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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28
29 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"};
30
31 dp_model_t *loadmodel;
32
33 static mempool_t *mod_mempool;
34 static memexpandablearray_t models;
35
36 static mempool_t* q3shaders_mem;
37 typedef struct q3shader_hash_entry_s
38 {
39   q3shaderinfo_t shader;
40   struct q3shader_hash_entry_s* chain;
41 } q3shader_hash_entry_t;
42 #define Q3SHADER_HASH_SIZE  1021
43 typedef struct q3shader_data_s
44 {
45   memexpandablearray_t hash_entries;
46   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
47   memexpandablearray_t char_ptrs;
48 } q3shader_data_t;
49 static q3shader_data_t* q3shader_data;
50
51 static void mod_start(void)
52 {
53         int i, count;
54         int nummodels = Mem_ExpandableArray_IndexRange(&models);
55         dp_model_t *mod;
56
57         SCR_PushLoadingScreen(false, "Loading models", 1.0);
58         count = 0;
59         for (i = 0;i < nummodels;i++)
60                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
61                         if (mod->used)
62                                 ++count;
63         for (i = 0;i < nummodels;i++)
64                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
65                         if (mod->used)
66                         {
67                                 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
68                                 Mod_LoadModel(mod, true, false);
69                                 SCR_PopLoadingScreen(false);
70                         }
71         SCR_PopLoadingScreen(false);
72 }
73
74 static void mod_shutdown(void)
75 {
76         int i;
77         int nummodels = Mem_ExpandableArray_IndexRange(&models);
78         dp_model_t *mod;
79
80         for (i = 0;i < nummodels;i++)
81                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
82                         Mod_UnloadModel(mod);
83
84         Mod_FreeQ3Shaders();
85 }
86
87 static void mod_newmap(void)
88 {
89         msurface_t *surface;
90         int i, j, k, surfacenum, ssize, tsize;
91         int nummodels = Mem_ExpandableArray_IndexRange(&models);
92         dp_model_t *mod;
93
94         R_SkinFrame_PrepareForPurge();
95         for (i = 0;i < nummodels;i++)
96         {
97                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
98                 {
99                         for (j = 0;j < mod->num_textures;j++)
100                         {
101                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
102                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
103                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
104                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
105                         }
106                 }
107         }
108         R_SkinFrame_Purge();
109
110         if (!cl_stainmaps_clearonload.integer)
111                 return;
112
113         for (i = 0;i < nummodels;i++)
114         {
115                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
116                 {
117                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
118                         {
119                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
120                                 {
121                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
122                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
123                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
124                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
125                                 }
126                         }
127                 }
128         }
129 }
130
131 /*
132 ===============
133 Mod_Init
134 ===============
135 */
136 static void Mod_Print(void);
137 static void Mod_Precache (void);
138 static void Mod_Decompile_f(void);
139 static void Mod_BuildVBOs(void);
140 void Mod_Init (void)
141 {
142         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
143         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
144
145         Mod_BrushInit();
146         Mod_AliasInit();
147         Mod_SpriteInit();
148
149         Cvar_RegisterVariable(&r_mipskins);
150         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
151         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
152         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
153 }
154
155 void Mod_RenderInit(void)
156 {
157         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
158 }
159
160 void Mod_UnloadModel (dp_model_t *mod)
161 {
162         char name[MAX_QPATH];
163         qboolean used;
164         dp_model_t *parentmodel;
165
166         if (developer_loading.integer)
167                 Con_Printf("unloading model %s\n", mod->name);
168
169         strlcpy(name, mod->name, sizeof(name));
170         parentmodel = mod->brush.parentmodel;
171         used = mod->used;
172         if (mod->surfmesh.ebo3i)
173                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
174         if (mod->surfmesh.ebo3s)
175                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
176         if (mod->surfmesh.vbo)
177                 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
178         // free textures/memory attached to the model
179         R_FreeTexturePool(&mod->texturepool);
180         Mem_FreePool(&mod->mempool);
181         // clear the struct to make it available
182         memset(mod, 0, sizeof(dp_model_t));
183         // restore the fields we want to preserve
184         strlcpy(mod->name, name, sizeof(mod->name));
185         mod->brush.parentmodel = parentmodel;
186         mod->used = used;
187         mod->loaded = false;
188 }
189
190 void R_Model_Null_Draw(entity_render_t *ent)
191 {
192         return;
193 }
194
195
196 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
197
198 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
199 {
200         const char *bufptr;
201         int start, len;
202         float fps;
203         unsigned int i;
204         qboolean loop;
205
206         bufptr = buf;
207         i = 0;
208         for(;;)
209         {
210                 // an anim scene!
211                 if (!COM_ParseToken_Simple(&bufptr, true, false))
212                         break;
213                 if (!strcmp(com_token, "\n"))
214                         continue; // empty line
215                 start = atoi(com_token);
216                 if (!COM_ParseToken_Simple(&bufptr, true, false))
217                         break;
218                 if (!strcmp(com_token, "\n"))
219                 {
220                         Con_Printf("framegroups file: missing number of frames\n");
221                         continue;
222                 }
223                 len = atoi(com_token);
224                 if (!COM_ParseToken_Simple(&bufptr, true, false))
225                         break;
226                 // we default to looping as it's usually wanted, so to NOT loop you append a 0
227                 if (strcmp(com_token, "\n"))
228                 {
229                         fps = atof(com_token);
230                         if (!COM_ParseToken_Simple(&bufptr, true, false))
231                                 break;
232                         if (strcmp(com_token, "\n"))
233                                 loop = atoi(com_token);
234                         else
235                                 loop = true;
236                 }
237                 else
238                 {
239                         fps = 20;
240                         loop = true;
241                 }
242
243                 if(cb)
244                         cb(i, start, len, fps, loop, pass);
245                 ++i;
246         }
247
248         return i;
249 }
250
251 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
252 {
253         unsigned int *cnt = (unsigned int *) pass;
254         ++*cnt;
255 }
256
257 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
258 {
259         dp_model_t *mod = (dp_model_t *) pass;
260         animscene_t *anim = &mod->animscenes[i];
261         dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d", i);
262         anim->firstframe = bound(0, start, mod->num_poses - 1);
263         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
264         anim->framerate = max(1, fps);
265         anim->loop = !!loop;
266         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
267 }
268
269 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
270 {
271         unsigned int cnt;
272
273         // 0. count
274         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
275         if(!cnt)
276         {
277                 Con_Printf("no scene found in framegroups file, aborting\n");
278                 return;
279         }
280         mod->numframes = cnt;
281
282         // 1. reallocate
283         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
284         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
285
286         // 2. parse
287         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
288 }
289
290 /*
291 ==================
292 Mod_LoadModel
293
294 Loads a model
295 ==================
296 */
297 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
298 {
299         int num;
300         unsigned int crc;
301         void *buf;
302         fs_offset_t filesize;
303
304         mod->used = true;
305
306         if (mod->name[0] == '*') // submodel
307                 return mod;
308         
309         if (!strcmp(mod->name, "null"))
310         {
311                 if(mod->loaded)
312                         return mod;
313
314                 if (mod->loaded || mod->mempool)
315                         Mod_UnloadModel(mod);
316
317                 if (developer_loading.integer)
318                         Con_Printf("loading model %s\n", mod->name);
319
320                 mod->used = true;
321                 mod->crc = -1;
322                 mod->loaded = false;
323
324                 VectorClear(mod->normalmins);
325                 VectorClear(mod->normalmaxs);
326                 VectorClear(mod->yawmins);
327                 VectorClear(mod->yawmaxs);
328                 VectorClear(mod->rotatedmins);
329                 VectorClear(mod->rotatedmaxs);
330
331                 mod->modeldatatypestring = "null";
332                 mod->type = mod_null;
333                 mod->Draw = R_Model_Null_Draw;
334                 mod->numframes = 2;
335                 mod->numskins = 1;
336
337                 // no fatal errors occurred, so this model is ready to use.
338                 mod->loaded = true;
339
340                 return mod;
341         }
342
343         crc = 0;
344         buf = NULL;
345
346         // even if the model is loaded it still may need reloading...
347
348         // if it is not loaded or checkdisk is true we need to calculate the crc
349         if (!mod->loaded || checkdisk)
350         {
351                 if (checkdisk && mod->loaded)
352                         Con_DPrintf("checking model %s\n", mod->name);
353                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
354                 if (buf)
355                 {
356                         crc = CRC_Block((unsigned char *)buf, filesize);
357                         // we need to reload the model if the crc does not match
358                         if (mod->crc != crc)
359                                 mod->loaded = false;
360                 }
361         }
362
363         // if the model is already loaded and checks passed, just return
364         if (mod->loaded)
365         {
366                 if (buf)
367                         Mem_Free(buf);
368                 return mod;
369         }
370
371         if (developer_loading.integer)
372                 Con_Printf("loading model %s\n", mod->name);
373         
374         SCR_PushLoadingScreen(true, mod->name, 1);
375
376         // LordHavoc: unload the existing model in this slot (if there is one)
377         if (mod->loaded || mod->mempool)
378                 Mod_UnloadModel(mod);
379
380         // load the model
381         mod->used = true;
382         mod->crc = crc;
383         // errors can prevent the corresponding mod->loaded = true;
384         mod->loaded = false;
385
386         // default model radius and bounding box (mainly for missing models)
387         mod->radius = 16;
388         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
389         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
390         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
391         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
392         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
393         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
394
395         if (!q3shaders_mem)
396         {
397                 // load q3 shaders for the first time, or after a level change
398                 Mod_LoadQ3Shaders();
399         }
400
401         if (buf)
402         {
403                 char *bufend = (char *)buf + filesize;
404
405                 // all models use memory, so allocate a memory pool
406                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
407
408                 num = LittleLong(*((int *)buf));
409                 // call the apropriate loader
410                 loadmodel = mod;
411                      if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
412                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
413                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
414                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
415                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
416                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
417                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
418                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
419                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
420                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
421                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
422                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
423                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
424                 Mem_Free(buf);
425
426                 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
427                 if(buf)
428                 {
429                         Mod_FrameGroupify(mod, (const char *)buf);
430                         Mem_Free(buf);
431                 }
432
433                 Mod_BuildVBOs();
434         }
435         else if (crash)
436         {
437                 // LordHavoc: Sys_Error was *ANNOYING*
438                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
439         }
440
441         // no fatal errors occurred, so this model is ready to use.
442         mod->loaded = true;
443
444         SCR_PopLoadingScreen(false);
445
446         return mod;
447 }
448
449 void Mod_ClearUsed(void)
450 {
451         int i;
452         int nummodels = Mem_ExpandableArray_IndexRange(&models);
453         dp_model_t *mod;
454         for (i = 0;i < nummodels;i++)
455                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
456                         mod->used = false;
457 }
458
459 void Mod_PurgeUnused(void)
460 {
461         int i;
462         int nummodels = Mem_ExpandableArray_IndexRange(&models);
463         dp_model_t *mod;
464         for (i = 0;i < nummodels;i++)
465         {
466                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
467                 {
468                         Mod_UnloadModel(mod);
469                         Mem_ExpandableArray_FreeRecord(&models, mod);
470                 }
471         }
472 }
473
474 /*
475 ==================
476 Mod_FindName
477
478 ==================
479 */
480 dp_model_t *Mod_FindName(const char *name, const char *parentname)
481 {
482         int i;
483         int nummodels;
484         dp_model_t *mod;
485
486         if (!parentname)
487                 parentname = "";
488
489         // if we're not dedicatd, the renderer calls will crash without video
490         Host_StartVideo();
491
492         nummodels = Mem_ExpandableArray_IndexRange(&models);
493
494         if (!name[0])
495                 Host_Error ("Mod_ForName: NULL name");
496
497         // search the currently loaded models
498         for (i = 0;i < nummodels;i++)
499         {
500                 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))))
501                 {
502                         mod->used = true;
503                         return mod;
504                 }
505         }
506
507         // no match found, create a new one
508         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
509         strlcpy(mod->name, name, sizeof(mod->name));
510         if (parentname[0])
511                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
512         else
513                 mod->brush.parentmodel = NULL;
514         mod->loaded = false;
515         mod->used = true;
516         return mod;
517 }
518
519 /*
520 ==================
521 Mod_ForName
522
523 Loads in a model for the given name
524 ==================
525 */
526 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
527 {
528         dp_model_t *model;
529         model = Mod_FindName(name, parentname);
530         if (!model->loaded || checkdisk)
531                 Mod_LoadModel(model, crash, checkdisk);
532         return model;
533 }
534
535 /*
536 ==================
537 Mod_Reload
538
539 Reloads all models if they have changed
540 ==================
541 */
542 void Mod_Reload(void)
543 {
544         int i, count;
545         int nummodels = Mem_ExpandableArray_IndexRange(&models);
546         dp_model_t *mod;
547
548         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
549         count = 0;
550         for (i = 0;i < nummodels;i++)
551                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
552                         ++count;
553         for (i = 0;i < nummodels;i++)
554                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
555                 {
556                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
557                         Mod_LoadModel(mod, true, true);
558                         SCR_PopLoadingScreen(false);
559                 }
560         SCR_PopLoadingScreen(false);
561 }
562
563 unsigned char *mod_base;
564
565
566 //=============================================================================
567
568 /*
569 ================
570 Mod_Print
571 ================
572 */
573 static void Mod_Print(void)
574 {
575         int i;
576         int nummodels = Mem_ExpandableArray_IndexRange(&models);
577         dp_model_t *mod;
578
579         Con_Print("Loaded models:\n");
580         for (i = 0;i < nummodels;i++)
581         {
582                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
583                 {
584                         if (mod->brush.numsubmodels)
585                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
586                         else
587                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
588                 }
589         }
590 }
591
592 /*
593 ================
594 Mod_Precache
595 ================
596 */
597 static void Mod_Precache(void)
598 {
599         if (Cmd_Argc() == 2)
600                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
601         else
602                 Con_Print("usage: modelprecache <filename>\n");
603 }
604
605 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
606 {
607         int i, count;
608         unsigned char *used;
609         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
610         memset(used, 0, numvertices);
611         for (i = 0;i < numelements;i++)
612                 used[elements[i]] = 1;
613         for (i = 0, count = 0;i < numvertices;i++)
614                 remapvertices[i] = used[i] ? count++ : -1;
615         Mem_Free(used);
616         return count;
617 }
618
619 #if 1
620 // fast way, using an edge hash
621 #define TRIANGLEEDGEHASH 8192
622 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
623 {
624         int i, j, p, e1, e2, *n, hashindex, count, match;
625         const int *e;
626         typedef struct edgehashentry_s
627         {
628                 struct edgehashentry_s *next;
629                 int triangle;
630                 int element[2];
631         }
632         edgehashentry_t;
633         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
634         memset(edgehash, 0, sizeof(edgehash));
635         edgehashentries = edgehashentriesbuffer;
636         // if there are too many triangles for the stack array, allocate larger buffer
637         if (numtriangles > TRIANGLEEDGEHASH)
638                 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
639         // find neighboring triangles
640         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
641         {
642                 for (j = 0, p = 2;j < 3;p = j, j++)
643                 {
644                         e1 = e[p];
645                         e2 = e[j];
646                         // this hash index works for both forward and backward edges
647                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
648                         hash = edgehashentries + i * 3 + j;
649                         hash->next = edgehash[hashindex];
650                         edgehash[hashindex] = hash;
651                         hash->triangle = i;
652                         hash->element[0] = e1;
653                         hash->element[1] = e2;
654                 }
655         }
656         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
657         {
658                 for (j = 0, p = 2;j < 3;p = j, j++)
659                 {
660                         e1 = e[p];
661                         e2 = e[j];
662                         // this hash index works for both forward and backward edges
663                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
664                         count = 0;
665                         match = -1;
666                         for (hash = edgehash[hashindex];hash;hash = hash->next)
667                         {
668                                 if (hash->element[0] == e2 && hash->element[1] == e1)
669                                 {
670                                         if (hash->triangle != i)
671                                                 match = hash->triangle;
672                                         count++;
673                                 }
674                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
675                                         count++;
676                         }
677                         // detect edges shared by three triangles and make them seams
678                         if (count > 2)
679                                 match = -1;
680                         n[p] = match;
681                 }
682
683                 // also send a keepalive here (this can take a while too!)
684                 CL_KeepaliveMessage(false);
685         }
686         // free the allocated buffer
687         if (edgehashentries != edgehashentriesbuffer)
688                 Mem_Free(edgehashentries);
689 }
690 #else
691 // very slow but simple way
692 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
693 {
694         int i, match, count;
695         count = 0;
696         match = -1;
697         for (i = 0;i < numtriangles;i++, elements += 3)
698         {
699                      if ((elements[0] == start && elements[1] == end)
700                       || (elements[1] == start && elements[2] == end)
701                       || (elements[2] == start && elements[0] == end))
702                 {
703                         if (i != ignore)
704                                 match = i;
705                         count++;
706                 }
707                 else if ((elements[1] == start && elements[0] == end)
708                       || (elements[2] == start && elements[1] == end)
709                       || (elements[0] == start && elements[2] == end))
710                         count++;
711         }
712         // detect edges shared by three triangles and make them seams
713         if (count > 2)
714                 match = -1;
715         return match;
716 }
717
718 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
719 {
720         int i, *n;
721         const int *e;
722         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
723         {
724                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
725                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
726                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
727         }
728 }
729 #endif
730
731 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
732 {
733         int i, warned = false, endvertex = firstvertex + numverts;
734         for (i = 0;i < numtriangles * 3;i++)
735         {
736                 if (elements[i] < firstvertex || elements[i] >= endvertex)
737                 {
738                         if (!warned)
739                         {
740                                 warned = true;
741                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
742                         }
743                         elements[i] = firstvertex;
744                 }
745         }
746 }
747
748 // warning: this is an expensive function!
749 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
750 {
751         int i, j;
752         const int *element;
753         float *vectorNormal;
754         float areaNormal[3];
755         // clear the vectors
756         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
757         // process each vertex of each triangle and accumulate the results
758         // use area-averaging, to make triangles with a big area have a bigger
759         // weighting on the vertex normal than triangles with a small area
760         // to do so, just add the 'normals' together (the bigger the area
761         // the greater the length of the normal is
762         element = elements;
763         for (i = 0; i < numtriangles; i++, element += 3)
764         {
765                 TriangleNormal(
766                         vertex3f + element[0] * 3,
767                         vertex3f + element[1] * 3,
768                         vertex3f + element[2] * 3,
769                         areaNormal
770                         );
771
772                 if (!areaweighting)
773                         VectorNormalize(areaNormal);
774
775                 for (j = 0;j < 3;j++)
776                 {
777                         vectorNormal = normal3f + element[j] * 3;
778                         vectorNormal[0] += areaNormal[0];
779                         vectorNormal[1] += areaNormal[1];
780                         vectorNormal[2] += areaNormal[2];
781                 }
782         }
783         // and just normalize the accumulated vertex normal in the end
784         vectorNormal = normal3f + 3 * firstvertex;
785         for (i = 0; i < numvertices; i++, vectorNormal += 3)
786                 VectorNormalize(vectorNormal);
787 }
788
789 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)
790 {
791         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
792         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
793         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
794
795         // 6 multiply, 9 subtract
796         VectorSubtract(v1, v0, v10);
797         VectorSubtract(v2, v0, v20);
798         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
799         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
800         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
801         // 12 multiply, 10 subtract
802         tc10[1] = tc1[1] - tc0[1];
803         tc20[1] = tc2[1] - tc0[1];
804         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
805         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
806         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
807         tc10[0] = tc1[0] - tc0[0];
808         tc20[0] = tc2[0] - tc0[0];
809         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
810         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
811         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
812         // 12 multiply, 4 add, 6 subtract
813         f = DotProduct(svector3f, normal3f);
814         svector3f[0] -= f * normal3f[0];
815         svector3f[1] -= f * normal3f[1];
816         svector3f[2] -= f * normal3f[2];
817         f = DotProduct(tvector3f, normal3f);
818         tvector3f[0] -= f * normal3f[0];
819         tvector3f[1] -= f * normal3f[1];
820         tvector3f[2] -= f * normal3f[2];
821         // if texture is mapped the wrong way (counterclockwise), the tangents
822         // have to be flipped, this is detected by calculating a normal from the
823         // two tangents, and seeing if it is opposite the surface normal
824         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
825         CrossProduct(tvector3f, svector3f, tangentcross);
826         if (DotProduct(tangentcross, normal3f) < 0)
827         {
828                 VectorNegate(svector3f, svector3f);
829                 VectorNegate(tvector3f, tvector3f);
830         }
831 }
832
833 // warning: this is a very expensive function!
834 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)
835 {
836         int i, tnum;
837         float sdir[3], tdir[3], normal[3], *sv, *tv;
838         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
839         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
840         const int *e;
841         // clear the vectors
842         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
843         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
844         // process each vertex of each triangle and accumulate the results
845         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
846         {
847                 v0 = vertex3f + e[0] * 3;
848                 v1 = vertex3f + e[1] * 3;
849                 v2 = vertex3f + e[2] * 3;
850                 tc0 = texcoord2f + e[0] * 2;
851                 tc1 = texcoord2f + e[1] * 2;
852                 tc2 = texcoord2f + e[2] * 2;
853
854                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
855                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
856
857                 // calculate the edge directions and surface normal
858                 // 6 multiply, 9 subtract
859                 VectorSubtract(v1, v0, v10);
860                 VectorSubtract(v2, v0, v20);
861                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
862                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
863                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
864
865                 // calculate the tangents
866                 // 12 multiply, 10 subtract
867                 tc10[1] = tc1[1] - tc0[1];
868                 tc20[1] = tc2[1] - tc0[1];
869                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
870                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
871                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
872                 tc10[0] = tc1[0] - tc0[0];
873                 tc20[0] = tc2[0] - tc0[0];
874                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
875                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
876                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
877
878                 // if texture is mapped the wrong way (counterclockwise), the tangents
879                 // have to be flipped, this is detected by calculating a normal from the
880                 // two tangents, and seeing if it is opposite the surface normal
881                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
882                 CrossProduct(tdir, sdir, tangentcross);
883                 if (DotProduct(tangentcross, normal) < 0)
884                 {
885                         VectorNegate(sdir, sdir);
886                         VectorNegate(tdir, tdir);
887                 }
888
889                 if (!areaweighting)
890                 {
891                         VectorNormalize(sdir);
892                         VectorNormalize(tdir);
893                 }
894                 for (i = 0;i < 3;i++)
895                 {
896                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
897                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
898                 }
899         }
900         // make the tangents completely perpendicular to the surface normal, and
901         // then normalize them
902         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
903         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
904         {
905                 f = -DotProduct(sv, n);
906                 VectorMA(sv, f, n, sv);
907                 VectorNormalize(sv);
908                 f = -DotProduct(tv, n);
909                 VectorMA(tv, f, n, tv);
910                 VectorNormalize(tv);
911         }
912 }
913
914 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
915 {
916         unsigned char *data;
917         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));
918         loadmodel->surfmesh.num_vertices = numvertices;
919         loadmodel->surfmesh.num_triangles = numtriangles;
920         if (loadmodel->surfmesh.num_vertices)
921         {
922                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
923                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
924                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
925                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
926                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
927                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
928                 if (vertexcolors)
929                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
930                 if (lightmapoffsets)
931                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
932         }
933         if (loadmodel->surfmesh.num_triangles)
934         {
935                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
936                 if (neighbors)
937                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
938                 if (loadmodel->surfmesh.num_vertices <= 65536)
939                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
940         }
941 }
942
943 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)
944 {
945         shadowmesh_t *newmesh;
946         unsigned char *data;
947         int size;
948         size = sizeof(shadowmesh_t);
949         size += maxverts * sizeof(float[3]);
950         if (light)
951                 size += maxverts * sizeof(float[11]);
952         size += maxtriangles * sizeof(int[3]);
953         if (maxverts <= 65536)
954                 size += maxtriangles * sizeof(unsigned short[3]);
955         if (neighbors)
956                 size += maxtriangles * sizeof(int[3]);
957         if (expandable)
958                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
959         data = (unsigned char *)Mem_Alloc(mempool, size);
960         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
961         newmesh->map_diffuse = map_diffuse;
962         newmesh->map_specular = map_specular;
963         newmesh->map_normal = map_normal;
964         newmesh->maxverts = maxverts;
965         newmesh->maxtriangles = maxtriangles;
966         newmesh->numverts = 0;
967         newmesh->numtriangles = 0;
968
969         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
970         if (light)
971         {
972                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
973                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
974                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
975                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
976         }
977         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
978         if (neighbors)
979         {
980                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
981         }
982         if (expandable)
983         {
984                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
985                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
986         }
987         if (maxverts <= 65536)
988                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
989         return newmesh;
990 }
991
992 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
993 {
994         shadowmesh_t *newmesh;
995         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
996         newmesh->numverts = oldmesh->numverts;
997         newmesh->numtriangles = oldmesh->numtriangles;
998
999         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1000         if (newmesh->svector3f && oldmesh->svector3f)
1001         {
1002                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1003                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1004                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1005                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1006         }
1007         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1008         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1009                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1010         return newmesh;
1011 }
1012
1013 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1014 {
1015         int hashindex, vnum;
1016         shadowmeshvertexhash_t *hash;
1017         // this uses prime numbers intentionally
1018         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1019         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1020         {
1021                 vnum = (hash - mesh->vertexhashentries);
1022                 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]))
1023                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1024                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1025                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1026                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1027                         return hash - mesh->vertexhashentries;
1028         }
1029         vnum = mesh->numverts++;
1030         hash = mesh->vertexhashentries + vnum;
1031         hash->next = mesh->vertexhashtable[hashindex];
1032         mesh->vertexhashtable[hashindex] = hash;
1033         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1034         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1035         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1036         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1037         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1038         return vnum;
1039 }
1040
1041 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1042 {
1043         if (mesh->numtriangles == 0)
1044         {
1045                 // set the properties on this empty mesh to be more favorable...
1046                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1047                 mesh->map_diffuse = map_diffuse;
1048                 mesh->map_specular = map_specular;
1049                 mesh->map_normal = map_normal;
1050         }
1051         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)
1052         {
1053                 if (mesh->next == NULL)
1054                         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);
1055                 mesh = mesh->next;
1056         }
1057         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1058         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1059         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1060         mesh->numtriangles++;
1061 }
1062
1063 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)
1064 {
1065         int i, j, e;
1066         float vbuf[3*14], *v;
1067         memset(vbuf, 0, sizeof(vbuf));
1068         for (i = 0;i < numtris;i++)
1069         {
1070                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1071                 {
1072                         e = *element3i++;
1073                         if (vertex3f)
1074                         {
1075                                 v[0] = vertex3f[e * 3 + 0];
1076                                 v[1] = vertex3f[e * 3 + 1];
1077                                 v[2] = vertex3f[e * 3 + 2];
1078                         }
1079                         if (svector3f)
1080                         {
1081                                 v[3] = svector3f[e * 3 + 0];
1082                                 v[4] = svector3f[e * 3 + 1];
1083                                 v[5] = svector3f[e * 3 + 2];
1084                         }
1085                         if (tvector3f)
1086                         {
1087                                 v[6] = tvector3f[e * 3 + 0];
1088                                 v[7] = tvector3f[e * 3 + 1];
1089                                 v[8] = tvector3f[e * 3 + 2];
1090                         }
1091                         if (normal3f)
1092                         {
1093                                 v[9] = normal3f[e * 3 + 0];
1094                                 v[10] = normal3f[e * 3 + 1];
1095                                 v[11] = normal3f[e * 3 + 2];
1096                         }
1097                         if (texcoord2f)
1098                         {
1099                                 v[12] = texcoord2f[e * 2 + 0];
1100                                 v[13] = texcoord2f[e * 2 + 1];
1101                         }
1102                 }
1103                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1104         }
1105
1106         // the triangle calculation can take a while, so let's do a keepalive here
1107         CL_KeepaliveMessage(false);
1108 }
1109
1110 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)
1111 {
1112         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1113         CL_KeepaliveMessage(false);
1114
1115         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1116 }
1117
1118 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1119 {
1120         if (!gl_support_arb_vertex_buffer_object)
1121                 return;
1122
1123         // element buffer is easy because it's just one array
1124         if (mesh->numtriangles)
1125         {
1126                 if (mesh->element3s)
1127                         mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1128                 else
1129                         mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1130         }
1131
1132         // vertex buffer is several arrays and we put them in the same buffer
1133         //
1134         // is this wise?  the texcoordtexture2f array is used with dynamic
1135         // vertex/svector/tvector/normal when rendering animated models, on the
1136         // other hand animated models don't use a lot of vertices anyway...
1137         if (mesh->numverts)
1138         {
1139                 size_t size;
1140                 unsigned char *mem;
1141                 size = 0;
1142                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1143                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1144                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1145                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1146                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1147                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1148                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1149                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1150                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1151                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1152                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1153                 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1154                 Mem_Free(mem);
1155         }
1156 }
1157
1158 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1159 {
1160         shadowmesh_t *mesh, *newmesh, *nextmesh;
1161         // reallocate meshs to conserve space
1162         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1163         {
1164                 nextmesh = mesh->next;
1165                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1166                 {
1167                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1168                         newmesh->next = firstmesh;
1169                         firstmesh = newmesh;
1170                         if (newmesh->element3s)
1171                         {
1172                                 int i;
1173                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1174                                         newmesh->element3s[i] = newmesh->element3i[i];
1175                         }
1176                         if (createvbo)
1177                                 Mod_ShadowMesh_CreateVBOs(newmesh);
1178                 }
1179                 Mem_Free(mesh);
1180         }
1181
1182         // this can take a while, so let's do a keepalive here
1183         CL_KeepaliveMessage(false);
1184
1185         return firstmesh;
1186 }
1187
1188 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1189 {
1190         int i;
1191         shadowmesh_t *mesh;
1192         vec3_t nmins, nmaxs, ncenter, temp;
1193         float nradius2, dist2, *v;
1194         VectorClear(nmins);
1195         VectorClear(nmaxs);
1196         // calculate bbox
1197         for (mesh = firstmesh;mesh;mesh = mesh->next)
1198         {
1199                 if (mesh == firstmesh)
1200                 {
1201                         VectorCopy(mesh->vertex3f, nmins);
1202                         VectorCopy(mesh->vertex3f, nmaxs);
1203                 }
1204                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1205                 {
1206                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1207                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1208                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1209                 }
1210         }
1211         // calculate center and radius
1212         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1213         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1214         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1215         nradius2 = 0;
1216         for (mesh = firstmesh;mesh;mesh = mesh->next)
1217         {
1218                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1219                 {
1220                         VectorSubtract(v, ncenter, temp);
1221                         dist2 = DotProduct(temp, temp);
1222                         if (nradius2 < dist2)
1223                                 nradius2 = dist2;
1224                 }
1225         }
1226         // return data
1227         if (mins)
1228                 VectorCopy(nmins, mins);
1229         if (maxs)
1230                 VectorCopy(nmaxs, maxs);
1231         if (center)
1232                 VectorCopy(ncenter, center);
1233         if (radius)
1234                 *radius = sqrt(nradius2);
1235 }
1236
1237 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1238 {
1239         shadowmesh_t *nextmesh;
1240         for (;mesh;mesh = nextmesh)
1241         {
1242                 if (mesh->ebo3i)
1243                         R_Mesh_DestroyBufferObject(mesh->ebo3i);
1244                 if (mesh->ebo3s)
1245                         R_Mesh_DestroyBufferObject(mesh->ebo3s);
1246                 if (mesh->vbo)
1247                         R_Mesh_DestroyBufferObject(mesh->vbo);
1248                 nextmesh = mesh->next;
1249                 Mem_Free(mesh);
1250         }
1251 }
1252
1253 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)
1254 {
1255         float v[3], tc[3];
1256         v[0] = ix;
1257         v[1] = iy;
1258         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1259                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1260         else
1261                 v[2] = 0;
1262         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1263         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1264         texcoord2f[0] = tc[0];
1265         texcoord2f[1] = tc[1];
1266 }
1267
1268 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)
1269 {
1270         float vup[3], vdown[3], vleft[3], vright[3];
1271         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1272         float sv[3], tv[3], nl[3];
1273         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1274         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1275         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1276         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1277         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1278         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1279         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1280         VectorAdd(svector3f, sv, svector3f);
1281         VectorAdd(tvector3f, tv, tvector3f);
1282         VectorAdd(normal3f, nl, normal3f);
1283         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1284         VectorAdd(svector3f, sv, svector3f);
1285         VectorAdd(tvector3f, tv, tvector3f);
1286         VectorAdd(normal3f, nl, normal3f);
1287         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1288         VectorAdd(svector3f, sv, svector3f);
1289         VectorAdd(tvector3f, tv, tvector3f);
1290         VectorAdd(normal3f, nl, normal3f);
1291 }
1292
1293 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)
1294 {
1295         int x, y, ix, iy, *e;
1296         e = element3i;
1297         for (y = 0;y < height;y++)
1298         {
1299                 for (x = 0;x < width;x++)
1300                 {
1301                         e[0] = (y + 1) * (width + 1) + (x + 0);
1302                         e[1] = (y + 0) * (width + 1) + (x + 0);
1303                         e[2] = (y + 1) * (width + 1) + (x + 1);
1304                         e[3] = (y + 0) * (width + 1) + (x + 0);
1305                         e[4] = (y + 0) * (width + 1) + (x + 1);
1306                         e[5] = (y + 1) * (width + 1) + (x + 1);
1307                         e += 6;
1308                 }
1309         }
1310         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1311         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1312                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1313                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1314 }
1315
1316 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1317 {
1318         if (!strcasecmp(s, "sin"))             return Q3WAVEFUNC_SIN;
1319         if (!strcasecmp(s, "square"))          return Q3WAVEFUNC_SQUARE;
1320         if (!strcasecmp(s, "triangle"))        return Q3WAVEFUNC_TRIANGLE;
1321         if (!strcasecmp(s, "sawtooth"))        return Q3WAVEFUNC_SAWTOOTH;
1322         if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1323         if (!strcasecmp(s, "noise"))           return Q3WAVEFUNC_NOISE;
1324         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1325         return Q3WAVEFUNC_NONE;
1326 }
1327
1328 void Mod_FreeQ3Shaders(void)
1329 {
1330         Mem_FreePool(&q3shaders_mem);
1331 }
1332
1333 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1334 {
1335         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1336         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1337         q3shader_hash_entry_t* lastEntry = NULL;
1338         while (entry != NULL)
1339         {
1340                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1341                 {
1342                         unsigned char *start, *end, *start2;
1343                         start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1344                         end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1345                         start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1346                         if(memcmp(start, start2, end - start))
1347                                 Con_Printf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1348                         else
1349                                 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1350                         return;
1351                 }
1352                 lastEntry = entry;
1353                 entry = entry->chain;
1354         }
1355         if (entry == NULL)
1356         {
1357                 if (lastEntry->shader.name[0] != 0)
1358                 {
1359                         /* Add to chain */
1360                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1361                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1362
1363                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1364                         lastEntry->chain = newEntry;
1365                         newEntry->chain = NULL;
1366                         lastEntry = newEntry;
1367                 }
1368                 /* else: head of chain, in hash entry array */
1369                 entry = lastEntry;
1370         }
1371         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1372 }
1373
1374 extern cvar_t r_picmipworld;
1375 void Mod_LoadQ3Shaders(void)
1376 {
1377         int j;
1378         int fileindex;
1379         fssearch_t *search;
1380         char *f;
1381         const char *text;
1382         q3shaderinfo_t shader;
1383         q3shaderinfo_layer_t *layer;
1384         int numparameters;
1385         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1386
1387         Mod_FreeQ3Shaders();
1388
1389         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1390         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1391                 sizeof (q3shader_data_t));
1392         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1393                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1394         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1395                 q3shaders_mem, sizeof (char**), 256);
1396
1397         search = FS_Search("scripts/*.shader", true, false);
1398         if (!search)
1399                 return;
1400         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1401         {
1402                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1403                 if (!f)
1404                         continue;
1405                 while (COM_ParseToken_QuakeC(&text, false))
1406                 {
1407                         memset (&shader, 0, sizeof(shader));
1408                         shader.reflectmin = 0;
1409                         shader.reflectmax = 1;
1410                         shader.refractfactor = 1;
1411                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1412                         shader.reflectfactor = 1;
1413                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1414                         shader.r_water_wateralpha = 1;
1415
1416                         strlcpy(shader.name, com_token, sizeof(shader.name));
1417                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1418                         {
1419                                 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1420                                 break;
1421                         }
1422                         while (COM_ParseToken_QuakeC(&text, false))
1423                         {
1424                                 if (!strcasecmp(com_token, "}"))
1425                                         break;
1426                                 if (!strcasecmp(com_token, "{"))
1427                                 {
1428                                         static q3shaderinfo_layer_t dummy;
1429                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1430                                         {
1431                                                 layer = shader.layers + shader.numlayers++;
1432                                         }
1433                                         else
1434                                         {
1435                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1436                                                 memset(&dummy, 0, sizeof(dummy));
1437                                                 layer = &dummy;
1438                                         }
1439                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1440                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1441                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1442                                         layer->blendfunc[0] = GL_ONE;
1443                                         layer->blendfunc[1] = GL_ZERO;
1444                                         while (COM_ParseToken_QuakeC(&text, false))
1445                                         {
1446                                                 if (!strcasecmp(com_token, "}"))
1447                                                         break;
1448                                                 if (!strcasecmp(com_token, "\n"))
1449                                                         continue;
1450                                                 numparameters = 0;
1451                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1452                                                 {
1453                                                         if (j < TEXTURE_MAXFRAMES + 4)
1454                                                         {
1455                                                                 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1456                                                                 numparameters = j + 1;
1457                                                         }
1458                                                         if (!COM_ParseToken_QuakeC(&text, true))
1459                                                                 break;
1460                                                 }
1461                                                 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1462                                                         parameter[j][0] = 0;
1463                                                 if (developer.integer >= 100)
1464                                                 {
1465                                                         Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1466                                                         for (j = 0;j < numparameters;j++)
1467                                                                 Con_Printf(" %s", parameter[j]);
1468                                                         Con_Print("\n");
1469                                                 }
1470                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1471                                                 {
1472                                                         if (numparameters == 2)
1473                                                         {
1474                                                                 if (!strcasecmp(parameter[1], "add"))
1475                                                                 {
1476                                                                         layer->blendfunc[0] = GL_ONE;
1477                                                                         layer->blendfunc[1] = GL_ONE;
1478                                                                 }
1479                                                                 else if (!strcasecmp(parameter[1], "filter"))
1480                                                                 {
1481                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1482                                                                         layer->blendfunc[1] = GL_ZERO;
1483                                                                 }
1484                                                                 else if (!strcasecmp(parameter[1], "blend"))
1485                                                                 {
1486                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1487                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1488                                                                 }
1489                                                         }
1490                                                         else if (numparameters == 3)
1491                                                         {
1492                                                                 int k;
1493                                                                 for (k = 0;k < 2;k++)
1494                                                                 {
1495                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1496                                                                                 layer->blendfunc[k] = GL_ONE;
1497                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1498                                                                                 layer->blendfunc[k] = GL_ZERO;
1499                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1500                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1501                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1502                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1503                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1504                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1505                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1506                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1507                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1508                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1509                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1510                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1511                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1512                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1513                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1514                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1515                                                                         else
1516                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1517                                                                 }
1518                                                         }
1519                                                 }
1520                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1521                                                         layer->alphatest = true;
1522                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1523                                                 {
1524                                                         if (!strcasecmp(parameter[0], "clampmap"))
1525                                                                 layer->clampmap = true;
1526                                                         layer->numframes = 1;
1527                                                         layer->framerate = 1;
1528                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1529                                                                 &q3shader_data->char_ptrs);
1530                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1531                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1532                                                                 shader.lighting = true;
1533                                                 }
1534                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1535                                                 {
1536                                                         int i;
1537                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1538                                                         layer->framerate = atof(parameter[1]);
1539                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1540                                                         for (i = 0;i < layer->numframes;i++)
1541                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1542                                                 }
1543                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1544                                                 {
1545                                                         int i;
1546                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1547                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1548                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1549                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1550                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1551                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1552                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1553                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1554                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1555                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1556                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1557                                                         else if (!strcasecmp(parameter[1], "wave"))
1558                                                         {
1559                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1560                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1561                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1562                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1563                                                         }
1564                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1565                                                 }
1566                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1567                                                 {
1568                                                         int i;
1569                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1570                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1571                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1572                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1573                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1574                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1575                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1576                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1577                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1578                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1579                                                         else if (!strcasecmp(parameter[1], "wave"))
1580                                                         {
1581                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1582                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1583                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1584                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1585                                                         }
1586                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1587                                                 }
1588                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1589                                                 {
1590                                                         int i;
1591                                                         // observed values: tcgen environment
1592                                                         // no other values have been observed in real shaders
1593                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1594                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1595                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1596                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1597                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1598                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1599                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1600                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1601                                                 }
1602                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1603                                                 {
1604                                                         int i, tcmodindex;
1605                                                         // observed values:
1606                                                         // tcmod rotate #
1607                                                         // tcmod scale # #
1608                                                         // tcmod scroll # #
1609                                                         // tcmod stretch sin # # # #
1610                                                         // tcmod stretch triangle # # # #
1611                                                         // tcmod transform # # # # # #
1612                                                         // tcmod turb # # # #
1613                                                         // tcmod turb sin # # # #  (this is bogus)
1614                                                         // no other values have been observed in real shaders
1615                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1616                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1617                                                                         break;
1618                                                         if (tcmodindex < Q3MAXTCMODS)
1619                                                         {
1620                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1621                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1622                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1623                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1624                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1625                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1626                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1627                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1628                                                                 {
1629                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1630                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1631                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1632                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1633                                                                 }
1634                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1635                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1636                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1637                                                         }
1638                                                         else
1639                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1640                                                 }
1641                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1642                                                 if (!strcasecmp(com_token, "}"))
1643                                                         break;
1644                                         }
1645                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1646                                                 shader.lighting = true;
1647                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1648                                         {
1649                                                 if (layer == shader.layers + 0)
1650                                                 {
1651                                                         // vertex controlled transparency
1652                                                         shader.vertexalpha = true;
1653                                                 }
1654                                                 else
1655                                                 {
1656                                                         // multilayer terrain shader or similar
1657                                                         shader.textureblendalpha = true;
1658                                                 }
1659                                         }
1660                                         layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1661                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1662                                                 layer->texflags |= TEXF_MIPMAP;
1663                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1664                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1665                                         if (layer->clampmap)
1666                                                 layer->texflags |= TEXF_CLAMP;
1667                                         continue;
1668                                 }
1669                                 numparameters = 0;
1670                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1671                                 {
1672                                         if (j < TEXTURE_MAXFRAMES + 4)
1673                                         {
1674                                                 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1675                                                 numparameters = j + 1;
1676                                         }
1677                                         if (!COM_ParseToken_QuakeC(&text, true))
1678                                                 break;
1679                                 }
1680                                 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1681                                         parameter[j][0] = 0;
1682                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1683                                         break;
1684                                 if (developer.integer >= 100)
1685                                 {
1686                                         Con_Printf("%s: ", shader.name);
1687                                         for (j = 0;j < numparameters;j++)
1688                                                 Con_Printf(" %s", parameter[j]);
1689                                         Con_Print("\n");
1690                                 }
1691                                 if (numparameters < 1)
1692                                         continue;
1693                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1694                                 {
1695                                         if (!strcasecmp(parameter[1], "alphashadow"))
1696                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1697                                         else if (!strcasecmp(parameter[1], "areaportal"))
1698                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1699                                         else if (!strcasecmp(parameter[1], "botclip"))
1700                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1701                                         else if (!strcasecmp(parameter[1], "clusterportal"))
1702                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1703                                         else if (!strcasecmp(parameter[1], "detail"))
1704                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1705                                         else if (!strcasecmp(parameter[1], "donotenter"))
1706                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1707                                         else if (!strcasecmp(parameter[1], "dust"))
1708                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1709                                         else if (!strcasecmp(parameter[1], "hint"))
1710                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1711                                         else if (!strcasecmp(parameter[1], "fog"))
1712                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1713                                         else if (!strcasecmp(parameter[1], "lava"))
1714                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1715                                         else if (!strcasecmp(parameter[1], "lightfilter"))
1716                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1717                                         else if (!strcasecmp(parameter[1], "lightgrid"))
1718                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1719                                         else if (!strcasecmp(parameter[1], "metalsteps"))
1720                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1721                                         else if (!strcasecmp(parameter[1], "nodamage"))
1722                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1723                                         else if (!strcasecmp(parameter[1], "nodlight"))
1724                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1725                                         else if (!strcasecmp(parameter[1], "nodraw"))
1726                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1727                                         else if (!strcasecmp(parameter[1], "nodrop"))
1728                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1729                                         else if (!strcasecmp(parameter[1], "noimpact"))
1730                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1731                                         else if (!strcasecmp(parameter[1], "nolightmap"))
1732                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1733                                         else if (!strcasecmp(parameter[1], "nomarks"))
1734                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1735                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
1736                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1737                                         else if (!strcasecmp(parameter[1], "nonsolid"))
1738                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1739                                         else if (!strcasecmp(parameter[1], "origin"))
1740                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1741                                         else if (!strcasecmp(parameter[1], "playerclip"))
1742                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1743                                         else if (!strcasecmp(parameter[1], "sky"))
1744                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1745                                         else if (!strcasecmp(parameter[1], "slick"))
1746                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1747                                         else if (!strcasecmp(parameter[1], "slime"))
1748                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1749                                         else if (!strcasecmp(parameter[1], "structural"))
1750                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1751                                         else if (!strcasecmp(parameter[1], "trans"))
1752                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1753                                         else if (!strcasecmp(parameter[1], "water"))
1754                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1755                                         else if (!strcasecmp(parameter[1], "pointlight"))
1756                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1757                                         else if (!strcasecmp(parameter[1], "antiportal"))
1758                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1759                                         else
1760                                                 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1761                                 }
1762                                 else if (!strcasecmp(parameter[0], "dpshadow"))
1763                                         shader.dpshadow = true;
1764                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1765                                         shader.dpnoshadow = true;
1766                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1767                                 {
1768                                         // some q3 skies don't have the sky parm set
1769                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
1770                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1771                                 }
1772                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1773                                 {
1774                                         // some q3 skies don't have the sky parm set
1775                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
1776                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1777                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1778                                 }
1779                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1780                                 {
1781                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1782                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1783                                 }
1784                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
1785                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1786                                 else if (!strcasecmp(parameter[0], "nopicmip"))
1787                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1788                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
1789                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1790                                 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1791                                 {
1792                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1793                                         shader.refractfactor = atof(parameter[1]);
1794                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1795                                 }
1796                                 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1797                                 {
1798                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1799                                         shader.reflectfactor = atof(parameter[1]);
1800                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1801                                 }
1802                                 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1803                                 {
1804                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1805                                         shader.reflectmin = atof(parameter[1]);
1806                                         shader.reflectmax = atof(parameter[2]);
1807                                         shader.refractfactor = atof(parameter[3]);
1808                                         shader.reflectfactor = atof(parameter[4]);
1809                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1810                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1811                                         shader.r_water_wateralpha = atof(parameter[11]);
1812                                 }
1813                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1814                                 {
1815                                         int i, deformindex;
1816                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1817                                                 if (!shader.deforms[deformindex].deform)
1818                                                         break;
1819                                         if (deformindex < Q3MAXDEFORMS)
1820                                         {
1821                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1822                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1823                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1824                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1825                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1826                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1827                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1828                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1829                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1830                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1831                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1832                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1833                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1834                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1835                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1836                                                 else if (!strcasecmp(parameter[1], "wave"            ))
1837                                                 {
1838                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1839                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1840                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1841                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1842                                                 }
1843                                                 else if (!strcasecmp(parameter[1], "move"            ))
1844                                                 {
1845                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1846                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1847                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1848                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1849                                                 }
1850                                         }
1851                                 }
1852                         }
1853                         // pick the primary layer to render with
1854                         if (shader.numlayers)
1855                         {
1856                                 shader.backgroundlayer = -1;
1857                                 shader.primarylayer = 0;
1858                                 // if lightmap comes first this is definitely an ordinary texture
1859                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1860                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
1861                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1862                                 {
1863                                         shader.backgroundlayer = -1;
1864                                         shader.primarylayer = 1;
1865                                 }
1866                                 else if (shader.numlayers >= 2
1867                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1868                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
1869                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1870                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
1871                                 {
1872                                         // terrain blending or other effects
1873                                         shader.backgroundlayer = 0;
1874                                         shader.primarylayer = 1;
1875                                 }
1876                         }
1877                         // fix up multiple reflection types
1878                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1879                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1880
1881                         Q3Shader_AddToHash (&shader);
1882                 }
1883                 Mem_Free(f);
1884         }
1885 }
1886
1887 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1888 {
1889         unsigned short hash;
1890         q3shader_hash_entry_t* entry;
1891         if (!q3shaders_mem)
1892                 Mod_LoadQ3Shaders();
1893         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
1894         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1895         while (entry != NULL)
1896         {
1897                 if (strcasecmp (entry->shader.name, name) == 0)
1898                         return &entry->shader;
1899                 entry = entry->chain;
1900         }
1901         return NULL;
1902 }
1903
1904 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
1905 {
1906         int j;
1907         int texflagsmask;
1908         qboolean success = true;
1909         q3shaderinfo_t *shader;
1910         if (!name)
1911                 name = "";
1912         strlcpy(texture->name, name, sizeof(texture->name));
1913         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1914
1915         texflagsmask = ~0;
1916         if(!(defaulttexflags & TEXF_PICMIP))
1917                 texflagsmask &= ~TEXF_PICMIP;
1918         if(!(defaulttexflags & TEXF_COMPRESS))
1919                 texflagsmask &= ~TEXF_COMPRESS;
1920
1921         if (shader)
1922         {
1923                 if (developer_loading.integer)
1924                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
1925                 texture->surfaceparms = shader->surfaceparms;
1926
1927                 // allow disabling of picmip or compression by defaulttexflags
1928                 texture->textureflags = shader->textureflags & texflagsmask;
1929
1930                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1931                 {
1932                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1933                         if (shader->skyboxname[0])
1934                         {
1935                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
1936                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1937                         }
1938                 }
1939                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1940                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1941                 else
1942                         texture->basematerialflags = MATERIALFLAG_WALL;
1943
1944                 if (shader->layers[0].alphatest)
1945                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1946                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1947                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1948                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1949                         texture->biaspolygonoffset -= 2;
1950                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1951                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1952                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1953                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1954                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1955                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1956                 texture->customblendfunc[0] = GL_ONE;
1957                 texture->customblendfunc[1] = GL_ZERO;
1958                 if (shader->numlayers > 0)
1959                 {
1960                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1961                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1962 /*
1963 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1964 * additive               GL_ONE GL_ONE
1965 additive weird         GL_ONE GL_SRC_ALPHA
1966 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
1967 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1968 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1969 brighten               GL_DST_COLOR GL_ONE
1970 brighten               GL_ONE GL_SRC_COLOR
1971 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1972 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
1973 * modulate               GL_DST_COLOR GL_ZERO
1974 * modulate               GL_ZERO GL_SRC_COLOR
1975 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
1976 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1977 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1978 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
1979 * no blend               GL_ONE GL_ZERO
1980 nothing                GL_ZERO GL_ONE
1981 */
1982                         // if not opaque, figure out what blendfunc to use
1983                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1984                         {
1985                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1986                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1987                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1988                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1989                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1990                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1991                                 else
1992                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1993                         }
1994                 }
1995                 if (!shader->lighting)
1996                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1997                 if (shader->primarylayer >= 0)
1998                 {
1999                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2000                         // copy over many primarylayer parameters
2001                         texture->rgbgen = primarylayer->rgbgen;
2002                         texture->alphagen = primarylayer->alphagen;
2003                         texture->tcgen = primarylayer->tcgen;
2004                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2005                         // load the textures
2006                         texture->numskinframes = primarylayer->numframes;
2007                         texture->skinframerate = primarylayer->framerate;
2008                         for (j = 0;j < primarylayer->numframes;j++)
2009                         {
2010                                 if(cls.state == ca_dedicated)
2011                                 {
2012                                         texture->skinframes[j] = NULL;
2013                                 }
2014                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
2015                                 {
2016                                         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);
2017                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2018                                 }
2019                         }
2020                 }
2021                 if (shader->backgroundlayer >= 0)
2022                 {
2023                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2024                         // copy over one secondarylayer parameter
2025                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2026                         // load the textures
2027                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2028                         texture->backgroundskinframerate = backgroundlayer->framerate;
2029                         for (j = 0;j < backgroundlayer->numframes;j++)
2030                         {
2031                                 if(cls.state == ca_dedicated)
2032                                 {
2033                                         texture->skinframes[j] = NULL;
2034                                 }
2035                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
2036                                 {
2037                                         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);
2038                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2039                                 }
2040                         }
2041                 }
2042                 if (shader->dpshadow)
2043                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2044                 if (shader->dpnoshadow)
2045                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2046                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2047                 texture->reflectmin = shader->reflectmin;
2048                 texture->reflectmax = shader->reflectmax;
2049                 texture->refractfactor = shader->refractfactor;
2050                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2051                 texture->reflectfactor = shader->reflectfactor;
2052                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2053                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2054         }
2055         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2056         {
2057                 if (developer.integer >= 100)
2058                         Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2059                 texture->surfaceparms = 0;
2060         }
2061         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2062         {
2063                 if (developer.integer >= 100)
2064                         Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2065                 texture->surfaceparms = 0;
2066                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2067         }
2068         else
2069         {
2070                 if (developer.integer >= 100)
2071                         Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2072                 texture->surfaceparms = 0;
2073                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2074                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2075                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2076                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2077                 else
2078                         texture->basematerialflags |= MATERIALFLAG_WALL;
2079                 texture->numskinframes = 1;
2080                 if(cls.state == ca_dedicated)
2081                 {
2082                         texture->skinframes[0] = NULL;
2083                 }
2084                 else
2085                 {
2086                         if (fallback)
2087                         {
2088                                 qboolean has_alpha;
2089                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
2090                                 {
2091                                         if(has_alpha && (defaulttexflags & TEXF_ALPHA))
2092                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2093                                 }
2094                                 else
2095                                         success = false;
2096                         }
2097                         else
2098                                 success = false;
2099                         if (!success && warnmissing)
2100                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2101                 }
2102         }
2103         // init the animation variables
2104         texture->currentframe = texture;
2105         if (texture->numskinframes < 1)
2106                 texture->numskinframes = 1;
2107         if (!texture->skinframes[0])
2108                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2109         texture->currentskinframe = texture->skinframes[0];
2110         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2111         return success;
2112 }
2113
2114 skinfile_t *Mod_LoadSkinFiles(void)
2115 {
2116         int i, words, line, wordsoverflow;
2117         char *text;
2118         const char *data;
2119         skinfile_t *skinfile = NULL, *first = NULL;
2120         skinfileitem_t *skinfileitem;
2121         char word[10][MAX_QPATH];
2122
2123 /*
2124 sample file:
2125 U_bodyBox,models/players/Legoman/BikerA2.tga
2126 U_RArm,models/players/Legoman/BikerA1.tga
2127 U_LArm,models/players/Legoman/BikerA1.tga
2128 U_armor,common/nodraw
2129 U_sword,common/nodraw
2130 U_shield,common/nodraw
2131 U_homb,common/nodraw
2132 U_backpack,common/nodraw
2133 U_colcha,common/nodraw
2134 tag_head,
2135 tag_weapon,
2136 tag_torso,
2137 */
2138         memset(word, 0, sizeof(word));
2139         for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2140         {
2141                 // If it's the first file we parse
2142                 if (skinfile == NULL)
2143                 {
2144                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2145                         first = skinfile;
2146                 }
2147                 else
2148                 {
2149                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2150                         skinfile = skinfile->next;
2151                 }
2152                 skinfile->next = NULL;
2153
2154                 for(line = 0;;line++)
2155                 {
2156                         // parse line
2157                         if (!COM_ParseToken_QuakeC(&data, true))
2158                                 break;
2159                         if (!strcmp(com_token, "\n"))
2160                                 continue;
2161                         words = 0;
2162                         wordsoverflow = false;
2163                         do
2164                         {
2165                                 if (words < 10)
2166                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2167                                 else
2168                                         wordsoverflow = true;
2169                         }
2170                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2171                         if (wordsoverflow)
2172                         {
2173                                 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);
2174                                 continue;
2175                         }
2176                         // words is always >= 1
2177                         if (!strcmp(word[0], "replace"))
2178                         {
2179                                 if (words == 3)
2180                                 {
2181                                         if (developer_loading.integer)
2182                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2183                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2184                                         skinfileitem->next = skinfile->items;
2185                                         skinfile->items = skinfileitem;
2186                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2187                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2188                                 }
2189                                 else
2190                                         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]);
2191                         }
2192                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2193                         {
2194                                 // tag name, like "tag_weapon,"
2195                                 // not used for anything (not even in Quake3)
2196                         }
2197                         else if (words >= 2 && !strcmp(word[1], ","))
2198                         {
2199                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2200                                 if (developer_loading.integer)
2201                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2202                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2203                                 skinfileitem->next = skinfile->items;
2204                                 skinfile->items = skinfileitem;
2205                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2206                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2207                         }
2208                         else
2209                                 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);
2210                 }
2211                 Mem_Free(text);
2212         }
2213         if (i)
2214                 loadmodel->numskins = i;
2215         return first;
2216 }
2217
2218 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2219 {
2220         skinfile_t *next;
2221         skinfileitem_t *skinfileitem, *nextitem;
2222         for (;skinfile;skinfile = next)
2223         {
2224                 next = skinfile->next;
2225                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2226                 {
2227                         nextitem = skinfileitem->next;
2228                         Mem_Free(skinfileitem);
2229                 }
2230                 Mem_Free(skinfile);
2231         }
2232 }
2233
2234 int Mod_CountSkinFiles(skinfile_t *skinfile)
2235 {
2236         int i;
2237         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2238         return i;
2239 }
2240
2241 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2242 {
2243         int i;
2244         double isnap = 1.0 / snap;
2245         for (i = 0;i < numvertices*numcomponents;i++)
2246                 vertices[i] = floor(vertices[i]*isnap)*snap;
2247 }
2248
2249 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2250 {
2251         int i, outtriangles;
2252         float edgedir1[3], edgedir2[3], temp[3];
2253         // a degenerate triangle is one with no width (thickness, surface area)
2254         // these are characterized by having all 3 points colinear (along a line)
2255         // or having two points identical
2256         // the simplest check is to calculate the triangle's area
2257         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2258         {
2259                 // calculate first edge
2260                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2261                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2262                 CrossProduct(edgedir1, edgedir2, temp);
2263                 if (VectorLength2(temp) < 0.001f)
2264                         continue; // degenerate triangle (no area)
2265                 // valid triangle (has area)
2266                 VectorCopy(inelement3i, outelement3i);
2267                 outelement3i += 3;
2268                 outtriangles++;
2269         }
2270         return outtriangles;
2271 }
2272
2273 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2274 {
2275         int i, e;
2276         int firstvertex, lastvertex;
2277         if (numelements > 0 && elements)
2278         {
2279                 firstvertex = lastvertex = elements[0];
2280                 for (i = 1;i < numelements;i++)
2281                 {
2282                         e = elements[i];
2283                         firstvertex = min(firstvertex, e);
2284                         lastvertex = max(lastvertex, e);
2285                 }
2286         }
2287         else
2288                 firstvertex = lastvertex = 0;
2289         if (firstvertexpointer)
2290                 *firstvertexpointer = firstvertex;
2291         if (lastvertexpointer)
2292                 *lastvertexpointer = lastvertex;
2293 }
2294
2295 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2296 {
2297         // make an optimal set of texture-sorted batches to draw...
2298         int j, t;
2299         int *firstsurfacefortexture;
2300         int *numsurfacesfortexture;
2301         if (!mod->sortedmodelsurfaces)
2302                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2303         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2304         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2305         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2306         for (j = 0;j < mod->nummodelsurfaces;j++)
2307         {
2308                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2309                 int t = (int)(surface->texture - mod->data_textures);
2310                 numsurfacesfortexture[t]++;
2311         }
2312         j = 0;
2313         for (t = 0;t < mod->num_textures;t++)
2314         {
2315                 firstsurfacefortexture[t] = j;
2316                 j += numsurfacesfortexture[t];
2317         }
2318         for (j = 0;j < mod->nummodelsurfaces;j++)
2319         {
2320                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2321                 int t = (int)(surface->texture - mod->data_textures);
2322                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2323         }
2324         Mem_Free(firstsurfacefortexture);
2325         Mem_Free(numsurfacesfortexture);
2326 }
2327
2328 static void Mod_BuildVBOs(void)
2329 {
2330         if (!gl_support_arb_vertex_buffer_object)
2331                 return;
2332
2333         // element buffer is easy because it's just one array
2334         if (loadmodel->surfmesh.num_triangles)
2335         {
2336                 if (loadmodel->surfmesh.data_element3s)
2337                 {
2338                         int i;
2339                         for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2340                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2341                         loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
2342                 }
2343                 else
2344                         loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
2345         }
2346
2347         // vertex buffer is several arrays and we put them in the same buffer
2348         //
2349         // is this wise?  the texcoordtexture2f array is used with dynamic
2350         // vertex/svector/tvector/normal when rendering animated models, on the
2351         // other hand animated models don't use a lot of vertices anyway...
2352         if (loadmodel->surfmesh.num_vertices)
2353         {
2354                 size_t size;
2355                 unsigned char *mem;
2356                 size = 0;
2357                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2358                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2359                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2360                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2361                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2362                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2363                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2364                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2365                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2366                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2367                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2368                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2369                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2370                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2371                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2372                 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2373                 Mem_Free(mem);
2374         }
2375 }
2376
2377 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2378 {
2379         int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2380         int a, b, c;
2381         const char *texname;
2382         const int *e;
2383         const float *v, *vn, *vt;
2384         size_t l;
2385         size_t outbufferpos = 0;
2386         size_t outbuffermax = 0x100000;
2387         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2388         const msurface_t *surface;
2389         const int maxtextures = 256;
2390         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2391
2392         // construct the mtllib file
2393         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2394         if (l > 0)
2395                 outbufferpos += l;
2396         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2397         {
2398                 countsurfaces++;
2399                 countvertices += surface->num_vertices;
2400                 countfaces += surface->num_triangles;
2401                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2402                 for (textureindex = 0;textureindex < maxtextures && texturenames[textureindex*MAX_QPATH];textureindex++)
2403                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2404                                 break;
2405                 if (textureindex >= maxtextures)
2406                         continue; // just a precaution
2407                 if (counttextures < textureindex + 1)
2408                         counttextures = textureindex + 1;
2409                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2410                 if (outbufferpos >= outbuffermax >> 1)
2411                 {
2412                         outbuffermax *= 2;
2413                         oldbuffer = outbuffer;
2414                         outbuffer = (char *) Z_Malloc(outbuffermax);
2415                         memcpy(outbuffer, oldbuffer, outbufferpos);
2416                         Z_Free(oldbuffer);
2417                 }
2418                 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");
2419                 if (l > 0)
2420                         outbufferpos += l;
2421         }
2422
2423         // write the mtllib file
2424         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2425         outbufferpos = 0;
2426
2427         // construct the obj file
2428         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);
2429         if (l > 0)
2430                 outbufferpos += l;
2431         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)
2432         {
2433                 if (outbufferpos >= outbuffermax >> 1)
2434                 {
2435                         outbuffermax *= 2;
2436                         oldbuffer = outbuffer;
2437                         outbuffer = (char *) Z_Malloc(outbuffermax);
2438                         memcpy(outbuffer, oldbuffer, outbufferpos);
2439                         Z_Free(oldbuffer);
2440                 }
2441                 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]);
2442                 if (l > 0)
2443                         outbufferpos += l;
2444         }
2445         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2446         {
2447                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2448                 if (l > 0)
2449                         outbufferpos += l;
2450                 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2451                 {
2452                         if (outbufferpos >= outbuffermax >> 1)
2453                         {
2454                                 outbuffermax *= 2;
2455                                 oldbuffer = outbuffer;
2456                                 outbuffer = (char *) Z_Malloc(outbuffermax);
2457                                 memcpy(outbuffer, oldbuffer, outbufferpos);
2458                                 Z_Free(oldbuffer);
2459                         }
2460                         a = e[0]+1;
2461                         b = e[2]+1;
2462                         c = e[1]+1;
2463                         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);
2464                         if (l > 0)
2465                                 outbufferpos += l;
2466                 }
2467         }
2468
2469         // write the obj file
2470         FS_WriteFile(filename, outbuffer, outbufferpos);
2471
2472         // clean up
2473         Z_Free(outbuffer);
2474         Z_Free(texturenames);
2475
2476         // print some stats
2477         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2478 }
2479
2480 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2481 {
2482         int countnodes = 0, counttriangles = 0, countframes = 0;
2483         int surfaceindex;
2484         int triangleindex;
2485         int transformindex;
2486         int poseindex;
2487         int cornerindex;
2488         float modelscale;
2489         const int *e;
2490         const float *pose;
2491         size_t l;
2492         size_t outbufferpos = 0;
2493         size_t outbuffermax = 0x100000;
2494         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2495         const msurface_t *surface;
2496         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2497         if (l > 0)
2498                 outbufferpos += l;
2499         modelscale = 1;
2500         if(model->num_poses >= 0)
2501                 modelscale = sqrt(model->data_poses[0] * model->data_poses[0] + model->data_poses[1] * model->data_poses[1] + model->data_poses[2] * model->data_poses[2]);
2502         if(fabs(modelscale - 1) > 1e-4)
2503         {
2504                 if(firstpose == 0) // only print the when writing the reference pose
2505                         Con_Printf("The model has an old-style model scale of %f\n", modelscale);
2506         }
2507         else
2508                 modelscale = 1;
2509         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2510         {
2511                 if (outbufferpos >= outbuffermax >> 1)
2512                 {
2513                         outbuffermax *= 2;
2514                         oldbuffer = outbuffer;
2515                         outbuffer = (char *) Z_Malloc(outbuffermax);
2516                         memcpy(outbuffer, oldbuffer, outbufferpos);
2517                         Z_Free(oldbuffer);
2518                 }
2519                 countnodes++;
2520                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2521                 if (l > 0)
2522                         outbufferpos += l;
2523         }
2524         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2525         if (l > 0)
2526                 outbufferpos += l;
2527         for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
2528         {
2529                 countframes++;
2530                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2531                 if (l > 0)
2532                         outbufferpos += l;
2533                 for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
2534                 {
2535                         float a, b, c;
2536                         float angles[3];
2537                         float mtest[3][4];
2538                         if (outbufferpos >= outbuffermax >> 1)
2539                         {
2540                                 outbuffermax *= 2;
2541                                 oldbuffer = outbuffer;
2542                                 outbuffer = (char *) Z_Malloc(outbuffermax);
2543                                 memcpy(outbuffer, oldbuffer, outbufferpos);
2544                                 Z_Free(oldbuffer);
2545                         }
2546
2547                         // strangely the smd angles are for a transposed matrix, so we
2548                         // have to generate a transposed matrix, then convert that...
2549                         mtest[0][0] = pose[ 0];
2550                         mtest[0][1] = pose[ 4];
2551                         mtest[0][2] = pose[ 8];
2552                         mtest[0][3] = pose[ 3];
2553                         mtest[1][0] = pose[ 1];
2554                         mtest[1][1] = pose[ 5];
2555                         mtest[1][2] = pose[ 9];
2556                         mtest[1][3] = pose[ 7];
2557                         mtest[2][0] = pose[ 2];
2558                         mtest[2][1] = pose[ 6];
2559                         mtest[2][2] = pose[10];
2560                         mtest[2][3] = pose[11];
2561                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
2562                         if (angles[0] >= 180) angles[0] -= 360;
2563                         if (angles[1] >= 180) angles[1] -= 360;
2564                         if (angles[2] >= 180) angles[2] -= 360;
2565
2566                         a = DEG2RAD(angles[ROLL]);
2567                         b = DEG2RAD(angles[PITCH]);
2568                         c = DEG2RAD(angles[YAW]);
2569
2570 #if 0
2571 {
2572                         float cy, sy, cp, sp, cr, sr;
2573                         float test[3][4];
2574                         // smd matrix construction, for comparing to non-transposed m
2575                         sy = sin(c);
2576                         cy = cos(c);
2577                         sp = sin(b);
2578                         cp = cos(b);
2579                         sr = sin(a);
2580                         cr = cos(a);
2581
2582                         test[0][0] = cp*cy;
2583                         test[1][0] = cp*sy;
2584                         test[2][0] = -sp;
2585                         test[0][1] = sr*sp*cy+cr*-sy;
2586                         test[1][1] = sr*sp*sy+cr*cy;
2587                         test[2][1] = sr*cp;
2588                         test[0][2] = (cr*sp*cy+-sr*-sy);
2589                         test[1][2] = (cr*sp*sy+-sr*cy);
2590                         test[2][2] = cr*cp;
2591                         test[0][3] = pose[3];
2592                         test[1][3] = pose[7];
2593                         test[2][3] = pose[11];
2594 }
2595 #endif
2596                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, pose[3] * modelscale, pose[7] * modelscale, pose[11] * modelscale, DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
2597                         if (l > 0)
2598                                 outbufferpos += l;
2599                 }
2600         }
2601         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2602         if (l > 0)
2603                 outbufferpos += l;
2604         if (writetriangles)
2605         {
2606                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2607                 if (l > 0)
2608                         outbufferpos += l;
2609                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2610                 {
2611                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2612                         {
2613                                 counttriangles++;
2614                                 if (outbufferpos >= outbuffermax >> 1)
2615                                 {
2616                                         outbuffermax *= 2;
2617                                         oldbuffer = outbuffer;
2618                                         outbuffer = (char *) Z_Malloc(outbuffermax);
2619                                         memcpy(outbuffer, oldbuffer, outbufferpos);
2620                                         Z_Free(oldbuffer);
2621                                 }
2622                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2623                                 if (l > 0)
2624                                         outbufferpos += l;
2625                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2626                                 {
2627                                         const int index = e[2-cornerindex];
2628                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
2629                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
2630                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2631                                         const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
2632                                         const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
2633                                              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], wi[1], wf[1], wi[2], wf[2], wi[3], wf[3]);
2634                                         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], wi[1], wf[1], wi[2], wf[2]);
2635                                         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], wi[1], wf[1]);
2636                                         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]);
2637                                         if (l > 0)
2638                                                 outbufferpos += l;
2639                                 }
2640                         }
2641                 }
2642                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2643                 if (l > 0)
2644                         outbufferpos += l;
2645         }
2646
2647         FS_WriteFile(filename, outbuffer, outbufferpos);
2648         Z_Free(outbuffer);
2649
2650         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2651 }
2652
2653 /*
2654 ================
2655 Mod_Decompile_f
2656
2657 decompiles a model to editable files
2658 ================
2659 */
2660 static void Mod_Decompile_f(void)
2661 {
2662         int i, j, k, l, first, count;
2663         dp_model_t *mod;
2664         char inname[MAX_QPATH];
2665         char outname[MAX_QPATH];
2666         char mtlname[MAX_QPATH];
2667         char basename[MAX_QPATH];
2668         char animname[MAX_QPATH];
2669         char animname2[MAX_QPATH];
2670         char zymtextbuffer[16384];
2671         char dpmtextbuffer[16384];
2672         int zymtextsize = 0;
2673         int dpmtextsize = 0;
2674
2675         if (Cmd_Argc() != 2)
2676         {
2677                 Con_Print("usage: modeldecompile <filename>\n");
2678                 return;
2679         }
2680
2681         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2682         FS_StripExtension(inname, basename, sizeof(basename));
2683
2684         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
2685         if (mod->brush.submodel)
2686         {
2687                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
2688                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
2689                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
2690                 outname[0] = 0;
2691         }
2692         if (!mod)
2693         {
2694                 Con_Print("No such model\n");
2695                 return;
2696         }
2697         if (!mod->surfmesh.num_triangles)
2698         {
2699                 Con_Print("Empty model (or sprite)\n");
2700                 return;
2701         }
2702
2703         // export OBJ if possible (not on sprites)
2704         if (mod->surfmesh.num_triangles)
2705         {
2706                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2707                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2708                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2709         }
2710
2711         // export SMD if possible (only for skeletal models)
2712         if (mod->surfmesh.num_triangles && mod->num_bones)
2713         {
2714                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2715                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2716                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2717                 if (l > 0) zymtextsize += l;
2718                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2719                 if (l > 0) dpmtextsize += l;
2720                 for (i = 0;i < mod->numframes;i = j)
2721                 {
2722                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2723                         first = mod->animscenes[i].firstframe;
2724                         if (mod->animscenes[i].framecount > 1)
2725                         {
2726                                 // framegroup anim
2727                                 count = mod->animscenes[i].framecount;
2728                                 j = i + 1;
2729                         }
2730                         else
2731                         {
2732                                 // individual frame
2733                                 // check for additional frames with same name
2734                                 for (l = 0, k = strlen(animname);animname[l];l++)
2735                                         if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
2736                                                 k = l + 1;
2737                                 animname[k] = 0;
2738                                 count = mod->num_poses - first;
2739                                 for (j = i + 1;j < mod->numframes;j++)
2740                                 {
2741                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
2742                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
2743                                                 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
2744                                                         k = l + 1;
2745                                         animname2[k] = 0;
2746                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
2747                                         {
2748                                                 count = mod->animscenes[j].firstframe - first;
2749                                                 break;
2750                                         }
2751                                 }
2752                                 // if it's only one frame, use the original frame name
2753                                 if (j == i + 1)
2754                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2755                                 
2756                         }
2757                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
2758                         Mod_Decompile_SMD(mod, outname, first, count, false);
2759                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
2760                         {
2761                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
2762                                 if (l > 0) zymtextsize += l;
2763                         }
2764                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
2765                         {
2766                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
2767                                 if (l > 0) dpmtextsize += l;
2768                         }
2769                 }
2770                 if (zymtextsize)
2771                         FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
2772                 if (dpmtextsize)
2773                         FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
2774         }
2775 }
2776