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