %i elements mismatch between element3i and element3s (example: element3s[%i] is %i and element3i[%i] is %i)", invalidmismatchcount, invalidmismatchexample, element3s ? element3s[invalidmismatchexample] : 0, invalidmismatchexample, element3i ? element3i[invalidmismatchexample] : 0);
783                 Con_Print(".  Please debug the engine code - these elements have been modified to not crash, but nothing more.\n");
784
785                 // edit the elements to make them safer, as the driver will crash otherwise
786                 if (element3i)
787                         for (i = 0; i < numelements; i++)
788                                 if (element3i[i] < first || element3i[i] > last)
789                                         element3i[i] = first;
790                 if (element3s)
791                         for (i = 0; i < numelements; i++)
792                                 if (element3s[i] < first || element3s[i] > last)
793                                         element3s[i] = first;
794                 if (element3i && element3s)
795                         for (i = 0; i < numelements; i++)
796                                 if (element3s[i] != element3i[i])
797                                         element3s[i] = element3i[i];
798
799                 return false;
800         }
801         return true;
802 }
803
804 // warning: this is an expensive function!
805 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qbool areaweighting)
806 {
807         int i, j;
808         const int *element;
809         float *vectorNormal;
810         float areaNormal[3];
811         // clear the vectors
812         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
813         // process each vertex of each triangle and accumulate the results
814         // use area-averaging, to make triangles with a big area have a bigger
815         // weighting on the vertex normal than triangles with a small area
816         // to do so, just add the 'normals' together (the bigger the area
817         // the greater the length of the normal is
818         element = elements;
819         for (i = 0; i < numtriangles; i++, element += 3)
820         {
821                 TriangleNormal(
822                         vertex3f + element[0] * 3,
823                         vertex3f + element[1] * 3,
824                         vertex3f + element[2] * 3,
825                         areaNormal
826                         );
827
828                 if (!areaweighting)
829                         VectorNormalize(areaNormal);
830
831                 for (j = 0;j < 3;j++)
832                 {
833                         vectorNormal = normal3f + element[j] * 3;
834                         vectorNormal[0] += areaNormal[0];
835                         vectorNormal[1] += areaNormal[1];
836                         vectorNormal[2] += areaNormal[2];
837                 }
838         }
839         // and just normalize the accumulated vertex normal in the end
840         vectorNormal = normal3f + 3 * firstvertex;
841         for (i = 0; i < numvertices; i++, vectorNormal += 3)
842                 VectorNormalize(vectorNormal);
843 }
844
845 #if 0
846 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)
847 {
848         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
849         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
850         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
851
852         // 6 multiply, 9 subtract
853         VectorSubtract(v1, v0, v10);
854         VectorSubtract(v2, v0, v20);
855         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
856         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
857         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
858         // 12 multiply, 10 subtract
859         tc10[1] = tc1[1] - tc0[1];
860         tc20[1] = tc2[1] - tc0[1];
861         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
862         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
863         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
864         tc10[0] = tc1[0] - tc0[0];
865         tc20[0] = tc2[0] - tc0[0];
866         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
867         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
868         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
869         // 12 multiply, 4 add, 6 subtract
870         f = DotProduct(svector3f, normal3f);
871         svector3f[0] -= f * normal3f[0];
872         svector3f[1] -= f * normal3f[1];
873         svector3f[2] -= f * normal3f[2];
874         f = DotProduct(tvector3f, normal3f);
875         tvector3f[0] -= f * normal3f[0];
876         tvector3f[1] -= f * normal3f[1];
877         tvector3f[2] -= f * normal3f[2];
878         // if texture is mapped the wrong way (counterclockwise), the tangents
879         // have to be flipped, this is detected by calculating a normal from the
880         // two tangents, and seeing if it is opposite the surface normal
881         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
882         CrossProduct(tvector3f, svector3f, tangentcross);
883         if (DotProduct(tangentcross, normal3f) < 0)
884         {
885                 VectorNegate(svector3f, svector3f);
886                 VectorNegate(tvector3f, tvector3f);
887         }
888 }
889 #endif
890
891 // warning: this is a very expensive function!
892 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, qbool areaweighting)
893 {
894         int i, tnum;
895         float sdir[3], tdir[3], normal[3], *svec, *tvec;
896         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
897         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
898         const int *e;
899         // clear the vectors
900         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
901         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
902         // process each vertex of each triangle and accumulate the results
903         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
904         {
905                 v0 = vertex3f + e[0] * 3;
906                 v1 = vertex3f + e[1] * 3;
907                 v2 = vertex3f + e[2] * 3;
908                 tc0 = texcoord2f + e[0] * 2;
909                 tc1 = texcoord2f + e[1] * 2;
910                 tc2 = texcoord2f + e[2] * 2;
911
912                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
913                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
914
915                 // calculate the edge directions and surface normal
916                 // 6 multiply, 9 subtract
917                 VectorSubtract(v1, v0, v10);
918                 VectorSubtract(v2, v0, v20);
919                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
920                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
921                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
922
923                 // calculate the tangents
924                 // 12 multiply, 10 subtract
925                 tc10[1] = tc1[1] - tc0[1];
926                 tc20[1] = tc2[1] - tc0[1];
927                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
928                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
929                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
930                 tc10[0] = tc1[0] - tc0[0];
931                 tc20[0] = tc2[0] - tc0[0];
932                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
933                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
934                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
935
936                 // if texture is mapped the wrong way (counterclockwise), the tangents
937                 // have to be flipped, this is detected by calculating a normal from the
938                 // two tangents, and seeing if it is opposite the surface normal
939                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
940                 CrossProduct(tdir, sdir, tangentcross);
941                 if (DotProduct(tangentcross, normal) < 0)
942                 {
943                         VectorNegate(sdir, sdir);
944                         VectorNegate(tdir, tdir);
945                 }
946
947                 if (!areaweighting)
948                 {
949                         VectorNormalize(sdir);
950                         VectorNormalize(tdir);
951                 }
952                 for (i = 0;i < 3;i++)
953                 {
954                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
955                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
956                 }
957         }
958         // make the tangents completely perpendicular to the surface normal, and
959         // then normalize them
960         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
961         for (i = 0, svec = svector3f + 3 * firstvertex, tvec = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, svec += 3, tvec += 3, n += 3)
962         {
963                 f = -DotProduct(svec, n);
964                 VectorMA(svec, f, n, svec);
965                 VectorNormalize(svec);
966                 f = -DotProduct(tvec, n);
967                 VectorMA(tvec, f, n, tvec);
968                 VectorNormalize(tvec);
969         }
970 }
971
972 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qbool lightmapoffsets, qbool vertexcolors)
973 {
974         unsigned char *data;
975         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 * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
976         loadmodel->surfmesh.num_vertices = numvertices;
977         loadmodel->surfmesh.num_triangles = numtriangles;
978         if (loadmodel->surfmesh.num_vertices)
979         {
980                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
981                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
982                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
983                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
984                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
985                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
986                 if (vertexcolors)
987                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
988                 if (lightmapoffsets)
989                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
990         }
991         if (loadmodel->surfmesh.num_triangles)
992         {
993                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
994                 if (loadmodel->surfmesh.num_vertices <= 65536)
995                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
996         }
997 }
998
999 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles)
1000 {
1001         shadowmesh_t *newmesh;
1002         newmesh = (shadowmesh_t *)Mem_Alloc(mempool, sizeof(shadowmesh_t));
1003         newmesh->mempool = mempool;
1004         newmesh->maxverts = maxverts;
1005         newmesh->maxtriangles = maxtriangles;
1006         newmesh->numverts = 0;
1007         newmesh->numtriangles = 0;
1008         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1009         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1010
1011         newmesh->vertex3f = (float *)Mem_Alloc(mempool, maxverts * sizeof(float[3]));
1012         newmesh->element3i = (int *)Mem_Alloc(mempool, maxtriangles * sizeof(int[3]));
1013         newmesh->vertexhashtable = (shadowmeshvertexhash_t **)Mem_Alloc(mempool, SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *));
1014         newmesh->vertexhashentries = (shadowmeshvertexhash_t *)Mem_Alloc(mempool, maxverts * sizeof(shadowmeshvertexhash_t));
1015         return newmesh;
1016 }
1017
1018 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, const float *vertex3f)
1019 {
1020         int hashindex, vnum;
1021         shadowmeshvertexhash_t *hash;
1022         // this uses prime numbers intentionally
1023         hashindex = (unsigned int) (vertex3f[0] * 2003 + vertex3f[1] * 4001 + vertex3f[2] * 7919) % SHADOWMESHVERTEXHASH;
1024         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1025         {
1026                 vnum = (hash - mesh->vertexhashentries);
1027                 if (mesh->vertex3f[vnum * 3 + 0] == vertex3f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex3f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex3f[2])
1028                         return hash - mesh->vertexhashentries;
1029         }
1030         vnum = mesh->numverts++;
1031         hash = mesh->vertexhashentries + vnum;
1032         hash->next = mesh->vertexhashtable[hashindex];
1033         mesh->vertexhashtable[hashindex] = hash;
1034         mesh->vertex3f[vnum * 3 + 0] = vertex3f[0];
1035         mesh->vertex3f[vnum * 3 + 1] = vertex3f[1];
1036         mesh->vertex3f[vnum * 3 + 2] = vertex3f[2];
1037         return vnum;
1038 }
1039
1040 void Mod_ShadowMesh_AddMesh(shadowmesh_t *mesh, const float *vertex3f, int numtris, const int *element3i)
1041 {
1042         int i;
1043
1044         for (i = 0;i < numtris;i++)
1045         {
1046                 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 0]);
1047                 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 1]);
1048                 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 2]);
1049                 mesh->numtriangles++;
1050         }
1051
1052         // the triangle calculation can take a while, so let's do a keepalive here
1053         CL_KeepaliveMessage(false);
1054 }
1055
1056 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles)
1057 {
1058         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1059         CL_KeepaliveMessage(false);
1060
1061         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles);
1062 }
1063
1064 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1065 {
1066         if (!mesh->numverts)
1067                 return;
1068
1069         // make sure we don't crash inside the driver if something went wrong, as it's annoying to debug
1070         Mod_ValidateElements(mesh->element3i, mesh->element3s, mesh->numtriangles, 0, mesh->numverts, __FILE__, __LINE__);
1071
1072         // upload short indices as a buffer
1073         if (mesh->element3s && !mesh->element3s_indexbuffer)
1074                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), "shadowmesh", true, false, false, true);
1075
1076         // upload int indices as a buffer
1077         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1078                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh", true, false, false, false);
1079
1080         // vertex buffer is several arrays and we put them in the same buffer
1081         //
1082         // is this wise?  the texcoordtexture2f array is used with dynamic
1083         // vertex/svector/tvector/normal when rendering animated models, on the
1084         // other hand animated models don't use a lot of vertices anyway...
1085         if (!mesh->vbo_vertexbuffer)
1086         {
1087                 mesh->vbooffset_vertex3f = 0;
1088                 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), "shadowmesh", false, false, false, false);
1089         }
1090 }
1091
1092 shadowmesh_t *Mod_ShadowMesh_Finish(shadowmesh_t *mesh, qbool createvbo)
1093 {
1094         if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1095         {
1096                 if (mesh->vertexhashentries)
1097                         Mem_Free(mesh->vertexhashentries);
1098                 mesh->vertexhashentries = NULL;
1099                 if (mesh->vertexhashtable)
1100                         Mem_Free(mesh->vertexhashtable);
1101                 mesh->vertexhashtable = NULL;
1102                 if (mesh->maxverts > mesh->numverts)
1103                 {
1104                         mesh->vertex3f = (float *)Mem_Realloc(mesh->mempool, mesh->vertex3f, mesh->numverts * sizeof(float[3]));
1105                         mesh->maxverts = mesh->numverts;
1106                 }
1107                 if (mesh->maxtriangles > mesh->numtriangles)
1108                 {
1109                         mesh->element3i = (int *)Mem_Realloc(mesh->mempool, mesh->element3i, mesh->numtriangles * sizeof(int[3]));
1110                         mesh->maxtriangles = mesh->numtriangles;
1111                 }
1112                 if (mesh->numverts <= 65536)
1113                 {
1114                         int i;
1115                         mesh->element3s = (unsigned short *)Mem_Alloc(mesh->mempool, mesh->numtriangles * sizeof(unsigned short[3]));
1116                         for (i = 0;i < mesh->numtriangles*3;i++)
1117                                 mesh->element3s[i] = mesh->element3i[i];
1118                 }
1119                 if (createvbo)
1120                         Mod_ShadowMesh_CreateVBOs(mesh);
1121         }
1122
1123         // this can take a while, so let's do a keepalive here
1124         CL_KeepaliveMessage(false);
1125
1126         return mesh;
1127 }
1128
1129 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *mesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1130 {
1131         int i;
1132         vec3_t nmins, nmaxs, ncenter, temp;
1133         float nradius2, dist2, *v;
1134         VectorClear(nmins);
1135         VectorClear(nmaxs);
1136         // calculate bbox
1137         VectorCopy(mesh->vertex3f, nmins);
1138         VectorCopy(mesh->vertex3f, nmaxs);
1139         for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1140         {
1141                 if (nmins[0] > v[0]) { nmins[0] = v[0]; } if (nmaxs[0] < v[0]) { nmaxs[0] = v[0]; }
1142                 if (nmins[1] > v[1]) { nmins[1] = v[1]; } if (nmaxs[1] < v[1]) { nmaxs[1] = v[1]; }
1143                 if (nmins[2] > v[2]) { nmins[2] = v[2]; } if (nmaxs[2] < v[2]) { nmaxs[2] = v[2]; }
1144         }
1145         // calculate center and radius
1146         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1147         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1148         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1149         nradius2 = 0;
1150         for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1151         {
1152                 VectorSubtract(v, ncenter, temp);
1153                 dist2 = DotProduct(temp, temp);
1154                 if (nradius2 < dist2)
1155                         nradius2 = dist2;
1156         }
1157         // return data
1158         if (mins)
1159                 VectorCopy(nmins, mins);
1160         if (maxs)
1161                 VectorCopy(nmaxs, maxs);
1162         if (center)
1163                 VectorCopy(ncenter, center);
1164         if (radius)
1165                 *radius = sqrt(nradius2);
1166 }
1167
1168 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1169 {
1170         if (mesh->element3i_indexbuffer)
1171                 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1172         if (mesh->element3s_indexbuffer)
1173                 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1174         if (mesh->vbo_vertexbuffer)
1175                 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1176         if (mesh->vertex3f)
1177                 Mem_Free(mesh->vertex3f);
1178         if (mesh->element3i)
1179                 Mem_Free(mesh->element3i);
1180         if (mesh->element3s)
1181                 Mem_Free(mesh->element3s);
1182         if (mesh->vertexhashentries)
1183                 Mem_Free(mesh->vertexhashentries);
1184         if (mesh->vertexhashtable)
1185                 Mem_Free(mesh->vertexhashtable);
1186         Mem_Free(mesh);
1187 }
1188
1189 void Mod_CreateCollisionMesh(model_t *mod)
1190 {
1191         int k, numcollisionmeshtriangles;
1192         qbool usesinglecollisionmesh = false;
1193         const msurface_t *surface = NULL;
1194
1195         mempool_t *mempool = mod->mempool;
1196         if (!mempool && mod->brush.parentmodel)
1197                 mempool = mod->brush.parentmodel->mempool;
1198         // make a single combined collision mesh for physics engine use
1199         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1200         numcollisionmeshtriangles = 0;
1201         for (k = mod->submodelsurfaces_start;k < mod->submodelsurfaces_end;k++)
1202         {
1203                 surface = mod->data_surfaces + k;
1204                 if (!strcmp(surface->texture->name, "collision") || !strcmp(surface->texture->name, "collisionconvex")) // found collision mesh
1205                 {
1206                         usesinglecollisionmesh = true;
1207                         numcollisionmeshtriangles = surface->num_triangles;
1208                         break;
1209                 }
1210                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1211                         continue;
1212                 numcollisionmeshtriangles += surface->num_triangles;
1213         }
1214         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles);
1215         if (usesinglecollisionmesh)
1216                 Mod_ShadowMesh_AddMesh(mod->brush.collisionmesh, mod->surfmesh.data_vertex3f, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1217         else
1218         {
1219                 for (k = mod->submodelsurfaces_start; k < mod->submodelsurfaces_end; k++)
1220                 {
1221                         surface = mod->data_surfaces + k;
1222                         if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1223                                 continue;
1224                         Mod_ShadowMesh_AddMesh(mod->brush.collisionmesh, mod->surfmesh.data_vertex3f, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1225                 }
1226         }
1227         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mod->brush.collisionmesh, false);
1228 }
1229
1230 #if 0
1231 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)
1232 {
1233         float v[3], tc[3];
1234         v[0] = ix;
1235         v[1] = iy;
1236         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1237                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1238         else
1239                 v[2] = 0;
1240         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1241         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1242         texcoord2f[0] = tc[0];
1243         texcoord2f[1] = tc[1];
1244 }
1245
1246 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)
1247 {
1248         float vup[3], vdown[3], vleft[3], vright[3];
1249         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1250         float sv[3], tv[3], nl[3];
1251         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1252         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1253         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1254         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1255         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1256         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1257         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1258         VectorAdd(svector3f, sv, svector3f);
1259         VectorAdd(tvector3f, tv, tvector3f);
1260         VectorAdd(normal3f, nl, normal3f);
1261         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1262         VectorAdd(svector3f, sv, svector3f);
1263         VectorAdd(tvector3f, tv, tvector3f);
1264         VectorAdd(normal3f, nl, normal3f);
1265         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1266         VectorAdd(svector3f, sv, svector3f);
1267         VectorAdd(tvector3f, tv, tvector3f);
1268         VectorAdd(normal3f, nl, normal3f);
1269 }
1270
1271 static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1272 {
1273         int x, y, ix, iy, *e;
1274         e = element3i;
1275         for (y = 0;y < height;y++)
1276         {
1277                 for (x = 0;x < width;x++)
1278                 {
1279                         e[0] = (y + 1) * (width + 1) + (x + 0);
1280                         e[1] = (y + 0) * (width + 1) + (x + 0);
1281                         e[2] = (y + 1) * (width + 1) + (x + 1);
1282                         e[3] = (y + 0) * (width + 1) + (x + 0);
1283                         e[4] = (y + 0) * (width + 1) + (x + 1);
1284                         e[5] = (y + 1) * (width + 1) + (x + 1);
1285                         e += 6;
1286                 }
1287         }
1288         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1289                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1290                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1291 }
1292 #endif
1293
1294 #if 0
1295 void Mod_Terrain_SurfaceRecurseChunk(model_t *model, int stepsize, int x, int y)
1296 {
1297         float mins[3];
1298         float maxs[3];
1299         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1300         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1301         float viewvector[3];
1302         unsigned int firstvertex;
1303         unsigned int *e;
1304         float *v;
1305         if (chunkwidth < 2 || chunkheight < 2)
1306                 return;
1307         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]);
1308         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]);
1309         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1310         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1311         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1312         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1313         {
1314                 // too close for this stepsize, emit as 4 chunks instead
1315                 stepsize /= 2;
1316                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1317                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1318                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1319                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1320                 return;
1321         }
1322         // emit the geometry at stepsize into our vertex buffer / index buffer
1323         // we add two columns and two rows for skirt
1324         outwidth = chunkwidth+2;
1325         outheight = chunkheight+2;
1326         outwidth2 = outwidth-1;
1327         outheight2 = outheight-1;
1328         outwidth3 = outwidth+1;
1329         outheight3 = outheight+1;
1330         firstvertex = numvertices;
1331         e = model->terrain.element3i + numtriangles;
1332         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1333         v = model->terrain.vertex3f + numvertices;
1334         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1335         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1336         for (ty = 0;ty < outheight;ty++)
1337         {
1338                 for (tx = 0;tx < outwidth;tx++)
1339                 {
1340                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1341                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1342                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1343                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1344                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1345                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1346                 }
1347         }
1348         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1349         for (ty = 0;ty <= outheight;ty++)
1350         {
1351                 skirtrow = ty == 0 || ty == outheight;
1352                 ry = y+bound(1, ty, outheight)*stepsize;
1353                 for (tx = 0;tx <= outwidth;tx++)
1354                 {
1355                         skirt = skirtrow || tx == 0 || tx == outwidth;
1356                         rx = x+bound(1, tx, outwidth)*stepsize;
1357                         v[0] = rx*scale[0];
1358                         v[1] = ry*scale[1];
1359                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1360                         v += 3;
1361                 }
1362         }
1363         // TODO: emit skirt vertices
1364 }
1365
1366 void Mod_Terrain_UpdateSurfacesForViewOrigin(model_t *model)
1367 {
1368         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1369         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1370         Mod_Terrain_BuildChunk(model, 
1371 }
1372 #endif
1373
1374 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1375 {
1376         int offset = 0;
1377         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1378         {
1379                 offset = bound(0, s[4] - '0', 9);
1380                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1381                 s += 4;
1382                 if(*s)
1383                         ++s;
1384         }
1385         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1386         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1387         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1388         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1389         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1390         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1391         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1392         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1393         return offset | Q3WAVEFUNC_NONE;
1394 }
1395
1396 void Mod_FreeQ3Shaders(void)
1397 {
1398         Mem_FreePool(&q3shaders_mem);
1399 }
1400
1401 static void Q3Shader_AddToHash (shader_t* shader)
1402 {
1403         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1404         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1405         q3shader_hash_entry_t* lastEntry = NULL;
1406         do
1407         {
1408                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1409                 {
1410                         // redeclaration
1411                         if(shader->dpshaderkill)
1412                         {
1413                                 // killed shader is a redeclarion? we can safely ignore it
1414                                 return;
1415                         }
1416                         else if(entry->shader.dpshaderkill)
1417                         {
1418                                 // replace the old shader!
1419                                 // this will skip the entry allocating part
1420                                 // below and just replace the shader
1421                                 break;
1422                         }
1423                         else
1424                         {
1425                                 unsigned char *start, *end, *start2;
1426                                 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1427                                 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1428                                 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1429                                 if(memcmp(start, start2, end - start))
1430                                         Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1431                                 else
1432                                         Con_DPrintf("Shader '%s' already defined\n", shader->name);
1433                                 return;
1434                         }
1435                 }
1436                 lastEntry = entry;
1437                 entry = entry->chain;
1438         }
1439         while (entry != NULL);
1440         if (entry == NULL)
1441         {
1442                 if (lastEntry->shader.name[0] != 0)
1443                 {
1444                         /* Add to chain */
1445                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1446                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1447
1448                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1449                         lastEntry->chain = newEntry;
1450                         newEntry->chain = NULL;
1451                         lastEntry = newEntry;
1452                 }
1453                 /* else: head of chain, in hash entry array */
1454                 entry = lastEntry;
1455         }
1456         memcpy (&entry->shader, shader, sizeof (shader_t));
1457 }
1458
1459 void Mod_LoadQ3Shaders(void)
1460 {
1461         int j;
1462         int fileindex;
1463         fssearch_t *search;
1464         char *f;
1465         const char *text;
1466         shader_t shader;
1467         q3shaderinfo_layer_t *layer;
1468         int numparameters;
1469         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1470         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1471         unsigned long custsurfaceflags[256]; 
1472         int numcustsurfaceflags;
1473         qbool dpshaderkill;
1474
1475         Mod_FreeQ3Shaders();
1476
1477         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1478         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1479                 sizeof (q3shader_data_t));
1480         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1481                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1482         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1483                 q3shaders_mem, sizeof (char**), 256);
1484
1485         // parse custinfoparms.txt
1486         numcustsurfaceflags = 0;
1487         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1488         {
1489                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1490                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1491                 else
1492                 {
1493                         while (COM_ParseToken_QuakeC(&text, false))
1494                                 if (!strcasecmp(com_token, "}"))
1495                                         break;
1496                         // custom surfaceflags section
1497                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1498                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1499                         else
1500                         {
1501                                 while(COM_ParseToken_QuakeC(&text, false))
1502                                 {
1503                                         if (!strcasecmp(com_token, "}"))
1504                                                 break;  
1505                                         // register surfaceflag
1506                                         if (numcustsurfaceflags >= 256)
1507                                         {
1508                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1509                                                 break;
1510                                         }
1511                                         // name
1512                                         j = (int)strlen(com_token)+1;
1513                                         custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j);
1514                                         strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1);
1515                                         // value
1516                                         if (COM_ParseToken_QuakeC(&text, false))
1517                                                 custsurfaceflags[numcustsurfaceflags] = strtol(com_token, NULL, 0);
1518                                         else
1519                                                 custsurfaceflags[numcustsurfaceflags] = 0;
1520                                         numcustsurfaceflags++;
1521                                 }
1522                         }
1523                 }
1524                 Mem_Free(f);
1525         }
1526
1527         // parse shaders
1528         search = FS_Search("scripts/*.shader", true, false, NULL);
1529         if (!search)
1530                 return;
1531         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1532         {
1533                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1534                 if (!f)
1535                         continue;
1536                 while (COM_ParseToken_QuakeC(&text, false))
1537                 {
1538                         memset (&shader, 0, sizeof(shader));
1539                         shader.name[0] = 0;
1540                         shader.surfaceparms = 0;
1541                         shader.surfaceflags = 0;
1542                         shader.textureflags = 0;
1543                         shader.numlayers = 0;
1544                         shader.lighting = false;
1545                         shader.vertexalpha = false;
1546                         shader.textureblendalpha = false;
1547                         shader.skyboxname[0] = 0;
1548                         shader.deforms[0].deform = Q3DEFORM_NONE;
1549                         shader.dpnortlight = false;
1550                         shader.dpshadow = false;
1551                         shader.dpnoshadow = false;
1552                         shader.dpmeshcollisions = false;
1553                         shader.dpshaderkill = false;
1554                         shader.dpreflectcube[0] = 0;
1555                         shader.reflectmin = 0;
1556                         shader.reflectmax = 1;
1557                         shader.refractfactor = 1;
1558                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1559                         shader.reflectfactor = 1;
1560                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1561                         shader.r_water_wateralpha = 1;
1562                         shader.r_water_waterscroll[0] = 0;
1563                         shader.r_water_waterscroll[1] = 0;
1564                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1565                         shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1566                         shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1567                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1568                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1569                         shader.transparentsort = TRANSPARENTSORT_DISTANCE;
1570                         shader.specularscalemod = 1;
1571                         shader.specularpowermod = 1;
1572                         shader.rtlightambient = 0;
1573                         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
1574                         // JUST GREP FOR "specularscalemod = 1".
1575
1576                         strlcpy(shader.name, com_token, sizeof(shader.name));
1577                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1578                         {
1579                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1580                                 break;
1581                         }
1582                         while (COM_ParseToken_QuakeC(&text, false))
1583                         {
1584                                 if (!strcasecmp(com_token, "}"))
1585                                         break;
1586                                 if (!strcasecmp(com_token, "{"))
1587                                 {
1588                                         static q3shaderinfo_layer_t dummy;
1589                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1590                                         {
1591                                                 layer = shader.layers + shader.numlayers++;
1592                                         }
1593                                         else
1594                                         {
1595                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1596                                                 memset(&dummy, 0, sizeof(dummy));
1597                                                 layer = &dummy;
1598                                         }
1599                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1600                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1601                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1602                                         layer->blendfunc[0] = GL_ONE;
1603                                         layer->blendfunc[1] = GL_ZERO;
1604                                         while (COM_ParseToken_QuakeC(&text, false))
1605                                         {
1606                                                 if (!strcasecmp(com_token, "}"))
1607                                                         break;
1608                                                 if (!strcasecmp(com_token, "\n"))
1609                                                         continue;
1610                                                 numparameters = 0;
1611                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1612                                                 {
1613                                                         if (j < TEXTURE_MAXFRAMES + 4)
1614                                                         {
1615                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1616                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1617                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1618                                                                 else
1619                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1620                                                                 numparameters = j + 1;
1621                                                         }
1622                                                         if (!COM_ParseToken_QuakeC(&text, true))
1623                                                                 break;
1624                                                 }
1625                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1626                                                 //      parameter[j][0] = 0;
1627                                                 if (developer_insane.integer)
1628                                                 {
1629                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1630                                                         for (j = 0;j < numparameters;j++)
1631                                                                 Con_DPrintf(" %s", parameter[j]);
1632                                                         Con_DPrint("\n");
1633                                                 }
1634                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1635                                                 {
1636                                                         if (numparameters == 2)
1637                                                         {
1638                                                                 if (!strcasecmp(parameter[1], "add"))
1639                                                                 {
1640                                                                         layer->blendfunc[0] = GL_ONE;
1641                                                                         layer->blendfunc[1] = GL_ONE;
1642                                                                 }
1643                                                                 else if (!strcasecmp(parameter[1], "addalpha"))
1644                                                                 {
1645                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1646                                                                         layer->blendfunc[1] = GL_ONE;
1647                                                                 }
1648                                                                 else if (!strcasecmp(parameter[1], "filter"))
1649                                                                 {
1650                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1651                                                                         layer->blendfunc[1] = GL_ZERO;
1652                                                                 }
1653                                                                 else if (!strcasecmp(parameter[1], "blend"))
1654                                                                 {
1655                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1656                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1657                                                                 }
1658                                                         }
1659                                                         else if (numparameters == 3)
1660                                                         {
1661                                                                 int k;
1662                                                                 for (k = 0;k < 2;k++)
1663                                                                 {
1664                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1665                                                                                 layer->blendfunc[k] = GL_ONE;
1666                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1667                                                                                 layer->blendfunc[k] = GL_ZERO;
1668                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1669                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1670                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1671                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1672                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1673                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1674                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1675                                                                                 layer->blendfunc[k] = GL_DST_ALPHA;
1676                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1677                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1678                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1679                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1680                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1681                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1682                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1683                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1684                                                                         else
1685                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1686                                                                 }
1687                                                         }
1688                                                 }
1689                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1690                                                         layer->alphatest = true;
1691                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1692                                                 {
1693                                                         if (!strcasecmp(parameter[0], "clampmap"))
1694                                                                 layer->clampmap = true;
1695                                                         layer->numframes = 1;
1696                                                         layer->framerate = 1;
1697                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1698                                                                 &q3shader_data->char_ptrs);
1699                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1700                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1701                                                                 shader.lighting = true;
1702                                                 }
1703                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1704                                                 {
1705                                                         int i;
1706                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1707                                                         layer->framerate = atof(parameter[1]);
1708                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1709                                                         for (i = 0;i < layer->numframes;i++)
1710                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1711                                                 }
1712                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1713                                                 {
1714                                                         int i;
1715                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1716                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1717                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1718                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1719                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1720                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1721                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1722                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1723                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1724                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1725                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1726                                                         else if (!strcasecmp(parameter[1], "wave"))
1727                                                         {
1728                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1729                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1730                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1731                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1732                                                         }
1733                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1734                                                 }
1735                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1736                                                 {
1737                                                         int i;
1738                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1739                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1740                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1741                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1742                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1743                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1744                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1745                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1746                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1747                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1748                                                         else if (!strcasecmp(parameter[1], "wave"))
1749                                                         {
1750                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1751                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1752                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1753                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1754                                                         }
1755                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1756                                                 }
1757                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1758                                                 {
1759                                                         int i;
1760                                                         // observed values: tcgen environment
1761                                                         // no other values have been observed in real shaders
1762                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1763                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1764                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1765                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1766                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1767                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1768                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1769                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1770                                                 }
1771                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1772                                                 {
1773                                                         int i, tcmodindex;
1774                                                         // observed values:
1775                                                         // tcmod rotate #
1776                                                         // tcmod scale # #
1777                                                         // tcmod scroll # #
1778                                                         // tcmod stretch sin # # # #
1779                                                         // tcmod stretch triangle # # # #
1780                                                         // tcmod transform # # # # # #
1781                                                         // tcmod turb # # # #
1782                                                         // tcmod turb sin # # # #  (this is bogus)
1783                                                         // no other values have been observed in real shaders
1784                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1785                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1786                                                                         break;
1787                                                         if (tcmodindex < Q3MAXTCMODS)
1788                                                         {
1789                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1790                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1791                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1792                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1793                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1794                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1795                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1796                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1797                                                                 {
1798                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1799                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1800                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1801                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1802                                                                 }
1803                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1804                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1805                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1806                                                         }
1807                                                         else
1808                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1809                                                 }
1810                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1811                                                 if (!strcasecmp(com_token, "}"))
1812                                                         break;
1813                                         }
1814                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1815                                                 shader.lighting = true;
1816                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1817                                         {
1818                                                 if (layer == shader.layers + 0)
1819                                                 {
1820                                                         // vertex controlled transparency
1821                                                         shader.vertexalpha = true;
1822                                                 }
1823                                                 else
1824                                                 {
1825                                                         // multilayer terrain shader or similar
1826                                                         shader.textureblendalpha = true;
1827                                                         if (mod_q3shader_force_terrain_alphaflag.integer)
1828                                                                 shader.layers[0].dptexflags |= TEXF_ALPHA;
1829                                                 }
1830                                         }
1831
1832                                         if(mod_q3shader_force_addalpha.integer)
1833                                         {
1834                                                 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
1835                                                 // this cvar brings back this behaviour
1836                                                 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
1837                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1838                                         }
1839                                         
1840                                         layer->dptexflags = 0;
1841                                         if (layer->alphatest)
1842                                                 layer->dptexflags |= TEXF_ALPHA;
1843                                         switch(layer->blendfunc[0])
1844                                         {
1845                                                 case GL_SRC_ALPHA:
1846                                                 case GL_ONE_MINUS_SRC_ALPHA:
1847                                                         layer->dptexflags |= TEXF_ALPHA;
1848                                                         break;
1849                                         }
1850                                         switch(layer->blendfunc[1])
1851                                         {
1852                                                 case GL_SRC_ALPHA:
1853                                                 case GL_ONE_MINUS_SRC_ALPHA:
1854                                                         layer->dptexflags |= TEXF_ALPHA;
1855                                                         break;
1856                                         }
1857                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1858                                                 layer->dptexflags |= TEXF_MIPMAP;
1859                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1860                                                 layer->dptexflags |= TEXF_PICMIP | TEXF_COMPRESS;
1861                                         if (layer->clampmap)
1862                                                 layer->dptexflags |= TEXF_CLAMP;
1863                                         continue;
1864                                 }
1865                                 numparameters = 0;
1866                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1867                                 {
1868                                         if (j < TEXTURE_MAXFRAMES + 4)
1869                                         {
1870                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1871                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1872                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1873                                                 else
1874                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1875                                                 numparameters = j + 1;
1876                                         }
1877                                         if (!COM_ParseToken_QuakeC(&text, true))
1878                                                 break;
1879                                 }
1880                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1881                                 //      parameter[j][0] = 0;
1882                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1883                                         break;
1884                                 if (developer_insane.integer)
1885                                 {
1886                                         Con_DPrintf("%s: ", shader.name);
1887                                         for (j = 0;j < numparameters;j++)
1888                                                 Con_DPrintf(" %s", parameter[j]);
1889                                         Con_DPrint("\n");
1890                                 }
1891                                 if (numparameters < 1)
1892                                         continue;
1893                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1894                                 {
1895                                         if (!strcasecmp(parameter[1], "alphashadow"))
1896                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1897                                         else if (!strcasecmp(parameter[1], "areaportal"))
1898                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1899                                         else if (!strcasecmp(parameter[1], "botclip"))
1900                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1901                                         else if (!strcasecmp(parameter[1], "clusterportal"))
1902                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1903                                         else if (!strcasecmp(parameter[1], "detail"))
1904                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1905                                         else if (!strcasecmp(parameter[1], "donotenter"))
1906                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1907                                         else if (!strcasecmp(parameter[1], "dust"))
1908                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1909                                         else if (!strcasecmp(parameter[1], "hint"))
1910                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1911                                         else if (!strcasecmp(parameter[1], "fog"))
1912                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1913                                         else if (!strcasecmp(parameter[1], "lava"))
1914                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1915                                         else if (!strcasecmp(parameter[1], "lightfilter"))
1916                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1917                                         else if (!strcasecmp(parameter[1], "lightgrid"))
1918                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1919                                         else if (!strcasecmp(parameter[1], "metalsteps"))
1920                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1921                                         else if (!strcasecmp(parameter[1], "nodamage"))
1922                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1923                                         else if (!strcasecmp(parameter[1], "nodlight"))
1924                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1925                                         else if (!strcasecmp(parameter[1], "nodraw"))
1926                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1927                                         else if (!strcasecmp(parameter[1], "nodrop"))
1928                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1929                                         else if (!strcasecmp(parameter[1], "noimpact"))
1930                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1931                                         else if (!strcasecmp(parameter[1], "nolightmap"))
1932                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1933                                         else if (!strcasecmp(parameter[1], "nomarks"))
1934                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1935                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
1936                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1937                                         else if (!strcasecmp(parameter[1], "nonsolid"))
1938                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1939                                         else if (!strcasecmp(parameter[1], "origin"))
1940                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1941                                         else if (!strcasecmp(parameter[1], "playerclip"))
1942                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1943                                         else if (!strcasecmp(parameter[1], "sky"))
1944                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1945                                         else if (!strcasecmp(parameter[1], "slick"))
1946                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1947                                         else if (!strcasecmp(parameter[1], "slime"))
1948                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1949                                         else if (!strcasecmp(parameter[1], "structural"))
1950                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1951                                         else if (!strcasecmp(parameter[1], "trans"))
1952                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1953                                         else if (!strcasecmp(parameter[1], "water"))
1954                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1955                                         else if (!strcasecmp(parameter[1], "pointlight"))
1956                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1957                                         else if (!strcasecmp(parameter[1], "antiportal"))
1958                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1959                                         else if (!strcasecmp(parameter[1], "skip"))
1960                                                 ; // shader.surfaceparms |= Q3SURFACEPARM_SKIP; FIXME we don't have enough #defines for this any more, and the engine doesn't need this one anyway
1961                                         else
1962                                         {
1963                                                 // try custom surfaceparms
1964                                                 for (j = 0; j < numcustsurfaceflags; j++)
1965                                                 {
1966                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
1967                                                         {
1968                                                                 shader.surfaceflags |= custsurfaceflags[j];
1969                                                                 break;
1970                                                         }
1971                                                 }
1972                                                 // failed all
1973                                                 if (j == numcustsurfaceflags)
1974                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1975                                         }
1976                                 }
1977                                 else if (!strcasecmp(parameter[0], "dpshadow"))
1978                                         shader.dpshadow = true;
1979                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1980                                         shader.dpnoshadow = true;
1981                                 else if (!strcasecmp(parameter[0], "dpnortlight"))
1982                                         shader.dpnortlight = true;
1983                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
1984                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
1985                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
1986                                         shader.dpmeshcollisions = true;
1987                                 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
1988                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
1989                                 {
1990                                         if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) == 0.0f)
1991                                                 shader.dpshaderkill = dpshaderkill;
1992                                 }
1993                                 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
1994                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
1995                                 {
1996                                         const char *op = NULL;
1997                                         if (numparameters >= 3)
1998                                                 op = parameter[2];
1999                                         if(!op)
2000                                         {
2001                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) != 0.0f)
2002                                                         shader.dpshaderkill = dpshaderkill;
2003                                         }
2004                                         else if (numparameters >= 4 && !strcmp(op, "=="))
2005                                         {
2006                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) == atof(parameter[3]))
2007                                                         shader.dpshaderkill = dpshaderkill;
2008                                         }
2009                                         else if (numparameters >= 4 && !strcmp(op, "!="))
2010                                         {
2011                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) != atof(parameter[3]))
2012                                                         shader.dpshaderkill = dpshaderkill;
2013                                         }
2014                                         else if (numparameters >= 4 && !strcmp(op, ">"))
2015                                         {
2016                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) > atof(parameter[3]))
2017                                                         shader.dpshaderkill = dpshaderkill;
2018                                         }
2019                                         else if (numparameters >= 4 && !strcmp(op, "<"))
2020                                         {
2021                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) < atof(parameter[3]))
2022                                                         shader.dpshaderkill = dpshaderkill;
2023                                         }
2024                                         else if (numparameters >= 4 && !strcmp(op, ">="))
2025                                         {
2026                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) >= atof(parameter[3]))
2027                                                         shader.dpshaderkill = dpshaderkill;
2028                                         }
2029                                         else if (numparameters >= 4 && !strcmp(op, "<="))
2030                                         {
2031                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) <= atof(parameter[3]))
2032                                                         shader.dpshaderkill = dpshaderkill;
2033                                         }
2034                                         else
2035                                         {
2036                                                 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2037                                         }
2038                                 }
2039                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2040                                 {
2041                                         // some q3 skies don't have the sky parm set
2042                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2043                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2044                                 }
2045                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2046                                 {
2047                                         // some q3 skies don't have the sky parm set
2048                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2049                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2050                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2051                                 }
2052                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2053                                 {
2054                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2055                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2056                                 }
2057                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2058                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2059                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2060                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2061                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2062                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2063                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2064                                 {
2065                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2066                                         if(numparameters >= 2)
2067                                         {
2068                                                 shader.biaspolygonfactor = atof(parameter[1]);
2069                                                 if(numparameters >= 3)
2070                                                         shader.biaspolygonoffset = atof(parameter[2]);
2071                                                 else
2072                                                         shader.biaspolygonoffset = 0;
2073                                         }
2074                                 }
2075                                 else if (!strcasecmp(parameter[0], "dptransparentsort") && numparameters >= 2)
2076                                 {
2077                                         shader.textureflags |= Q3TEXTUREFLAG_TRANSPARENTSORT;
2078                                         if (!strcasecmp(parameter[1], "sky"))
2079                                                 shader.transparentsort = TRANSPARENTSORT_SKY;
2080                                         else if (!strcasecmp(parameter[1], "distance"))
2081                                                 shader.transparentsort = TRANSPARENTSORT_DISTANCE;
2082                                         else if (!strcasecmp(parameter[1], "hud"))
2083                                                 shader.transparentsort = TRANSPARENTSORT_HUD;
2084                                         else
2085                                                 Con_DPrintf("%s parsing warning: unknown dptransparentsort category \"%s\", or not enough arguments\n", search->filenames[fileindex], parameter[1]);
2086                                 }
2087                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2088                                 {
2089                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2090                                         shader.refractfactor = atof(parameter[1]);
2091                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2092                                 }
2093                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2094                                 {
2095                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2096                                         shader.reflectfactor = atof(parameter[1]);
2097                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2098                                 }
2099                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2100                                 {
2101                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2102                                 }
2103                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2104                                 {
2105                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2106                                         shader.reflectmin = atof(parameter[1]);
2107                                         shader.reflectmax = atof(parameter[2]);
2108                                         shader.refractfactor = atof(parameter[3]);
2109                                         shader.reflectfactor = atof(parameter[4]);
2110                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2111                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2112                                         shader.r_water_wateralpha = atof(parameter[11]);
2113                                 }
2114                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2115                                 {
2116                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2117                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2118                                 }
2119                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2120                                 {
2121                                         shader.specularscalemod = atof(parameter[1]);
2122                                 }
2123                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2124                                 {
2125                                         shader.specularpowermod = atof(parameter[1]);
2126                                 }
2127                                 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2128                                 {
2129                                         shader.rtlightambient = atof(parameter[1]);
2130                                 }
2131                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2132                                 {
2133                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2134                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2135                                         else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2136                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2137                                         else if (!strcasecmp(parameter[1], "linear"))
2138                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2139                                         else if (!strcasecmp(parameter[1], "relief"))
2140                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2141                                         if (numparameters >= 3)
2142                                                 shader.offsetscale = atof(parameter[2]);
2143                                         if (numparameters >= 5)
2144                                         {
2145                                                 if(!strcasecmp(parameter[3], "bias"))
2146                                                         shader.offsetbias = atof(parameter[4]);
2147                                                 else if(!strcasecmp(parameter[3], "match"))
2148                                                         shader.offsetbias = 1.0f - atof(parameter[4]);
2149                                                 else if(!strcasecmp(parameter[3], "match8"))
2150                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2151                                                 else if(!strcasecmp(parameter[3], "match16"))
2152                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2153                                         }
2154                                 }
2155                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2156                                 {
2157                                         int i, deformindex;
2158                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2159                                                 if (!shader.deforms[deformindex].deform)
2160                                                         break;
2161                                         if (deformindex < Q3MAXDEFORMS)
2162                                         {
2163                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2164                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2165                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2166                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2167                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2168                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2169                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2170                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2171                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2172                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2173                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2174                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2175                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2176                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2177                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2178                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2179                                                 {
2180                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2181                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2182                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2183                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2184                                                 }
2185                                                 else if (!strcasecmp(parameter[1], "move"            ))
2186                                                 {
2187                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2188                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2189                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2190                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2191                                                 }
2192                                         }
2193                                 }
2194                         }
2195                         // hide this shader if a cvar said it should be killed
2196                         if (shader.dpshaderkill)
2197                                 shader.numlayers = 0;
2198                         // fix up multiple reflection types
2199                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2200                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2201
2202                         Q3Shader_AddToHash (&shader);
2203                 }
2204                 Mem_Free(f);
2205         }
2206         FS_FreeSearch(search);
2207         // free custinfoparm values
2208         for (j = 0; j < numcustsurfaceflags; j++)
2209                 Mem_Free(custsurfaceparmnames[j]);
2210 }
2211
2212 shader_t *Mod_LookupQ3Shader(const char *name)
2213 {
2214         unsigned short hash;
2215         q3shader_hash_entry_t* entry;
2216         if (!q3shaders_mem)
2217                 Mod_LoadQ3Shaders();
2218         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2219         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2220         while (entry != NULL)
2221         {
2222                 if (strcasecmp (entry->shader.name, name) == 0)
2223                         return &entry->shader;
2224                 entry = entry->chain;
2225         }
2226         return NULL;
2227 }
2228
2229 texture_shaderpass_t *Mod_CreateShaderPass(mempool_t *mempool, skinframe_t *skinframe)
2230 {
2231         texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(mempool, sizeof(*shaderpass));
2232         shaderpass->framerate = 0.0f;
2233         shaderpass->numframes = 1;
2234         shaderpass->blendfunc[0] = GL_ONE;
2235         shaderpass->blendfunc[1] = GL_ZERO;
2236         shaderpass->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
2237         shaderpass->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
2238         shaderpass->alphatest = false;
2239         shaderpass->tcgen.tcgen = Q3TCGEN_TEXTURE;
2240         shaderpass->skinframes[0] = skinframe;
2241         return shaderpass;
2242 }
2243
2244 texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(mempool_t *mempool, const char *modelname, q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename)
2245 {
2246         int j;
2247         texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(mempool, sizeof(*shaderpass));
2248         shaderpass->alphatest = layer->alphatest != 0;
2249         shaderpass->framerate = layer->framerate;
2250         shaderpass->numframes = layer->numframes;
2251         shaderpass->blendfunc[0] = layer->blendfunc[0];
2252         shaderpass->blendfunc[1] = layer->blendfunc[1];
2253         shaderpass->rgbgen = layer->rgbgen;
2254         shaderpass->alphagen = layer->alphagen;
2255         shaderpass->tcgen = layer->tcgen;
2256         for (j = 0; j < Q3MAXTCMODS && layer->tcmods[j].tcmod != Q3TCMOD_NONE; j++)
2257                 shaderpass->tcmods[j] = layer->tcmods[j];
2258         for (j = 0; j < layer->numframes; j++)
2259         {
2260                 for (int i = 0; layer->texturename[j][i]; i++)
2261                         if(layer->texturename[j][i] == '\\')
2262                                 layer->texturename[j][i] = '/';
2263                 shaderpass->skinframes[j] = R_SkinFrame_LoadExternal(layer->texturename[j], texflags, false, true);
2264         }
2265         return shaderpass;
2266 }
2267
2268 qbool Mod_LoadTextureFromQ3Shader(mempool_t *mempool, const char *modelname, texture_t *texture, const char *name, qbool warnmissing, qbool fallback, int defaulttexflags, int defaultmaterialflags)
2269 {
2270         int texflagsmask, texflagsor;
2271         qbool success = true;
2272         shader_t *shader;
2273         if (!name)
2274                 name = "";
2275         strlcpy(texture->name, name, sizeof(texture->name));
2276         texture->basealpha = 1.0f;
2277         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2278
2279         // allow disabling of picmip or compression by defaulttexflags
2280         texflagsmask = ~0;
2281         if(!(defaulttexflags & TEXF_PICMIP))
2282                 texflagsmask &= ~TEXF_PICMIP;
2283         if(!(defaulttexflags & TEXF_COMPRESS))
2284                 texflagsmask &= ~TEXF_COMPRESS;
2285         texflagsor = 0;
2286         if(defaulttexflags & TEXF_ISWORLD)
2287                 texflagsor |= TEXF_ISWORLD;
2288         if(defaulttexflags & TEXF_ISSPRITE)
2289                 texflagsor |= TEXF_ISSPRITE;
2290         // unless later loaded from the shader
2291         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2292         texture->offsetscale = 1;
2293         texture->offsetbias = 0;
2294         texture->specularscalemod = 1;
2295         texture->specularpowermod = 1; 
2296         texture->rtlightambient = 0;
2297         texture->transparentsort = TRANSPARENTSORT_DISTANCE;
2298         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
2299         // JUST GREP FOR "specularscalemod = 1".
2300
2301         if (shader)
2302         {
2303                 if (developer_loading.integer)
2304                         Con_Printf("%s: loaded shader for %s\n", modelname, name);
2305
2306                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2307                 {
2308                         texture->basematerialflags = MATERIALFLAG_SKY;
2309                         if (shader->skyboxname[0] && loadmodel)
2310                         {
2311                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2312                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2313                         }
2314                 }
2315                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2316                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2317                 else
2318                         texture->basematerialflags = MATERIALFLAG_WALL;
2319
2320                 if (shader->layers[0].alphatest)
2321                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2322                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2323                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2324                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2325                 {
2326                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2327                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2328                 }
2329                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2330                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2331                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2332                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2333                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2334                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2335                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2336                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2337                 texture->customblendfunc[0] = GL_ONE;
2338                 texture->customblendfunc[1] = GL_ZERO;
2339                 texture->transparentsort = shader->transparentsort;
2340                 if (shader->numlayers > 0)
2341                 {
2342                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2343                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2344 /*
2345 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2346 * additive               GL_ONE GL_ONE
2347 additive weird         GL_ONE GL_SRC_ALPHA
2348 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2349 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2350 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2351 brighten               GL_DST_COLOR GL_ONE
2352 brighten               GL_ONE GL_SRC_COLOR
2353 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2354 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2355 * modulate               GL_DST_COLOR GL_ZERO
2356 * modulate               GL_ZERO GL_SRC_COLOR
2357 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2358 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2359 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2360 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2361 * no blend               GL_ONE GL_ZERO
2362 nothing                GL_ZERO GL_ONE
2363 */
2364                         // if not opaque, figure out what blendfunc to use
2365                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2366                         {
2367                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2368                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2369                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2370                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2371                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2372                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2373                                 else
2374                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2375                         }
2376                 }
2377                 if (!shader->lighting)
2378                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2379
2380                 // here be dragons: convert quake3 shaders to material
2381                 if (shader->numlayers > 0)
2382                 {
2383                         int i;
2384                         int terrainbackgroundlayer = -1;
2385                         int lightmaplayer = -1;
2386                         int alphagenspecularlayer = -1;
2387                         int rgbgenvertexlayer = -1;
2388                         int rgbgendiffuselayer = -1;
2389                         int materiallayer = -1;
2390                         int endofprelayers = 0;
2391                         int firstpostlayer = 0;
2392                         int shaderpassindex = 0;
2393                         for (i = 0; i < shader->numlayers; i++)
2394                         {
2395                                 if (shader->layers[i].texturename != NULL && !strcasecmp(shader->layers[i].texturename[0], "$lightmap"))
2396                                         lightmaplayer = i;
2397                                 if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_VERTEX)
2398                                         rgbgenvertexlayer = i;
2399                                 if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE)
2400                                         rgbgendiffuselayer = i;
2401                                 if (shader->layers[i].alphagen.alphagen == Q3ALPHAGEN_LIGHTINGSPECULAR)
2402                                         alphagenspecularlayer = i;
2403                         }
2404                         if (shader->numlayers >= 2
2405                          && shader->layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2406                          && (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest)
2407                          && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2408                                  || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest)))
2409                         {
2410                                 // terrain blend or certain other effects involving alphatest over a regular layer
2411                                 terrainbackgroundlayer = 0;
2412                                 materiallayer = 1;
2413                                 // terrain may be vertex lit (in which case both layers are rgbGen vertex) or lightmapped (in which ase the third layer is lightmap)
2414                                 firstpostlayer = lightmaplayer >= 0 ? lightmaplayer + 1 : materiallayer + 1;
2415                         }
2416                         else if (lightmaplayer == 0)
2417                         {
2418                                 // ordinary texture but with $lightmap before diffuse
2419                                 materiallayer = 1;
2420                                 firstpostlayer = lightmaplayer + 2;
2421                         }
2422                         else if (lightmaplayer >= 1)
2423                         {
2424                                 // ordinary texture - we don't properly apply lighting to the prelayers, but oh well...
2425                                 endofprelayers = lightmaplayer - 1;
2426                                 materiallayer = lightmaplayer - 1;
2427                                 firstpostlayer = lightmaplayer + 1;
2428                         }
2429                         else if (rgbgenvertexlayer >= 0)
2430                         {
2431                                 // map models with baked lighting
2432                                 materiallayer = rgbgenvertexlayer;
2433                                 endofprelayers = rgbgenvertexlayer;
2434                                 firstpostlayer = rgbgenvertexlayer + 1;
2435                                 // special case for rgbgen vertex if MATERIALFLAG_VERTEXCOLOR is expected on this material
2436                                 if (defaultmaterialflags & MATERIALFLAG_VERTEXCOLOR)
2437                                         texture->basematerialflags |= MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX;
2438                         }
2439                         else if (rgbgendiffuselayer >= 0)
2440                         {
2441                                 // entity models with dynamic lighting
2442                                 materiallayer = rgbgendiffuselayer;
2443                                 endofprelayers = rgbgendiffuselayer;
2444                                 firstpostlayer = rgbgendiffuselayer + 1;
2445                                 // player models often have specular as a pass after diffuse - we don't currently make use of that specular texture (would need to meld it into the skinframe)...
2446                                 if (alphagenspecularlayer >= 0)
2447                                         firstpostlayer = alphagenspecularlayer + 1;
2448                         }
2449                         else
2450                         {
2451                                 // special effects shaders - treat first as primary layer and do everything else as post
2452                                 endofprelayers = 0;
2453                                 materiallayer = 0;
2454                                 firstpostlayer = 1;
2455                         }
2456                         // convert the main material layer
2457                         // FIXME: if alphagenspecularlayer is used, we should pass a specular texture name to R_SkinFrame_LoadExternal and have it load that texture instead of the assumed name for _gloss texture
2458                         if (materiallayer >= 0)
2459                                 texture->materialshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[materiallayer], materiallayer, (shader->layers[materiallayer].dptexflags & texflagsmask) | texflagsor, texture->name);
2460                         // convert the terrain background blend layer (if any)
2461                         if (terrainbackgroundlayer >= 0)
2462                                 texture->backgroundshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[terrainbackgroundlayer], terrainbackgroundlayer, (shader->layers[terrainbackgroundlayer].dptexflags & texflagsmask) | texflagsor, texture->name);
2463                         // convert the prepass layers (if any)
2464                         texture->startpreshaderpass = shaderpassindex;
2465                         for (i = 0; i < endofprelayers; i++)
2466                                 texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
2467                         texture->endpreshaderpass = shaderpassindex;
2468                         texture->startpostshaderpass = shaderpassindex;
2469                         // convert the postpass layers (if any)
2470                         for (i = firstpostlayer; i < shader->numlayers; i++)
2471                                 texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
2472                         texture->startpostshaderpass = shaderpassindex;
2473                 }
2474
2475                 if (shader->dpshadow)
2476                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2477                 if (shader->dpnoshadow)
2478                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2479                 if (shader->dpnortlight)
2480                         texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2481                 if (shader->vertexalpha)
2482                         texture->basematerialflags |= MATERIALFLAG_ALPHAGEN_VERTEX;
2483                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2484                 texture->reflectmin = shader->reflectmin;
2485                 texture->reflectmax = shader->reflectmax;
2486                 texture->refractfactor = shader->refractfactor;
2487                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2488                 texture->reflectfactor = shader->reflectfactor;
2489                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2490                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2491                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2492                 texture->offsetmapping = shader->offsetmapping;
2493                 texture->offsetscale = shader->offsetscale;
2494                 texture->offsetbias = shader->offsetbias;
2495                 texture->specularscalemod = shader->specularscalemod;
2496                 texture->specularpowermod = shader->specularpowermod;
2497                 texture->rtlightambient = shader->rtlightambient;
2498                 texture->refractive_index = mod_q3shader_default_refractive_index.value;
2499                 if (shader->dpreflectcube[0])
2500                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2501
2502                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2503                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2504                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2505                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2506                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2507                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2508                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2509                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2510                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2511
2512         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2513         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2514         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2515         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2516                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2517         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2518                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2519         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2520         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2521         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2522         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2523         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2524                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2525         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2526         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2527         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2528         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2529                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2530         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2531                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2532                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2533         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2534                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2535         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2536         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2537                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2538         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2539         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2540         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2541                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2542         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2543         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2544
2545                 texture->surfaceflags = shader->surfaceflags;
2546                 if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW  ;
2547         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL   ;
2548         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
2549         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL       ;
2550         //      if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER   ;
2551         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->surfaceflags |= Q3SURFACEFLAG_FOG          ;
2552         //      if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA         ;
2553                 if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER  ;
2554                 if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS   ;
2555                 if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE     ;
2556                 if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT     ;
2557                 if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW       ;
2558         //      if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP       ;
2559                 if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT     ;
2560                 if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP   ;
2561                 if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS      ;
2562         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS    ;
2563                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID     ;
2564         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN       ;
2565         //      if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP   ;
2566                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->surfaceflags |= Q3SURFACEFLAG_SKY          ;
2567                 if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK        ;
2568         //      if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME        ;
2569         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL   ;
2570         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS        ;
2571         //      if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->surfaceflags |= Q3SURFACEFLAG_WATER        ;
2572                 if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT   ;
2573                 if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->surfaceflags |= Q3SURFACEFLAG_HINT         ;
2574                 if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->surfaceflags |= Q3SURFACEFLAG_DUST         ;
2575         //      if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP      ;
2576         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID    ;
2577         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL   ;
2578
2579                 if (shader->dpmeshcollisions)
2580                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2581                 if (shader->dpshaderkill && developer_extra.integer)
2582                         Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", modelname, name);
2583         }
2584         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2585         {
2586                 if (developer_extra.integer)
2587                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", modelname, name);
2588                 texture->basematerialflags = defaultmaterialflags;
2589                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2590         }
2591         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2592         {
2593                 if (developer_extra.integer)
2594                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", modelname, name);
2595                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2596                 texture->supercontents = SUPERCONTENTS_SOLID;
2597         }
2598         else
2599         {
2600                 if (developer_extra.integer)
2601                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", modelname, texture->name);
2602                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2603                 {
2604                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2605                         texture->supercontents = SUPERCONTENTS_SOLID;
2606                 }
2607                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2608                 {
2609                         texture->basematerialflags = MATERIALFLAG_SKY;
2610                         texture->supercontents = SUPERCONTENTS_SKY;
2611                 }
2612                 else
2613                 {
2614                         texture->basematerialflags = defaultmaterialflags;
2615                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2616                 }
2617                 if(cls.state == ca_dedicated)
2618                 {
2619                         texture->materialshaderpass = NULL;
2620                         success = false;
2621                 }
2622                 else
2623                 {
2624                         skinframe_t *skinframe = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false, fallback);
2625                         if (skinframe)
2626                         {
2627                                 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, skinframe);
2628                                 if (texture->materialshaderpass->skinframes[0]->hasalpha)
2629                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2630                                 if (texture->q2contents)
2631                                         texture->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(texture->q2contents);
2632                         }
2633                         else
2634                                 success = false;
2635                         if (!success && warnmissing)
2636                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", modelname, texture->name);
2637                 }
2638         }
2639         // init the animation variables
2640         texture->currentframe = texture;
2641         texture->currentmaterialflags = texture->basematerialflags;
2642         if (!texture->materialshaderpass)
2643                 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, R_SkinFrame_LoadMissing());
2644         if (!texture->materialshaderpass->skinframes[0])
2645                 texture->materialshaderpass->skinframes[0] = R_SkinFrame_LoadMissing();
2646         texture->currentskinframe = texture->materialshaderpass ? texture->materialshaderpass->skinframes[0] : NULL;
2647         texture->backgroundcurrentskinframe = texture->backgroundshaderpass ? texture->backgroundshaderpass->skinframes[0] : NULL;
2648         return success;
2649 }
2650
2651 void Mod_LoadCustomMaterial(mempool_t *mempool, texture_t *texture, const char *name, int supercontents, int materialflags, skinframe_t *skinframe)
2652 {
2653         if (!(materialflags & (MATERIALFLAG_WALL | MATERIALFLAG_SKY)))
2654                 Con_DPrintf("^1Custom texture ^3\"%s\" does not have MATERIALFLAG_WALL set\n", texture->name);
2655
2656         strlcpy(texture->name, name, sizeof(texture->name));
2657         texture->basealpha = 1.0f;
2658         texture->basematerialflags = materialflags;
2659         texture->supercontents = supercontents;
2660
2661         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2662         texture->offsetscale = 1;
2663         texture->offsetbias = 0;
2664         texture->specularscalemod = 1;
2665         texture->specularpowermod = 1;
2666         texture->rtlightambient = 0;
2667         texture->transparentsort = TRANSPARENTSORT_DISTANCE;
2668         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
2669         // JUST GREP FOR "specularscalemod = 1".
2670
2671         if (developer_extra.integer)
2672                 Con_DPrintf("^1Custom texture ^3\"%s\"\n", texture->name);
2673         if (skinframe)
2674                 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, skinframe);
2675
2676         // init the animation variables
2677         texture->currentmaterialflags = texture->basematerialflags;
2678         texture->currentframe = texture;
2679         texture->currentskinframe = skinframe;
2680         texture->backgroundcurrentskinframe = NULL;
2681 }
2682
2683 void Mod_UnloadCustomMaterial(texture_t *texture, qbool purgeskins)
2684 {
2685         long unsigned int i, j;
2686         for (i = 0; i < sizeof(texture->shaderpasses) / sizeof(texture->shaderpasses[0]); i++)
2687         {
2688                 if (texture->shaderpasses[i])
2689                 {
2690                         if (purgeskins)
2691                                 for (j = 0; j < sizeof(texture->shaderpasses[i]->skinframes) / sizeof(skinframe_t *);j++)
2692                                         if (texture->shaderpasses[i]->skinframes[j] && texture->shaderpasses[i]->skinframes[j]->base)
2693                                                 R_SkinFrame_PurgeSkinFrame(texture->shaderpasses[i]->skinframes[j]);
2694                         Mem_Free(texture->shaderpasses[i]);
2695                         texture->shaderpasses[i] = NULL;
2696                 }
2697         }
2698         texture->materialshaderpass = NULL;
2699         texture->currentskinframe = NULL;
2700         texture->backgroundcurrentskinframe = NULL;
2701 }
2702
2703 skinfile_t *Mod_LoadSkinFiles(void)
2704 {
2705         int i, words, line, wordsoverflow;
2706         char *text;
2707         const char *data;
2708         skinfile_t *skinfile = NULL, *first = NULL;
2709         skinfileitem_t *skinfileitem;
2710         char word[10][MAX_QPATH];
2711         char vabuf[1024];
2712
2713 /*
2714 sample file:
2715 U_bodyBox,models/players/Legoman/BikerA2.tga
2716 U_RArm,models/players/Legoman/BikerA1.tga
2717 U_LArm,models/players/Legoman/BikerA1.tga
2718 U_armor,common/nodraw
2719 U_sword,common/nodraw
2720 U_shield,common/nodraw
2721 U_homb,common/nodraw
2722 U_backpack,common/nodraw
2723 U_colcha,common/nodraw
2724 tag_head,
2725 tag_weapon,
2726 tag_torso,
2727 */
2728         memset(word, 0, sizeof(word));
2729         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2730         {
2731                 // If it's the first file we parse
2732                 if (skinfile == NULL)
2733                 {
2734                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2735                         first = skinfile;
2736                 }
2737                 else
2738                 {
2739                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2740                         skinfile = skinfile->next;
2741                 }
2742                 skinfile->next = NULL;
2743
2744                 for(line = 0;;line++)
2745                 {
2746                         // parse line
2747                         if (!COM_ParseToken_QuakeC(&data, true))
2748                                 break;
2749                         if (!strcmp(com_token, "\n"))
2750                                 continue;
2751                         words = 0;
2752                         wordsoverflow = false;
2753                         do
2754                         {
2755                                 if (words < 10)
2756                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2757                                 else
2758                                         wordsoverflow = true;
2759                         }
2760                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2761                         if (wordsoverflow)
2762                         {
2763                                 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);
2764                                 continue;
2765                         }
2766                         // words is always >= 1
2767                         if (!strcmp(word[0], "replace"))
2768                         {
2769                                 if (words == 3)
2770                                 {
2771                                         if (developer_loading.integer)
2772                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2773                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2774                                         skinfileitem->next = skinfile->items;
2775                                         skinfile->items = skinfileitem;
2776                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2777                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2778                                 }
2779                                 else
2780                                         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]);
2781                         }
2782                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2783                         {
2784                                 // tag name, like "tag_weapon,"
2785                                 // not used for anything (not even in Quake3)
2786                         }
2787                         else if (words >= 2 && !strcmp(word[1], ","))
2788                         {
2789                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2790                                 if (developer_loading.integer)
2791                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2792                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2793                                 skinfileitem->next = skinfile->items;
2794                                 skinfile->items = skinfileitem;
2795                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2796                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2797                         }
2798                         else
2799                                 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);
2800                 }
2801                 Mem_Free(text);
2802         }
2803         if (i)
2804                 loadmodel->numskins = i;
2805         return first;
2806 }
2807
2808 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2809 {
2810         skinfile_t *next;
2811         skinfileitem_t *skinfileitem, *nextitem;
2812         for (;skinfile;skinfile = next)
2813         {
2814                 next = skinfile->next;
2815                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2816                 {
2817                         nextitem = skinfileitem->next;
2818                         Mem_Free(skinfileitem);
2819                 }
2820                 Mem_Free(skinfile);
2821         }
2822 }
2823
2824 int Mod_CountSkinFiles(skinfile_t *skinfile)
2825 {
2826         int i;
2827         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2828         return i;
2829 }
2830
2831 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2832 {
2833         int i;
2834         double isnap = 1.0 / snap;
2835         for (i = 0;i < numvertices*numcomponents;i++)
2836                 vertices[i] = floor(vertices[i]*isnap)*snap;
2837 }
2838
2839 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2840 {
2841         int i, outtriangles;
2842         float edgedir1[3], edgedir2[3], temp[3];
2843         // a degenerate triangle is one with no width (thickness, surface area)
2844         // these are characterized by having all 3 points colinear (along a line)
2845         // or having two points identical
2846         // the simplest check is to calculate the triangle's area
2847         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2848         {
2849                 // calculate first edge
2850                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2851                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2852                 CrossProduct(edgedir1, edgedir2, temp);
2853                 if (VectorLength2(temp) < 0.001f)
2854                         continue; // degenerate triangle (no area)
2855                 // valid triangle (has area)
2856                 VectorCopy(inelement3i, outelement3i);
2857                 outelement3i += 3;
2858                 outtriangles++;
2859         }
2860         return outtriangles;
2861 }
2862
2863 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2864 {
2865         int i, e;
2866         int firstvertex, lastvertex;
2867         if (numelements > 0 && elements)
2868         {
2869                 firstvertex = lastvertex = elements[0];
2870                 for (i = 1;i < numelements;i++)
2871                 {
2872                         e = elements[i];
2873                         firstvertex = min(firstvertex, e);
2874                         lastvertex = max(lastvertex, e);
2875                 }
2876         }
2877         else
2878                 firstvertex = lastvertex = 0;
2879         if (firstvertexpointer)
2880                 *firstvertexpointer = firstvertex;
2881         if (lastvertexpointer)
2882                 *lastvertexpointer = lastvertex;
2883 }
2884
2885 void Mod_SetDrawSkyAndWater(model_t* mod)
2886 {
2887         size_t j;
2888         uint64_t basematerialflags = 0;
2889         // by default assume there is no sky or water used in this model
2890         mod->DrawSky = NULL;
2891         mod->DrawAddWaterPlanes = NULL;
2892         // combine all basematerialflags observed in the submodelsurfaces range, then check for special flags
2893         for (j = mod->submodelsurfaces_start; j < mod->submodelsurfaces_end; j++)
2894                 if (mod->data_surfaces[j].texture)
2895                         basematerialflags |= mod->data_surfaces[j].texture->basematerialflags;
2896         if (basematerialflags & MATERIALFLAG_SKY)
2897                 mod->DrawSky = R_Mod_DrawSky;
2898         if (basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
2899                 mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
2900 }
2901
2902 typedef struct Mod_MakeSortedSurfaces_qsortsurface_s
2903 {
2904         int surfaceindex;
2905         q3deffect_t* effect;
2906         texture_t* texture;
2907         rtexture_t* lightmaptexture;
2908 }
2909 Mod_MakeSortedSurfaces_qsortsurface_t;
2910
2911 static int Mod_MakeSortedSurfaces_qsortfunc(const void *a, const void *b)
2912 {
2913         const Mod_MakeSortedSurfaces_qsortsurface_t* l = (Mod_MakeSortedSurfaces_qsortsurface_t*)a;
2914         const Mod_MakeSortedSurfaces_qsortsurface_t* r = (Mod_MakeSortedSurfaces_qsortsurface_t*)b;
2915         if (l->effect < r->effect)
2916                 return -1;
2917         if (l->effect > r->effect)
2918                 return 1;
2919         if (l->texture < r->texture)
2920                 return -1;
2921         if (l->texture > r->texture)
2922                 return 1;
2923         if (l->lightmaptexture < r->lightmaptexture)
2924                 return -1;
2925         if (l->lightmaptexture > r->lightmaptexture)
2926                 return 1;
2927         if (l->surfaceindex < r->surfaceindex)
2928                 return -1;
2929         if (l->surfaceindex > r->surfaceindex)
2930                 return 1;
2931         return 0;
2932 }
2933
2934 void Mod_MakeSortedSurfaces(model_t *mod)
2935 {
2936         // make an optimal set of texture-sorted batches to draw...
2937         int j, k;
2938         Mod_MakeSortedSurfaces_qsortsurface_t *info = (Mod_MakeSortedSurfaces_qsortsurface_t*)R_FrameData_Alloc(mod->num_surfaces * sizeof(*info));
2939         if (!mod->modelsurfaces_sorted)
2940                 mod->modelsurfaces_sorted = (int *) Mem_Alloc(loadmodel->mempool, mod->num_surfaces * sizeof(*mod->modelsurfaces_sorted));
2941         // the goal is to sort by submodel (can't change which submodel a surface belongs to), and then by effects and textures
2942         for (j = 0; j < mod->num_surfaces; j++)
2943         {
2944                 info[j].surfaceindex = j;
2945                 info[j].effect = mod->data_surfaces[j].effect;
2946                 info[j].texture = mod->data_surfaces[j].texture;
2947                 info[j].lightmaptexture = mod->data_surfaces[j].lightmaptexture;
2948         }
2949         for (k = 0; k < mod->brush.numsubmodels; k++)
2950                 if (mod->brush.submodels[k]->submodelsurfaces_end > mod->brush.submodels[k]->submodelsurfaces_start + 1)
2951                         qsort(info + mod->brush.submodels[k]->submodelsurfaces_start, (size_t)mod->brush.submodels[k]->submodelsurfaces_end - mod->brush.submodels[k]->submodelsurfaces_start, sizeof(*info), Mod_MakeSortedSurfaces_qsortfunc);
2952         for (j = 0; j < mod->num_surfaces; j++)
2953                 mod->modelsurfaces_sorted[j] = info[j].surfaceindex;
2954 }
2955
2956 void Mod_BuildVBOs(void)
2957 {
2958         if(cls.state == ca_dedicated)
2959                 return;
2960
2961         if (!loadmodel->surfmesh.num_vertices)
2962                 return;
2963
2964         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2965         {
2966                 int i;
2967                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2968                 {
2969                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2970                         {
2971                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2972                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2973                         }
2974                 }
2975         }
2976
2977         // upload short indices as a buffer
2978         if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2979                 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
2980
2981         // upload int indices as a buffer
2982         if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2983                 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
2984
2985         // only build a vbo if one has not already been created (this is important for brush models which load specially)
2986         // we put several vertex data streams in the same buffer
2987         if (!loadmodel->surfmesh.data_vertex3f_vertexbuffer)
2988         {
2989                 int size;
2990                 unsigned char *mem;
2991                 size = 0;
2992                 loadmodel->surfmesh.data_vertex3f_bufferoffset           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2993                 loadmodel->surfmesh.data_svector3f_bufferoffset          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2994                 loadmodel->surfmesh.data_tvector3f_bufferoffset          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2995                 loadmodel->surfmesh.data_normal3f_bufferoffset           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2996                 loadmodel->surfmesh.data_texcoordtexture2f_bufferoffset  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2997                 loadmodel->surfmesh.data_texcoordlightmap2f_bufferoffset = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2998                 loadmodel->surfmesh.data_lightmapcolor4f_bufferoffset    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2999                 loadmodel->surfmesh.data_skeletalindex4ub_bufferoffset   = size;if (loadmodel->surfmesh.data_skeletalindex4ub  ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
3000                 loadmodel->surfmesh.data_skeletalweight4ub_bufferoffset  = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
3001                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
3002                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.data_vertex3f_bufferoffset          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3003                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.data_svector3f_bufferoffset         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3004                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.data_tvector3f_bufferoffset         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3005                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.data_normal3f_bufferoffset          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3006                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.data_texcoordtexture2f_bufferoffset , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3007                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.data_texcoordlightmap2f_bufferoffset, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3008                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.data_lightmapcolor4f_bufferoffset   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3009                 if (loadmodel->surfmesh.data_skeletalindex4ub  ) memcpy(mem + loadmodel->surfmesh.data_skeletalindex4ub_bufferoffset  , loadmodel->surfmesh.data_skeletalindex4ub  , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
3010                 if (loadmodel->surfmesh.data_skeletalweight4ub ) memcpy(mem + loadmodel->surfmesh.data_skeletalweight4ub_bufferoffset , loadmodel->surfmesh.data_skeletalweight4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
3011                 loadmodel->surfmesh.data_vertex3f_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false, false);
3012                 loadmodel->surfmesh.data_svector3f_vertexbuffer = loadmodel->surfmesh.data_svector3f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
3013                 loadmodel->surfmesh.data_tvector3f_vertexbuffer = loadmodel->surfmesh.data_tvector3f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
3014                 loadmodel->surfmesh.data_normal3f_vertexbuffer = loadmodel->surfmesh.data_normal3f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
3015                 loadmodel->surfmesh.data_texcoordtexture2f_vertexbuffer = loadmodel->surfmesh.data_texcoordtexture2f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
3016                 loadmodel->surfmesh.data_texcoordlightmap2f_vertexbuffer = loadmodel->surfmesh.data_texcoordlightmap2f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
3017                 loadmodel->surfmesh.data_lightmapcolor4f_vertexbuffer = loadmodel->surfmesh.data_lightmapcolor4f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
3018                 loadmodel->surfmesh.data_skeletalindex4ub_vertexbuffer = loadmodel->surfmesh.data_skeletalindex4ub ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
3019                 loadmodel->surfmesh.data_skeletalweight4ub_vertexbuffer = loadmodel->surfmesh.data_skeletalweight4ub ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
3020                 Mem_Free(mem);
3021         }
3022 }
3023
3024 extern cvar_t mod_obj_orientation;
3025 static void Mod_Decompile_OBJ(model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3026 {
3027         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3028         int a, b, c;
3029         const char *texname;
3030         const int *e;
3031         const float *v, *vn, *vt;
3032         size_t l;
3033         size_t outbufferpos = 0;
3034         size_t outbuffermax = 0x100000;
3035         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3036         const msurface_t *surface;
3037         const int maxtextures = 256;
3038         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3039         model_t *submodel;
3040
3041         // construct the mtllib file
3042         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3043         if (l > 0)
3044                 outbufferpos += l;
3045         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3046         {
3047                 countsurfaces++;
3048                 countvertices += surface->num_vertices;
3049                 countfaces += surface->num_triangles;
3050                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3051                 for (textureindex = 0;textureindex < counttextures;textureindex++)
3052                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3053                                 break;
3054                 if (textureindex < counttextures)
3055                         continue; // already wrote this material entry
3056                 if (textureindex >= maxtextures)
3057                         continue; // just a precaution
3058                 textureindex = counttextures++;
3059                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3060                 if (outbufferpos >= outbuffermax >> 1)
3061                 {
3062                         outbuffermax *= 2;
3063                         oldbuffer = outbuffer;
3064                         outbuffer = (char *) Z_Malloc(outbuffermax);
3065                         memcpy(outbuffer, oldbuffer, outbufferpos);
3066                         Z_Free(oldbuffer);
3067                 }
3068                 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");
3069                 if (l > 0)
3070                         outbufferpos += l;
3071         }
3072
3073         // write the mtllib file
3074         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3075
3076         // construct the obj file
3077         outbufferpos = 0;
3078         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);
3079         if (l > 0)
3080                 outbufferpos += l;
3081
3082         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)
3083         {
3084                 if (outbufferpos >= outbuffermax >> 1)
3085                 {
3086                         outbuffermax *= 2;
3087                         oldbuffer = outbuffer;
3088                         outbuffer = (char *) Z_Malloc(outbuffermax);
3089                         memcpy(outbuffer, oldbuffer, outbufferpos);
3090                         Z_Free(oldbuffer);
3091                 }
3092                 if(mod_obj_orientation.integer)
3093                         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]);
3094                 else
3095                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1-vt[1]);
3096                 if (l > 0)
3097                         outbufferpos += l;
3098         }
3099
3100         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3101         {
3102                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3103                 if (l > 0)
3104                         outbufferpos += l;
3105                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3106                 for (surfaceindex = submodel->submodelsurfaces_start;surfaceindex < submodel->submodelsurfaces_end;surfaceindex++)
3107                 {
3108                         surface = model->data_surfaces + surfaceindex;
3109                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3110                         if (l > 0)
3111                                 outbufferpos += l;
3112                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3113                         {
3114                                 if (outbufferpos >= outbuffermax >> 1)
3115                                 {
3116                                         outbuffermax *= 2;
3117                                         oldbuffer = outbuffer;
3118                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3119                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3120                                         Z_Free(oldbuffer);
3121                                 }
3122                                 a = e[0]+1;
3123                                 b = e[1]+1;
3124                                 c = e[2]+1;
3125                                 if(mod_obj_orientation.integer)
3126                                         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);
3127                                 else
3128                                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,c,c,c,b,b,b);
3129                                 if (l > 0)
3130                                         outbufferpos += l;
3131                         }
3132                 }
3133         }
3134
3135         // write the obj file
3136         FS_WriteFile(filename, outbuffer, outbufferpos);
3137
3138         // clean up
3139         Z_Free(outbuffer);
3140         Z_Free(texturenames);
3141
3142         // print some stats
3143         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3144 }
3145
3146 static void Mod_Decompile_SMD(model_t *model, const char *filename, int firstpose, int numposes, qbool writetriangles)
3147 {
3148         int countnodes = 0, counttriangles = 0, countframes = 0;
3149         int surfaceindex;
3150         int triangleindex;
3151         int transformindex;
3152         int poseindex;
3153         int cornerindex;
3154         const int *e;
3155         size_t l;
3156         size_t outbufferpos = 0;
3157         size_t outbuffermax = 0x100000;
3158         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3159         const msurface_t *surface;
3160         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3161         if (l > 0)
3162                 outbufferpos += l;
3163         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3164         {
3165                 if (outbufferpos >= outbuffermax >> 1)
3166                 {
3167                         outbuffermax *= 2;
3168                         oldbuffer = outbuffer;
3169                         outbuffer = (char *) Z_Malloc(outbuffermax);
3170                         memcpy(outbuffer, oldbuffer, outbufferpos);
3171                         Z_Free(oldbuffer);
3172                 }
3173                 countnodes++;
3174                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3175                 if (l > 0)
3176                         outbufferpos += l;
3177         }
3178         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3179         if (l > 0)
3180                 outbufferpos += l;
3181         for (poseindex = 0;poseindex < numposes;poseindex++)
3182         {
3183                 countframes++;
3184                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3185                 if (l > 0)
3186                         outbufferpos += l;
3187                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3188                 {
3189                         float angles[3];
3190                         float mtest[4][3];
3191                         matrix4x4_t posematrix;
3192                         if (outbufferpos >= outbuffermax >> 1)
3193                         {
3194                                 outbuffermax *= 2;
3195                                 oldbuffer = outbuffer;
3196                                 outbuffer = (char *) Z_Malloc(outbuffermax);
3197                                 memcpy(outbuffer, oldbuffer, outbufferpos);
3198                                 Z_Free(oldbuffer);
3199                         }
3200
3201                         // strangely the smd angles are for a transposed matrix, so we
3202                         // have to generate a transposed matrix, then convert that...
3203                         Matrix4x4_FromBonePose7s(&posematrix, model->num_posescale, model->data_poses7s + 7*(model->num_bones * poseindex + transformindex));
3204                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3205                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
3206                         if (angles[0] >= 180) angles[0] -= 360;
3207                         if (angles[1] >= 180) angles[1] -= 360;
3208                         if (angles[2] >= 180) angles[2] -= 360;
3209
3210 #if 0
3211 {
3212                         float a = DEG2RAD(angles[ROLL]);
3213                         float b = DEG2RAD(angles[PITCH]);
3214                         float c = DEG2RAD(angles[YAW]);
3215                         float cy, sy, cp, sp, cr, sr;
3216                         float test[4][3];
3217                         // smd matrix construction, for comparing
3218                         sy = sin(c);
3219                         cy = cos(c);
3220                         sp = sin(b);
3221                         cp = cos(b);
3222                         sr = sin(a);
3223                         cr = cos(a);
3224
3225                         test[0][0] = cp*cy;
3226                         test[0][1] = cp*sy;
3227                         test[0][2] = -sp;
3228                         test[1][0] = sr*sp*cy+cr*-sy;
3229                         test[1][1] = sr*sp*sy+cr*cy;
3230                         test[1][2] = sr*cp;
3231                         test[2][0] = (cr*sp*cy+-sr*-sy);
3232                         test[2][1] = (cr*sp*sy+-sr*cy);
3233                         test[2][2] = cr*cp;
3234                         test[3][0] = pose[9];
3235                         test[3][1] = pose[10];
3236                         test[3][2] = pose[11];
3237 }
3238 #endif
3239                         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]));
3240                         if (l > 0)
3241                                 outbufferpos += l;
3242                 }
3243         }
3244         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3245         if (l > 0)
3246                 outbufferpos += l;
3247         if (writetriangles)
3248         {
3249                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3250                 if (l > 0)
3251                         outbufferpos += l;
3252                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3253                 {
3254                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3255                         {
3256                                 counttriangles++;
3257                                 if (outbufferpos >= outbuffermax >> 1)
3258                                 {
3259                                         outbuffermax *= 2;
3260                                         oldbuffer = outbuffer;
3261                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3262                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3263                                         Z_Free(oldbuffer);
3264                                 }
3265                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3266                                 if (l > 0)
3267                                         outbufferpos += l;
3268                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3269                                 {
3270                                         const int index = e[2-cornerindex];
3271                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
3272                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
3273                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3274                                         const int b = model->surfmesh.blends[index];
3275                                         if (b < model->num_bones)
3276                                                 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]);
3277                                         else
3278                                         {
3279                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3280                                                 const unsigned char *wi = w->index;
3281                                                 const unsigned char *wf = w->influence;
3282                                             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);
3283                                                 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);
3284                                                 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);
3285                                                 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]);
3286                                         }
3287                                         if (l > 0)
3288                                                 outbufferpos += l;
3289                                 }
3290                         }
3291                 }
3292                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3293                 if (l > 0)
3294                         outbufferpos += l;
3295         }
3296
3297         FS_WriteFile(filename, outbuffer, outbufferpos);
3298         Z_Free(outbuffer);
3299
3300         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3301 }
3302
3303 /*
3304 ================
3305 Mod_Decompile_f
3306
3307 decompiles a model to editable files
3308 ================
3309 */
3310 static void Mod_Decompile_f(cmd_state_t *cmd)
3311 {
3312         int i, j, k, l, first, count;
3313         model_t *mod;
3314         char inname[MAX_QPATH];
3315         char outname[MAX_QPATH];
3316         char mtlname[MAX_QPATH];
3317         char basename[MAX_QPATH];
3318         char animname[MAX_QPATH];
3319         char animname2[MAX_QPATH];
3320         char zymtextbuffer[16384];
3321         char dpmtextbuffer[16384];
3322         char framegroupstextbuffer[16384];
3323         int zymtextsize = 0;
3324         int dpmtextsize = 0;
3325         int framegroupstextsize = 0;
3326         char vabuf[1024];
3327
3328         if (Cmd_Argc(cmd) != 2)
3329         {
3330                 Con_Print("usage: modeldecompile <filename>\n");
3331                 return;
3332         }
3333
3334         strlcpy(inname, Cmd_Argv(cmd, 1), sizeof(inname));
3335         FS_StripExtension(inname, basename, sizeof(basename));
3336
3337         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3338         if (!mod)
3339         {
3340                 Con_Print("No such model\n");
3341                 return;
3342         }
3343         if (mod->brush.submodel)
3344         {
3345                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3346                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3347                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3348                 outname[0] = 0;
3349         }
3350         if (!mod->surfmesh.num_triangles)
3351         {
3352                 Con_Print("Empty model (or sprite)\n");
3353                 return;
3354         }
3355
3356         // export OBJ if possible (not on sprites)
3357         if (mod->surfmesh.num_triangles)
3358         {
3359                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3360                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3361                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3362         }
3363
3364         // export SMD if possible (only for skeletal models)
3365         if (mod->surfmesh.num_triangles && mod->num_bones)
3366         {
3367                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3368                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3369                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3370                 if (l > 0) zymtextsize += l;
3371                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3372                 if (l > 0) dpmtextsize += l;
3373                 for (i = 0;i < mod->numframes;i = j)
3374                 {
3375                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3376                         first = mod->animscenes[i].firstframe;
3377                         if (mod->animscenes[i].framecount > 1)
3378                         {
3379                                 // framegroup anim
3380                                 count = mod->animscenes[i].framecount;
3381                                 j = i + 1;
3382                         }
3383                         else
3384                         {
3385                                 // individual frame
3386                                 // check for additional frames with same name
3387                                 for (l = 0, k = (int)strlen(animname);animname[l];l++)
3388                                         if(animname[l] < '0' || animname[l] > '9')
3389                                                 k = l + 1;
3390                                 if(k > 0 && animname[k-1] == '_')
3391                                         --k;
3392                                 animname[k] = 0;
3393                                 count = mod->num_poses - first;
3394                                 for (j = i + 1;j < mod->numframes;j++)
3395                                 {
3396                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3397                                         for (l = 0, k = (int)strlen(animname2);animname2[l];l++)
3398                                                 if(animname2[l] < '0' || animname2[l] > '9')
3399                                                         k = l + 1;
3400                                         if(k > 0 && animname[k-1] == '_')
3401                                                 --k;
3402                                         animname2[k] = 0;
3403                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3404                                         {
3405                                                 count = mod->animscenes[j].firstframe - first;
3406                                                 break;
3407                                         }
3408                                 }
3409                                 // if it's only one frame, use the original frame name
3410                                 if (j == i + 1)
3411                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3412                                 
3413                         }
3414                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3415                         Mod_Decompile_SMD(mod, outname, first, count, false);
3416                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3417                         {
3418                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3419                                 if (l > 0) zymtextsize += l;
3420                         }
3421                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3422                         {
3423                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3424                                 if (l > 0) dpmtextsize += l;
3425                         }
3426                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3427                         {
3428                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3429                                 if (l > 0) framegroupstextsize += l;
3430                         }
3431                 }
3432                 if (zymtextsize)
3433                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3434                 if (dpmtextsize)
3435                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3436                 if (framegroupstextsize)
3437                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3438         }
3439 }
3440
3441 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, mempool_t *mempool, int width, int height)
3442 {
3443         int y;
3444         memset(state, 0, sizeof(*state));
3445         state->width = width;
3446         state->height = height;
3447         state->currentY = 0;
3448         state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(mempool, state->height * sizeof(*state->rows));
3449         for (y = 0;y < state->height;y++)
3450         {
3451                 state->rows[y].currentX = 0;
3452                 state->rows[y].rowY = -1;
3453         }
3454 }
3455
3456 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3457 {
3458         int y;
3459         state->currentY = 0;
3460         for (y = 0;y < state->height;y++)
3461         {
3462                 state->rows[y].currentX = 0;
3463                 state->rows[y].rowY = -1;
3464         }
3465 }
3466
3467 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3468 {
3469         if (state->rows)
3470                 Mem_Free(state->rows);
3471         memset(state, 0, sizeof(*state));
3472 }
3473
3474 qbool Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3475 {
3476         mod_alloclightmap_row_t *row;
3477         int y;
3478
3479         row = state->rows + blockheight;
3480         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3481         {
3482                 if (state->currentY + blockheight <= state->height)
3483                 {
3484                         // use the current allocation position
3485                         row->rowY = state->currentY;
3486                         row->currentX = 0;
3487                         state->currentY += blockheight;
3488                 }
3489                 else
3490                 {
3491                         // find another position
3492                         for (y = blockheight;y < state->height;y++)
3493                         {
3494                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3495                                 {
3496                                         row = state->rows + y;
3497                                         break;
3498                                 }
3499                         }
3500                         if (y == state->height)
3501                                 return false;
3502                 }
3503         }
3504         *outy = row->rowY;
3505         *outx = row->currentX;
3506         row->currentX += blockwidth;
3507
3508         return true;
3509 }
3510
3511 typedef struct lightmapsample_s
3512 {
3513         float pos[3];
3514         float sh1[4][3];
3515         float *vertex_color;
3516         unsigned char *lm_bgr;
3517         unsigned char *lm_dir;
3518 }
3519 lightmapsample_t;
3520
3521 typedef struct lightmapvertex_s
3522 {
3523         int index;
3524         float pos[3];
3525         float normal[3];
3526         float texcoordbase[2];
3527         float texcoordlightmap[2];
3528         float lightcolor[4];
3529 }
3530 lightmapvertex_t;
3531
3532 typedef struct lightmaptriangle_s
3533 {
3534         int triangleindex;
3535         int surfaceindex;
3536         int lightmapindex;
3537         int axis;
3538         int lmoffset[2];
3539         int lmsize[2];
3540         // 2D modelspace coordinates of min corner
3541         // snapped to lightmap grid but not in grid coordinates
3542         float lmbase[2];
3543         // 2D modelspace to lightmap coordinate scale
3544         float lmscale[2];
3545         float vertex[3][3];
3546         float mins[3];
3547         float maxs[3];
3548 }
3549 lightmaptriangle_t;
3550
3551 typedef struct lightmaplight_s
3552 {
3553         float origin[3];
3554         float radius;
3555         float iradius;
3556         float radius2;
3557         float color[3];
3558         svbsp_t svbsp;
3559 }
3560 lightmaplight_t;
3561
3562 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3563
3564 #define MAX_LIGHTMAPSAMPLES 64
3565 static int mod_generatelightmaps_numoffsets[3];
3566 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3567
3568 static int mod_generatelightmaps_numlights;
3569 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3570
3571 extern cvar_t r_shadow_lightattenuationdividebias;
3572 extern cvar_t r_shadow_lightattenuationlinearscale;
3573
3574 static void Mod_GenerateLightmaps_LightPoint(model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3575 {
3576         int i;
3577         int index;
3578         int result;
3579         float relativepoint[3];
3580         float color[3];
3581         float dir[3];
3582         float dist;
3583         float dist2;
3584         float intensity;
3585         float sample[5*3];
3586         float lightorigin[3];
3587         float lightradius;
3588         float lightradius2;
3589         float lightiradius;
3590         float lightcolor[3];
3591         trace_t trace;
3592         for (i = 0;i < 5*3;i++)
3593                 sample[i] = 0.0f;
3594         for (index = 0;;index++)
3595         {
3596                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3597                 if (result < 0)
3598                         break;
3599                 if (result == 0)
3600                         continue;
3601                 lightradius2 = lightradius * lightradius;
3602                 VectorSubtract(lightorigin, pos, relativepoint);
3603                 dist2 = VectorLength2(relativepoint);
3604                 if (dist2 >= lightradius2)
3605                         continue;
3606                 lightiradius = 1.0f / lightradius;
3607                 dist = sqrt(dist2) * lightiradius;
3608                 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3609                 if (intensity <= 0.0f)
3610                         continue;
3611                 if (model && model->TraceLine)
3612                 {
3613                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT | MATERIALFLAG_NOSHADOW);
3614                         if (trace.fraction < 1)
3615                                 continue;
3616                 }
3617                 // scale down intensity to add to both ambient and diffuse
3618                 //intensity *= 0.5f;
3619                 VectorNormalize(relativepoint);
3620                 VectorScale(lightcolor, intensity, color);
3621                 VectorMA(sample    , 0.5f            , color, sample    );
3622                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3623                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3624                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3625                 // calculate a weighted average light direction as well
3626                 intensity *= VectorLength(color);
3627                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3628         }
3629         // calculate the direction we'll use to reduce the sample to a directional light source
3630         VectorCopy(sample + 12, dir);
3631         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3632         VectorNormalize(dir);
3633         // extract the diffuse color along the chosen direction and scale it
3634         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3635         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3636         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3637         // subtract some of diffuse from ambient
3638         VectorMA(sample, -0.333f, diffuse, ambient);
3639         // store the normalized lightdir
3640         VectorCopy(dir, lightdir);
3641 }
3642
3643 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3644 {
3645         int surfaceindex;
3646         int triangleindex;
3647         const msurface_t *surface;
3648         const float *vertex3f = model->surfmesh.data_vertex3f;
3649         const int *element3i = model->surfmesh.data_element3i;
3650         const int *e;
3651         float v2[3][3];
3652         for (surfaceindex = model->submodelsurfaces_start;surfaceindex < model->submodelsurfaces_end;surfaceindex++)
3653         {
3654                 surface = model->data_surfaces + surfaceindex;
3655                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3656                         continue;
3657                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3658                         continue;
3659                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3660                 {
3661                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3662                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3663                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3664                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3665                 }
3666         }
3667 }
3668
3669 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model_t *model, lightmaplight_t *lightinfo)
3670 {
3671         int maxnodes = 1<<14;
3672         svbsp_node_t *nodes;
3673         float origin[3];
3674         float mins[3];
3675         float maxs[3];
3676         svbsp_t svbsp;
3677         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3678         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3679         VectorCopy(lightinfo->origin, origin);
3680         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3681         for (;;)
3682         {
3683                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3684                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3685                 if (svbsp.ranoutofnodes)
3686                 {
3687                         maxnodes *= 16;
3688                         if (maxnodes > 1<<22)
3689                         {
3690                                 Mem_Free(nodes);
3691                                 return;
3692                         }
3693                         Mem_Free(nodes);
3694                         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3695                 }
3696                 else
3697                         break;
3698         }
3699         if (svbsp.numnodes > 0)
3700         {
3701                 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3702                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3703                 lightinfo->svbsp = svbsp;
3704         }
3705         Mem_Free(nodes);
3706 }
3707
3708 static void Mod_GenerateLightmaps_CreateLights(model_t *model)
3709 {
3710         int index;
3711         int result;
3712         lightmaplight_t *lightinfo;
3713         float origin[3];
3714         float radius;
3715         float color[3];
3716         mod_generatelightmaps_numlights = 0;
3717         for (index = 0;;index++)
3718         {
3719                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3720                 if (result < 0)
3721                         break;
3722                 if (result > 0)
3723                         mod_generatelightmaps_numlights++;
3724         }
3725         if (mod_generatelightmaps_numlights > 0)
3726         {
3727                 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3728                 lightinfo = mod_generatelightmaps_lightinfo;
3729                 for (index = 0;;index++)
3730                 {
3731                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3732                         if (result < 0)
3733                                 break;
3734                         if (result > 0)
3735                                 lightinfo++;
3736                 }
3737         }
3738         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3739         {
3740                 lightinfo->iradius = 1.0f / lightinfo->radius;
3741                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3742                 // TODO: compute svbsp
3743                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3744         }
3745 }
3746
3747 static void Mod_GenerateLightmaps_DestroyLights(model_t *model)
3748 {
3749         int i;
3750         if (mod_generatelightmaps_lightinfo)
3751         {
3752                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3753                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3754                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3755                 Mem_Free(mod_generatelightmaps_lightinfo);
3756         }
3757         mod_generatelightmaps_lightinfo = NULL;
3758         mod_generatelightmaps_numlights = 0;
3759 }
3760
3761 static qbool Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3762 {
3763         const svbsp_node_t *node;
3764         const svbsp_node_t *nodes = svbsp->nodes;
3765         int num = 0;
3766         while (num >= 0)
3767         {
3768                 node = nodes + num;
3769                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3770         }
3771         return num == -1; // true if empty, false if solid (shadowed)
3772 }
3773
3774 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3775 {
3776         int i;
3777         float relativepoint[3];
3778         float color[3];
3779         float offsetpos[3];
3780         float dist;
3781         float dist2;
3782         float intensity;
3783         int offsetindex;
3784         int hits;
3785         int tests;
3786         const lightmaplight_t *lightinfo;
3787         trace_t trace;
3788         for (i = 0;i < 5*3;i++)
3789                 sample[i] = 0.0f;
3790         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3791         {
3792                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3793                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3794                 // don't accept light from behind a surface, it causes bad shading
3795                 if (normal && DotProduct(relativepoint, normal) <= 0)
3796                         continue;
3797                 dist2 = VectorLength2(relativepoint);
3798                 if (dist2 >= lightinfo->radius2)
3799                         continue;
3800                 dist = sqrt(dist2) * lightinfo->iradius;
3801                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3802                 if (intensity <= 0)
3803                         continue;
3804                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3805                 {
3806                         hits = 0;
3807                         tests = 1;
3808                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3809                                 hits++;
3810                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3811                         {
3812                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3813                                 if (!normal)
3814                                 {
3815                                         // for light grid we'd better check visibility of the offset point
3816                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT | MATERIALFLAG_NOSHADOW);
3817                                         if (trace.fraction < 1)
3818                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3819                                 }
3820                                 tests++;
3821                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3822                                         hits++;
3823                         }
3824                         if (!hits)
3825                                 continue;
3826                         // scale intensity according to how many rays succeeded
3827                         // we know one test is valid, half of the rest will fail...
3828                         //if (normal && tests > 1)
3829                         //      intensity *= (tests - 1.0f) / tests;
3830                         intensity *= (float)hits / tests;
3831                 }
3832                 // scale down intensity to add to both ambient and diffuse
3833                 //intensity *= 0.5f;
3834                 VectorNormalize(relativepoint);
3835                 VectorScale(lightinfo->color, intensity, color);
3836                 VectorMA(sample    , 0.5f            , color, sample    );
3837                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3838                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3839                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3840                 // calculate a weighted average light direction as well
3841                 intensity *= VectorLength(color);
3842                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3843         }
3844 }
3845
3846 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3847 {
3848         float sample[5*3];
3849         float color[3];
3850         float dir[3];
3851         float f;
3852         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3853         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3854         VectorCopy(sample + 12, dir);
3855         VectorNormalize(dir);
3856         //VectorAdd(dir, normal, dir);
3857         //VectorNormalize(dir);
3858         f = DotProduct(dir, normal);
3859         f = max(0, f) * 255.0f;
3860         VectorScale(sample, f, color);
3861         //VectorCopy(normal, dir);
3862         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3863         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3864         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3865         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3866         lm_bgr[3] = 255;
3867         lm_dir[0] = (unsigned char)dir[2];
3868         lm_dir[1] = (unsigned char)dir[1];
3869         lm_dir[2] = (unsigned char)dir[0];
3870         lm_dir[3] = 255;
3871 }
3872
3873 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3874 {
3875         float sample[5*3];
3876         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3877         VectorCopy(sample, vertex_color);
3878 }
3879
3880 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3881 {
3882         float sample[5*3];
3883         float ambient[3];
3884         float diffuse[3];
3885         float dir[3];
3886         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3887         // calculate the direction we'll use to reduce the sample to a directional light source
3888         VectorCopy(sample + 12, dir);
3889         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3890         VectorNormalize(dir);
3891         // extract the diffuse color along the chosen direction and scale it
3892         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3893         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3894         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3895         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3896         VectorScale(sample, 127.5f, ambient);
3897         VectorMA(ambient, -0.333f, diffuse, ambient);
3898         // encode to the grid format
3899         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3900         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3901         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3902         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3903         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3904         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3905         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3906         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3907         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));}
3908 }
3909
3910 static void Mod_GenerateLightmaps_InitSampleOffsets(model_t *model)
3911 {
3912         float radius[3];
3913         float temp[3];
3914         int i, j;
3915         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3916         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3917         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3918         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3919         radius[0] = mod_generatelightmaps_lightmapradius.value;
3920         radius[1] = mod_generatelightmaps_vertexradius.value;
3921         radius[2] = mod_generatelightmaps_gridradius.value;
3922         for (i = 0;i < 3;i++)
3923         {
3924                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3925                 {
3926                         VectorRandom(temp);
3927                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3928                 }
3929         }
3930 }
3931
3932 static void Mod_GenerateLightmaps_DestroyLightmaps(model_t *model)
3933 {
3934         msurface_t *surface;
3935         int surfaceindex;
3936         int i;
3937         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3938         {
3939                 surface = model->data_surfaces + surfaceindex;
3940                 surface->lightmaptexture = NULL;
3941                 surface->deluxemaptexture = NULL;
3942         }
3943         if (model->brushq3.data_lightmaps)
3944         {
3945                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3946                         if (model->brushq3.data_lightmaps[i])
3947                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3948                 Mem_Free(model->brushq3.data_lightmaps);
3949                 model->brushq3.data_lightmaps = NULL;
3950         }
3951         if (model->brushq3.data_deluxemaps)
3952         {
3953                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3954                         if (model->brushq3.data_deluxemaps[i])
3955                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3956                 Mem_Free(model->brushq3.data_deluxemaps);
3957                 model->brushq3.data_deluxemaps = NULL;
3958         }
3959 }
3960
3961 static void Mod_GenerateLightmaps_UnweldTriangles(model_t *model)
3962 {
3963         msurface_t *surface;
3964         int surfaceindex;
3965         int vertexindex;
3966         int outvertexindex;
3967         int i;
3968         const int *e;
3969         surfmesh_t oldsurfmesh;
3970         size_t size;
3971         unsigned char *data;
3972         oldsurfmesh = model->surfmesh;
3973         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3974         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3975         size = 0;
3976         size += model->surfmesh.num_vertices * sizeof(float[3]);
3977         size += model->surfmesh.num_vertices * sizeof(float[3]);
3978         size += model->surfmesh.num_vertices * sizeof(float[3]);
3979         size += model->surfmesh.num_vertices * sizeof(float[3]);
3980         size += model->surfmesh.num_vertices * sizeof(float[2]);
3981         size += model->surfmesh.num_vertices * sizeof(float[2]);
3982         size += model->surfmesh.num_vertices * sizeof(float[4]);
3983         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3984         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3985         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3986         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3987         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3988         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3989         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3990         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3991         if (model->surfmesh.num_vertices > 65536)
3992                 model->surfmesh.data_element3s = NULL;
3993
3994         if (model->surfmesh.data_element3i_indexbuffer && !model->surfmesh.data_element3i_indexbuffer->isdynamic)
3995                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3996         model->surfmesh.data_element3i_indexbuffer = NULL;
3997         if (model->surfmesh.data_element3s_indexbuffer && !model->surfmesh.data_element3s_indexbuffer->isdynamic)
3998                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3999         model->surfmesh.data_element3s_indexbuffer = NULL;
4000         if (model->surfmesh.data_vertex3f_vertexbuffer && !model->surfmesh.data_vertex3f_vertexbuffer->isdynamic)
4001                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_vertex3f_vertexbuffer);
4002         model->surfmesh.data_vertex3f_vertexbuffer = NULL;
4003         model->surfmesh.data_svector3f_vertexbuffer = NULL;
4004         model->surfmesh.data_tvector3f_vertexbuffer = NULL;
4005         model->surfmesh.data_normal3f_vertexbuffer = NULL;
4006         model->surfmesh.data_texcoordtexture2f_vertexbuffer = NULL;
4007         model->surfmesh.data_texcoordlightmap2f_vertexbuffer = NULL;
4008         model->surfmesh.data_lightmapcolor4f_vertexbuffer = NULL;
4009         model->surfmesh.data_skeletalindex4ub_vertexbuffer = NULL;
4010         model->surfmesh.data_skeletalweight4ub_vertexbuffer = NULL;
4011
4012         // convert all triangles to unique vertex data
4013         outvertexindex = 0;
4014         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4015         {
4016                 surface = model->data_surfaces + surfaceindex;
4017                 surface->num_firstvertex = outvertexindex;
4018                 surface->num_vertices = surface->num_triangles*3;
4019                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
4020                 for (i = 0;i < surface->num_triangles*3;i++)
4021                 {
4022                         vertexindex = e[i];
4023                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4024                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4025                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4026                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4027                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4028                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4029                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4030                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4031                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4032                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4033                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4034                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4035                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4036                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4037                         if (oldsurfmesh.data_texcoordlightmap2f)
4038                         {
4039                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4040                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4041                         }
4042                         if (oldsurfmesh.data_lightmapcolor4f)
4043                         {
4044                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4045                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4046                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4047                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4048                         }
4049                         else
4050                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4051                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4052                         outvertexindex++;
4053                 }
4054         }
4055         if (model->surfmesh.data_element3s)
4056                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4057                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4058
4059         // find and update all submodels to use this new surfmesh data
4060         for (i = 0;i < model->brush.numsubmodels;i++)
4061                 model->brush.submodels[i]->surfmesh = model->surfmesh;
4062 }
4063
4064 static void Mod_GenerateLightmaps_CreateTriangleInformation(model_t *model)
4065 {
4066         msurface_t *surface;
4067         int surfaceindex;
4068         int i;
4069         int axis;
4070         float normal[3];
4071         const int *e;
4072         lightmaptriangle_t *triangle;
4073         // generate lightmap triangle structs
4074         mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4075         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4076         {
4077                 surface = model->data_surfaces + surfaceindex;
4078                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4079                 for (i = 0;i < surface->num_triangles;i++)
4080                 {
4081                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4082                         triangle->triangleindex = surface->num_firsttriangle+i;
4083                         triangle->surfaceindex = surfaceindex;
4084                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4085                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4086                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4087                         // calculate bounds of triangle
4088                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4089                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4090                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4091                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4092                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4093                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4094                         // pick an axial projection based on the triangle normal
4095                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4096                         axis = 0;
4097                         if (fabs(normal[1]) > fabs(normal[axis]))
4098                                 axis = 1;
4099                         if (fabs(normal[2]) > fabs(normal[axis]))
4100                                 axis = 2;
4101                         triangle->axis = axis;
4102                 }
4103         }
4104 }
4105
4106 static void Mod_GenerateLightmaps_DestroyTriangleInformation(model_t *model)
4107 {
4108         if (mod_generatelightmaps_lightmaptriangles)
4109                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4110         mod_generatelightmaps_lightmaptriangles = NULL;
4111 }
4112
4113 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4114
4115 static void Mod_GenerateLightmaps_CreateLightmaps(model_t *model)
4116 {
4117         msurface_t *surface;
4118         int surfaceindex;
4119         int lightmapindex;
4120         int lightmapnumber;
4121         int i;
4122         int j;
4123         int k;
4124         int x;
4125         int y;
4126         int axis;
4127         int axis1;
4128         int axis2;
4129         int retry;
4130         int pixeloffset;
4131         float trianglenormal[3];
4132         float samplecenter[3];
4133         float samplenormal[3];
4134         float temp[3];
4135         float lmiscale[2];
4136         float slopex;
4137         float slopey;
4138         float slopebase;
4139         float lmscalepixels;
4140         float lmmins;
4141         float lmmaxs;
4142         float lm_basescalepixels;
4143         int lm_borderpixels;
4144         int lm_texturesize;
4145         //int lm_maxpixels;
4146         const int *e;
4147         lightmaptriangle_t *triangle;
4148         unsigned char *lightmappixels;
4149         unsigned char *deluxemappixels;
4150         mod_alloclightmap_state_t lmstate;
4151         char vabuf[1024];
4152
4153         // generate lightmap projection information for all triangles
4154         if (model->texturepool == NULL)
4155                 model->texturepool = R_AllocTexturePool();
4156         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4157         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4158         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4159         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4160         Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
4161         lightmapnumber = 0;
4162         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4163         {
4164                 surface = model->data_surfaces + surfaceindex;
4165                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4166                 lmscalepixels = lm_basescalepixels;
4167                 for (retry = 0;retry < 30;retry++)
4168                 {
4169                         // after a couple failed attempts, degrade quality to make it fit
4170                         if (retry > 1)
4171                                 lmscalepixels *= 0.5f;
4172                         for (i = 0;i < surface->num_triangles;i++)
4173                         {
4174                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4175                                 triangle->lightmapindex = lightmapnumber;
4176                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4177                                 // pick two planar axes for projection
4178                                 // lightmap coordinates here are in pixels
4179                                 // lightmap projections are snapped to pixel grid explicitly, such
4180                                 // that two neighboring triangles sharing an edge and projection
4181                                 // axis will have identical sample spacing along their shared edge
4182                                 k = 0;
4183                                 for (j = 0;j < 3;j++)
4184                                 {
4185                                         if (j == triangle->axis)
4186                                                 continue;
4187                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4188                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4189                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4190                                         triangle->lmbase[k] = lmmins/lmscalepixels;
4191                                         triangle->lmscale[k] = lmscalepixels;
4192                                         k++;
4193                                 }
4194                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4195                                         break;
4196                         }
4197                         // if all fit in this texture, we're done with this surface
4198                         if (i == surface->num_triangles)
4199                                 break;
4200                         // if we haven't maxed out the lightmap size yet, we retry the
4201                         // entire surface batch...
4202                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4203                         {
4204                                 lm_texturesize *= 2;
4205                                 surfaceindex = -1;
4206                                 lightmapnumber = 0;
4207                                 Mod_AllocLightmap_Free(&lmstate);
4208                                 Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
4209                                 break;
4210                         }
4211                         // if we have maxed out the lightmap size, and this triangle does
4212                         // not fit in the same texture as the rest of the surface, we have
4213                         // to retry the entire surface in a new texture (can only use one)
4214                         // with multiple retries, the lightmap quality degrades until it
4215                         // fits (or gives up)
4216                         if (surfaceindex > 0)
4217                                 lightmapnumber++;
4218                         Mod_AllocLightmap_Reset(&lmstate);
4219                 }
4220         }
4221         lightmapnumber++;
4222         Mod_AllocLightmap_Free(&lmstate);
4223
4224         // now put triangles together into lightmap textures, and do not allow
4225         // triangles of a surface to go into different textures (as that would
4226         // require rewriting the surface list)
4227         model->brushq3.deluxemapping_modelspace = true;
4228         model->brushq3.deluxemapping = true;
4229         model->brushq3.num_mergedlightmaps = lightmapnumber;
4230         model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4231         model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4232         lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4233         deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4234         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4235         {
4236                 surface = model->data_surfaces + surfaceindex;
4237                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4238                 for (i = 0;i < surface->num_triangles;i++)
4239                 {
4240                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4241                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4242                         VectorNormalize(trianglenormal);
4243                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4244                         axis = triangle->axis;
4245                         axis1 = axis == 0 ? 1 : 0;
4246                         axis2 = axis == 2 ? 1 : 2;
4247                         lmiscale[0] = 1.0f / triangle->lmscale[0];
4248                         lmiscale[1] = 1.0f / triangle->lmscale[1];
4249                         if (trianglenormal[axis] < 0)
4250                                 VectorNegate(trianglenormal, trianglenormal);
4251                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4252                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4253                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4254                         for (j = 0;j < 3;j++)
4255                         {
4256                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4257                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4258                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4259 #if 0
4260                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4261                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4262                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4263                                 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]);
4264 #endif
4265                         }
4266
4267 #if 0
4268                         switch (axis)
4269                         {
4270                         default:
4271                         case 0:
4272                                 forward[0] = 0;
4273                                 forward[1] = 1.0f / triangle->lmscale[0];
4274                                 forward[2] = 0;
4275                                 left[0] = 0;
4276                                 left[1] = 0;
4277                                 left[2] = 1.0f / triangle->lmscale[1];
4278                                 up[0] = 1.0f;
4279                                 up[1] = 0;
4280                                 up[2] = 0;
4281                                 origin[0] = 0;
4282                                 origin[1] = triangle->lmbase[0];
4283                                 origin[2] = triangle->lmbase[1];
4284                                 break;
4285                         case 1:
4286                                 forward[0] = 1.0f / triangle->lmscale[0];
4287                                 forward[1] = 0;
4288                                 forward[2] = 0;
4289                                 left[0] = 0;
4290                                 left[1] = 0;
4291                                 left[2] = 1.0f / triangle->lmscale[1];
4292                                 up[0] = 0;
4293                                 up[1] = 1.0f;
4294                                 up[2] = 0;
4295                                 origin[0] = triangle->lmbase[0];
4296                                 origin[1] = 0;
4297                                 origin[2] = triangle->lmbase[1];
4298                                 break;
4299                         case 2:
4300                                 forward[0] = 1.0f / triangle->lmscale[0];
4301                                 forward[1] = 0;
4302                                 forward[2] = 0;
4303                                 left[0] = 0;
4304                                 left[1] = 1.0f / triangle->lmscale[1];
4305                                 left[2] = 0;
4306                                 up[0] = 0;
4307                                 up[1] = 0;
4308                                 up[2] = 1.0f;
4309                                 origin[0] = triangle->lmbase[0];
4310                                 origin[1] = triangle->lmbase[1];
4311                                 origin[2] = 0;
4312                                 break;
4313                         }
4314                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4315 #endif
4316 #define LM_DIST_EPSILON (1.0f / 32.0f)
4317                         for (y = 0;y < triangle->lmsize[1];y++)
4318                         {
4319                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4320                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4321                                 {
4322                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4323                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4324                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4325                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4326                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4327                                 }
4328                         }
4329                 }
4330         }
4331
4332         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4333         {
4334                 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);
4335                 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);
4336         }
4337
4338         if (lightmappixels)
4339                 Mem_Free(lightmappixels);
4340         if (deluxemappixels)
4341                 Mem_Free(deluxemappixels);
4342
4343         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4344         {
4345                 surface = model->data_surfaces + surfaceindex;
4346                 if (!surface->num_triangles)
4347                         continue;
4348                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4349                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4350                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4351                 surface->lightmapinfo = NULL;
4352         }
4353
4354         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4355         model->brushq1.lightdata = NULL;
4356         model->brushq1.lightmapupdateflags = NULL;
4357         model->brushq1.firstrender = false;
4358         model->brushq1.num_lightstyles = 0;
4359         model->brushq1.data_lightstyleinfo = NULL;
4360         for (i = 0;i < model->brush.numsubmodels;i++)
4361         {
4362                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4363                 model->brush.submodels[i]->brushq1.firstrender = false;
4364                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4365                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4366         }
4367 }
4368
4369 static void Mod_GenerateLightmaps_UpdateVertexColors(model_t *model)
4370 {
4371         int i;
4372         for (i = 0;i < model->surfmesh.num_vertices;i++)
4373                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4374 }
4375
4376 static void Mod_GenerateLightmaps_UpdateLightGrid(model_t *model)
4377 {
4378         int x;
4379         int y;
4380         int z;
4381         int index = 0;
4382         float pos[3];
4383         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4384         {
4385                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4386                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4387                 {
4388                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4389                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4390                         {
4391                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4392                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4393                         }
4394                 }
4395         }
4396 }
4397
4398 extern cvar_t mod_q3bsp_nolightmaps;
4399 static void Mod_GenerateLightmaps(model_t *model)
4400 {
4401         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4402         model_t *oldloadmodel = loadmodel;
4403         loadmodel = model;
4404
4405         Mod_GenerateLightmaps_InitSampleOffsets(model);
4406         Mod_GenerateLightmaps_DestroyLightmaps(model);
4407         Mod_GenerateLightmaps_UnweldTriangles(model);
4408         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4409         Mod_GenerateLightmaps_CreateLights(model);
4410         if(!mod_q3bsp_nolightmaps.integer)
4411                 Mod_GenerateLightmaps_CreateLightmaps(model);
4412         Mod_GenerateLightmaps_UpdateVertexColors(model);
4413         Mod_GenerateLightmaps_UpdateLightGrid(model);
4414         Mod_GenerateLightmaps_DestroyLights(model);
4415         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4416
4417         loadmodel = oldloadmodel;
4418 }
4419
4420 static void Mod_GenerateLightmaps_f(cmd_state_t *cmd)
4421 {
4422         if (Cmd_Argc(cmd) != 1)
4423         {
4424                 Con_Printf("usage: mod_generatelightmaps\n");
4425                 return;
4426         }
4427         if (!cl.worldmodel)
4428         {
4429                 Con_Printf("no worldmodel loaded\n");
4430                 return;
4431         }
4432         Mod_GenerateLightmaps(cl.worldmodel);
4433 }
4434
4435 void Mod_Mesh_Create(model_t *mod, const char *name)
4436 {
4437         memset(mod, 0, sizeof(*mod));
4438         strlcpy(mod->name, name, sizeof(mod->name));
4439         mod->mempool = Mem_AllocPool(name, 0, NULL);
4440         mod->texturepool = R_AllocTexturePool();
4441         mod->Draw = R_Mod_Draw;
4442         mod->DrawDepth = R_Mod_DrawDepth;
4443         mod->DrawDebug = R_Mod_DrawDebug;
4444         mod->DrawPrepass = R_Mod_DrawPrepass;
4445         mod->GetLightInfo = R_Mod_GetLightInfo;
4446         mod->DrawShadowMap = R_Mod_DrawShadowMap;
4447         mod->DrawLight = R_Mod_DrawLight;
4448 }
4449
4450 void Mod_Mesh_Destroy(model_t *mod)
4451 {
4452         Mod_UnloadModel(mod);
4453 }
4454
4455 // resets the mesh model to have no geometry to render, ready for a new frame -
4456 // the mesh will be prepared for rendering later using Mod_Mesh_Finalize
4457 void Mod_Mesh_Reset(model_t *mod)
4458 {
4459         mod->num_surfaces = 0;
4460         mod->surfmesh.num_vertices = 0;
4461         mod->surfmesh.num_triangles = 0;
4462         memset(mod->surfmesh.data_vertexhash, -1, mod->surfmesh.num_vertexhashsize * sizeof(*mod->surfmesh.data_vertexhash));
4463         mod->DrawSky = NULL; // will be set if a texture needs it
4464         mod->DrawAddWaterPlanes = NULL; // will be set if a texture needs it
4465 }
4466
4467 texture_t *Mod_Mesh_GetTexture(model_t *mod, const char *name, int defaultdrawflags, int defaulttexflags, int defaultmaterialflags)
4468 {
4469         int i;
4470         texture_t *t;
4471         int drawflag = defaultdrawflags & DRAWFLAG_MASK;
4472         for (i = 0, t = mod->data_textures; i < mod->num_textures; i++, t++)
4473                 if (!strcmp(t->name, name) && t->mesh_drawflag == drawflag && t->mesh_defaulttexflags == defaulttexflags && t->mesh_defaultmaterialflags == defaultmaterialflags)
4474                         return t;
4475         if (mod->max_textures <= mod->num_textures)
4476         {
4477                 texture_t *oldtextures = mod->data_textures;
4478                 mod->max_textures = max(mod->max_textures * 2, 1024);
4479                 mod->data_textures = (texture_t *)Mem_Realloc(mod->mempool, mod->data_textures, mod->max_textures * sizeof(*mod->data_textures));
4480                 // update the pointers
4481                 for (i = 0; i < mod->num_surfaces; i++)
4482                         mod->data_surfaces[i].texture = mod->data_textures + (mod->data_surfaces[i].texture - oldtextures);
4483         }
4484         t = &mod->data_textures[mod->num_textures++];
4485         Mod_LoadTextureFromQ3Shader(mod->mempool, mod->name, t, name, true, true, defaulttexflags, defaultmaterialflags);
4486         t->mesh_drawflag = drawflag;
4487         t->mesh_defaulttexflags = defaulttexflags;
4488         t->mesh_defaultmaterialflags = defaultmaterialflags;
4489         switch (defaultdrawflags & DRAWFLAG_MASK)
4490         {
4491         case DRAWFLAG_ADDITIVE:
4492                 t->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED;
4493                 t->currentmaterialflags = t->basematerialflags;
4494                 break;
4495         case DRAWFLAG_MODULATE:
4496                 t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
4497                 t->currentmaterialflags = t->basematerialflags;
4498                 t->customblendfunc[0] = GL_DST_COLOR;
4499                 t->customblendfunc[1] = GL_ZERO;
4500                 break;
4501         case DRAWFLAG_2XMODULATE:
4502                 t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
4503                 t->currentmaterialflags = t->basematerialflags;
4504                 t->customblendfunc[0] = GL_DST_COLOR;
4505                 t->customblendfunc[1] = GL_SRC_COLOR;
4506                 break;
4507         case DRAWFLAG_SCREEN:
4508                 t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
4509                 t->currentmaterialflags = t->basematerialflags;
4510                 t->customblendfunc[0] = GL_ONE_MINUS_DST_COLOR;
4511                 t->customblendfunc[1] = GL_ONE;
4512                 break;
4513         default:
4514                 break;
4515         }
4516         return t;
4517 }
4518
4519 msurface_t *Mod_Mesh_AddSurface(model_t *mod, texture_t *tex, qbool batchwithprevioussurface)
4520 {
4521         msurface_t *surf;
4522         // batch if possible; primarily useful for UI rendering where bounding boxes don't matter
4523         if (batchwithprevioussurface && mod->num_surfaces > 0 && mod->data_surfaces[mod->num_surfaces - 1].texture == tex)
4524                 return mod->data_surfaces + mod->num_surfaces - 1;
4525         // create new surface
4526         if (mod->max_surfaces == mod->num_surfaces)
4527         {
4528                 mod->max_surfaces = 2 * max(mod->num_surfaces, 64);
4529                 mod->data_surfaces = (msurface_t *)Mem_Realloc(mod->mempool, mod->data_surfaces, mod->max_surfaces * sizeof(*mod->data_surfaces));
4530                 mod->modelsurfaces_sorted = (int *)Mem_Realloc(mod->mempool, mod->modelsurfaces_sorted, mod->max_surfaces * sizeof(*mod->modelsurfaces_sorted));
4531         }
4532         surf = mod->data_surfaces + mod->num_surfaces;
4533         mod->num_surfaces++;
4534         memset(surf, 0, sizeof(*surf));
4535         surf->texture = tex;
4536         surf->num_firsttriangle = mod->surfmesh.num_triangles;
4537         surf->num_firstvertex = mod->surfmesh.num_vertices;
4538         if (tex->basematerialflags & (MATERIALFLAG_SKY))
4539                 mod->DrawSky = R_Mod_DrawSky;
4540         if (tex->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
4541                 mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
4542         return surf;
4543 }
4544
4545 static void Mod_Mesh_RebuildHashTable(model_t *mod, msurface_t *surf)
4546 {
4547         int hashindex, h, vnum, mask;
4548         surfmesh_t *mesh = &mod->surfmesh;
4549
4550         // rebuild the hash table
4551         mesh->num_vertexhashsize = 4 * mesh->max_vertices;
4552         mesh->num_vertexhashsize &= ~(mesh->num_vertexhashsize - 1); // round down to pow2
4553         mesh->data_vertexhash = (int *)Mem_Realloc(mod->mempool, mesh->data_vertexhash, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
4554         memset(mesh->data_vertexhash, -1, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
4555         mask = mod->surfmesh.num_vertexhashsize - 1;
4556         // no need to hash the vertices for the entire model, the latest surface will suffice.
4557         for (vnum = surf ? surf->num_firstvertex : 0; vnum < mesh->num_vertices; vnum++)
4558         {
4559                 // this uses prime numbers intentionally for computing the hash
4560                 hashindex = (unsigned int)(mesh->data_vertex3f[vnum * 3 + 0] * 2003 + mesh->data_vertex3f[vnum * 3 + 1] * 4001 + mesh->data_vertex3f[vnum * 3 + 2] * 7919 + mesh->data_normal3f[vnum * 3 + 0] * 4097 + mesh->data_normal3f[vnum * 3 + 1] * 257 + mesh->data_normal3f[vnum * 3 + 2] * 17) & mask;
4561                 for (h = hashindex; mesh->data_vertexhash[h] >= 0; h = (h + 1) & mask)
4562                         ; // just iterate until we find the terminator
4563                 mesh->data_vertexhash[h] = vnum;
4564         }
4565 }
4566
4567 void Mod_Mesh_CheckResize_Vertex(model_t *mod, msurface_t *surf)
4568 {
4569         surfmesh_t *mesh = &mod->surfmesh;
4570         if (mesh->max_vertices == mesh->num_vertices)
4571         {
4572                 mesh->max_vertices = max(mesh->num_vertices * 2, 256);
4573                 mesh->data_vertex3f = (float *)Mem_Realloc(mod->mempool, mesh->data_vertex3f, mesh->max_vertices * sizeof(float[3]));
4574                 mesh->data_svector3f = (float *)Mem_Realloc(mod->mempool, mesh->data_svector3f, mesh->max_vertices * sizeof(float[3]));
4575                 mesh->data_tvector3f = (float *)Mem_Realloc(mod->mempool, mesh->data_tvector3f, mesh->max_vertices * sizeof(float[3]));
4576                 mesh->data_normal3f = (float *)Mem_Realloc(mod->mempool, mesh->data_normal3f, mesh->max_vertices * sizeof(float[3]));
4577                 mesh->data_texcoordtexture2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordtexture2f, mesh->max_vertices * sizeof(float[2]));
4578                 mesh->data_texcoordlightmap2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordlightmap2f, mesh->max_vertices * sizeof(float[2]));
4579                 mesh->data_lightmapcolor4f = (float *)Mem_Realloc(mod->mempool, mesh->data_lightmapcolor4f, mesh->max_vertices * sizeof(float[4]));
4580                 Mod_Mesh_RebuildHashTable(mod, surf);
4581         }
4582 }
4583
4584 int Mod_Mesh_AddVertex(model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a)
4585 {
4586         int vnum;
4587         surfmesh_t *mesh = &mod->surfmesh;
4588
4589         // add the new vertex
4590         vnum = mesh->num_vertices++;
4591         if (surf->num_vertices > 0)
4592         {
4593                 if (surf->mins[0] > x) surf->mins[0] = x;
4594                 if (surf->mins[1] > y) surf->mins[1] = y;
4595                 if (surf->mins[2] > z) surf->mins[2] = z;
4596                 if (surf->maxs[0] < x) surf->maxs[0] = x;
4597                 if (surf->maxs[1] < y) surf->maxs[1] = y;
4598                 if (surf->maxs[2] < z) surf->maxs[2] = z;
4599         }
4600         else
4601         {
4602                 VectorSet(surf->mins, x, y, z);
4603                 VectorSet(surf->maxs, x, y, z);
4604         }
4605         surf->num_vertices = mesh->num_vertices - surf->num_firstvertex;
4606         mesh->data_vertex3f[vnum * 3 + 0] = x;
4607         mesh->data_vertex3f[vnum * 3 + 1] = y;
4608         mesh->data_vertex3f[vnum * 3 + 2] = z;
4609         mesh->data_normal3f[vnum * 3 + 0] = nx;
4610         mesh->data_normal3f[vnum * 3 + 1] = ny;
4611         mesh->data_normal3f[vnum * 3 + 2] = nz;
4612         mesh->data_texcoordtexture2f[vnum * 2 + 0] = s;
4613         mesh->data_texcoordtexture2f[vnum * 2 + 1] = t;
4614         mesh->data_texcoordlightmap2f[vnum * 2 + 0] = u;
4615         mesh->data_texcoordlightmap2f[vnum * 2 + 1] = v;
4616         mesh->data_lightmapcolor4f[vnum * 4 + 0] = r;
4617         mesh->data_lightmapcolor4f[vnum * 4 + 1] = g;
4618         mesh->data_lightmapcolor4f[vnum * 4 + 2] = b;
4619         mesh->data_lightmapcolor4f[vnum * 4 + 3] = a;
4620         return vnum;
4621 }
4622
4623 int Mod_Mesh_IndexForVertex(model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a)
4624 {
4625         int hashindex, h, vnum, mask;
4626         surfmesh_t *mesh = &mod->surfmesh;
4627
4628         Mod_Mesh_CheckResize_Vertex(mod, surf);
4629
4630         mask = mod->surfmesh.num_vertexhashsize - 1;
4631         // this uses prime numbers intentionally for computing the hash
4632         hashindex = (unsigned int)(x * 2003 + y * 4001 + z * 7919 + nx * 4097 + ny * 257 + nz * 17) & mask;
4633         // when possible find an identical vertex within the same surface and return it
4634         for(h = hashindex;(vnum = mesh->data_vertexhash[h]) >= 0;h = (h + 1) & mask)
4635         {
4636                 if (vnum >= surf->num_firstvertex
4637                  && mesh->data_vertex3f[vnum * 3 + 0] == x && mesh->data_vertex3f[vnum * 3 + 1] == y && mesh->data_vertex3f[vnum * 3 + 2] == z
4638                  && mesh->data_normal3f[vnum * 3 + 0] == nx && mesh->data_normal3f[vnum * 3 + 1] == ny && mesh->data_normal3f[vnum * 3 + 2] == nz
4639                  && mesh->data_texcoordtexture2f[vnum * 2 + 0] == s && mesh->data_texcoordtexture2f[vnum * 2 + 1] == t
4640                  && mesh->data_texcoordlightmap2f[vnum * 2 + 0] == u && mesh->data_texcoordlightmap2f[vnum * 2 + 1] == v
4641                  && mesh->data_lightmapcolor4f[vnum * 4 + 0] == r && mesh->data_lightmapcolor4f[vnum * 4 + 1] == g && mesh->data_lightmapcolor4f[vnum * 4 + 2] == b && mesh->data_lightmapcolor4f[vnum * 4 + 3] == a)
4642                         return vnum;
4643         }
4644         vnum = Mod_Mesh_AddVertex(mod, surf, x, y, z, nx, ny, nz, s, t, u, v, r, g, b, a);
4645         mesh->data_vertexhash[h] = vnum;
4646         return vnum;
4647 }
4648
4649 void Mod_Mesh_AddTriangle(model_t *mod, msurface_t *surf, int e0, int e1, int e2)
4650 {
4651         surfmesh_t *mesh = &mod->surfmesh;
4652         if (mesh->max_triangles == mesh->num_triangles)
4653         {
4654                 mesh->max_triangles = 2 * max(mesh->num_triangles, 128);
4655                 mesh->data_element3s = (unsigned short *)Mem_Realloc(mod->mempool, mesh->data_element3s, mesh->max_triangles * sizeof(unsigned short[3]));
4656                 mesh->data_element3i = (int *)Mem_Realloc(mod->mempool, mesh->data_element3i, mesh->max_triangles * sizeof(int[3]));
4657         }
4658         mesh->data_element3s[mesh->num_triangles * 3 + 0] = e0;
4659         mesh->data_element3s[mesh->num_triangles * 3 + 1] = e1;
4660         mesh->data_element3s[mesh->num_triangles * 3 + 2] = e2;
4661         mesh->data_element3i[mesh->num_triangles * 3 + 0] = e0;
4662         mesh->data_element3i[mesh->num_triangles * 3 + 1] = e1;
4663         mesh->data_element3i[mesh->num_triangles * 3 + 2] = e2;
4664         mesh->num_triangles++;
4665         surf->num_triangles++;
4666 }
4667
4668 static void Mod_Mesh_MakeSortedSurfaces(model_t *mod)
4669 {
4670         int i, j;
4671         texture_t *tex;
4672         unsigned char* included = (unsigned char *)R_FrameData_Alloc(mod->num_surfaces * sizeof(unsigned char));
4673
4674         // build the sorted surfaces list properly to reduce material setup
4675         // this is easy because we're just sorting on texture and don't care about the order of textures
4676         mod->submodelsurfaces_start = 0;
4677         mod->submodelsurfaces_end = 0;
4678         for (i = 0; i < mod->num_surfaces; i++)
4679                 included[i] = 0;
4680         for (i = 0; i < mod->num_surfaces; i++)
4681         {
4682                 if (included[i])
4683                         continue;
4684                 tex = mod->data_surfaces[i].texture;
4685                 // j = i is intentional
4686                 for (j = i; j < mod->num_surfaces; j++)
4687                 {
4688                         if (!included[j] && mod->data_surfaces[j].texture == tex)
4689                         {
4690                                 included[j] = 1;
4691                                 mod->modelsurfaces_sorted[mod->submodelsurfaces_end++] = j;
4692                         }
4693                 }
4694         }
4695 }
4696
4697 static void Mod_Mesh_ComputeBounds(model_t *mod)
4698 {
4699         int i;
4700         vec_t x2a, x2b, y2a, y2b, z2a, z2b, x2, y2, z2, yawradius, rotatedradius;
4701
4702         if (mod->surfmesh.num_vertices > 0)
4703         {
4704                 // calculate normalmins/normalmaxs
4705                 VectorCopy(mod->surfmesh.data_vertex3f, mod->normalmins);
4706                 VectorCopy(mod->surfmesh.data_vertex3f, mod->normalmaxs);
4707                 for (i = 1; i < mod->surfmesh.num_vertices; i++)
4708                 {
4709                         float x = mod->surfmesh.data_vertex3f[i * 3 + 0];
4710                         float y = mod->surfmesh.data_vertex3f[i * 3 + 1];
4711                         float z = mod->surfmesh.data_vertex3f[i * 3 + 2];
4712                         // expand bounds to include this vertex
4713                         if (mod->normalmins[0] > x) mod->normalmins[0] = x;
4714                         if (mod->normalmins[1] > y) mod->normalmins[1] = y;
4715                         if (mod->normalmins[2] > z) mod->normalmins[2] = z;
4716                         if (mod->normalmaxs[0] < x) mod->normalmaxs[0] = x;
4717                         if (mod->normalmaxs[1] < y) mod->normalmaxs[1] = y;
4718                         if (mod->normalmaxs[2] < z) mod->normalmaxs[2] = z;
4719                 }
4720                 // calculate yawmins/yawmaxs, rotatedmins/maxs from normalmins/maxs
4721                 // (fast but less accurate than doing it per vertex)
4722                 x2a = mod->normalmins[0] * mod->normalmins[0];
4723                 x2b = mod->normalmaxs[0] * mod->normalmaxs[0];
4724                 y2a = mod->normalmins[1] * mod->normalmins[1];
4725                 y2b = mod->normalmaxs[1] * mod->normalmaxs[1];
4726                 z2a = mod->normalmins[2] * mod->normalmins[2];
4727                 z2b = mod->normalmaxs[2] * mod->normalmaxs[2];
4728                 x2 = max(x2a, x2b);
4729                 y2 = max(y2a, y2b);
4730                 z2 = max(z2a, z2b);
4731                 yawradius = sqrt(x2 + y2);
4732                 rotatedradius = sqrt(x2 + y2 + z2);
4733                 VectorSet(mod->yawmins, -yawradius, -yawradius, mod->normalmins[2]);
4734                 VectorSet(mod->yawmaxs, yawradius, yawradius, mod->normalmaxs[2]);
4735                 VectorSet(mod->rotatedmins, -rotatedradius, -rotatedradius, -rotatedradius);
4736                 VectorSet(mod->rotatedmaxs, rotatedradius, rotatedradius, rotatedradius);
4737                 mod->radius = rotatedradius;
4738                 mod->radius2 = x2 + y2 + z2;
4739         }
4740         else
4741         {
4742                 VectorClear(mod->normalmins);
4743                 VectorClear(mod->normalmaxs);
4744                 VectorClear(mod->yawmins);
4745                 VectorClear(mod->yawmaxs);
4746                 VectorClear(mod->rotatedmins);
4747                 VectorClear(mod->rotatedmaxs);
4748                 mod->radius = 0;
4749                 mod->radius2 = 0;
4750         }
4751 }
4752
4753 void Mod_Mesh_Validate(model_t *mod)
4754 {
4755         int i;
4756         qbool warned = false;
4757         for (i = 0; i < mod->num_surfaces; i++)
4758         {
4759                 msurface_t *surf = mod->data_surfaces + i;
4760                 int *e = mod->surfmesh.data_element3i + surf->num_firsttriangle * 3;
4761                 int first = surf->num_firstvertex;
4762                 int end = surf->num_firstvertex + surf->num_vertices;
4763                 int j;
4764                 for (j = 0;j < surf->num_triangles * 3;j++)
4765                 {
4766                         if (e[j] < first || e[j] >= end)
4767                         {
4768                                 if (!warned)
4769                                         Con_DPrintf("Mod_Mesh_Validate: detected corrupt surface - debug me!\n");
4770                                 warned = true;
4771                                 e[j] = first;
4772                         }
4773                 }
4774         }
4775 }
4776
4777 static void Mod_Mesh_UploadDynamicBuffers(model_t *mod)
4778 {
4779         mod->surfmesh.data_element3s_indexbuffer = mod->surfmesh.data_element3s ? R_BufferData_Store(mod->surfmesh.num_triangles * sizeof(short[3]), mod->surfmesh.data_element3s, R_BUFFERDATA_INDEX16, &mod->surfmesh.data_element3s_bufferoffset) : NULL;
4780         mod->surfmesh.data_element3i_indexbuffer = mod->surfmesh.data_element3i ? R_BufferData_Store(mod->surfmesh.num_triangles * sizeof(int[3]), mod->surfmesh.data_element3i, R_BUFFERDATA_INDEX32, &mod->surfmesh.data_element3i_bufferoffset) : NULL;
4781         mod->surfmesh.data_vertex3f_vertexbuffer = mod->surfmesh.data_vertex3f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[3]), mod->surfmesh.data_vertex3f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_vertex3f_bufferoffset) : NULL;
4782         mod->surfmesh.data_svector3f_vertexbuffer = mod->surfmesh.data_svector3f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[3]), mod->surfmesh.data_svector3f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_svector3f_bufferoffset) : NULL;
4783         mod->surfmesh.data_tvector3f_vertexbuffer = mod->surfmesh.data_tvector3f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[3]), mod->surfmesh.data_tvector3f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_tvector3f_bufferoffset) : NULL;
4784         mod->surfmesh.data_normal3f_vertexbuffer = mod->surfmesh.data_normal3f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[3]), mod->surfmesh.data_normal3f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_normal3f_bufferoffset) : NULL;
4785         mod->surfmesh.data_texcoordtexture2f_vertexbuffer = mod->surfmesh.data_texcoordtexture2f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[2]), mod->surfmesh.data_texcoordtexture2f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_texcoordtexture2f_bufferoffset) : NULL;
4786         mod->surfmesh.data_texcoordlightmap2f_vertexbuffer = mod->surfmesh.data_texcoordlightmap2f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[2]), mod->surfmesh.data_texcoordlightmap2f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_texcoordlightmap2f_bufferoffset) : NULL;
4787         mod->surfmesh.data_lightmapcolor4f_vertexbuffer = mod->surfmesh.data_lightmapcolor4f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[4]), mod->surfmesh.data_lightmapcolor4f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_lightmapcolor4f_bufferoffset) : NULL;
4788         mod->surfmesh.data_skeletalindex4ub_vertexbuffer = mod->surfmesh.data_skeletalindex4ub ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(unsigned char[4]), mod->surfmesh.data_skeletalindex4ub, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_skeletalindex4ub_bufferoffset) : NULL;
4789         mod->surfmesh.data_skeletalweight4ub_vertexbuffer = mod->surfmesh.data_skeletalweight4ub ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(unsigned char[4]), mod->surfmesh.data_skeletalweight4ub, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_skeletalweight4ub_bufferoffset) : NULL;
4790 }
4791
4792 void Mod_Mesh_Finalize(model_t *mod)
4793 {
4794         if (gl_paranoid.integer)
4795                 Mod_Mesh_Validate(mod);
4796         Mod_Mesh_ComputeBounds(mod);
4797         Mod_Mesh_MakeSortedSurfaces(mod);
4798         if(!r_refdef.draw2dstage)
4799                 Mod_BuildTextureVectorsFromNormals(0, mod->surfmesh.num_vertices, mod->surfmesh.num_triangles, mod->surfmesh.data_vertex3f, mod->surfmesh.data_texcoordtexture2f, mod->surfmesh.data_normal3f, mod->surfmesh.data_element3i, mod->surfmesh.data_svector3f, mod->surfmesh.data_tvector3f, true);
4800         Mod_Mesh_UploadDynamicBuffers(mod);
4801 }