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