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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28 #include "polygon.h"
29
30 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
31 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
32 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
33 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
34 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
35 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
36 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
37 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
38 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
39 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
40 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
41
42 dp_model_t *loadmodel;
43
44 static mempool_t *mod_mempool;
45 static memexpandablearray_t models;
46
47 static mempool_t* q3shaders_mem;
48 typedef struct q3shader_hash_entry_s
49 {
50   q3shaderinfo_t shader;
51   struct q3shader_hash_entry_s* chain;
52 } q3shader_hash_entry_t;
53 #define Q3SHADER_HASH_SIZE  1021
54 typedef struct q3shader_data_s
55 {
56   memexpandablearray_t hash_entries;
57   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
58   memexpandablearray_t char_ptrs;
59 } q3shader_data_t;
60 static q3shader_data_t* q3shader_data;
61
62 static void mod_start(void)
63 {
64         int i, count;
65         int nummodels = Mem_ExpandableArray_IndexRange(&models);
66         dp_model_t *mod;
67
68         SCR_PushLoadingScreen(false, "Loading models", 1.0);
69         count = 0;
70         for (i = 0;i < nummodels;i++)
71                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
72                         if (mod->used)
73                                 ++count;
74         for (i = 0;i < nummodels;i++)
75                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
76                         if (mod->used)
77                         {
78                                 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
79                                 Mod_LoadModel(mod, true, false);
80                                 SCR_PopLoadingScreen(false);
81                         }
82         SCR_PopLoadingScreen(false);
83 }
84
85 static void mod_shutdown(void)
86 {
87         int i;
88         int nummodels = Mem_ExpandableArray_IndexRange(&models);
89         dp_model_t *mod;
90
91         for (i = 0;i < nummodels;i++)
92                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
93                         Mod_UnloadModel(mod);
94
95         Mod_FreeQ3Shaders();
96         Mod_Skeletal_FreeBuffers();
97 }
98
99 static void mod_newmap(void)
100 {
101         msurface_t *surface;
102         int i, j, k, surfacenum, ssize, tsize;
103         int nummodels = Mem_ExpandableArray_IndexRange(&models);
104         dp_model_t *mod;
105
106         for (i = 0;i < nummodels;i++)
107         {
108                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
109                 {
110                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
111                         {
112                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
113                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
114                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
115                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
116                         }
117                         if (mod->brush.solidskyskinframe)
118                                 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
119                         if (mod->brush.alphaskyskinframe)
120                                 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
121                 }
122         }
123
124         if (!cl_stainmaps_clearonload.integer)
125                 return;
126
127         for (i = 0;i < nummodels;i++)
128         {
129                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
130                 {
131                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
132                         {
133                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
134                                 {
135                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
136                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
137                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
138                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
139                                 }
140                         }
141                 }
142         }
143 }
144
145 /*
146 ===============
147 Mod_Init
148 ===============
149 */
150 static void Mod_Print(void);
151 static void Mod_Precache (void);
152 static void Mod_Decompile_f(void);
153 static void Mod_GenerateLightmaps_f(void);
154 void Mod_Init (void)
155 {
156         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
157         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
158
159         Mod_BrushInit();
160         Mod_AliasInit();
161         Mod_SpriteInit();
162
163         Cvar_RegisterVariable(&r_mipskins);
164         Cvar_RegisterVariable(&r_mipnormalmaps);
165         Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
166         Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
167         Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
168
169         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
170         Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
171         Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
172         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
173         Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
174         Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
175
176         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
177         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
178         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
179         Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
180 }
181
182 void Mod_RenderInit(void)
183 {
184         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
185 }
186
187 void Mod_UnloadModel (dp_model_t *mod)
188 {
189         char name[MAX_QPATH];
190         qboolean used;
191         dp_model_t *parentmodel;
192
193         if (developer_loading.integer)
194                 Con_Printf("unloading model %s\n", mod->name);
195
196         strlcpy(name, mod->name, sizeof(name));
197         parentmodel = mod->brush.parentmodel;
198         used = mod->used;
199         if (mod->mempool)
200         {
201                 if (mod->surfmesh.vertexpositionbuffer)
202                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexpositionbuffer);
203                 mod->surfmesh.vertexpositionbuffer = NULL;
204                 if (mod->surfmesh.vertexmeshbuffer)
205                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
206                 mod->surfmesh.vertexmeshbuffer = NULL;
207                 if (mod->surfmesh.data_element3i_indexbuffer)
208                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
209                 mod->surfmesh.data_element3i_indexbuffer = NULL;
210                 if (mod->surfmesh.data_element3s_indexbuffer)
211                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
212                 mod->surfmesh.data_element3s_indexbuffer = NULL;
213                 if (mod->surfmesh.vbo_vertexbuffer)
214                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
215                 mod->surfmesh.vbo_vertexbuffer = NULL;
216         }
217         // free textures/memory attached to the model
218         R_FreeTexturePool(&mod->texturepool);
219         Mem_FreePool(&mod->mempool);
220         // clear the struct to make it available
221         memset(mod, 0, sizeof(dp_model_t));
222         // restore the fields we want to preserve
223         strlcpy(mod->name, name, sizeof(mod->name));
224         mod->brush.parentmodel = parentmodel;
225         mod->used = used;
226         mod->loaded = false;
227 }
228
229 void R_Model_Null_Draw(entity_render_t *ent)
230 {
231         return;
232 }
233
234
235 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
236
237 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
238 {
239         const char *bufptr;
240         int start, len;
241         float fps;
242         unsigned int i;
243         qboolean loop;
244
245         bufptr = buf;
246         i = 0;
247         for(;;)
248         {
249                 // an anim scene!
250                 if (!COM_ParseToken_Simple(&bufptr, true, false))
251                         break;
252                 if (!strcmp(com_token, "\n"))
253                         continue; // empty line
254                 start = atoi(com_token);
255                 if (!COM_ParseToken_Simple(&bufptr, true, false))
256                         break;
257                 if (!strcmp(com_token, "\n"))
258                 {
259                         Con_Printf("framegroups file: missing number of frames\n");
260                         continue;
261                 }
262                 len = atoi(com_token);
263                 if (!COM_ParseToken_Simple(&bufptr, true, false))
264                         break;
265                 // we default to looping as it's usually wanted, so to NOT loop you append a 0
266                 if (strcmp(com_token, "\n"))
267                 {
268                         fps = atof(com_token);
269                         if (!COM_ParseToken_Simple(&bufptr, true, false))
270                                 break;
271                         if (strcmp(com_token, "\n"))
272                                 loop = atoi(com_token) != 0;
273                         else
274                                 loop = true;
275                 }
276                 else
277                 {
278                         fps = 20;
279                         loop = true;
280                 }
281
282                 if(cb)
283                         cb(i, start, len, fps, loop, pass);
284                 ++i;
285         }
286
287         return i;
288 }
289
290 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
291 {
292         unsigned int *cnt = (unsigned int *) pass;
293         ++*cnt;
294 }
295
296 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
297 {
298         dp_model_t *mod = (dp_model_t *) pass;
299         animscene_t *anim = &mod->animscenes[i];
300         dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
301         anim->firstframe = bound(0, start, mod->num_poses - 1);
302         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
303         anim->framerate = max(1, fps);
304         anim->loop = !!loop;
305         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
306 }
307
308 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
309 {
310         unsigned int cnt;
311
312         // 0. count
313         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
314         if(!cnt)
315         {
316                 Con_Printf("no scene found in framegroups file, aborting\n");
317                 return;
318         }
319         mod->numframes = cnt;
320
321         // 1. reallocate
322         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
323         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
324
325         // 2. parse
326         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
327 }
328
329 void Mod_FindPotentialDeforms(dp_model_t *mod)
330 {
331         int i, j;
332         texture_t *texture;
333         mod->wantnormals = false;
334         mod->wanttangents = false;
335         for (i = 0;i < mod->num_textures;i++)
336         {
337                 texture = mod->data_textures + i;
338                 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
339                         mod->wantnormals = true;
340                 for (j = 0;j < Q3MAXDEFORMS;j++)
341                 {
342                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
343                         {
344                                 mod->wanttangents = true;
345                                 mod->wantnormals = true;
346                                 break;
347                         }
348                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
349                                 mod->wantnormals = true;
350                 }
351         }
352 }
353
354 /*
355 ==================
356 Mod_LoadModel
357
358 Loads a model
359 ==================
360 */
361 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
362 {
363         int num;
364         unsigned int crc;
365         void *buf;
366         fs_offset_t filesize = 0;
367
368         mod->used = true;
369
370         if (mod->name[0] == '*') // submodel
371                 return mod;
372         
373         if (!strcmp(mod->name, "null"))
374         {
375                 if(mod->loaded)
376                         return mod;
377
378                 if (mod->loaded || mod->mempool)
379                         Mod_UnloadModel(mod);
380
381                 if (developer_loading.integer)
382                         Con_Printf("loading model %s\n", mod->name);
383
384                 mod->used = true;
385                 mod->crc = (unsigned int)-1;
386                 mod->loaded = false;
387
388                 VectorClear(mod->normalmins);
389                 VectorClear(mod->normalmaxs);
390                 VectorClear(mod->yawmins);
391                 VectorClear(mod->yawmaxs);
392                 VectorClear(mod->rotatedmins);
393                 VectorClear(mod->rotatedmaxs);
394
395                 mod->modeldatatypestring = "null";
396                 mod->type = mod_null;
397                 mod->Draw = R_Model_Null_Draw;
398                 mod->numframes = 2;
399                 mod->numskins = 1;
400
401                 // no fatal errors occurred, so this model is ready to use.
402                 mod->loaded = true;
403
404                 return mod;
405         }
406
407         crc = 0;
408         buf = NULL;
409
410         // even if the model is loaded it still may need reloading...
411
412         // if it is not loaded or checkdisk is true we need to calculate the crc
413         if (!mod->loaded || checkdisk)
414         {
415                 if (checkdisk && mod->loaded)
416                         Con_DPrintf("checking model %s\n", mod->name);
417                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
418                 if (buf)
419                 {
420                         crc = CRC_Block((unsigned char *)buf, filesize);
421                         // we need to reload the model if the crc does not match
422                         if (mod->crc != crc)
423                                 mod->loaded = false;
424                 }
425         }
426
427         // if the model is already loaded and checks passed, just return
428         if (mod->loaded)
429         {
430                 if (buf)
431                         Mem_Free(buf);
432                 return mod;
433         }
434
435         if (developer_loading.integer)
436                 Con_Printf("loading model %s\n", mod->name);
437         
438         SCR_PushLoadingScreen(true, mod->name, 1);
439
440         // LordHavoc: unload the existing model in this slot (if there is one)
441         if (mod->loaded || mod->mempool)
442                 Mod_UnloadModel(mod);
443
444         // load the model
445         mod->used = true;
446         mod->crc = crc;
447         // errors can prevent the corresponding mod->loaded = true;
448         mod->loaded = false;
449
450         // default model radius and bounding box (mainly for missing models)
451         mod->radius = 16;
452         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
453         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
454         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
455         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
456         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
457         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
458
459         if (!q3shaders_mem)
460         {
461                 // load q3 shaders for the first time, or after a level change
462                 Mod_LoadQ3Shaders();
463         }
464
465         if (buf)
466         {
467                 char *bufend = (char *)buf + filesize;
468
469                 // all models use memory, so allocate a memory pool
470                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
471
472                 num = LittleLong(*((int *)buf));
473                 // call the apropriate loader
474                 loadmodel = mod;
475                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
476                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
477                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
478                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
479                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
480                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
481                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
482                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
483                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
484                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
485                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
486                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
487                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
488                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
489                 Mem_Free(buf);
490
491                 Mod_FindPotentialDeforms(mod);
492                                         
493                 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
494                 if(buf)
495                 {
496                         Mod_FrameGroupify(mod, (const char *)buf);
497                         Mem_Free(buf);
498                 }
499
500                 Mod_BuildVBOs();
501         }
502         else if (crash)
503         {
504                 // LordHavoc: Sys_Error was *ANNOYING*
505                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
506         }
507
508         // no fatal errors occurred, so this model is ready to use.
509         mod->loaded = true;
510
511         SCR_PopLoadingScreen(false);
512
513         return mod;
514 }
515
516 void Mod_ClearUsed(void)
517 {
518         int i;
519         int nummodels = Mem_ExpandableArray_IndexRange(&models);
520         dp_model_t *mod;
521         for (i = 0;i < nummodels;i++)
522                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
523                         mod->used = false;
524 }
525
526 void Mod_PurgeUnused(void)
527 {
528         int i;
529         int nummodels = Mem_ExpandableArray_IndexRange(&models);
530         dp_model_t *mod;
531         for (i = 0;i < nummodels;i++)
532         {
533                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
534                 {
535                         Mod_UnloadModel(mod);
536                         Mem_ExpandableArray_FreeRecord(&models, mod);
537                 }
538         }
539 }
540
541 /*
542 ==================
543 Mod_FindName
544
545 ==================
546 */
547 dp_model_t *Mod_FindName(const char *name, const char *parentname)
548 {
549         int i;
550         int nummodels;
551         dp_model_t *mod;
552
553         if (!parentname)
554                 parentname = "";
555
556         // if we're not dedicatd, the renderer calls will crash without video
557         Host_StartVideo();
558
559         nummodels = Mem_ExpandableArray_IndexRange(&models);
560
561         if (!name[0])
562                 Host_Error ("Mod_ForName: NULL name");
563
564         // search the currently loaded models
565         for (i = 0;i < nummodels;i++)
566         {
567                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name) && ((!mod->brush.parentmodel && !parentname[0]) || (mod->brush.parentmodel && parentname[0] && !strcmp(mod->brush.parentmodel->name, parentname))))
568                 {
569                         mod->used = true;
570                         return mod;
571                 }
572         }
573
574         // no match found, create a new one
575         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
576         strlcpy(mod->name, name, sizeof(mod->name));
577         if (parentname[0])
578                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
579         else
580                 mod->brush.parentmodel = NULL;
581         mod->loaded = false;
582         mod->used = true;
583         return mod;
584 }
585
586 /*
587 ==================
588 Mod_ForName
589
590 Loads in a model for the given name
591 ==================
592 */
593 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
594 {
595         dp_model_t *model;
596         model = Mod_FindName(name, parentname);
597         if (!model->loaded || checkdisk)
598                 Mod_LoadModel(model, crash, checkdisk);
599         return model;
600 }
601
602 /*
603 ==================
604 Mod_Reload
605
606 Reloads all models if they have changed
607 ==================
608 */
609 void Mod_Reload(void)
610 {
611         int i, count;
612         int nummodels = Mem_ExpandableArray_IndexRange(&models);
613         dp_model_t *mod;
614
615         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
616         count = 0;
617         for (i = 0;i < nummodels;i++)
618                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
619                         ++count;
620         for (i = 0;i < nummodels;i++)
621                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
622                 {
623                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
624                         Mod_LoadModel(mod, true, true);
625                         SCR_PopLoadingScreen(false);
626                 }
627         SCR_PopLoadingScreen(false);
628 }
629
630 unsigned char *mod_base;
631
632
633 //=============================================================================
634
635 /*
636 ================
637 Mod_Print
638 ================
639 */
640 static void Mod_Print(void)
641 {
642         int i;
643         int nummodels = Mem_ExpandableArray_IndexRange(&models);
644         dp_model_t *mod;
645
646         Con_Print("Loaded models:\n");
647         for (i = 0;i < nummodels;i++)
648         {
649                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
650                 {
651                         if (mod->brush.numsubmodels)
652                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
653                         else
654                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
655                 }
656         }
657 }
658
659 /*
660 ================
661 Mod_Precache
662 ================
663 */
664 static void Mod_Precache(void)
665 {
666         if (Cmd_Argc() == 2)
667                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
668         else
669                 Con_Print("usage: modelprecache <filename>\n");
670 }
671
672 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
673 {
674         int i, count;
675         unsigned char *used;
676         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
677         memset(used, 0, numvertices);
678         for (i = 0;i < numelements;i++)
679                 used[elements[i]] = 1;
680         for (i = 0, count = 0;i < numvertices;i++)
681                 remapvertices[i] = used[i] ? count++ : -1;
682         Mem_Free(used);
683         return count;
684 }
685
686 #if 1
687 // fast way, using an edge hash
688 #define TRIANGLEEDGEHASH 8192
689 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
690 {
691         int i, j, p, e1, e2, *n, hashindex, count, match;
692         const int *e;
693         typedef struct edgehashentry_s
694         {
695                 struct edgehashentry_s *next;
696                 int triangle;
697                 int element[2];
698         }
699         edgehashentry_t;
700         static edgehashentry_t **edgehash;
701         edgehashentry_t *edgehashentries, *hash;
702         if (!numtriangles)
703                 return;
704         edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
705         // if there are too many triangles for the stack array, allocate larger buffer
706         edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
707         // find neighboring triangles
708         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
709         {
710                 for (j = 0, p = 2;j < 3;p = j, j++)
711                 {
712                         e1 = e[p];
713                         e2 = e[j];
714                         // this hash index works for both forward and backward edges
715                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
716                         hash = edgehashentries + i * 3 + j;
717                         hash->next = edgehash[hashindex];
718                         edgehash[hashindex] = hash;
719                         hash->triangle = i;
720                         hash->element[0] = e1;
721                         hash->element[1] = e2;
722                 }
723         }
724         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
725         {
726                 for (j = 0, p = 2;j < 3;p = j, j++)
727                 {
728                         e1 = e[p];
729                         e2 = e[j];
730                         // this hash index works for both forward and backward edges
731                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
732                         count = 0;
733                         match = -1;
734                         for (hash = edgehash[hashindex];hash;hash = hash->next)
735                         {
736                                 if (hash->element[0] == e2 && hash->element[1] == e1)
737                                 {
738                                         if (hash->triangle != i)
739                                                 match = hash->triangle;
740                                         count++;
741                                 }
742                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
743                                         count++;
744                         }
745                         // detect edges shared by three triangles and make them seams
746                         if (count > 2)
747                                 match = -1;
748                         n[p] = match;
749                 }
750
751                 // also send a keepalive here (this can take a while too!)
752                 CL_KeepaliveMessage(false);
753         }
754         // free the allocated buffer
755         Mem_Free(edgehashentries);
756         Mem_Free(edgehash);
757 }
758 #else
759 // very slow but simple way
760 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
761 {
762         int i, match, count;
763         count = 0;
764         match = -1;
765         for (i = 0;i < numtriangles;i++, elements += 3)
766         {
767                      if ((elements[0] == start && elements[1] == end)
768                       || (elements[1] == start && elements[2] == end)
769                       || (elements[2] == start && elements[0] == end))
770                 {
771                         if (i != ignore)
772                                 match = i;
773                         count++;
774                 }
775                 else if ((elements[1] == start && elements[0] == end)
776                       || (elements[2] == start && elements[1] == end)
777                       || (elements[0] == start && elements[2] == end))
778                         count++;
779         }
780         // detect edges shared by three triangles and make them seams
781         if (count > 2)
782                 match = -1;
783         return match;
784 }
785
786 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
787 {
788         int i, *n;
789         const int *e;
790         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
791         {
792                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
793                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
794                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
795         }
796 }
797 #endif
798
799 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
800 {
801         int i, warned = false, endvertex = firstvertex + numverts;
802         for (i = 0;i < numtriangles * 3;i++)
803         {
804                 if (elements[i] < firstvertex || elements[i] >= endvertex)
805                 {
806                         if (!warned)
807                         {
808                                 warned = true;
809                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
810                         }
811                         elements[i] = firstvertex;
812                 }
813         }
814 }
815
816 // warning: this is an expensive function!
817 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
818 {
819         int i, j;
820         const int *element;
821         float *vectorNormal;
822         float areaNormal[3];
823         // clear the vectors
824         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
825         // process each vertex of each triangle and accumulate the results
826         // use area-averaging, to make triangles with a big area have a bigger
827         // weighting on the vertex normal than triangles with a small area
828         // to do so, just add the 'normals' together (the bigger the area
829         // the greater the length of the normal is
830         element = elements;
831         for (i = 0; i < numtriangles; i++, element += 3)
832         {
833                 TriangleNormal(
834                         vertex3f + element[0] * 3,
835                         vertex3f + element[1] * 3,
836                         vertex3f + element[2] * 3,
837                         areaNormal
838                         );
839
840                 if (!areaweighting)
841                         VectorNormalize(areaNormal);
842
843                 for (j = 0;j < 3;j++)
844                 {
845                         vectorNormal = normal3f + element[j] * 3;
846                         vectorNormal[0] += areaNormal[0];
847                         vectorNormal[1] += areaNormal[1];
848                         vectorNormal[2] += areaNormal[2];
849                 }
850         }
851         // and just normalize the accumulated vertex normal in the end
852         vectorNormal = normal3f + 3 * firstvertex;
853         for (i = 0; i < numvertices; i++, vectorNormal += 3)
854                 VectorNormalize(vectorNormal);
855 }
856
857 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)
858 {
859         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
860         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
861         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
862
863         // 6 multiply, 9 subtract
864         VectorSubtract(v1, v0, v10);
865         VectorSubtract(v2, v0, v20);
866         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
867         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
868         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
869         // 12 multiply, 10 subtract
870         tc10[1] = tc1[1] - tc0[1];
871         tc20[1] = tc2[1] - tc0[1];
872         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
873         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
874         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
875         tc10[0] = tc1[0] - tc0[0];
876         tc20[0] = tc2[0] - tc0[0];
877         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
878         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
879         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
880         // 12 multiply, 4 add, 6 subtract
881         f = DotProduct(svector3f, normal3f);
882         svector3f[0] -= f * normal3f[0];
883         svector3f[1] -= f * normal3f[1];
884         svector3f[2] -= f * normal3f[2];
885         f = DotProduct(tvector3f, normal3f);
886         tvector3f[0] -= f * normal3f[0];
887         tvector3f[1] -= f * normal3f[1];
888         tvector3f[2] -= f * normal3f[2];
889         // if texture is mapped the wrong way (counterclockwise), the tangents
890         // have to be flipped, this is detected by calculating a normal from the
891         // two tangents, and seeing if it is opposite the surface normal
892         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
893         CrossProduct(tvector3f, svector3f, tangentcross);
894         if (DotProduct(tangentcross, normal3f) < 0)
895         {
896                 VectorNegate(svector3f, svector3f);
897                 VectorNegate(tvector3f, tvector3f);
898         }
899 }
900
901 // warning: this is a very expensive function!
902 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
903 {
904         int i, tnum;
905         float sdir[3], tdir[3], normal[3], *sv, *tv;
906         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
907         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
908         const int *e;
909         // clear the vectors
910         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
911         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
912         // process each vertex of each triangle and accumulate the results
913         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
914         {
915                 v0 = vertex3f + e[0] * 3;
916                 v1 = vertex3f + e[1] * 3;
917                 v2 = vertex3f + e[2] * 3;
918                 tc0 = texcoord2f + e[0] * 2;
919                 tc1 = texcoord2f + e[1] * 2;
920                 tc2 = texcoord2f + e[2] * 2;
921
922                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
923                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
924
925                 // calculate the edge directions and surface normal
926                 // 6 multiply, 9 subtract
927                 VectorSubtract(v1, v0, v10);
928                 VectorSubtract(v2, v0, v20);
929                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
930                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
931                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
932
933                 // calculate the tangents
934                 // 12 multiply, 10 subtract
935                 tc10[1] = tc1[1] - tc0[1];
936                 tc20[1] = tc2[1] - tc0[1];
937                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
938                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
939                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
940                 tc10[0] = tc1[0] - tc0[0];
941                 tc20[0] = tc2[0] - tc0[0];
942                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
943                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
944                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
945
946                 // if texture is mapped the wrong way (counterclockwise), the tangents
947                 // have to be flipped, this is detected by calculating a normal from the
948                 // two tangents, and seeing if it is opposite the surface normal
949                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
950                 CrossProduct(tdir, sdir, tangentcross);
951                 if (DotProduct(tangentcross, normal) < 0)
952                 {
953                         VectorNegate(sdir, sdir);
954                         VectorNegate(tdir, tdir);
955                 }
956
957                 if (!areaweighting)
958                 {
959                         VectorNormalize(sdir);
960                         VectorNormalize(tdir);
961                 }
962                 for (i = 0;i < 3;i++)
963                 {
964                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
965                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
966                 }
967         }
968         // make the tangents completely perpendicular to the surface normal, and
969         // then normalize them
970         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
971         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
972         {
973                 f = -DotProduct(sv, n);
974                 VectorMA(sv, f, n, sv);
975                 VectorNormalize(sv);
976                 f = -DotProduct(tv, n);
977                 VectorMA(tv, f, n, tv);
978                 VectorNormalize(tv);
979         }
980 }
981
982 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
983 {
984         unsigned char *data;
985         data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
986         loadmodel->surfmesh.num_vertices = numvertices;
987         loadmodel->surfmesh.num_triangles = numtriangles;
988         if (loadmodel->surfmesh.num_vertices)
989         {
990                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
991                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
992                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
993                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
994                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
995                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
996                 if (vertexcolors)
997                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
998                 if (lightmapoffsets)
999                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1000         }
1001         if (loadmodel->surfmesh.num_triangles)
1002         {
1003                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1004                 if (neighbors)
1005                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1006                 if (loadmodel->surfmesh.num_vertices <= 65536)
1007                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1008         }
1009 }
1010
1011 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
1012 {
1013         shadowmesh_t *newmesh;
1014         unsigned char *data;
1015         int size;
1016         size = sizeof(shadowmesh_t);
1017         size += maxverts * sizeof(float[3]);
1018         if (light)
1019                 size += maxverts * sizeof(float[11]);
1020         size += maxtriangles * sizeof(int[3]);
1021         if (maxverts <= 65536)
1022                 size += maxtriangles * sizeof(unsigned short[3]);
1023         if (neighbors)
1024                 size += maxtriangles * sizeof(int[3]);
1025         if (expandable)
1026                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1027         data = (unsigned char *)Mem_Alloc(mempool, size);
1028         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1029         newmesh->map_diffuse = map_diffuse;
1030         newmesh->map_specular = map_specular;
1031         newmesh->map_normal = map_normal;
1032         newmesh->maxverts = maxverts;
1033         newmesh->maxtriangles = maxtriangles;
1034         newmesh->numverts = 0;
1035         newmesh->numtriangles = 0;
1036         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1037         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1038
1039         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1040         if (light)
1041         {
1042                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1043                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1044                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1045                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1046         }
1047         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1048         if (neighbors)
1049         {
1050                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1051         }
1052         if (expandable)
1053         {
1054                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1055                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1056         }
1057         if (maxverts <= 65536)
1058                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1059         return newmesh;
1060 }
1061
1062 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1063 {
1064         shadowmesh_t *newmesh;
1065         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1066         newmesh->numverts = oldmesh->numverts;
1067         newmesh->numtriangles = oldmesh->numtriangles;
1068         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1069         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1070
1071         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1072         if (newmesh->svector3f && oldmesh->svector3f)
1073         {
1074                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1075                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1076                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1077                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1078         }
1079         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1080         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1081                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1082         return newmesh;
1083 }
1084
1085 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1086 {
1087         int hashindex, vnum;
1088         shadowmeshvertexhash_t *hash;
1089         // this uses prime numbers intentionally
1090         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1091         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1092         {
1093                 vnum = (hash - mesh->vertexhashentries);
1094                 if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2]))
1095                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1096                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1097                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1098                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1099                         return hash - mesh->vertexhashentries;
1100         }
1101         vnum = mesh->numverts++;
1102         hash = mesh->vertexhashentries + vnum;
1103         hash->next = mesh->vertexhashtable[hashindex];
1104         mesh->vertexhashtable[hashindex] = hash;
1105         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1106         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1107         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1108         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1109         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1110         return vnum;
1111 }
1112
1113 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1114 {
1115         if (mesh->numtriangles == 0)
1116         {
1117                 // set the properties on this empty mesh to be more favorable...
1118                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1119                 mesh->map_diffuse = map_diffuse;
1120                 mesh->map_specular = map_specular;
1121                 mesh->map_normal = map_normal;
1122         }
1123         while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
1124         {
1125                 if (mesh->next == NULL)
1126                         mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true);
1127                 mesh = mesh->next;
1128         }
1129         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1130         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1131         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1132         mesh->numtriangles++;
1133 }
1134
1135 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
1136 {
1137         int i, j, e;
1138         float vbuf[3*14], *v;
1139         memset(vbuf, 0, sizeof(vbuf));
1140         for (i = 0;i < numtris;i++)
1141         {
1142                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1143                 {
1144                         e = *element3i++;
1145                         if (vertex3f)
1146                         {
1147                                 v[0] = vertex3f[e * 3 + 0];
1148                                 v[1] = vertex3f[e * 3 + 1];
1149                                 v[2] = vertex3f[e * 3 + 2];
1150                         }
1151                         if (svector3f)
1152                         {
1153                                 v[3] = svector3f[e * 3 + 0];
1154                                 v[4] = svector3f[e * 3 + 1];
1155                                 v[5] = svector3f[e * 3 + 2];
1156                         }
1157                         if (tvector3f)
1158                         {
1159                                 v[6] = tvector3f[e * 3 + 0];
1160                                 v[7] = tvector3f[e * 3 + 1];
1161                                 v[8] = tvector3f[e * 3 + 2];
1162                         }
1163                         if (normal3f)
1164                         {
1165                                 v[9] = normal3f[e * 3 + 0];
1166                                 v[10] = normal3f[e * 3 + 1];
1167                                 v[11] = normal3f[e * 3 + 2];
1168                         }
1169                         if (texcoord2f)
1170                         {
1171                                 v[12] = texcoord2f[e * 2 + 0];
1172                                 v[13] = texcoord2f[e * 2 + 1];
1173                         }
1174                 }
1175                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1176         }
1177
1178         // the triangle calculation can take a while, so let's do a keepalive here
1179         CL_KeepaliveMessage(false);
1180 }
1181
1182 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
1183 {
1184         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1185         CL_KeepaliveMessage(false);
1186
1187         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1188 }
1189
1190 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1191 {
1192         if (!mesh->numverts)
1193                 return;
1194
1195         // build r_vertexmesh_t array
1196         // (compressed interleaved array for faster rendering)
1197         if (!mesh->vertexmesh && mesh->texcoord2f)
1198         {
1199                 int vertexindex;
1200                 int numvertices = mesh->numverts;
1201                 r_vertexmesh_t *vertexmesh;
1202                 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1203                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1204                 {
1205                         VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1206                         VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1207                         VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1208                         VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1209                         Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1210                 }
1211         }
1212
1213         // build r_vertexposition_t array
1214         if (!mesh->vertexposition)
1215         {
1216                 int vertexindex;
1217                 int numvertices = mesh->numverts;
1218                 r_vertexposition_t *vertexposition;
1219                 mesh->vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*mesh->vertexposition));
1220                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++)
1221                         VectorCopy(mesh->vertex3f + 3*vertexindex, vertexposition->vertex3f);
1222         }
1223
1224         // upload r_vertexmesh_t array as a buffer
1225         if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1226                 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1227
1228         // upload r_vertexposition_t array as a buffer
1229         if (mesh->vertexposition && !mesh->vertexpositionbuffer)
1230                 mesh->vertexpositionbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexposition, mesh->numverts * sizeof(*mesh->vertexposition), loadmodel->name, false, false, false);
1231
1232         // upload short indices as a buffer
1233         if (mesh->element3s && !mesh->element3s_indexbuffer)
1234                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1235
1236         // upload int indices as a buffer
1237         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1238                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1239
1240         // vertex buffer is several arrays and we put them in the same buffer
1241         //
1242         // is this wise?  the texcoordtexture2f array is used with dynamic
1243         // vertex/svector/tvector/normal when rendering animated models, on the
1244         // other hand animated models don't use a lot of vertices anyway...
1245         if (!mesh->vbo_vertexbuffer)
1246         {
1247                 size_t size;
1248                 unsigned char *mem;
1249                 size = 0;
1250                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1251                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1252                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1253                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1254                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1255                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1256                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1257                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1258                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1259                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1260                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1261                 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1262                 Mem_Free(mem);
1263         }
1264 }
1265
1266 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1267 {
1268         shadowmesh_t *mesh, *newmesh, *nextmesh;
1269         // reallocate meshs to conserve space
1270         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1271         {
1272                 nextmesh = mesh->next;
1273                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1274                 {
1275                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1276                         newmesh->next = firstmesh;
1277                         firstmesh = newmesh;
1278                         if (newmesh->element3s)
1279                         {
1280                                 int i;
1281                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1282                                         newmesh->element3s[i] = newmesh->element3i[i];
1283                         }
1284                         if (createvbo)
1285                                 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1286                 }
1287                 Mem_Free(mesh);
1288         }
1289
1290         // this can take a while, so let's do a keepalive here
1291         CL_KeepaliveMessage(false);
1292
1293         return firstmesh;
1294 }
1295
1296 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1297 {
1298         int i;
1299         shadowmesh_t *mesh;
1300         vec3_t nmins, nmaxs, ncenter, temp;
1301         float nradius2, dist2, *v;
1302         VectorClear(nmins);
1303         VectorClear(nmaxs);
1304         // calculate bbox
1305         for (mesh = firstmesh;mesh;mesh = mesh->next)
1306         {
1307                 if (mesh == firstmesh)
1308                 {
1309                         VectorCopy(mesh->vertex3f, nmins);
1310                         VectorCopy(mesh->vertex3f, nmaxs);
1311                 }
1312                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1313                 {
1314                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1315                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1316                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1317                 }
1318         }
1319         // calculate center and radius
1320         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1321         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1322         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1323         nradius2 = 0;
1324         for (mesh = firstmesh;mesh;mesh = mesh->next)
1325         {
1326                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1327                 {
1328                         VectorSubtract(v, ncenter, temp);
1329                         dist2 = DotProduct(temp, temp);
1330                         if (nradius2 < dist2)
1331                                 nradius2 = dist2;
1332                 }
1333         }
1334         // return data
1335         if (mins)
1336                 VectorCopy(nmins, mins);
1337         if (maxs)
1338                 VectorCopy(nmaxs, maxs);
1339         if (center)
1340                 VectorCopy(ncenter, center);
1341         if (radius)
1342                 *radius = sqrt(nradius2);
1343 }
1344
1345 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1346 {
1347         shadowmesh_t *nextmesh;
1348         for (;mesh;mesh = nextmesh)
1349         {
1350                 if (mesh->vertexpositionbuffer)
1351                         R_Mesh_DestroyMeshBuffer(mesh->vertexpositionbuffer);
1352                 if (mesh->vertexmeshbuffer)
1353                         R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1354                 if (mesh->element3i_indexbuffer)
1355                         R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1356                 if (mesh->element3s_indexbuffer)
1357                         R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1358                 if (mesh->vbo_vertexbuffer)
1359                         R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1360                 nextmesh = mesh->next;
1361                 Mem_Free(mesh);
1362         }
1363 }
1364
1365 void Mod_CreateCollisionMesh(dp_model_t *mod)
1366 {
1367         int k, numcollisionmeshtriangles;
1368         qboolean usesinglecollisionmesh = false;
1369         const msurface_t *surface = NULL;
1370
1371         mempool_t *mempool = mod->mempool;
1372         if (!mempool && mod->brush.parentmodel)
1373                 mempool = mod->brush.parentmodel->mempool;
1374         // make a single combined collision mesh for physics engine use
1375         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1376         numcollisionmeshtriangles = 0;
1377         for (k = 0;k < mod->nummodelsurfaces;k++)
1378         {
1379                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1380                 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1381                 {
1382                         usesinglecollisionmesh = true;
1383                         numcollisionmeshtriangles = surface->num_triangles;
1384                         break;
1385                 }
1386                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1387                         continue;
1388                 numcollisionmeshtriangles += surface->num_triangles;
1389         }
1390         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1391         if (usesinglecollisionmesh)
1392                 Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1393         else
1394         {
1395                 for (k = 0;k < mod->nummodelsurfaces;k++)
1396                 {
1397                         surface = mod->data_surfaces + mod->firstmodelsurface + k;
1398                         if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1399                                 continue;
1400                         Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1401                 }
1402         }
1403         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
1404 }
1405
1406 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)
1407 {
1408         float v[3], tc[3];
1409         v[0] = ix;
1410         v[1] = iy;
1411         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1412                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1413         else
1414                 v[2] = 0;
1415         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1416         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1417         texcoord2f[0] = tc[0];
1418         texcoord2f[1] = tc[1];
1419 }
1420
1421 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)
1422 {
1423         float vup[3], vdown[3], vleft[3], vright[3];
1424         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1425         float sv[3], tv[3], nl[3];
1426         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1427         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1428         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1429         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1430         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1431         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1432         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1433         VectorAdd(svector3f, sv, svector3f);
1434         VectorAdd(tvector3f, tv, tvector3f);
1435         VectorAdd(normal3f, nl, normal3f);
1436         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1437         VectorAdd(svector3f, sv, svector3f);
1438         VectorAdd(tvector3f, tv, tvector3f);
1439         VectorAdd(normal3f, nl, normal3f);
1440         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1441         VectorAdd(svector3f, sv, svector3f);
1442         VectorAdd(tvector3f, tv, tvector3f);
1443         VectorAdd(normal3f, nl, normal3f);
1444 }
1445
1446 void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1447 {
1448         int x, y, ix, iy, *e;
1449         e = element3i;
1450         for (y = 0;y < height;y++)
1451         {
1452                 for (x = 0;x < width;x++)
1453                 {
1454                         e[0] = (y + 1) * (width + 1) + (x + 0);
1455                         e[1] = (y + 0) * (width + 1) + (x + 0);
1456                         e[2] = (y + 1) * (width + 1) + (x + 1);
1457                         e[3] = (y + 0) * (width + 1) + (x + 0);
1458                         e[4] = (y + 0) * (width + 1) + (x + 1);
1459                         e[5] = (y + 1) * (width + 1) + (x + 1);
1460                         e += 6;
1461                 }
1462         }
1463         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1464         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1465                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1466                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1467 }
1468
1469 #if 0
1470 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1471 {
1472         float mins[3];
1473         float maxs[3];
1474         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1475         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1476         float viewvector[3];
1477         unsigned int firstvertex;
1478         unsigned int *e;
1479         float *v;
1480         if (chunkwidth < 2 || chunkheight < 2)
1481                 return;
1482         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]);
1483         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]);
1484         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1485         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1486         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1487         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1488         {
1489                 // too close for this stepsize, emit as 4 chunks instead
1490                 stepsize /= 2;
1491                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1492                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1493                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1494                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1495                 return;
1496         }
1497         // emit the geometry at stepsize into our vertex buffer / index buffer
1498         // we add two columns and two rows for skirt
1499         outwidth = chunkwidth+2;
1500         outheight = chunkheight+2;
1501         outwidth2 = outwidth-1;
1502         outheight2 = outheight-1;
1503         outwidth3 = outwidth+1;
1504         outheight3 = outheight+1;
1505         firstvertex = numvertices;
1506         e = model->terrain.element3i + numtriangles;
1507         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1508         v = model->terrain.vertex3f + numvertices;
1509         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1510         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1511         for (ty = 0;ty < outheight;ty++)
1512         {
1513                 for (tx = 0;tx < outwidth;tx++)
1514                 {
1515                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1516                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1517                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1518                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1519                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1520                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1521                 }
1522         }
1523         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1524         for (ty = 0;ty <= outheight;ty++)
1525         {
1526                 skirtrow = ty == 0 || ty == outheight;
1527                 ry = y+bound(1, ty, outheight)*stepsize;
1528                 for (tx = 0;tx <= outwidth;tx++)
1529                 {
1530                         skirt = skirtrow || tx == 0 || tx == outwidth;
1531                         rx = x+bound(1, tx, outwidth)*stepsize;
1532                         v[0] = rx*scale[0];
1533                         v[1] = ry*scale[1];
1534                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1535                         v += 3;
1536                 }
1537         }
1538         // TODO: emit skirt vertices
1539 }
1540
1541 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1542 {
1543         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1544         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1545         Mod_Terrain_BuildChunk(model, 
1546 }
1547 #endif
1548
1549 int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1550 {
1551         int offset = 0;
1552         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1553         {
1554                 offset = bound(0, s[4] - '0', 9);
1555                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1556                 s += 4;
1557                 if(*s)
1558                         ++s;
1559         }
1560         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1561         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1562         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1563         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1564         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1565         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1566         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1567         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1568         return offset | Q3WAVEFUNC_NONE;
1569 }
1570
1571 void Mod_FreeQ3Shaders(void)
1572 {
1573         Mem_FreePool(&q3shaders_mem);
1574 }
1575
1576 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1577 {
1578         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1579         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1580         q3shader_hash_entry_t* lastEntry = NULL;
1581         while (entry != NULL)
1582         {
1583                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1584                 {
1585                         unsigned char *start, *end, *start2;
1586                         start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1587                         end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1588                         start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1589                         if(memcmp(start, start2, end - start))
1590                                 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1591                         else
1592                                 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1593                         return;
1594                 }
1595                 lastEntry = entry;
1596                 entry = entry->chain;
1597         }
1598         if (entry == NULL)
1599         {
1600                 if (lastEntry->shader.name[0] != 0)
1601                 {
1602                         /* Add to chain */
1603                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1604                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1605
1606                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1607                         lastEntry->chain = newEntry;
1608                         newEntry->chain = NULL;
1609                         lastEntry = newEntry;
1610                 }
1611                 /* else: head of chain, in hash entry array */
1612                 entry = lastEntry;
1613         }
1614         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1615 }
1616
1617 extern cvar_t mod_q3shader_default_offsetmapping;
1618 extern cvar_t mod_q3shader_default_polygonoffset;
1619 extern cvar_t mod_q3shader_default_polygonfactor;
1620 void Mod_LoadQ3Shaders(void)
1621 {
1622         int j;
1623         int fileindex;
1624         fssearch_t *search;
1625         char *f;
1626         const char *text;
1627         q3shaderinfo_t shader;
1628         q3shaderinfo_layer_t *layer;
1629         int numparameters;
1630         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1631         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1632         unsigned long custsurfaceparms[256]; 
1633         int numcustsurfaceparms;
1634
1635         Mod_FreeQ3Shaders();
1636
1637         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1638         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1639                 sizeof (q3shader_data_t));
1640         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1641                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1642         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1643                 q3shaders_mem, sizeof (char**), 256);
1644
1645         // parse custinfoparms.txt
1646         numcustsurfaceparms = 0;
1647         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1648         {
1649                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1650                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1651                 else
1652                 {
1653                         while (COM_ParseToken_QuakeC(&text, false))
1654                                 if (!strcasecmp(com_token, "}"))
1655                                         break;
1656                         // custom surfaceflags section
1657                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1658                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1659                         else
1660                         {
1661                                 while(COM_ParseToken_QuakeC(&text, false))
1662                                 {
1663                                         if (!strcasecmp(com_token, "}"))
1664                                                 break;  
1665                                         // register surfaceflag
1666                                         if (numcustsurfaceparms >= 256)
1667                                         {
1668                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1669                                                 break;
1670                                         }
1671                                         // name
1672                                         j = strlen(com_token)+1;
1673                                         custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1674                                         strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1675                                         // value
1676                                         if (COM_ParseToken_QuakeC(&text, false))
1677                                                 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1678                                         else
1679                                                 custsurfaceparms[numcustsurfaceparms] = 0;
1680                                         numcustsurfaceparms++;
1681                                 }
1682                         }
1683                 }
1684                 Mem_Free(f);
1685         }
1686
1687         // parse shaders
1688         search = FS_Search("scripts/*.shader", true, false);
1689         if (!search)
1690                 return;
1691         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1692         {
1693                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1694                 if (!f)
1695                         continue;
1696                 while (COM_ParseToken_QuakeC(&text, false))
1697                 {
1698                         memset (&shader, 0, sizeof(shader));
1699                         shader.reflectmin = 0;
1700                         shader.reflectmax = 1;
1701                         shader.refractfactor = 1;
1702                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1703                         shader.reflectfactor = 1;
1704                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1705                         shader.r_water_wateralpha = 1;
1706                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1707                         shader.offsetscale = 1;
1708                         shader.specularscalemod = 1;
1709                         shader.specularpowermod = 1;
1710                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1711                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1712
1713                         strlcpy(shader.name, com_token, sizeof(shader.name));
1714                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1715                         {
1716                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1717                                 break;
1718                         }
1719                         while (COM_ParseToken_QuakeC(&text, false))
1720                         {
1721                                 if (!strcasecmp(com_token, "}"))
1722                                         break;
1723                                 if (!strcasecmp(com_token, "{"))
1724                                 {
1725                                         static q3shaderinfo_layer_t dummy;
1726                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1727                                         {
1728                                                 layer = shader.layers + shader.numlayers++;
1729                                         }
1730                                         else
1731                                         {
1732                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1733                                                 memset(&dummy, 0, sizeof(dummy));
1734                                                 layer = &dummy;
1735                                         }
1736                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1737                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1738                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1739                                         layer->blendfunc[0] = GL_ONE;
1740                                         layer->blendfunc[1] = GL_ZERO;
1741                                         while (COM_ParseToken_QuakeC(&text, false))
1742                                         {
1743                                                 if (!strcasecmp(com_token, "}"))
1744                                                         break;
1745                                                 if (!strcasecmp(com_token, "\n"))
1746                                                         continue;
1747                                                 numparameters = 0;
1748                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1749                                                 {
1750                                                         if (j < TEXTURE_MAXFRAMES + 4)
1751                                                         {
1752                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1753                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1754                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1755                                                                 else
1756                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1757                                                                 numparameters = j + 1;
1758                                                         }
1759                                                         if (!COM_ParseToken_QuakeC(&text, true))
1760                                                                 break;
1761                                                 }
1762                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1763                                                 //      parameter[j][0] = 0;
1764                                                 if (developer_insane.integer)
1765                                                 {
1766                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1767                                                         for (j = 0;j < numparameters;j++)
1768                                                                 Con_DPrintf(" %s", parameter[j]);
1769                                                         Con_DPrint("\n");
1770                                                 }
1771                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1772                                                 {
1773                                                         if (numparameters == 2)
1774                                                         {
1775                                                                 if (!strcasecmp(parameter[1], "add"))
1776                                                                 {
1777                                                                         layer->blendfunc[0] = GL_ONE;
1778                                                                         layer->blendfunc[1] = GL_ONE;
1779                                                                 }
1780                                                                 else if (!strcasecmp(parameter[1], "filter"))
1781                                                                 {
1782                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1783                                                                         layer->blendfunc[1] = GL_ZERO;
1784                                                                 }
1785                                                                 else if (!strcasecmp(parameter[1], "blend"))
1786                                                                 {
1787                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1788                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1789                                                                 }
1790                                                         }
1791                                                         else if (numparameters == 3)
1792                                                         {
1793                                                                 int k;
1794                                                                 for (k = 0;k < 2;k++)
1795                                                                 {
1796                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1797                                                                                 layer->blendfunc[k] = GL_ONE;
1798                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1799                                                                                 layer->blendfunc[k] = GL_ZERO;
1800                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1801                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1802                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1803                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1804                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1805                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1806                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1807                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1808                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1809                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1810                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1811                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1812                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1813                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1814                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1815                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1816                                                                         else
1817                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1818                                                                 }
1819                                                         }
1820                                                 }
1821                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1822                                                         layer->alphatest = true;
1823                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1824                                                 {
1825                                                         if (!strcasecmp(parameter[0], "clampmap"))
1826                                                                 layer->clampmap = true;
1827                                                         layer->numframes = 1;
1828                                                         layer->framerate = 1;
1829                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1830                                                                 &q3shader_data->char_ptrs);
1831                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1832                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1833                                                                 shader.lighting = true;
1834                                                 }
1835                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1836                                                 {
1837                                                         int i;
1838                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1839                                                         layer->framerate = atof(parameter[1]);
1840                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1841                                                         for (i = 0;i < layer->numframes;i++)
1842                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1843                                                 }
1844                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1845                                                 {
1846                                                         int i;
1847                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1848                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1849                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1850                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1851                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1852                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1853                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1854                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1855                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1856                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1857                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1858                                                         else if (!strcasecmp(parameter[1], "wave"))
1859                                                         {
1860                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1861                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1862                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1863                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1864                                                         }
1865                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1866                                                 }
1867                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1868                                                 {
1869                                                         int i;
1870                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1871                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1872                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1873                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1874                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1875                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1876                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1877                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1878                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1879                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1880                                                         else if (!strcasecmp(parameter[1], "wave"))
1881                                                         {
1882                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1883                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1884                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1885                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1886                                                         }
1887                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1888                                                 }
1889                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1890                                                 {
1891                                                         int i;
1892                                                         // observed values: tcgen environment
1893                                                         // no other values have been observed in real shaders
1894                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1895                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1896                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1897                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1898                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1899                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1900                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1901                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1902                                                 }
1903                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1904                                                 {
1905                                                         int i, tcmodindex;
1906                                                         // observed values:
1907                                                         // tcmod rotate #
1908                                                         // tcmod scale # #
1909                                                         // tcmod scroll # #
1910                                                         // tcmod stretch sin # # # #
1911                                                         // tcmod stretch triangle # # # #
1912                                                         // tcmod transform # # # # # #
1913                                                         // tcmod turb # # # #
1914                                                         // tcmod turb sin # # # #  (this is bogus)
1915                                                         // no other values have been observed in real shaders
1916                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1917                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1918                                                                         break;
1919                                                         if (tcmodindex < Q3MAXTCMODS)
1920                                                         {
1921                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1922                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1923                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1924                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1925                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1926                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1927                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1928                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1929                                                                 {
1930                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1931                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1932                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1933                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1934                                                                 }
1935                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1936                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1937                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1938                                                         }
1939                                                         else
1940                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1941                                                 }
1942                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1943                                                 if (!strcasecmp(com_token, "}"))
1944                                                         break;
1945                                         }
1946                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1947                                                 shader.lighting = true;
1948                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1949                                         {
1950                                                 if (layer == shader.layers + 0)
1951                                                 {
1952                                                         // vertex controlled transparency
1953                                                         shader.vertexalpha = true;
1954                                                 }
1955                                                 else
1956                                                 {
1957                                                         // multilayer terrain shader or similar
1958                                                         shader.textureblendalpha = true;
1959                                                 }
1960                                         }
1961                                         layer->texflags = TEXF_ALPHA;
1962                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1963                                                 layer->texflags |= TEXF_MIPMAP;
1964                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1965                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1966                                         if (layer->clampmap)
1967                                                 layer->texflags |= TEXF_CLAMP;
1968                                         continue;
1969                                 }
1970                                 numparameters = 0;
1971                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1972                                 {
1973                                         if (j < TEXTURE_MAXFRAMES + 4)
1974                                         {
1975                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1976                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1977                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1978                                                 else
1979                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1980                                                 numparameters = j + 1;
1981                                         }
1982                                         if (!COM_ParseToken_QuakeC(&text, true))
1983                                                 break;
1984                                 }
1985                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1986                                 //      parameter[j][0] = 0;
1987                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1988                                         break;
1989                                 if (developer_insane.integer)
1990                                 {
1991                                         Con_DPrintf("%s: ", shader.name);
1992                                         for (j = 0;j < numparameters;j++)
1993                                                 Con_DPrintf(" %s", parameter[j]);
1994                                         Con_DPrint("\n");
1995                                 }
1996                                 if (numparameters < 1)
1997                                         continue;
1998                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1999                                 {
2000                                         if (!strcasecmp(parameter[1], "alphashadow"))
2001                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2002                                         else if (!strcasecmp(parameter[1], "areaportal"))
2003                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2004                                         else if (!strcasecmp(parameter[1], "botclip"))
2005                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2006                                         else if (!strcasecmp(parameter[1], "clusterportal"))
2007                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2008                                         else if (!strcasecmp(parameter[1], "detail"))
2009                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2010                                         else if (!strcasecmp(parameter[1], "donotenter"))
2011                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2012                                         else if (!strcasecmp(parameter[1], "dust"))
2013                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2014                                         else if (!strcasecmp(parameter[1], "hint"))
2015                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2016                                         else if (!strcasecmp(parameter[1], "fog"))
2017                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2018                                         else if (!strcasecmp(parameter[1], "lava"))
2019                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2020                                         else if (!strcasecmp(parameter[1], "lightfilter"))
2021                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2022                                         else if (!strcasecmp(parameter[1], "lightgrid"))
2023                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2024                                         else if (!strcasecmp(parameter[1], "metalsteps"))
2025                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2026                                         else if (!strcasecmp(parameter[1], "nodamage"))
2027                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2028                                         else if (!strcasecmp(parameter[1], "nodlight"))
2029                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2030                                         else if (!strcasecmp(parameter[1], "nodraw"))
2031                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2032                                         else if (!strcasecmp(parameter[1], "nodrop"))
2033                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2034                                         else if (!strcasecmp(parameter[1], "noimpact"))
2035                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2036                                         else if (!strcasecmp(parameter[1], "nolightmap"))
2037                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2038                                         else if (!strcasecmp(parameter[1], "nomarks"))
2039                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2040                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
2041                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2042                                         else if (!strcasecmp(parameter[1], "nonsolid"))
2043                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2044                                         else if (!strcasecmp(parameter[1], "origin"))
2045                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2046                                         else if (!strcasecmp(parameter[1], "playerclip"))
2047                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2048                                         else if (!strcasecmp(parameter[1], "sky"))
2049                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2050                                         else if (!strcasecmp(parameter[1], "slick"))
2051                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2052                                         else if (!strcasecmp(parameter[1], "slime"))
2053                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2054                                         else if (!strcasecmp(parameter[1], "structural"))
2055                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2056                                         else if (!strcasecmp(parameter[1], "trans"))
2057                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2058                                         else if (!strcasecmp(parameter[1], "water"))
2059                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2060                                         else if (!strcasecmp(parameter[1], "pointlight"))
2061                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2062                                         else if (!strcasecmp(parameter[1], "antiportal"))
2063                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2064                                         else
2065                                         {
2066                                                 // try custom surfaceparms
2067                                                 for (j = 0; j < numcustsurfaceparms; j++)
2068                                                 {
2069                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2070                                                         {
2071                                                                 shader.surfaceparms |= custsurfaceparms[j];
2072                                                                 break;
2073                                                         }
2074                                                 }
2075                                                 // failed all
2076                                                 if (j == numcustsurfaceparms)
2077                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2078                                         }
2079                                 }
2080                                 else if (!strcasecmp(parameter[0], "dpshadow"))
2081                                         shader.dpshadow = true;
2082                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2083                                         shader.dpnoshadow = true;
2084                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2085                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2086                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2087                                         shader.dpmeshcollisions = true;
2088                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2089                                 {
2090                                         // some q3 skies don't have the sky parm set
2091                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2092                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2093                                 }
2094                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2095                                 {
2096                                         // some q3 skies don't have the sky parm set
2097                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2098                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2099                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2100                                 }
2101                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2102                                 {
2103                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2104                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2105                                 }
2106                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2107                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2108                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2109                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2110                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2111                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2112                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2113                                 {
2114                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2115                                         if(numparameters >= 2)
2116                                         {
2117                                                 shader.biaspolygonfactor = atof(parameter[1]);
2118                                                 if(numparameters >= 3)
2119                                                         shader.biaspolygonoffset = atof(parameter[2]);
2120                                                 else
2121                                                         shader.biaspolygonoffset = 0;
2122                                         }
2123                                 }
2124                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2125                                 {
2126                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2127                                         shader.refractfactor = atof(parameter[1]);
2128                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2129                                 }
2130                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2131                                 {
2132                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2133                                         shader.reflectfactor = atof(parameter[1]);
2134                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2135                                 }
2136                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2137                                 {
2138                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2139                                 }
2140                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2141                                 {
2142                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2143                                         shader.reflectmin = atof(parameter[1]);
2144                                         shader.reflectmax = atof(parameter[2]);
2145                                         shader.refractfactor = atof(parameter[3]);
2146                                         shader.reflectfactor = atof(parameter[4]);
2147                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2148                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2149                                         shader.r_water_wateralpha = atof(parameter[11]);
2150                                 }
2151                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2152                                 {
2153                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2154                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2155                                 }
2156                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2157                                 {
2158                                         shader.specularscalemod = atof(parameter[1]);
2159                                 }
2160                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2161                                 {
2162                                         shader.specularpowermod = atof(parameter[1]);
2163                                 }
2164                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
2165                                 {
2166                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2167                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2168                                         else if (!strcasecmp(parameter[1], "default"))
2169                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2170                                         else if (!strcasecmp(parameter[1], "linear"))
2171                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2172                                         else if (!strcasecmp(parameter[1], "relief"))
2173                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2174                                         shader.offsetscale = atof(parameter[2]);
2175                                 }
2176                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2177                                 {
2178                                         int i, deformindex;
2179                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2180                                                 if (!shader.deforms[deformindex].deform)
2181                                                         break;
2182                                         if (deformindex < Q3MAXDEFORMS)
2183                                         {
2184                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2185                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2186                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2187                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2188                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2189                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2190                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2191                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2192                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2193                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2194                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2195                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2196                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2197                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2198                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2199                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2200                                                 {
2201                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2202                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2203                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2204                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2205                                                 }
2206                                                 else if (!strcasecmp(parameter[1], "move"            ))
2207                                                 {
2208                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2209                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2210                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2211                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2212                                                 }
2213                                         }
2214                                 }
2215                         }
2216                         // pick the primary layer to render with
2217                         if (shader.numlayers)
2218                         {
2219                                 shader.backgroundlayer = -1;
2220                                 shader.primarylayer = 0;
2221                                 // if lightmap comes first this is definitely an ordinary texture
2222                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2223                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
2224                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2225                                 {
2226                                         shader.backgroundlayer = -1;
2227                                         shader.primarylayer = 1;
2228                                 }
2229                                 else if (shader.numlayers >= 2
2230                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2231                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
2232                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2233                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
2234                                 {
2235                                         // terrain blending or other effects
2236                                         shader.backgroundlayer = 0;
2237                                         shader.primarylayer = 1;
2238                                 }
2239                         }
2240                         // fix up multiple reflection types
2241                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2242                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2243
2244                         Q3Shader_AddToHash (&shader);
2245                 }
2246                 Mem_Free(f);
2247         }
2248         FS_FreeSearch(search);
2249         // free custinfoparm values
2250         for (j = 0; j < numcustsurfaceparms; j++)
2251                 Mem_Free(custsurfaceparmnames[j]);
2252 }
2253
2254 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2255 {
2256         unsigned short hash;
2257         q3shader_hash_entry_t* entry;
2258         if (!q3shaders_mem)
2259                 Mod_LoadQ3Shaders();
2260         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2261         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2262         while (entry != NULL)
2263         {
2264                 if (strcasecmp (entry->shader.name, name) == 0)
2265                         return &entry->shader;
2266                 entry = entry->chain;
2267         }
2268         return NULL;
2269 }
2270
2271 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2272 {
2273         int j;
2274         int texflagsmask, texflagsor;
2275         qboolean success = true;
2276         q3shaderinfo_t *shader;
2277         if (!name)
2278                 name = "";
2279         strlcpy(texture->name, name, sizeof(texture->name));
2280         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2281
2282         texflagsmask = ~0;
2283         if(!(defaulttexflags & TEXF_PICMIP))
2284                 texflagsmask &= ~TEXF_PICMIP;
2285         if(!(defaulttexflags & TEXF_COMPRESS))
2286                 texflagsmask &= ~TEXF_COMPRESS;
2287         texflagsor = 0;
2288         if(defaulttexflags & TEXF_ISWORLD)
2289                 texflagsor |= TEXF_ISWORLD;
2290         if(defaulttexflags & TEXF_ISSPRITE)
2291                 texflagsor |= TEXF_ISSPRITE;
2292         // unless later loaded from the shader
2293         texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2294         texture->offsetscale = 1;
2295         texture->specularscalemod = 1;
2296         texture->specularpowermod = 1; 
2297         // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2298         // HERE, AND Q1BSP LOADING
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", loadmodel->name, name);
2305                 texture->surfaceparms = shader->surfaceparms;
2306
2307                 // allow disabling of picmip or compression by defaulttexflags
2308                 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2309
2310                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2311                 {
2312                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2313                         if (shader->skyboxname[0])
2314                         {
2315                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2316                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2317                         }
2318                 }
2319                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2320                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2321                 else
2322                         texture->basematerialflags = MATERIALFLAG_WALL;
2323
2324                 if (shader->layers[0].alphatest)
2325                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2326                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2327                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2328                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2329                 {
2330                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2331                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2332                 }
2333                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2334                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2335                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2336                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2337                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2338                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2339                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2340                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2341                 texture->customblendfunc[0] = GL_ONE;
2342                 texture->customblendfunc[1] = GL_ZERO;
2343                 if (shader->numlayers > 0)
2344                 {
2345                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2346                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2347 /*
2348 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2349 * additive               GL_ONE GL_ONE
2350 additive weird         GL_ONE GL_SRC_ALPHA
2351 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2352 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2353 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2354 brighten               GL_DST_COLOR GL_ONE
2355 brighten               GL_ONE GL_SRC_COLOR
2356 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2357 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2358 * modulate               GL_DST_COLOR GL_ZERO
2359 * modulate               GL_ZERO GL_SRC_COLOR
2360 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2361 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2362 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2363 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2364 * no blend               GL_ONE GL_ZERO
2365 nothing                GL_ZERO GL_ONE
2366 */
2367                         // if not opaque, figure out what blendfunc to use
2368                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2369                         {
2370                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2371                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2372                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2373                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2374                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2375                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2376                                 else
2377                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2378                         }
2379                 }
2380                 if (!shader->lighting)
2381                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2382                 if (shader->primarylayer >= 0)
2383                 {
2384                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2385                         // copy over many primarylayer parameters
2386                         texture->rgbgen = primarylayer->rgbgen;
2387                         texture->alphagen = primarylayer->alphagen;
2388                         texture->tcgen = primarylayer->tcgen;
2389                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2390                         // load the textures
2391                         texture->numskinframes = primarylayer->numframes;
2392                         texture->skinframerate = primarylayer->framerate;
2393                         for (j = 0;j < primarylayer->numframes;j++)
2394                         {
2395                                 if(cls.state == ca_dedicated)
2396                                 {
2397                                         texture->skinframes[j] = NULL;
2398                                 }
2399                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2400                                 {
2401                                         Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name);
2402                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2403                                 }
2404                         }
2405                 }
2406                 if (shader->backgroundlayer >= 0)
2407                 {
2408                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2409                         // copy over one secondarylayer parameter
2410                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2411                         // load the textures
2412                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2413                         texture->backgroundskinframerate = backgroundlayer->framerate;
2414                         for (j = 0;j < backgroundlayer->numframes;j++)
2415                         {
2416                                 if(cls.state == ca_dedicated)
2417                                 {
2418                                         texture->skinframes[j] = NULL;
2419                                 }
2420                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2421                                 {
2422                                         Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (background frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
2423                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2424                                 }
2425                         }
2426                 }
2427                 if (shader->dpshadow)
2428                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2429                 if (shader->dpnoshadow)
2430                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2431                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2432                 texture->reflectmin = shader->reflectmin;
2433                 texture->reflectmax = shader->reflectmax;
2434                 texture->refractfactor = shader->refractfactor;
2435                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2436                 texture->reflectfactor = shader->reflectfactor;
2437                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2438                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2439                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2440                 texture->offsetmapping = shader->offsetmapping;
2441                 texture->offsetscale = shader->offsetscale;
2442                 texture->specularscalemod = shader->specularscalemod;
2443                 texture->specularpowermod = shader->specularpowermod;
2444                 if (shader->dpreflectcube[0])
2445                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2446
2447                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2448                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2449                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2450                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2451                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2452                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2453                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2454                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2455                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2456
2457         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2458         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2459         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2460         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2461                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2462         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2463                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2464         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2465         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2466         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2467         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2468         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2469                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2470         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2471         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2472         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2473         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2474                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2475         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2476                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2477                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2478         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2479                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2480         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2481         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2482                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2483         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2484         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2485         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2486                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2487         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2488         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2489
2490                 if (shader->dpmeshcollisions)
2491                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2492         }
2493         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2494         {
2495                 if (developer_extra.integer)
2496                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2497                 texture->surfaceparms = 0;
2498                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2499         }
2500         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2501         {
2502                 if (developer_extra.integer)
2503                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2504                 texture->surfaceparms = 0;
2505                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2506                 texture->supercontents = SUPERCONTENTS_SOLID;
2507         }
2508         else
2509         {
2510                 if (developer_extra.integer)
2511                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2512                 texture->surfaceparms = 0;
2513                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2514                 {
2515                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2516                         texture->supercontents = SUPERCONTENTS_SOLID;
2517                 }
2518                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2519                 {
2520                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2521                         texture->supercontents = SUPERCONTENTS_SKY;
2522                 }
2523                 else
2524                 {
2525                         texture->basematerialflags |= MATERIALFLAG_WALL;
2526                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2527                 }
2528                 texture->numskinframes = 1;
2529                 if(cls.state == ca_dedicated)
2530                 {
2531                         texture->skinframes[0] = NULL;
2532                 }
2533                 else
2534                 {
2535                         if (fallback)
2536                         {
2537                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2538                                 {
2539                                         if(texture->skinframes[0]->hasalpha)
2540                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2541                                 }
2542                                 else
2543                                         success = false;
2544                         }
2545                         else
2546                                 success = false;
2547                         if (!success && warnmissing)
2548                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2549                 }
2550         }
2551         // init the animation variables
2552         texture->currentframe = texture;
2553         if (texture->numskinframes < 1)
2554                 texture->numskinframes = 1;
2555         if (!texture->skinframes[0])
2556                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2557         texture->currentskinframe = texture->skinframes[0];
2558         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2559         return success;
2560 }
2561
2562 skinfile_t *Mod_LoadSkinFiles(void)
2563 {
2564         int i, words, line, wordsoverflow;
2565         char *text;
2566         const char *data;
2567         skinfile_t *skinfile = NULL, *first = NULL;
2568         skinfileitem_t *skinfileitem;
2569         char word[10][MAX_QPATH];
2570
2571 /*
2572 sample file:
2573 U_bodyBox,models/players/Legoman/BikerA2.tga
2574 U_RArm,models/players/Legoman/BikerA1.tga
2575 U_LArm,models/players/Legoman/BikerA1.tga
2576 U_armor,common/nodraw
2577 U_sword,common/nodraw
2578 U_shield,common/nodraw
2579 U_homb,common/nodraw
2580 U_backpack,common/nodraw
2581 U_colcha,common/nodraw
2582 tag_head,
2583 tag_weapon,
2584 tag_torso,
2585 */
2586         memset(word, 0, sizeof(word));
2587         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2588         {
2589                 // If it's the first file we parse
2590                 if (skinfile == NULL)
2591                 {
2592                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2593                         first = skinfile;
2594                 }
2595                 else
2596                 {
2597                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2598                         skinfile = skinfile->next;
2599                 }
2600                 skinfile->next = NULL;
2601
2602                 for(line = 0;;line++)
2603                 {
2604                         // parse line
2605                         if (!COM_ParseToken_QuakeC(&data, true))
2606                                 break;
2607                         if (!strcmp(com_token, "\n"))
2608                                 continue;
2609                         words = 0;
2610                         wordsoverflow = false;
2611                         do
2612                         {
2613                                 if (words < 10)
2614                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2615                                 else
2616                                         wordsoverflow = true;
2617                         }
2618                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2619                         if (wordsoverflow)
2620                         {
2621                                 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);
2622                                 continue;
2623                         }
2624                         // words is always >= 1
2625                         if (!strcmp(word[0], "replace"))
2626                         {
2627                                 if (words == 3)
2628                                 {
2629                                         if (developer_loading.integer)
2630                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2631                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2632                                         skinfileitem->next = skinfile->items;
2633                                         skinfile->items = skinfileitem;
2634                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2635                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2636                                 }
2637                                 else
2638                                         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]);
2639                         }
2640                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2641                         {
2642                                 // tag name, like "tag_weapon,"
2643                                 // not used for anything (not even in Quake3)
2644                         }
2645                         else if (words >= 2 && !strcmp(word[1], ","))
2646                         {
2647                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2648                                 if (developer_loading.integer)
2649                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2650                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2651                                 skinfileitem->next = skinfile->items;
2652                                 skinfile->items = skinfileitem;
2653                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2654                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2655                         }
2656                         else
2657                                 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);
2658                 }
2659                 Mem_Free(text);
2660         }
2661         if (i)
2662                 loadmodel->numskins = i;
2663         return first;
2664 }
2665
2666 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2667 {
2668         skinfile_t *next;
2669         skinfileitem_t *skinfileitem, *nextitem;
2670         for (;skinfile;skinfile = next)
2671         {
2672                 next = skinfile->next;
2673                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2674                 {
2675                         nextitem = skinfileitem->next;
2676                         Mem_Free(skinfileitem);
2677                 }
2678                 Mem_Free(skinfile);
2679         }
2680 }
2681
2682 int Mod_CountSkinFiles(skinfile_t *skinfile)
2683 {
2684         int i;
2685         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2686         return i;
2687 }
2688
2689 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2690 {
2691         int i;
2692         double isnap = 1.0 / snap;
2693         for (i = 0;i < numvertices*numcomponents;i++)
2694                 vertices[i] = floor(vertices[i]*isnap)*snap;
2695 }
2696
2697 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2698 {
2699         int i, outtriangles;
2700         float edgedir1[3], edgedir2[3], temp[3];
2701         // a degenerate triangle is one with no width (thickness, surface area)
2702         // these are characterized by having all 3 points colinear (along a line)
2703         // or having two points identical
2704         // the simplest check is to calculate the triangle's area
2705         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2706         {
2707                 // calculate first edge
2708                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2709                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2710                 CrossProduct(edgedir1, edgedir2, temp);
2711                 if (VectorLength2(temp) < 0.001f)
2712                         continue; // degenerate triangle (no area)
2713                 // valid triangle (has area)
2714                 VectorCopy(inelement3i, outelement3i);
2715                 outelement3i += 3;
2716                 outtriangles++;
2717         }
2718         return outtriangles;
2719 }
2720
2721 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2722 {
2723         int i, e;
2724         int firstvertex, lastvertex;
2725         if (numelements > 0 && elements)
2726         {
2727                 firstvertex = lastvertex = elements[0];
2728                 for (i = 1;i < numelements;i++)
2729                 {
2730                         e = elements[i];
2731                         firstvertex = min(firstvertex, e);
2732                         lastvertex = max(lastvertex, e);
2733                 }
2734         }
2735         else
2736                 firstvertex = lastvertex = 0;
2737         if (firstvertexpointer)
2738                 *firstvertexpointer = firstvertex;
2739         if (lastvertexpointer)
2740                 *lastvertexpointer = lastvertex;
2741 }
2742
2743 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2744 {
2745         // make an optimal set of texture-sorted batches to draw...
2746         int j, t;
2747         int *firstsurfacefortexture;
2748         int *numsurfacesfortexture;
2749         if (!mod->sortedmodelsurfaces)
2750                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2751         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2752         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2753         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2754         for (j = 0;j < mod->nummodelsurfaces;j++)
2755         {
2756                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2757                 int t = (int)(surface->texture - mod->data_textures);
2758                 numsurfacesfortexture[t]++;
2759         }
2760         j = 0;
2761         for (t = 0;t < mod->num_textures;t++)
2762         {
2763                 firstsurfacefortexture[t] = j;
2764                 j += numsurfacesfortexture[t];
2765         }
2766         for (j = 0;j < mod->nummodelsurfaces;j++)
2767         {
2768                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2769                 int t = (int)(surface->texture - mod->data_textures);
2770                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2771         }
2772         Mem_Free(firstsurfacefortexture);
2773         Mem_Free(numsurfacesfortexture);
2774 }
2775
2776 void Mod_BuildVBOs(void)
2777 {
2778         if (!loadmodel->surfmesh.num_vertices)
2779                 return;
2780
2781         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2782         {
2783                 int i;
2784                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2785                 {
2786                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2787                         {
2788                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2789                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2790                         }
2791                 }
2792         }
2793
2794         // build r_vertexmesh_t array
2795         // (compressed interleaved array for faster rendering)
2796         if (!loadmodel->surfmesh.vertexmesh)
2797         {
2798                 int vertexindex;
2799                 int numvertices = loadmodel->surfmesh.num_vertices;
2800                 r_vertexmesh_t *vertexmesh;
2801                 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2802                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2803                 {
2804                         VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2805                         VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2806                         VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2807                         VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2808                         if (loadmodel->surfmesh.data_lightmapcolor4f)
2809                                 Vector4Scale(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, 255.0f, vertexmesh->color4ub);
2810                         Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2811                         if (loadmodel->surfmesh.data_texcoordlightmap2f)
2812                                 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2813                 }
2814         }
2815
2816         // build r_vertexposition_t array
2817         if (!loadmodel->surfmesh.vertexposition)
2818         {
2819                 int vertexindex;
2820                 int numvertices = loadmodel->surfmesh.num_vertices;
2821                 r_vertexposition_t *vertexposition;
2822                 loadmodel->surfmesh.vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexposition));
2823                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++)
2824                         VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexposition->vertex3f);
2825         }
2826
2827         // upload r_vertexmesh_t array as a buffer
2828         if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2829                 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2830
2831         // upload r_vertexposition_t array as a buffer
2832         if (loadmodel->surfmesh.vertexposition && !loadmodel->surfmesh.vertexpositionbuffer)
2833                 loadmodel->surfmesh.vertexpositionbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexposition, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexposition), loadmodel->name, false, false, false);
2834
2835         // upload short indices as a buffer
2836         if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2837                 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2838
2839         // upload int indices as a buffer
2840         if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2841                 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2842
2843         // only build a vbo if one has not already been created (this is important for brush models which load specially)
2844         // vertex buffer is several arrays and we put them in the same buffer
2845         //
2846         // is this wise?  the texcoordtexture2f array is used with dynamic
2847         // vertex/svector/tvector/normal when rendering animated models, on the
2848         // other hand animated models don't use a lot of vertices anyway...
2849         if (!loadmodel->surfmesh.vbo_vertexbuffer)
2850         {
2851                 size_t size;
2852                 unsigned char *mem;
2853                 size = 0;
2854                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2855                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2856                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2857                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2858                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2859                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2860                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2861                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2862                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2863                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2864                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2865                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2866                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2867                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2868                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2869                 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
2870                 Mem_Free(mem);
2871         }
2872 }
2873
2874 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2875 {
2876         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2877         int a, b, c;
2878         const char *texname;
2879         const int *e;
2880         const float *v, *vn, *vt;
2881         size_t l;
2882         size_t outbufferpos = 0;
2883         size_t outbuffermax = 0x100000;
2884         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2885         const msurface_t *surface;
2886         const int maxtextures = 256;
2887         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2888         dp_model_t *submodel;
2889
2890         // construct the mtllib file
2891         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2892         if (l > 0)
2893                 outbufferpos += l;
2894         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2895         {
2896                 countsurfaces++;
2897                 countvertices += surface->num_vertices;
2898                 countfaces += surface->num_triangles;
2899                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2900                 for (textureindex = 0;textureindex < counttextures;textureindex++)
2901                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2902                                 break;
2903                 if (textureindex < counttextures)
2904                         continue; // already wrote this material entry
2905                 if (textureindex >= maxtextures)
2906                         continue; // just a precaution
2907                 textureindex = counttextures++;
2908                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2909                 if (outbufferpos >= outbuffermax >> 1)
2910                 {
2911                         outbuffermax *= 2;
2912                         oldbuffer = outbuffer;
2913                         outbuffer = (char *) Z_Malloc(outbuffermax);
2914                         memcpy(outbuffer, oldbuffer, outbufferpos);
2915                         Z_Free(oldbuffer);
2916                 }
2917                 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");
2918                 if (l > 0)
2919                         outbufferpos += l;
2920         }
2921
2922         // write the mtllib file
2923         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2924
2925         // construct the obj file
2926         outbufferpos = 0;
2927         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);
2928         if (l > 0)
2929                 outbufferpos += l;
2930
2931         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)
2932         {
2933                 if (outbufferpos >= outbuffermax >> 1)
2934                 {
2935                         outbuffermax *= 2;
2936                         oldbuffer = outbuffer;
2937                         outbuffer = (char *) Z_Malloc(outbuffermax);
2938                         memcpy(outbuffer, oldbuffer, outbufferpos);
2939                         Z_Free(oldbuffer);
2940                 }
2941                 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]);
2942                 if (l > 0)
2943                         outbufferpos += l;
2944         }
2945
2946         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
2947         {
2948                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
2949                 if (l > 0)
2950                         outbufferpos += l;
2951                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
2952                 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
2953                 {
2954                         surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
2955                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2956                         if (l > 0)
2957                                 outbufferpos += l;
2958                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2959                         {
2960                                 if (outbufferpos >= outbuffermax >> 1)
2961                                 {
2962                                         outbuffermax *= 2;
2963                                         oldbuffer = outbuffer;
2964                                         outbuffer = (char *) Z_Malloc(outbuffermax);
2965                                         memcpy(outbuffer, oldbuffer, outbufferpos);
2966                                         Z_Free(oldbuffer);
2967                                 }
2968                                 a = e[0]+1;
2969                                 b = e[1]+1;
2970                                 c = e[2]+1;
2971                                 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);
2972                                 if (l > 0)
2973                                         outbufferpos += l;
2974                         }
2975                 }
2976         }
2977
2978         // write the obj file
2979         FS_WriteFile(filename, outbuffer, outbufferpos);
2980
2981         // clean up
2982         Z_Free(outbuffer);
2983         Z_Free(texturenames);
2984
2985         // print some stats
2986         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2987 }
2988
2989 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2990 {
2991         int countnodes = 0, counttriangles = 0, countframes = 0;
2992         int surfaceindex;
2993         int triangleindex;
2994         int transformindex;
2995         int poseindex;
2996         int cornerindex;
2997         const int *e;
2998         size_t l;
2999         size_t outbufferpos = 0;
3000         size_t outbuffermax = 0x100000;
3001         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3002         const msurface_t *surface;
3003         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3004         if (l > 0)
3005                 outbufferpos += l;
3006         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3007         {
3008                 if (outbufferpos >= outbuffermax >> 1)
3009                 {
3010                         outbuffermax *= 2;
3011                         oldbuffer = outbuffer;
3012                         outbuffer = (char *) Z_Malloc(outbuffermax);
3013                         memcpy(outbuffer, oldbuffer, outbufferpos);
3014                         Z_Free(oldbuffer);
3015                 }
3016                 countnodes++;
3017                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3018                 if (l > 0)
3019                         outbufferpos += l;
3020         }
3021         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3022         if (l > 0)
3023                 outbufferpos += l;
3024         for (poseindex = 0;poseindex < numposes;poseindex++)
3025         {
3026                 countframes++;
3027                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3028                 if (l > 0)
3029                         outbufferpos += l;
3030                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3031                 {
3032                         float angles[3];
3033                         float mtest[4][3];
3034                         matrix4x4_t posematrix;
3035                         if (outbufferpos >= outbuffermax >> 1)
3036                         {
3037                                 outbuffermax *= 2;
3038                                 oldbuffer = outbuffer;
3039                                 outbuffer = (char *) Z_Malloc(outbuffermax);
3040                                 memcpy(outbuffer, oldbuffer, outbufferpos);
3041                                 Z_Free(oldbuffer);
3042                         }
3043
3044                         // strangely the smd angles are for a transposed matrix, so we
3045                         // have to generate a transposed matrix, then convert that...
3046                         Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3047                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3048                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
3049                         if (angles[0] >= 180) angles[0] -= 360;
3050                         if (angles[1] >= 180) angles[1] -= 360;
3051                         if (angles[2] >= 180) angles[2] -= 360;
3052
3053 #if 0
3054 {
3055                         float a = DEG2RAD(angles[ROLL]);
3056                         float b = DEG2RAD(angles[PITCH]);
3057                         float c = DEG2RAD(angles[YAW]);
3058                         float cy, sy, cp, sp, cr, sr;
3059                         float test[4][3];
3060                         // smd matrix construction, for comparing
3061                         sy = sin(c);
3062                         cy = cos(c);
3063                         sp = sin(b);
3064                         cp = cos(b);
3065                         sr = sin(a);
3066                         cr = cos(a);
3067
3068                         test[0][0] = cp*cy;
3069                         test[0][1] = cp*sy;
3070                         test[0][2] = -sp;
3071                         test[1][0] = sr*sp*cy+cr*-sy;
3072                         test[1][1] = sr*sp*sy+cr*cy;
3073                         test[1][2] = sr*cp;
3074                         test[2][0] = (cr*sp*cy+-sr*-sy);
3075                         test[2][1] = (cr*sp*sy+-sr*cy);
3076                         test[2][2] = cr*cp;
3077                         test[3][0] = pose[9];
3078                         test[3][1] = pose[10];
3079                         test[3][2] = pose[11];
3080 }
3081 #endif
3082                         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]));
3083                         if (l > 0)
3084                                 outbufferpos += l;
3085                 }
3086         }
3087         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3088         if (l > 0)
3089                 outbufferpos += l;
3090         if (writetriangles)
3091         {
3092                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3093                 if (l > 0)
3094                         outbufferpos += l;
3095                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3096                 {
3097                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3098                         {
3099                                 counttriangles++;
3100                                 if (outbufferpos >= outbuffermax >> 1)
3101                                 {
3102                                         outbuffermax *= 2;
3103                                         oldbuffer = outbuffer;
3104                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3105                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3106                                         Z_Free(oldbuffer);
3107                                 }
3108                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3109                                 if (l > 0)
3110                                         outbufferpos += l;
3111                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3112                                 {
3113                                         const int index = e[2-cornerindex];
3114                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
3115                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
3116                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3117                                         const int b = model->surfmesh.blends[index];
3118                                         if (b < model->num_bones)
3119                                                 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]);
3120                                         else
3121                                         {
3122                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3123                                                 const unsigned char *wi = w->index;
3124                                                 const unsigned char *wf = w->influence;
3125                                             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);
3126                                                 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);
3127                                                 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);
3128                                                 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]);
3129                                         }
3130                                         if (l > 0)
3131                                                 outbufferpos += l;
3132                                 }
3133                         }
3134                 }
3135                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3136                 if (l > 0)
3137                         outbufferpos += l;
3138         }
3139
3140         FS_WriteFile(filename, outbuffer, outbufferpos);
3141         Z_Free(outbuffer);
3142
3143         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3144 }
3145
3146 /*
3147 ================
3148 Mod_Decompile_f
3149
3150 decompiles a model to editable files
3151 ================
3152 */
3153 static void Mod_Decompile_f(void)
3154 {
3155         int i, j, k, l, first, count;
3156         dp_model_t *mod;
3157         char inname[MAX_QPATH];
3158         char outname[MAX_QPATH];
3159         char mtlname[MAX_QPATH];
3160         char basename[MAX_QPATH];
3161         char animname[MAX_QPATH];
3162         char animname2[MAX_QPATH];
3163         char zymtextbuffer[16384];
3164         char dpmtextbuffer[16384];
3165         char framegroupstextbuffer[16384];
3166         int zymtextsize = 0;
3167         int dpmtextsize = 0;
3168         int framegroupstextsize = 0;
3169
3170         if (Cmd_Argc() != 2)
3171         {
3172                 Con_Print("usage: modeldecompile <filename>\n");
3173                 return;
3174         }
3175
3176         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3177         FS_StripExtension(inname, basename, sizeof(basename));
3178
3179         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3180         if (mod->brush.submodel)
3181         {
3182                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3183                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3184                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3185                 outname[0] = 0;
3186         }
3187         if (!mod)
3188         {
3189                 Con_Print("No such model\n");
3190                 return;
3191         }
3192         if (!mod->surfmesh.num_triangles)
3193         {
3194                 Con_Print("Empty model (or sprite)\n");
3195                 return;
3196         }
3197
3198         // export OBJ if possible (not on sprites)
3199         if (mod->surfmesh.num_triangles)
3200         {
3201                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3202                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3203                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3204         }
3205
3206         // export SMD if possible (only for skeletal models)
3207         if (mod->surfmesh.num_triangles && mod->num_bones)
3208         {
3209                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3210                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3211                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3212                 if (l > 0) zymtextsize += l;
3213                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3214                 if (l > 0) dpmtextsize += l;
3215                 for (i = 0;i < mod->numframes;i = j)
3216                 {
3217                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3218                         first = mod->animscenes[i].firstframe;
3219                         if (mod->animscenes[i].framecount > 1)
3220                         {
3221                                 // framegroup anim
3222                                 count = mod->animscenes[i].framecount;
3223                                 j = i + 1;
3224                         }
3225                         else
3226                         {
3227                                 // individual frame
3228                                 // check for additional frames with same name
3229                                 for (l = 0, k = strlen(animname);animname[l];l++)
3230                                         if(animname[l] < '0' || animname[l] > '9')
3231                                                 k = l + 1;
3232                                 if(k > 0 && animname[k-1] == '_')
3233                                         --k;
3234                                 animname[k] = 0;
3235                                 count = mod->num_poses - first;
3236                                 for (j = i + 1;j < mod->numframes;j++)
3237                                 {
3238                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3239                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
3240                                                 if(animname2[l] < '0' || animname2[l] > '9')
3241                                                         k = l + 1;
3242                                         if(k > 0 && animname[k-1] == '_')
3243                                                 --k;
3244                                         animname2[k] = 0;
3245                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3246                                         {
3247                                                 count = mod->animscenes[j].firstframe - first;
3248                                                 break;
3249                                         }
3250                                 }
3251                                 // if it's only one frame, use the original frame name
3252                                 if (j == i + 1)
3253                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3254                                 
3255                         }
3256                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3257                         Mod_Decompile_SMD(mod, outname, first, count, false);
3258                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3259                         {
3260                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3261                                 if (l > 0) zymtextsize += l;
3262                         }
3263                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3264                         {
3265                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3266                                 if (l > 0) dpmtextsize += l;
3267                         }
3268                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3269                         {
3270                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3271                                 if (l > 0) framegroupstextsize += l;
3272                         }
3273                 }
3274                 if (zymtextsize)
3275                         FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3276                 if (dpmtextsize)
3277                         FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3278                 if (framegroupstextsize)
3279                         FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3280         }
3281 }
3282
3283 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3284 {
3285         int y;
3286         memset(state, 0, sizeof(*state));
3287         state->width = width;
3288         state->height = height;
3289         state->currentY = 0;
3290         state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3291         for (y = 0;y < state->height;y++)
3292         {
3293                 state->rows[y].currentX = 0;
3294                 state->rows[y].rowY = -1;
3295         }
3296 }
3297
3298 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3299 {
3300         int y;
3301         state->currentY = 0;
3302         for (y = 0;y < state->height;y++)
3303         {
3304                 state->rows[y].currentX = 0;
3305                 state->rows[y].rowY = -1;
3306         }
3307 }
3308
3309 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3310 {
3311         if (state->rows)
3312                 Mem_Free(state->rows);
3313         memset(state, 0, sizeof(*state));
3314 }
3315
3316 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3317 {
3318         mod_alloclightmap_row_t *row;
3319         int y;
3320
3321         row = state->rows + blockheight;
3322         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3323         {
3324                 if (state->currentY + blockheight <= state->height)
3325                 {
3326                         // use the current allocation position
3327                         row->rowY = state->currentY;
3328                         row->currentX = 0;
3329                         state->currentY += blockheight;
3330                 }
3331                 else
3332                 {
3333                         // find another position
3334                         for (y = blockheight;y < state->height;y++)
3335                         {
3336                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3337                                 {
3338                                         row = state->rows + y;
3339                                         break;
3340                                 }
3341                         }
3342                         if (y == state->height)
3343                                 return false;
3344                 }
3345         }
3346         *outy = row->rowY;
3347         *outx = row->currentX;
3348         row->currentX += blockwidth;
3349
3350         return true;
3351 }
3352
3353 typedef struct lightmapsample_s
3354 {
3355         float pos[3];
3356         float sh1[4][3];
3357         float *vertex_color;
3358         unsigned char *lm_bgr;
3359         unsigned char *lm_dir;
3360 }
3361 lightmapsample_t;
3362
3363 typedef struct lightmapvertex_s
3364 {
3365         int index;
3366         float pos[3];
3367         float normal[3];
3368         float texcoordbase[2];
3369         float texcoordlightmap[2];
3370         float lightcolor[4];
3371 }
3372 lightmapvertex_t;
3373
3374 typedef struct lightmaptriangle_s
3375 {
3376         int triangleindex;
3377         int surfaceindex;
3378         int lightmapindex;
3379         int axis;
3380         int lmoffset[2];
3381         int lmsize[2];
3382         // 2D modelspace coordinates of min corner
3383         // snapped to lightmap grid but not in grid coordinates
3384         float lmbase[2];
3385         // 2D modelspace to lightmap coordinate scale
3386         float lmscale[2];
3387         float vertex[3][3];
3388         float mins[3];
3389         float maxs[3];
3390 }
3391 lightmaptriangle_t;
3392
3393 typedef struct lightmaplight_s
3394 {
3395         float origin[3];
3396         float radius;
3397         float iradius;
3398         float radius2;
3399         float color[3];
3400         svbsp_t svbsp;
3401 }
3402 lightmaplight_t;
3403
3404 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3405
3406 #define MAX_LIGHTMAPSAMPLES 64
3407 static int mod_generatelightmaps_numoffsets[3];
3408 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3409
3410 static int mod_generatelightmaps_numlights;
3411 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3412
3413 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3414 extern cvar_t r_shadow_lightattenuationdividebias;
3415 extern cvar_t r_shadow_lightattenuationlinearscale;
3416
3417 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3418 {
3419         int i;
3420         int index;
3421         int result;
3422         float relativepoint[3];
3423         float color[3];
3424         float dir[3];
3425         float dist;
3426         float dist2;
3427         float intensity;
3428         float sample[5*3];
3429         float lightorigin[3];
3430         float lightradius;
3431         float lightradius2;
3432         float lightiradius;
3433         float lightcolor[3];
3434         trace_t trace;
3435         for (i = 0;i < 5*3;i++)
3436                 sample[i] = 0.0f;
3437         for (index = 0;;index++)
3438         {
3439                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3440                 if (result < 0)
3441                         break;
3442                 if (result == 0)
3443                         continue;
3444                 lightradius2 = lightradius * lightradius;
3445                 VectorSubtract(lightorigin, pos, relativepoint);
3446                 dist2 = VectorLength2(relativepoint);
3447                 if (dist2 >= lightradius2)
3448                         continue;
3449                 lightiradius = 1.0f / lightradius;
3450                 dist = sqrt(dist2) * lightiradius;
3451                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3452                 if (intensity <= 0)
3453                         continue;
3454                 if (model && model->TraceLine)
3455                 {
3456                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3457                         if (trace.fraction < 1)
3458                                 continue;
3459                 }
3460                 // scale down intensity to add to both ambient and diffuse
3461                 //intensity *= 0.5f;
3462                 VectorNormalize(relativepoint);
3463                 VectorScale(lightcolor, intensity, color);
3464                 VectorMA(sample    , 0.5f            , color, sample    );
3465                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3466                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3467                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3468                 // calculate a weighted average light direction as well
3469                 intensity *= VectorLength(color);
3470                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3471         }
3472         // calculate the direction we'll use to reduce the sample to a directional light source
3473         VectorCopy(sample + 12, dir);
3474         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3475         VectorNormalize(dir);
3476         // extract the diffuse color along the chosen direction and scale it
3477         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3478         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3479         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3480         // subtract some of diffuse from ambient
3481         VectorMA(sample, -0.333f, diffuse, ambient);
3482         // store the normalized lightdir
3483         VectorCopy(dir, lightdir);
3484 }
3485
3486 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3487 {
3488         int surfaceindex;
3489         int triangleindex;
3490         const msurface_t *surface;
3491         const float *vertex3f = model->surfmesh.data_vertex3f;
3492         const int *element3i = model->surfmesh.data_element3i;
3493         const int *e;
3494         float v2[3][3];
3495         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3496         {
3497                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3498                         continue;
3499                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3500                         continue;
3501                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3502                 {
3503                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3504                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3505                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3506                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3507                 }
3508         }
3509 }
3510
3511 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3512 {
3513         int maxnodes = 1<<14;
3514         svbsp_node_t *nodes;
3515         float origin[3];
3516         float mins[3];
3517         float maxs[3];
3518         svbsp_t svbsp;
3519         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3520         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3521         VectorCopy(lightinfo->origin, origin);
3522         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3523         for (;;)
3524         {
3525                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3526                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3527                 if (svbsp.ranoutofnodes)
3528                 {
3529                         maxnodes *= 16;
3530                         if (maxnodes > 1<<22)
3531                         {
3532                                 Mem_Free(nodes);
3533                                 return;
3534                         }
3535                         Mem_Free(nodes);
3536                         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3537                 }
3538                 else
3539                         break;
3540         }
3541         if (svbsp.numnodes > 0)
3542         {
3543                 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3544                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3545                 lightinfo->svbsp = svbsp;
3546         }
3547         Mem_Free(nodes);
3548 }
3549
3550 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3551 {
3552         int index;
3553         int result;
3554         lightmaplight_t *lightinfo;
3555         float origin[3];
3556         float radius;
3557         float color[3];
3558         mod_generatelightmaps_numlights = 0;
3559         for (index = 0;;index++)
3560         {
3561                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3562                 if (result < 0)
3563                         break;
3564                 if (result > 0)
3565                         mod_generatelightmaps_numlights++;
3566         }
3567         if (mod_generatelightmaps_numlights > 0)
3568         {
3569                 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3570                 lightinfo = mod_generatelightmaps_lightinfo;
3571                 for (index = 0;;index++)
3572                 {
3573                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3574                         if (result < 0)
3575                                 break;
3576                         if (result > 0)
3577                                 lightinfo++;
3578                 }
3579         }
3580         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3581         {
3582                 lightinfo->iradius = 1.0f / lightinfo->radius;
3583                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3584                 // TODO: compute svbsp
3585                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3586         }
3587 }
3588
3589 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3590 {
3591         int i;
3592         if (mod_generatelightmaps_lightinfo)
3593         {
3594                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3595                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3596                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3597                 Mem_Free(mod_generatelightmaps_lightinfo);
3598         }
3599         mod_generatelightmaps_lightinfo = NULL;
3600         mod_generatelightmaps_numlights = 0;
3601 }
3602
3603 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3604 {
3605         const svbsp_node_t *node;
3606         const svbsp_node_t *nodes = svbsp->nodes;
3607         int num = 0;
3608         while (num >= 0)
3609         {
3610                 node = nodes + num;
3611                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3612         }
3613         return num == -1; // true if empty, false if solid (shadowed)
3614 }
3615
3616 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3617 {
3618         int i;
3619         float relativepoint[3];
3620         float color[3];
3621         float offsetpos[3];
3622         float dist;
3623         float dist2;
3624         float intensity;
3625         int offsetindex;
3626         int hits;
3627         int tests;
3628         const lightmaplight_t *lightinfo;
3629         trace_t trace;
3630         for (i = 0;i < 5*3;i++)
3631                 sample[i] = 0.0f;
3632         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3633         {
3634                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3635                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3636                 // don't accept light from behind a surface, it causes bad shading
3637                 if (normal && DotProduct(relativepoint, normal) <= 0)
3638                         continue;
3639                 dist2 = VectorLength2(relativepoint);
3640                 if (dist2 >= lightinfo->radius2)
3641                         continue;
3642                 dist = sqrt(dist2) * lightinfo->iradius;
3643                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3644                 if (intensity <= 0)
3645                         continue;
3646                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3647                 {
3648                         hits = 0;
3649                         tests = 1;
3650                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3651                                 hits++;
3652                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3653                         {
3654                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3655                                 if (!normal)
3656                                 {
3657                                         // for light grid we'd better check visibility of the offset point
3658                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3659                                         if (trace.fraction < 1)
3660                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3661                                 }
3662                                 tests++;
3663                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3664                                         hits++;
3665                         }
3666                         if (!hits)
3667                                 continue;
3668                         // scale intensity according to how many rays succeeded
3669                         // we know one test is valid, half of the rest will fail...
3670                         //if (normal && tests > 1)
3671                         //      intensity *= (tests - 1.0f) / tests;
3672                         intensity *= (float)hits / tests;
3673                 }
3674                 // scale down intensity to add to both ambient and diffuse
3675                 //intensity *= 0.5f;
3676                 VectorNormalize(relativepoint);
3677                 VectorScale(lightinfo->color, intensity, color);
3678                 VectorMA(sample    , 0.5f            , color, sample    );
3679                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3680                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3681                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3682                 // calculate a weighted average light direction as well
3683                 intensity *= VectorLength(color);
3684                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3685         }
3686 }
3687
3688 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3689 {
3690         float sample[5*3];
3691         float color[3];
3692         float dir[3];
3693         float f;
3694         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3695         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3696         VectorCopy(sample + 12, dir);
3697         VectorNormalize(dir);
3698         //VectorAdd(dir, normal, dir);
3699         //VectorNormalize(dir);
3700         f = DotProduct(dir, normal);
3701         f = max(0, f) * 255.0f;
3702         VectorScale(sample, f, color);
3703         //VectorCopy(normal, dir);
3704         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3705         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3706         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3707         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3708         lm_bgr[3] = 255;
3709         lm_dir[0] = (unsigned char)dir[2];
3710         lm_dir[1] = (unsigned char)dir[1];
3711         lm_dir[2] = (unsigned char)dir[0];
3712         lm_dir[3] = 255;
3713 }
3714
3715 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3716 {
3717         float sample[5*3];
3718         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3719         VectorCopy(sample, vertex_color);
3720 }
3721
3722 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3723 {
3724         float sample[5*3];
3725         float ambient[3];
3726         float diffuse[3];
3727         float dir[3];
3728         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3729         // calculate the direction we'll use to reduce the sample to a directional light source
3730         VectorCopy(sample + 12, dir);
3731         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3732         VectorNormalize(dir);
3733         // extract the diffuse color along the chosen direction and scale it
3734         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3735         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3736         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3737         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3738         VectorScale(sample, 127.5f, ambient);
3739         VectorMA(ambient, -0.333f, diffuse, ambient);
3740         // encode to the grid format
3741         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3742         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3743         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3744         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3745         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3746         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3747         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3748         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3749         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));}
3750 }
3751
3752 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3753 {
3754         float radius[3];
3755         float temp[3];
3756         int i, j;
3757         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3758         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3759         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3760         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3761         radius[0] = mod_generatelightmaps_lightmapradius.value;
3762         radius[1] = mod_generatelightmaps_vertexradius.value;
3763         radius[2] = mod_generatelightmaps_gridradius.value;
3764         for (i = 0;i < 3;i++)
3765         {
3766                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3767                 {
3768                         VectorRandom(temp);
3769                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3770                 }
3771         }
3772 }
3773
3774 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3775 {
3776         msurface_t *surface;
3777         int surfaceindex;
3778         int i;
3779         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3780         {
3781                 surface = model->data_surfaces + surfaceindex;
3782                 surface->lightmaptexture = NULL;
3783                 surface->deluxemaptexture = NULL;
3784         }
3785         if (model->brushq3.data_lightmaps)
3786         {
3787                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3788                         if (model->brushq3.data_lightmaps[i])
3789                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3790                 Mem_Free(model->brushq3.data_lightmaps);
3791                 model->brushq3.data_lightmaps = NULL;
3792         }
3793         if (model->brushq3.data_deluxemaps)
3794         {
3795                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3796                         if (model->brushq3.data_deluxemaps[i])
3797                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3798                 Mem_Free(model->brushq3.data_deluxemaps);
3799                 model->brushq3.data_deluxemaps = NULL;
3800         }
3801 }
3802
3803 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3804 {
3805         msurface_t *surface;
3806         int surfaceindex;
3807         int vertexindex;
3808         int outvertexindex;
3809         int i;
3810         const int *e;
3811         surfmesh_t oldsurfmesh;
3812         size_t size;
3813         unsigned char *data;
3814         oldsurfmesh = model->surfmesh;
3815         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3816         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3817         size = 0;
3818         size += model->surfmesh.num_vertices * sizeof(float[3]);
3819         size += model->surfmesh.num_vertices * sizeof(float[3]);
3820         size += model->surfmesh.num_vertices * sizeof(float[3]);
3821         size += model->surfmesh.num_vertices * sizeof(float[3]);
3822         size += model->surfmesh.num_vertices * sizeof(float[2]);
3823         size += model->surfmesh.num_vertices * sizeof(float[2]);
3824         size += model->surfmesh.num_vertices * sizeof(float[4]);
3825         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3826         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3827         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3828         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3829         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3830         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3831         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3832         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3833         if (model->surfmesh.num_vertices > 65536)
3834                 model->surfmesh.data_element3s = NULL;
3835
3836         if (model->surfmesh.vertexposition)
3837                 Mem_Free(model->surfmesh.vertexposition);
3838         model->surfmesh.vertexposition = NULL;
3839         if (model->surfmesh.vertexmesh)
3840                 Mem_Free(model->surfmesh.vertexmesh);
3841         model->surfmesh.vertexmesh = NULL;
3842         if (model->surfmesh.vertexpositionbuffer)
3843                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexpositionbuffer);
3844         model->surfmesh.vertexpositionbuffer = NULL;
3845         if (model->surfmesh.vertexmeshbuffer)
3846                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3847         model->surfmesh.vertexmeshbuffer = NULL;
3848         if (model->surfmesh.data_element3i_indexbuffer)
3849                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3850         model->surfmesh.data_element3i_indexbuffer = NULL;
3851         if (model->surfmesh.data_element3s_indexbuffer)
3852                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3853         model->surfmesh.data_element3s_indexbuffer = NULL;
3854         if (model->surfmesh.vbo_vertexbuffer)
3855                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
3856         model->surfmesh.vbo_vertexbuffer = 0;
3857
3858         // convert all triangles to unique vertex data
3859         outvertexindex = 0;
3860         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3861         {
3862                 surface = model->data_surfaces + surfaceindex;
3863                 surface->num_firstvertex = outvertexindex;
3864                 surface->num_vertices = surface->num_triangles*3;
3865                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3866                 for (i = 0;i < surface->num_triangles*3;i++)
3867                 {
3868                         vertexindex = e[i];
3869                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3870                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3871                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3872                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3873                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3874                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3875                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3876                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3877                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3878                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3879                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3880                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3881                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3882                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3883                         if (oldsurfmesh.data_texcoordlightmap2f)
3884                         {
3885                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3886                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3887                         }
3888                         if (oldsurfmesh.data_lightmapcolor4f)
3889                         {
3890                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3891                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3892                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3893                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3894                         }
3895                         else
3896                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3897                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3898                         outvertexindex++;
3899                 }
3900         }
3901         if (model->surfmesh.data_element3s)
3902                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3903                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
3904
3905         // find and update all submodels to use this new surfmesh data
3906         for (i = 0;i < model->brush.numsubmodels;i++)
3907                 model->brush.submodels[i]->surfmesh = model->surfmesh;
3908 }
3909
3910 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
3911 {
3912         msurface_t *surface;
3913         int surfaceindex;
3914         int i;
3915         int axis;
3916         float normal[3];
3917         const int *e;
3918         lightmaptriangle_t *triangle;
3919         // generate lightmap triangle structs
3920         mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3921         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3922         {
3923                 surface = model->data_surfaces + surfaceindex;
3924                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3925                 for (i = 0;i < surface->num_triangles;i++)
3926                 {
3927                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3928                         triangle->triangleindex = surface->num_firsttriangle+i;
3929                         triangle->surfaceindex = surfaceindex;
3930                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
3931                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
3932                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
3933                         // calculate bounds of triangle
3934                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
3935                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
3936                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
3937                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
3938                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
3939                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
3940                         // pick an axial projection based on the triangle normal
3941                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
3942                         axis = 0;
3943                         if (fabs(normal[1]) > fabs(normal[axis]))
3944                                 axis = 1;
3945                         if (fabs(normal[2]) > fabs(normal[axis]))
3946                                 axis = 2;
3947                         triangle->axis = axis;
3948                 }
3949         }
3950 }
3951
3952 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
3953 {
3954         if (mod_generatelightmaps_lightmaptriangles)
3955                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
3956         mod_generatelightmaps_lightmaptriangles = NULL;
3957 }
3958
3959 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
3960
3961 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
3962 {
3963         msurface_t *surface;
3964         int surfaceindex;
3965         int lightmapindex;
3966         int lightmapnumber;
3967         int i;
3968         int j;
3969         int k;
3970         int x;
3971         int y;
3972         int axis;
3973         int axis1;
3974         int axis2;
3975         int retry;
3976         int pixeloffset;
3977         float trianglenormal[3];
3978         float samplecenter[3];
3979         float samplenormal[3];
3980         float temp[3];
3981         float lmiscale[2];
3982         float slopex;
3983         float slopey;
3984         float slopebase;
3985         float lmscalepixels;
3986         float lmmins;
3987         float lmmaxs;
3988         float lm_basescalepixels;
3989         int lm_borderpixels;
3990         int lm_texturesize;
3991         //int lm_maxpixels;
3992         const int *e;
3993         lightmaptriangle_t *triangle;
3994         unsigned char *lightmappixels;
3995         unsigned char *deluxemappixels;
3996         mod_alloclightmap_state_t lmstate;
3997
3998         // generate lightmap projection information for all triangles
3999         if (model->texturepool == NULL)
4000                 model->texturepool = R_AllocTexturePool();
4001         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4002         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4003         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4004         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4005         Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4006         lightmapnumber = 0;
4007         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4008         {
4009                 surface = model->data_surfaces + surfaceindex;
4010                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4011                 lmscalepixels = lm_basescalepixels;
4012                 for (retry = 0;retry < 30;retry++)
4013                 {
4014                         // after a couple failed attempts, degrade quality to make it fit
4015                         if (retry > 1)
4016                                 lmscalepixels *= 0.5f;
4017                         for (i = 0;i < surface->num_triangles;i++)
4018                         {
4019                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4020                                 triangle->lightmapindex = lightmapnumber;
4021                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4022                                 // pick two planar axes for projection
4023                                 // lightmap coordinates here are in pixels
4024                                 // lightmap projections are snapped to pixel grid explicitly, such
4025                                 // that two neighboring triangles sharing an edge and projection
4026                                 // axis will have identical sampl espacing along their shared edge
4027                                 k = 0;
4028                                 for (j = 0;j < 3;j++)
4029                                 {
4030                                         if (j == triangle->axis)
4031                                                 continue;
4032                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4033                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4034                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4035                                         triangle->lmbase[k] = lmmins/lmscalepixels;
4036                                         triangle->lmscale[k] = lmscalepixels;
4037                                         k++;
4038                                 }
4039                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4040                                         break;
4041                         }
4042                         // if all fit in this texture, we're done with this surface
4043                         if (i == surface->num_triangles)
4044                                 break;
4045                         // if we haven't maxed out the lightmap size yet, we retry the
4046                         // entire surface batch...
4047                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4048                         {
4049                                 lm_texturesize *= 2;
4050                                 surfaceindex = -1;
4051                                 lightmapnumber = 0;
4052                                 Mod_AllocLightmap_Free(&lmstate);
4053                                 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4054                                 break;
4055                         }
4056                         // if we have maxed out the lightmap size, and this triangle does
4057                         // not fit in the same texture as the rest of the surface, we have
4058                         // to retry the entire surface in a new texture (can only use one)
4059                         // with multiple retries, the lightmap quality degrades until it
4060                         // fits (or gives up)
4061                         if (surfaceindex > 0)
4062                                 lightmapnumber++;
4063                         Mod_AllocLightmap_Reset(&lmstate);
4064                 }
4065         }
4066         lightmapnumber++;
4067         Mod_AllocLightmap_Free(&lmstate);
4068
4069         // now put triangles together into lightmap textures, and do not allow
4070         // triangles of a surface to go into different textures (as that would
4071         // require rewriting the surface list)
4072         model->brushq3.deluxemapping_modelspace = true;
4073         model->brushq3.deluxemapping = true;
4074         model->brushq3.num_mergedlightmaps = lightmapnumber;
4075         model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4076         model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4077         lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4078         deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4079         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4080         {
4081                 surface = model->data_surfaces + surfaceindex;
4082                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4083                 for (i = 0;i < surface->num_triangles;i++)
4084                 {
4085                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4086                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4087                         VectorNormalize(trianglenormal);
4088                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4089                         axis = triangle->axis;
4090                         axis1 = axis == 0 ? 1 : 0;
4091                         axis2 = axis == 2 ? 1 : 2;
4092                         lmiscale[0] = 1.0f / triangle->lmscale[0];
4093                         lmiscale[1] = 1.0f / triangle->lmscale[1];
4094                         if (trianglenormal[axis] < 0)
4095                                 VectorNegate(trianglenormal, trianglenormal);
4096                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4097                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4098                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4099                         for (j = 0;j < 3;j++)
4100                         {
4101                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4102                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4103                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4104 #if 0
4105                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4106                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4107                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4108                                 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]);
4109 #endif
4110                         }
4111
4112 #if 0
4113                         switch (axis)
4114                         {
4115                         default:
4116                         case 0:
4117                                 forward[0] = 0;
4118                                 forward[1] = 1.0f / triangle->lmscale[0];
4119                                 forward[2] = 0;
4120                                 left[0] = 0;
4121                                 left[1] = 0;
4122                                 left[2] = 1.0f / triangle->lmscale[1];
4123                                 up[0] = 1.0f;
4124                                 up[1] = 0;
4125                                 up[2] = 0;
4126                                 origin[0] = 0;
4127                                 origin[1] = triangle->lmbase[0];
4128                                 origin[2] = triangle->lmbase[1];
4129                                 break;
4130                         case 1:
4131                                 forward[0] = 1.0f / triangle->lmscale[0];
4132                                 forward[1] = 0;
4133                                 forward[2] = 0;
4134                                 left[0] = 0;
4135                                 left[1] = 0;
4136                                 left[2] = 1.0f / triangle->lmscale[1];
4137                                 up[0] = 0;
4138                                 up[1] = 1.0f;
4139                                 up[2] = 0;
4140                                 origin[0] = triangle->lmbase[0];
4141                                 origin[1] = 0;
4142                                 origin[2] = triangle->lmbase[1];
4143                                 break;
4144                         case 2:
4145                                 forward[0] = 1.0f / triangle->lmscale[0];
4146                                 forward[1] = 0;
4147                                 forward[2] = 0;
4148                                 left[0] = 0;
4149                                 left[1] = 1.0f / triangle->lmscale[1];
4150                                 left[2] = 0;
4151                                 up[0] = 0;
4152                                 up[1] = 0;
4153                                 up[2] = 1.0f;
4154                                 origin[0] = triangle->lmbase[0];
4155                                 origin[1] = triangle->lmbase[1];
4156                                 origin[2] = 0;
4157                                 break;
4158                         }
4159                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4160 #endif
4161 #define LM_DIST_EPSILON (1.0f / 32.0f)
4162                         for (y = 0;y < triangle->lmsize[1];y++)
4163                         {
4164                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4165                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4166                                 {
4167                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4168                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4169                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4170                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4171                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4172                                 }
4173                         }
4174                 }
4175         }
4176
4177         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4178         {
4179                 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4180                 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4181         }
4182
4183         if (lightmappixels)
4184                 Mem_Free(lightmappixels);
4185         if (deluxemappixels)
4186                 Mem_Free(deluxemappixels);
4187
4188         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4189         {
4190                 surface = model->data_surfaces + surfaceindex;
4191                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4192                 if (!surface->num_triangles)
4193                         continue;
4194                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4195                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4196                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4197                 surface->lightmapinfo = NULL;
4198         }
4199
4200         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4201         model->brushq1.lightdata = NULL;
4202         model->brushq1.lightmapupdateflags = NULL;
4203         model->brushq1.firstrender = false;
4204         model->brushq1.num_lightstyles = 0;
4205         model->brushq1.data_lightstyleinfo = NULL;
4206         for (i = 0;i < model->brush.numsubmodels;i++)
4207         {
4208                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4209                 model->brush.submodels[i]->brushq1.firstrender = false;
4210                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4211                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4212         }
4213 }
4214
4215 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4216 {
4217         int i;
4218         for (i = 0;i < model->surfmesh.num_vertices;i++)
4219                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4220 }
4221
4222 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4223 {
4224         int x;
4225         int y;
4226         int z;
4227         int index = 0;
4228         float pos[3];
4229         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4230         {
4231                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4232                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4233                 {
4234                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4235                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4236                         {
4237                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4238                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4239                         }
4240                 }
4241         }
4242 }
4243
4244 extern cvar_t mod_q3bsp_nolightmaps;
4245 static void Mod_GenerateLightmaps(dp_model_t *model)
4246 {
4247         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4248         dp_model_t *oldloadmodel = loadmodel;
4249         loadmodel = model;
4250
4251         Mod_GenerateLightmaps_InitSampleOffsets(model);
4252         Mod_GenerateLightmaps_DestroyLightmaps(model);
4253         Mod_GenerateLightmaps_UnweldTriangles(model);
4254         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4255         Mod_GenerateLightmaps_CreateLights(model);
4256         if(!mod_q3bsp_nolightmaps.integer)
4257                 Mod_GenerateLightmaps_CreateLightmaps(model);
4258         Mod_GenerateLightmaps_UpdateVertexColors(model);
4259         Mod_GenerateLightmaps_UpdateLightGrid(model);
4260         Mod_GenerateLightmaps_DestroyLights(model);
4261         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4262
4263         loadmodel = oldloadmodel;
4264 }
4265
4266 static void Mod_GenerateLightmaps_f(void)
4267 {
4268         if (Cmd_Argc() != 1)
4269         {
4270                 Con_Printf("usage: mod_generatelightmaps\n");
4271                 return;
4272         }
4273         if (!cl.worldmodel)
4274         {
4275                 Con_Printf("no worldmodel loaded\n");
4276                 return;
4277         }
4278         Mod_GenerateLightmaps(cl.worldmodel);
4279 }