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Rename model functions to make them more generic and obvious what they're for
[xonotic/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28 #include "polygon.h"
29
30 cvar_t r_mipskins = {CVAR_CLIENT | CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
31 cvar_t r_mipnormalmaps = {CVAR_CLIENT | CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
32 cvar_t mod_generatelightmaps_unitspersample = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
33 cvar_t mod_generatelightmaps_borderpixels = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
34 cvar_t mod_generatelightmaps_texturesize = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
35 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
36 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
37 cvar_t mod_generatelightmaps_gridsamples = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
38 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
39 cvar_t mod_generatelightmaps_vertexradius = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
40 cvar_t mod_generatelightmaps_gridradius = {CVAR_CLIENT | CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
41
42 dp_model_t *loadmodel;
43
44 static mempool_t *mod_mempool;
45 static memexpandablearray_t models;
46
47 static mempool_t* q3shaders_mem;
48 typedef struct q3shader_hash_entry_s
49 {
50   shader_t shader;
51   struct q3shader_hash_entry_s* chain;
52 } q3shader_hash_entry_t;
53 #define Q3SHADER_HASH_SIZE  1021
54 typedef struct q3shader_data_s
55 {
56   memexpandablearray_t hash_entries;
57   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
58   memexpandablearray_t char_ptrs;
59 } q3shader_data_t;
60 static q3shader_data_t* q3shader_data;
61
62 static void mod_start(void)
63 {
64         int i, count;
65         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
66         dp_model_t *mod;
67
68         SCR_PushLoadingScreen("Loading models", 1.0);
69         count = 0;
70         for (i = 0;i < nummodels;i++)
71                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
72                         if (mod->used)
73                                 ++count;
74         for (i = 0;i < nummodels;i++)
75                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
76                         if (mod->used)
77                         {
78                                 SCR_PushLoadingScreen(mod->name, 1.0 / count);
79                                 Mod_LoadModel(mod, true, false);
80                                 SCR_PopLoadingScreen(false);
81                         }
82         SCR_PopLoadingScreen(false);
83 }
84
85 static void mod_shutdown(void)
86 {
87         int i;
88         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
89         dp_model_t *mod;
90
91         for (i = 0;i < nummodels;i++)
92                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
93                         Mod_UnloadModel(mod);
94
95         Mod_FreeQ3Shaders();
96         Mod_Skeletal_FreeBuffers();
97 }
98
99 static void mod_newmap(void)
100 {
101         msurface_t *surface;
102         int i, j, k, l, surfacenum, ssize, tsize;
103         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
104         dp_model_t *mod;
105
106         for (i = 0;i < nummodels;i++)
107         {
108                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
109                 {
110                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
111                         {
112                                 // note that materialshaderpass and backgroundshaderpass point to shaderpasses[] and so do the pre/post shader ranges, so this catches all of them...
113                                 for (l = 0; l < Q3SHADER_MAXLAYERS; l++)
114                                         if (mod->data_textures[j].shaderpasses[l])
115                                                 for (k = 0; k < mod->data_textures[j].shaderpasses[l]->numframes; k++)
116                                                         R_SkinFrame_MarkUsed(mod->data_textures[j].shaderpasses[l]->skinframes[k]);
117                         }
118                         if (mod->brush.solidskyskinframe)
119                                 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
120                         if (mod->brush.alphaskyskinframe)
121                                 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
122                 }
123         }
124
125         if (!cl_stainmaps_clearonload.integer)
126                 return;
127
128         for (i = 0;i < nummodels;i++)
129         {
130                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
131                 {
132                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
133                         {
134                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
135                                 {
136                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
137                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
138                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
139                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
140                                 }
141                         }
142                 }
143         }
144 }
145
146 /*
147 ===============
148 Mod_Init
149 ===============
150 */
151 static void Mod_Print_f(cmd_state_t *cmd);
152 static void Mod_Precache_f(cmd_state_t *cmd);
153 static void Mod_Decompile_f(cmd_state_t *cmd);
154 static void Mod_GenerateLightmaps_f(cmd_state_t *cmd);
155 void Mod_Init (void)
156 {
157         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
158         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
159
160         Mod_BrushInit();
161         Mod_AliasInit();
162         Mod_SpriteInit();
163
164         Cvar_RegisterVariable(&r_mipskins);
165         Cvar_RegisterVariable(&r_mipnormalmaps);
166         Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
167         Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
168         Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
169
170         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
171         Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
172         Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
173         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
174         Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
175         Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
176
177         Cmd_AddCommand(CMD_CLIENT, "modellist", Mod_Print_f, "prints a list of loaded models");
178         Cmd_AddCommand(CMD_CLIENT, "modelprecache", Mod_Precache_f, "load a model");
179         Cmd_AddCommand(CMD_CLIENT, "modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
180         Cmd_AddCommand(CMD_CLIENT, "mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
181 }
182
183 void Mod_RenderInit(void)
184 {
185         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
186 }
187
188 void Mod_UnloadModel (dp_model_t *mod)
189 {
190         char name[MAX_QPATH];
191         qboolean used;
192         dp_model_t *parentmodel;
193
194         if (developer_loading.integer)
195                 Con_Printf("unloading model %s\n", mod->name);
196
197         strlcpy(name, mod->name, sizeof(name));
198         parentmodel = mod->brush.parentmodel;
199         used = mod->used;
200         if (mod->mempool)
201         {
202                 if (mod->surfmesh.data_element3i_indexbuffer && !mod->surfmesh.data_element3i_indexbuffer->isdynamic)
203                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
204                 mod->surfmesh.data_element3i_indexbuffer = NULL;
205                 if (mod->surfmesh.data_element3s_indexbuffer && !mod->surfmesh.data_element3s_indexbuffer->isdynamic)
206                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
207                 mod->surfmesh.data_element3s_indexbuffer = NULL;
208                 if (mod->surfmesh.data_vertex3f_vertexbuffer && !mod->surfmesh.data_vertex3f_vertexbuffer->isdynamic)
209                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_vertex3f_vertexbuffer);
210                 mod->surfmesh.data_vertex3f_vertexbuffer = NULL;
211                 mod->surfmesh.data_svector3f_vertexbuffer = NULL;
212                 mod->surfmesh.data_tvector3f_vertexbuffer = NULL;
213                 mod->surfmesh.data_normal3f_vertexbuffer = NULL;
214                 mod->surfmesh.data_texcoordtexture2f_vertexbuffer = NULL;
215                 mod->surfmesh.data_texcoordlightmap2f_vertexbuffer = NULL;
216                 mod->surfmesh.data_lightmapcolor4f_vertexbuffer = NULL;
217                 mod->surfmesh.data_skeletalindex4ub_vertexbuffer = NULL;
218                 mod->surfmesh.data_skeletalweight4ub_vertexbuffer = NULL;
219         }
220         // free textures/memory attached to the model
221         R_FreeTexturePool(&mod->texturepool);
222         Mem_FreePool(&mod->mempool);
223         // clear the struct to make it available
224         memset(mod, 0, sizeof(dp_model_t));
225         // restore the fields we want to preserve
226         strlcpy(mod->name, name, sizeof(mod->name));
227         mod->brush.parentmodel = parentmodel;
228         mod->used = used;
229         mod->loaded = false;
230 }
231
232 static void R_Model_Null_Draw(entity_render_t *ent)
233 {
234         return;
235 }
236
237
238 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
239
240 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
241 {
242         const char *bufptr;
243         int start, len;
244         float fps;
245         unsigned int i;
246         qboolean loop;
247         char name[64];
248
249         bufptr = buf;
250         i = 0;
251         while(bufptr)
252         {
253                 // an anim scene!
254
255                 // REQUIRED: fetch start
256                 COM_ParseToken_Simple(&bufptr, true, false, true);
257                 if (!bufptr)
258                         break; // end of file
259                 if (!strcmp(com_token, "\n"))
260                         continue; // empty line
261                 start = atoi(com_token);
262
263                 // REQUIRED: fetch length
264                 COM_ParseToken_Simple(&bufptr, true, false, true);
265                 if (!bufptr || !strcmp(com_token, "\n"))
266                 {
267                         Con_Printf("framegroups file: missing number of frames\n");
268                         continue;
269                 }
270                 len = atoi(com_token);
271
272                 // OPTIONAL args start
273                 COM_ParseToken_Simple(&bufptr, true, false, true);
274
275                 // OPTIONAL: fetch fps
276                 fps = 20;
277                 if (bufptr && strcmp(com_token, "\n"))
278                 {
279                         fps = atof(com_token);
280                         COM_ParseToken_Simple(&bufptr, true, false, true);
281                 }
282
283                 // OPTIONAL: fetch loopflag
284                 loop = true;
285                 if (bufptr && strcmp(com_token, "\n"))
286                 {
287                         loop = (atoi(com_token) != 0);
288                         COM_ParseToken_Simple(&bufptr, true, false, true);
289                 }
290
291                 // OPTIONAL: fetch name
292                 name[0] = 0;
293                 if (bufptr && strcmp(com_token, "\n"))
294                 {
295                         strlcpy(name, com_token, sizeof(name));
296                         COM_ParseToken_Simple(&bufptr, true, false, true);
297                 }
298
299                 // OPTIONAL: remaining unsupported tokens (eat them)
300                 while (bufptr && strcmp(com_token, "\n"))
301                         COM_ParseToken_Simple(&bufptr, true, false, true);
302
303                 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
304
305                 if(cb)
306                         cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
307                 ++i;
308         }
309
310         return i;
311 }
312
313 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
314 {
315         dp_model_t *mod = (dp_model_t *) pass;
316         animscene_t *anim = &mod->animscenes[i];
317         if(name)
318                 strlcpy(anim->name, name, sizeof(anim[i].name));
319         else
320                 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
321         anim->firstframe = bound(0, start, mod->num_poses - 1);
322         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
323         anim->framerate = max(1, fps);
324         anim->loop = !!loop;
325         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
326 }
327
328 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
329 {
330         unsigned int cnt;
331
332         // 0. count
333         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
334         if(!cnt)
335         {
336                 Con_Printf("no scene found in framegroups file, aborting\n");
337                 return;
338         }
339         mod->numframes = cnt;
340
341         // 1. reallocate
342         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
343         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
344
345         // 2. parse
346         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
347 }
348
349 static void Mod_FindPotentialDeforms(dp_model_t *mod)
350 {
351         int i, j;
352         texture_t *texture;
353         mod->wantnormals = false;
354         mod->wanttangents = false;
355         for (i = 0;i < mod->num_textures;i++)
356         {
357                 texture = mod->data_textures + i;
358                 if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
359                         mod->wantnormals = true;
360                 if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
361                         mod->wantnormals = true;
362                 for (j = 0;j < Q3MAXDEFORMS;j++)
363                 {
364                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
365                         {
366                                 mod->wanttangents = true;
367                                 mod->wantnormals = true;
368                                 break;
369                         }
370                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
371                                 mod->wantnormals = true;
372                 }
373         }
374 }
375
376 /*
377 ==================
378 Mod_LoadModel
379
380 Loads a model
381 ==================
382 */
383 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
384 {
385         int num;
386         unsigned int crc;
387         void *buf;
388         fs_offset_t filesize = 0;
389         char vabuf[1024];
390
391         mod->used = true;
392
393         if (mod->name[0] == '*') // submodel
394                 return mod;
395         
396         if (!strcmp(mod->name, "null"))
397         {
398                 if(mod->loaded)
399                         return mod;
400
401                 if (mod->loaded || mod->mempool)
402                         Mod_UnloadModel(mod);
403
404                 if (developer_loading.integer)
405                         Con_Printf("loading model %s\n", mod->name);
406
407                 mod->used = true;
408                 mod->crc = (unsigned int)-1;
409                 mod->loaded = false;
410
411                 VectorClear(mod->normalmins);
412                 VectorClear(mod->normalmaxs);
413                 VectorClear(mod->yawmins);
414                 VectorClear(mod->yawmaxs);
415                 VectorClear(mod->rotatedmins);
416                 VectorClear(mod->rotatedmaxs);
417
418                 mod->modeldatatypestring = "null";
419                 mod->type = mod_null;
420                 mod->Draw = R_Model_Null_Draw;
421                 mod->numframes = 2;
422                 mod->numskins = 1;
423
424                 // no fatal errors occurred, so this model is ready to use.
425                 mod->loaded = true;
426
427                 return mod;
428         }
429
430         crc = 0;
431         buf = NULL;
432
433         // even if the model is loaded it still may need reloading...
434
435         // if it is not loaded or checkdisk is true we need to calculate the crc
436         if (!mod->loaded || checkdisk)
437         {
438                 if (checkdisk && mod->loaded)
439                         Con_DPrintf("checking model %s\n", mod->name);
440                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
441                 if (buf)
442                 {
443                         crc = CRC_Block((unsigned char *)buf, filesize);
444                         // we need to reload the model if the crc does not match
445                         if (mod->crc != crc)
446                                 mod->loaded = false;
447                 }
448         }
449
450         // if the model is already loaded and checks passed, just return
451         if (mod->loaded)
452         {
453                 if (buf)
454                         Mem_Free(buf);
455                 return mod;
456         }
457
458         if (developer_loading.integer)
459                 Con_Printf("loading model %s\n", mod->name);
460         
461         SCR_PushLoadingScreen(mod->name, 1);
462
463         // LadyHavoc: unload the existing model in this slot (if there is one)
464         if (mod->loaded || mod->mempool)
465                 Mod_UnloadModel(mod);
466
467         // load the model
468         mod->used = true;
469         mod->crc = crc;
470         // errors can prevent the corresponding mod->loaded = true;
471         mod->loaded = false;
472
473         // default lightmap scale
474         mod->lightmapscale = 1;
475
476         // default model radius and bounding box (mainly for missing models)
477         mod->radius = 16;
478         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
479         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
480         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
481         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
482         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
483         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
484
485         if (!q3shaders_mem)
486         {
487                 // load q3 shaders for the first time, or after a level change
488                 Mod_LoadQ3Shaders();
489         }
490
491         if (buf)
492         {
493                 char *bufend = (char *)buf + filesize;
494
495                 // all models use memory, so allocate a memory pool
496                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
497
498                 num = LittleLong(*((int *)buf));
499                 // call the apropriate loader
500                 loadmodel = mod;
501                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
502                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
503                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
504                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
505                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
506                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
507                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
508                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
509                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
510                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
511                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
512                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
513                 else if (num == BSPVERSION || num == 30 || !memcmp(buf, "BSP2", 4) || !memcmp(buf, "2PSB", 4)) Mod_Q1BSP_Load(mod, buf, bufend);
514                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
515                 Mem_Free(buf);
516
517                 Mod_FindPotentialDeforms(mod);
518
519                 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
520                 if(buf)
521                 {
522                         Mod_FrameGroupify(mod, (const char *)buf);
523                         Mem_Free(buf);
524                 }
525
526                 Mod_BuildVBOs();
527         }
528         else if (crash)
529         {
530                 // LadyHavoc: Sys_Error was *ANNOYING*
531                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
532         }
533
534         // no fatal errors occurred, so this model is ready to use.
535         mod->loaded = true;
536
537         SCR_PopLoadingScreen(false);
538
539         return mod;
540 }
541
542 void Mod_ClearUsed(void)
543 {
544         int i;
545         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
546         dp_model_t *mod;
547         for (i = 0;i < nummodels;i++)
548                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
549                         mod->used = false;
550 }
551
552 void Mod_PurgeUnused(void)
553 {
554         int i;
555         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
556         dp_model_t *mod;
557         for (i = 0;i < nummodels;i++)
558         {
559                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
560                 {
561                         Mod_UnloadModel(mod);
562                         Mem_ExpandableArray_FreeRecord(&models, mod);
563                 }
564         }
565 }
566
567 /*
568 ==================
569 Mod_FindName
570
571 ==================
572 */
573 dp_model_t *Mod_FindName(const char *name, const char *parentname)
574 {
575         int i;
576         int nummodels;
577         dp_model_t *mod;
578
579         if (!parentname)
580                 parentname = "";
581
582         nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
583
584         if (!name[0])
585                 Host_Error ("Mod_ForName: empty name");
586
587         // search the currently loaded models
588         for (i = 0;i < nummodels;i++)
589         {
590                 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))))
591                 {
592                         mod->used = true;
593                         return mod;
594                 }
595         }
596
597         // no match found, create a new one
598         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
599         strlcpy(mod->name, name, sizeof(mod->name));
600         if (parentname[0])
601                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
602         else
603                 mod->brush.parentmodel = NULL;
604         mod->loaded = false;
605         mod->used = true;
606         return mod;
607 }
608
609 /*
610 ==================
611 Mod_ForName
612
613 Loads in a model for the given name
614 ==================
615 */
616 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
617 {
618         dp_model_t *model;
619         model = Mod_FindName(name, parentname);
620         if (!model->loaded || checkdisk)
621                 Mod_LoadModel(model, crash, checkdisk);
622         return model;
623 }
624
625 /*
626 ==================
627 Mod_Reload
628
629 Reloads all models if they have changed
630 ==================
631 */
632 void Mod_Reload(void)
633 {
634         int i, count;
635         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
636         dp_model_t *mod;
637
638         SCR_PushLoadingScreen("Reloading models", 1.0);
639         count = 0;
640         for (i = 0;i < nummodels;i++)
641                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
642                         ++count;
643         for (i = 0;i < nummodels;i++)
644                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
645                 {
646                         SCR_PushLoadingScreen(mod->name, 1.0 / count);
647                         Mod_LoadModel(mod, true, true);
648                         SCR_PopLoadingScreen(false);
649                 }
650         SCR_PopLoadingScreen(false);
651 }
652
653 unsigned char *mod_base;
654
655
656 //=============================================================================
657
658 /*
659 ================
660 Mod_Print
661 ================
662 */
663 static void Mod_Print_f(cmd_state_t *cmd)
664 {
665         int i;
666         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
667         dp_model_t *mod;
668
669         Con_Print("Loaded models:\n");
670         for (i = 0;i < nummodels;i++)
671         {
672                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
673                 {
674                         if (mod->brush.numsubmodels)
675                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
676                         else
677                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
678                 }
679         }
680 }
681
682 /*
683 ================
684 Mod_Precache
685 ================
686 */
687 static void Mod_Precache_f(cmd_state_t *cmd)
688 {
689         if (Cmd_Argc(cmd) == 2)
690                 Mod_ForName(Cmd_Argv(cmd, 1), false, true, Cmd_Argv(cmd, 1)[0] == '*' ? cl.model_name[1] : NULL);
691         else
692                 Con_Print("usage: modelprecache <filename>\n");
693 }
694
695 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
696 {
697         int i, count;
698         unsigned char *used;
699         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
700         memset(used, 0, numvertices);
701         for (i = 0;i < numelements;i++)
702                 used[elements[i]] = 1;
703         for (i = 0, count = 0;i < numvertices;i++)
704                 remapvertices[i] = used[i] ? count++ : -1;
705         Mem_Free(used);
706         return count;
707 }
708
709 qboolean Mod_ValidateElements(int *element3i, unsigned short *element3s, int numtriangles, int firstvertex, int numvertices, const char *filename, int fileline)
710 {
711         int first = firstvertex, last = first + numvertices - 1, numelements = numtriangles * 3;
712         int i;
713         int invalidintcount = 0, invalidintexample = 0;
714         int invalidshortcount = 0, invalidshortexample = 0;
715         int invalidmismatchcount = 0, invalidmismatchexample = 0;
716         if (element3i)
717         {
718                 for (i = 0; i < numelements; i++)
719                 {
720                         if (element3i[i] < first || element3i[i] > last)
721                         {
722                                 invalidintcount++;
723                                 invalidintexample = i;
724                         }
725                 }
726         }
727         if (element3s)
728         {
729                 for (i = 0; i < numelements; i++)
730                 {
731                         if (element3s[i] < first || element3s[i] > last)
732                         {
733                                 invalidintcount++;
734                                 invalidintexample = i;
735                         }
736                 }
737         }
738         if (element3i && element3s)
739         {
740                 for (i = 0; i < numelements; i++)
741                 {
742                         if (element3s[i] != element3i[i])
743                         {
744                                 invalidmismatchcount++;
745                                 invalidmismatchexample = i;
746                         }
747                 }
748         }
749         if (invalidintcount || invalidshortcount || invalidmismatchcount)
750         {
751                 Con_Printf("Mod_ValidateElements(%i, %i, %i, %p, %p) called at %s:%d", numelements, first, last, (void *)element3i, (void *)element3s, filename, fileline);
752                 Con_Printf(", %i elements are invalid in element3i (example: element3i[%i] == %i)", invalidintcount, invalidintexample, element3i ? element3i[invalidintexample] : 0);
753                 Con_Printf(", %i elements are invalid in element3s (example: element3s[%i] == %i)", invalidshortcount, invalidshortexample, element3s ? element3s[invalidshortexample] : 0);
754                 Con_Printf(", %i elements mismatch between element3i and element3s (example: element3s[%i] is %i and element3i[%i] is %i)", invalidmismatchcount, invalidmismatchexample, element3s ? element3s[invalidmismatchexample] : 0, invalidmismatchexample, element3i ? element3i[invalidmismatchexample] : 0);
755                 Con_Print(".  Please debug the engine code - these elements have been modified to not crash, but nothing more.\n");
756
757                 // edit the elements to make them safer, as the driver will crash otherwise
758                 if (element3i)
759                         for (i = 0; i < numelements; i++)
760                                 if (element3i[i] < first || element3i[i] > last)
761                                         element3i[i] = first;
762                 if (element3s)
763                         for (i = 0; i < numelements; i++)
764                                 if (element3s[i] < first || element3s[i] > last)
765                                         element3s[i] = first;
766                 if (element3i && element3s)
767                         for (i = 0; i < numelements; i++)
768                                 if (element3s[i] != element3i[i])
769                                         element3s[i] = element3i[i];
770
771                 return false;
772         }
773         return true;
774 }
775
776 // warning: this is an expensive function!
777 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
778 {
779         int i, j;
780         const int *element;
781         float *vectorNormal;
782         float areaNormal[3];
783         // clear the vectors
784         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
785         // process each vertex of each triangle and accumulate the results
786         // use area-averaging, to make triangles with a big area have a bigger
787         // weighting on the vertex normal than triangles with a small area
788         // to do so, just add the 'normals' together (the bigger the area
789         // the greater the length of the normal is
790         element = elements;
791         for (i = 0; i < numtriangles; i++, element += 3)
792         {
793                 TriangleNormal(
794                         vertex3f + element[0] * 3,
795                         vertex3f + element[1] * 3,
796                         vertex3f + element[2] * 3,
797                         areaNormal
798                         );
799
800                 if (!areaweighting)
801                         VectorNormalize(areaNormal);
802
803                 for (j = 0;j < 3;j++)
804                 {
805                         vectorNormal = normal3f + element[j] * 3;
806                         vectorNormal[0] += areaNormal[0];
807                         vectorNormal[1] += areaNormal[1];
808                         vectorNormal[2] += areaNormal[2];
809                 }
810         }
811         // and just normalize the accumulated vertex normal in the end
812         vectorNormal = normal3f + 3 * firstvertex;
813         for (i = 0; i < numvertices; i++, vectorNormal += 3)
814                 VectorNormalize(vectorNormal);
815 }
816
817 #if 0
818 static void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f)
819 {
820         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
821         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
822         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
823
824         // 6 multiply, 9 subtract
825         VectorSubtract(v1, v0, v10);
826         VectorSubtract(v2, v0, v20);
827         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
828         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
829         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
830         // 12 multiply, 10 subtract
831         tc10[1] = tc1[1] - tc0[1];
832         tc20[1] = tc2[1] - tc0[1];
833         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
834         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
835         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
836         tc10[0] = tc1[0] - tc0[0];
837         tc20[0] = tc2[0] - tc0[0];
838         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
839         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
840         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
841         // 12 multiply, 4 add, 6 subtract
842         f = DotProduct(svector3f, normal3f);
843         svector3f[0] -= f * normal3f[0];
844         svector3f[1] -= f * normal3f[1];
845         svector3f[2] -= f * normal3f[2];
846         f = DotProduct(tvector3f, normal3f);
847         tvector3f[0] -= f * normal3f[0];
848         tvector3f[1] -= f * normal3f[1];
849         tvector3f[2] -= f * normal3f[2];
850         // if texture is mapped the wrong way (counterclockwise), the tangents
851         // have to be flipped, this is detected by calculating a normal from the
852         // two tangents, and seeing if it is opposite the surface normal
853         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
854         CrossProduct(tvector3f, svector3f, tangentcross);
855         if (DotProduct(tangentcross, normal3f) < 0)
856         {
857                 VectorNegate(svector3f, svector3f);
858                 VectorNegate(tvector3f, tvector3f);
859         }
860 }
861 #endif
862
863 // warning: this is a very expensive function!
864 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)
865 {
866         int i, tnum;
867         float sdir[3], tdir[3], normal[3], *svec, *tvec;
868         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
869         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
870         const int *e;
871         // clear the vectors
872         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
873         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
874         // process each vertex of each triangle and accumulate the results
875         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
876         {
877                 v0 = vertex3f + e[0] * 3;
878                 v1 = vertex3f + e[1] * 3;
879                 v2 = vertex3f + e[2] * 3;
880                 tc0 = texcoord2f + e[0] * 2;
881                 tc1 = texcoord2f + e[1] * 2;
882                 tc2 = texcoord2f + e[2] * 2;
883
884                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
885                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
886
887                 // calculate the edge directions and surface normal
888                 // 6 multiply, 9 subtract
889                 VectorSubtract(v1, v0, v10);
890                 VectorSubtract(v2, v0, v20);
891                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
892                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
893                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
894
895                 // calculate the tangents
896                 // 12 multiply, 10 subtract
897                 tc10[1] = tc1[1] - tc0[1];
898                 tc20[1] = tc2[1] - tc0[1];
899                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
900                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
901                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
902                 tc10[0] = tc1[0] - tc0[0];
903                 tc20[0] = tc2[0] - tc0[0];
904                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
905                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
906                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
907
908                 // if texture is mapped the wrong way (counterclockwise), the tangents
909                 // have to be flipped, this is detected by calculating a normal from the
910                 // two tangents, and seeing if it is opposite the surface normal
911                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
912                 CrossProduct(tdir, sdir, tangentcross);
913                 if (DotProduct(tangentcross, normal) < 0)
914                 {
915                         VectorNegate(sdir, sdir);
916                         VectorNegate(tdir, tdir);
917                 }
918
919                 if (!areaweighting)
920                 {
921                         VectorNormalize(sdir);
922                         VectorNormalize(tdir);
923                 }
924                 for (i = 0;i < 3;i++)
925                 {
926                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
927                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
928                 }
929         }
930         // make the tangents completely perpendicular to the surface normal, and
931         // then normalize them
932         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
933         for (i = 0, svec = svector3f + 3 * firstvertex, tvec = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, svec += 3, tvec += 3, n += 3)
934         {
935                 f = -DotProduct(svec, n);
936                 VectorMA(svec, f, n, svec);
937                 VectorNormalize(svec);
938                 f = -DotProduct(tvec, n);
939                 VectorMA(tvec, f, n, tvec);
940                 VectorNormalize(tvec);
941         }
942 }
943
944 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors)
945 {
946         unsigned char *data;
947         data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * sizeof(int[3]) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
948         loadmodel->surfmesh.num_vertices = numvertices;
949         loadmodel->surfmesh.num_triangles = numtriangles;
950         if (loadmodel->surfmesh.num_vertices)
951         {
952                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
953                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
954                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
955                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
956                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
957                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
958                 if (vertexcolors)
959                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
960                 if (lightmapoffsets)
961                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
962         }
963         if (loadmodel->surfmesh.num_triangles)
964         {
965                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
966                 if (loadmodel->surfmesh.num_vertices <= 65536)
967                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
968         }
969 }
970
971 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles)
972 {
973         shadowmesh_t *newmesh;
974         newmesh = (shadowmesh_t *)Mem_Alloc(mempool, sizeof(shadowmesh_t));
975         newmesh->mempool = mempool;
976         newmesh->maxverts = maxverts;
977         newmesh->maxtriangles = maxtriangles;
978         newmesh->numverts = 0;
979         newmesh->numtriangles = 0;
980         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
981         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
982
983         newmesh->vertex3f = (float *)Mem_Alloc(mempool, maxverts * sizeof(float[3]));
984         newmesh->element3i = (int *)Mem_Alloc(mempool, maxtriangles * sizeof(int[3]));
985         newmesh->vertexhashtable = (shadowmeshvertexhash_t **)Mem_Alloc(mempool, SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *));
986         newmesh->vertexhashentries = (shadowmeshvertexhash_t *)Mem_Alloc(mempool, maxverts * sizeof(shadowmeshvertexhash_t));
987         return newmesh;
988 }
989
990 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, const float *vertex3f)
991 {
992         int hashindex, vnum;
993         shadowmeshvertexhash_t *hash;
994         // this uses prime numbers intentionally
995         hashindex = (unsigned int) (vertex3f[0] * 2003 + vertex3f[1] * 4001 + vertex3f[2] * 7919) % SHADOWMESHVERTEXHASH;
996         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
997         {
998                 vnum = (hash - mesh->vertexhashentries);
999                 if (mesh->vertex3f[vnum * 3 + 0] == vertex3f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex3f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex3f[2])
1000                         return hash - mesh->vertexhashentries;
1001         }
1002         vnum = mesh->numverts++;
1003         hash = mesh->vertexhashentries + vnum;
1004         hash->next = mesh->vertexhashtable[hashindex];
1005         mesh->vertexhashtable[hashindex] = hash;
1006         mesh->vertex3f[vnum * 3 + 0] = vertex3f[0];
1007         mesh->vertex3f[vnum * 3 + 1] = vertex3f[1];
1008         mesh->vertex3f[vnum * 3 + 2] = vertex3f[2];
1009         return vnum;
1010 }
1011
1012 void Mod_ShadowMesh_AddMesh(shadowmesh_t *mesh, const float *vertex3f, int numtris, const int *element3i)
1013 {
1014         int i;
1015
1016         for (i = 0;i < numtris;i++)
1017         {
1018                 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 0]);
1019                 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 1]);
1020                 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 2]);
1021                 mesh->numtriangles++;
1022         }
1023
1024         // the triangle calculation can take a while, so let's do a keepalive here
1025         CL_KeepaliveMessage(false);
1026 }
1027
1028 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles)
1029 {
1030         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1031         CL_KeepaliveMessage(false);
1032
1033         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles);
1034 }
1035
1036 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1037 {
1038         if (!mesh->numverts)
1039                 return;
1040
1041         // make sure we don't crash inside the driver if something went wrong, as it's annoying to debug
1042         Mod_ValidateElements(mesh->element3i, mesh->element3s, mesh->numtriangles, 0, mesh->numverts, __FILE__, __LINE__);
1043
1044         // upload short indices as a buffer
1045         if (mesh->element3s && !mesh->element3s_indexbuffer)
1046                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), "shadowmesh", true, false, false, true);
1047
1048         // upload int indices as a buffer
1049         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1050                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh", true, false, false, false);
1051
1052         // vertex buffer is several arrays and we put them in the same buffer
1053         //
1054         // is this wise?  the texcoordtexture2f array is used with dynamic
1055         // vertex/svector/tvector/normal when rendering animated models, on the
1056         // other hand animated models don't use a lot of vertices anyway...
1057         if (!mesh->vbo_vertexbuffer)
1058         {
1059                 mesh->vbooffset_vertex3f = 0;
1060                 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), "shadowmesh", false, false, false, false);
1061         }
1062 }
1063
1064 shadowmesh_t *Mod_ShadowMesh_Finish(shadowmesh_t *mesh, qboolean createvbo)
1065 {
1066         if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1067         {
1068                 if (mesh->vertexhashentries)
1069                         Mem_Free(mesh->vertexhashentries);
1070                 mesh->vertexhashentries = NULL;
1071                 if (mesh->vertexhashtable)
1072                         Mem_Free(mesh->vertexhashtable);
1073                 mesh->vertexhashtable = NULL;
1074                 if (mesh->maxverts > mesh->numverts)
1075                 {
1076                         mesh->vertex3f = (float *)Mem_Realloc(mesh->mempool, mesh->vertex3f, mesh->numverts * sizeof(float[3]));
1077                         mesh->maxverts = mesh->numverts;
1078                 }
1079                 if (mesh->maxtriangles > mesh->numtriangles)
1080                 {
1081                         mesh->element3i = (int *)Mem_Realloc(mesh->mempool, mesh->element3i, mesh->numtriangles * sizeof(int[3]));
1082                         mesh->maxtriangles = mesh->numtriangles;
1083                 }
1084                 if (mesh->numverts <= 65536)
1085                 {
1086                         int i;
1087                         mesh->element3s = (unsigned short *)Mem_Alloc(mesh->mempool, mesh->numtriangles * sizeof(unsigned short[3]));
1088                         for (i = 0;i < mesh->numtriangles*3;i++)
1089                                 mesh->element3s[i] = mesh->element3i[i];
1090                 }
1091                 if (createvbo)
1092                         Mod_ShadowMesh_CreateVBOs(mesh);
1093         }
1094
1095         // this can take a while, so let's do a keepalive here
1096         CL_KeepaliveMessage(false);
1097
1098         return mesh;
1099 }
1100
1101 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *mesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1102 {
1103         int i;
1104         vec3_t nmins, nmaxs, ncenter, temp;
1105         float nradius2, dist2, *v;
1106         VectorClear(nmins);
1107         VectorClear(nmaxs);
1108         // calculate bbox
1109         VectorCopy(mesh->vertex3f, nmins);
1110         VectorCopy(mesh->vertex3f, nmaxs);
1111         for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1112         {
1113                 if (nmins[0] > v[0]) { nmins[0] = v[0]; } if (nmaxs[0] < v[0]) { nmaxs[0] = v[0]; }
1114                 if (nmins[1] > v[1]) { nmins[1] = v[1]; } if (nmaxs[1] < v[1]) { nmaxs[1] = v[1]; }
1115                 if (nmins[2] > v[2]) { nmins[2] = v[2]; } if (nmaxs[2] < v[2]) { nmaxs[2] = v[2]; }
1116         }
1117         // calculate center and radius
1118         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1119         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1120         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1121         nradius2 = 0;
1122         for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1123         {
1124                 VectorSubtract(v, ncenter, temp);
1125                 dist2 = DotProduct(temp, temp);
1126                 if (nradius2 < dist2)
1127                         nradius2 = dist2;
1128         }
1129         // return data
1130         if (mins)
1131                 VectorCopy(nmins, mins);
1132         if (maxs)
1133                 VectorCopy(nmaxs, maxs);
1134         if (center)
1135                 VectorCopy(ncenter, center);
1136         if (radius)
1137                 *radius = sqrt(nradius2);
1138 }
1139
1140 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1141 {
1142         if (mesh->element3i_indexbuffer)
1143                 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1144         if (mesh->element3s_indexbuffer)
1145                 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1146         if (mesh->vbo_vertexbuffer)
1147                 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1148         if (mesh->vertex3f)
1149                 Mem_Free(mesh->vertex3f);
1150         if (mesh->element3i)
1151                 Mem_Free(mesh->element3i);
1152         if (mesh->element3s)
1153                 Mem_Free(mesh->element3s);
1154         if (mesh->vertexhashentries)
1155                 Mem_Free(mesh->vertexhashentries);
1156         if (mesh->vertexhashtable)
1157                 Mem_Free(mesh->vertexhashtable);
1158         Mem_Free(mesh);
1159 }
1160
1161 void Mod_CreateCollisionMesh(dp_model_t *mod)
1162 {
1163         int k, numcollisionmeshtriangles;
1164         qboolean usesinglecollisionmesh = false;
1165         const msurface_t *surface = NULL;
1166
1167         mempool_t *mempool = mod->mempool;
1168         if (!mempool && mod->brush.parentmodel)
1169                 mempool = mod->brush.parentmodel->mempool;
1170         // make a single combined collision mesh for physics engine use
1171         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1172         numcollisionmeshtriangles = 0;
1173         for (k = 0;k < mod->nummodelsurfaces;k++)
1174         {
1175                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1176                 if (!strcmp(surface->texture->name, "collision") || !strcmp(surface->texture->name, "collisionconvex")) // found collision mesh
1177                 {
1178                         usesinglecollisionmesh = true;
1179                         numcollisionmeshtriangles = surface->num_triangles;
1180                         break;
1181                 }
1182                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1183                         continue;
1184                 numcollisionmeshtriangles += surface->num_triangles;
1185         }
1186         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles);
1187         if (usesinglecollisionmesh)
1188                 Mod_ShadowMesh_AddMesh(mod->brush.collisionmesh, mod->surfmesh.data_vertex3f, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1189         else
1190         {
1191                 for (k = 0;k < mod->nummodelsurfaces;k++)
1192                 {
1193                         surface = mod->data_surfaces + mod->firstmodelsurface + k;
1194                         if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1195                                 continue;
1196                         Mod_ShadowMesh_AddMesh(mod->brush.collisionmesh, mod->surfmesh.data_vertex3f, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1197                 }
1198         }
1199         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mod->brush.collisionmesh, false);
1200 }
1201
1202 #if 0
1203 static void Mod_GetTerrainVertex3fTexCoord2fFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1204 {
1205         float v[3], tc[3];
1206         v[0] = ix;
1207         v[1] = iy;
1208         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1209                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1210         else
1211                 v[2] = 0;
1212         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1213         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1214         texcoord2f[0] = tc[0];
1215         texcoord2f[1] = tc[1];
1216 }
1217
1218 static void Mod_GetTerrainVertexFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int ix, int iy, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1219 {
1220         float vup[3], vdown[3], vleft[3], vright[3];
1221         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1222         float sv[3], tv[3], nl[3];
1223         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1224         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1225         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1226         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1227         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1228         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1229         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1230         VectorAdd(svector3f, sv, svector3f);
1231         VectorAdd(tvector3f, tv, tvector3f);
1232         VectorAdd(normal3f, nl, normal3f);
1233         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1234         VectorAdd(svector3f, sv, svector3f);
1235         VectorAdd(tvector3f, tv, tvector3f);
1236         VectorAdd(normal3f, nl, normal3f);
1237         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1238         VectorAdd(svector3f, sv, svector3f);
1239         VectorAdd(tvector3f, tv, tvector3f);
1240         VectorAdd(normal3f, nl, normal3f);
1241 }
1242
1243 static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1244 {
1245         int x, y, ix, iy, *e;
1246         e = element3i;
1247         for (y = 0;y < height;y++)
1248         {
1249                 for (x = 0;x < width;x++)
1250                 {
1251                         e[0] = (y + 1) * (width + 1) + (x + 0);
1252                         e[1] = (y + 0) * (width + 1) + (x + 0);
1253                         e[2] = (y + 1) * (width + 1) + (x + 1);
1254                         e[3] = (y + 0) * (width + 1) + (x + 0);
1255                         e[4] = (y + 0) * (width + 1) + (x + 1);
1256                         e[5] = (y + 1) * (width + 1) + (x + 1);
1257                         e += 6;
1258                 }
1259         }
1260         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1261                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1262                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1263 }
1264 #endif
1265
1266 #if 0
1267 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1268 {
1269         float mins[3];
1270         float maxs[3];
1271         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1272         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1273         float viewvector[3];
1274         unsigned int firstvertex;
1275         unsigned int *e;
1276         float *v;
1277         if (chunkwidth < 2 || chunkheight < 2)
1278                 return;
1279         VectorSet(mins, model->terrain.mins[0] +  x    * stepsize * model->terrain.scale[0], model->terrain.mins[1] +  y    * stepsize * model->terrain.scale[1], model->terrain.mins[2]);
1280         VectorSet(maxs, model->terrain.mins[0] + (x+1) * stepsize * model->terrain.scale[0], model->terrain.mins[1] + (y+1) * stepsize * model->terrain.scale[1], model->terrain.maxs[2]);
1281         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1282         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1283         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1284         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1285         {
1286                 // too close for this stepsize, emit as 4 chunks instead
1287                 stepsize /= 2;
1288                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1289                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1290                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1291                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1292                 return;
1293         }
1294         // emit the geometry at stepsize into our vertex buffer / index buffer
1295         // we add two columns and two rows for skirt
1296         outwidth = chunkwidth+2;
1297         outheight = chunkheight+2;
1298         outwidth2 = outwidth-1;
1299         outheight2 = outheight-1;
1300         outwidth3 = outwidth+1;
1301         outheight3 = outheight+1;
1302         firstvertex = numvertices;
1303         e = model->terrain.element3i + numtriangles;
1304         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1305         v = model->terrain.vertex3f + numvertices;
1306         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1307         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1308         for (ty = 0;ty < outheight;ty++)
1309         {
1310                 for (tx = 0;tx < outwidth;tx++)
1311                 {
1312                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1313                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1314                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1315                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1316                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1317                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1318                 }
1319         }
1320         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1321         for (ty = 0;ty <= outheight;ty++)
1322         {
1323                 skirtrow = ty == 0 || ty == outheight;
1324                 ry = y+bound(1, ty, outheight)*stepsize;
1325                 for (tx = 0;tx <= outwidth;tx++)
1326                 {
1327                         skirt = skirtrow || tx == 0 || tx == outwidth;
1328                         rx = x+bound(1, tx, outwidth)*stepsize;
1329                         v[0] = rx*scale[0];
1330                         v[1] = ry*scale[1];
1331                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1332                         v += 3;
1333                 }
1334         }
1335         // TODO: emit skirt vertices
1336 }
1337
1338 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1339 {
1340         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1341         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1342         Mod_Terrain_BuildChunk(model, 
1343 }
1344 #endif
1345
1346 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1347 {
1348         int offset = 0;
1349         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1350         {
1351                 offset = bound(0, s[4] - '0', 9);
1352                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1353                 s += 4;
1354                 if(*s)
1355                         ++s;
1356         }
1357         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1358         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1359         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1360         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1361         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1362         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1363         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1364         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1365         return offset | Q3WAVEFUNC_NONE;
1366 }
1367
1368 void Mod_FreeQ3Shaders(void)
1369 {
1370         Mem_FreePool(&q3shaders_mem);
1371 }
1372
1373 static void Q3Shader_AddToHash (shader_t* shader)
1374 {
1375         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1376         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1377         q3shader_hash_entry_t* lastEntry = NULL;
1378         do
1379         {
1380                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1381                 {
1382                         // redeclaration
1383                         if(shader->dpshaderkill)
1384                         {
1385                                 // killed shader is a redeclarion? we can safely ignore it
1386                                 return;
1387                         }
1388                         else if(entry->shader.dpshaderkill)
1389                         {
1390                                 // replace the old shader!
1391                                 // this will skip the entry allocating part
1392                                 // below and just replace the shader
1393                                 break;
1394                         }
1395                         else
1396                         {
1397                                 unsigned char *start, *end, *start2;
1398                                 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1399                                 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1400                                 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1401                                 if(memcmp(start, start2, end - start))
1402                                         Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1403                                 else
1404                                         Con_DPrintf("Shader '%s' already defined\n", shader->name);
1405                                 return;
1406                         }
1407                 }
1408                 lastEntry = entry;
1409                 entry = entry->chain;
1410         }
1411         while (entry != NULL);
1412         if (entry == NULL)
1413         {
1414                 if (lastEntry->shader.name[0] != 0)
1415                 {
1416                         /* Add to chain */
1417                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1418                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1419
1420                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1421                         lastEntry->chain = newEntry;
1422                         newEntry->chain = NULL;
1423                         lastEntry = newEntry;
1424                 }
1425                 /* else: head of chain, in hash entry array */
1426                 entry = lastEntry;
1427         }
1428         memcpy (&entry->shader, shader, sizeof (shader_t));
1429 }
1430
1431 void Mod_LoadQ3Shaders(void)
1432 {
1433         int j;
1434         int fileindex;
1435         fssearch_t *search;
1436         char *f;
1437         const char *text;
1438         shader_t shader;
1439         q3shaderinfo_layer_t *layer;
1440         int numparameters;
1441         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1442         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1443         unsigned long custsurfaceflags[256]; 
1444         int numcustsurfaceflags;
1445         qboolean dpshaderkill;
1446
1447         Mod_FreeQ3Shaders();
1448
1449         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1450         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1451                 sizeof (q3shader_data_t));
1452         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1453                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1454         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1455                 q3shaders_mem, sizeof (char**), 256);
1456
1457         // parse custinfoparms.txt
1458         numcustsurfaceflags = 0;
1459         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1460         {
1461                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1462                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1463                 else
1464                 {
1465                         while (COM_ParseToken_QuakeC(&text, false))
1466                                 if (!strcasecmp(com_token, "}"))
1467                                         break;
1468                         // custom surfaceflags section
1469                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1470                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1471                         else
1472                         {
1473                                 while(COM_ParseToken_QuakeC(&text, false))
1474                                 {
1475                                         if (!strcasecmp(com_token, "}"))
1476                                                 break;  
1477                                         // register surfaceflag
1478                                         if (numcustsurfaceflags >= 256)
1479                                         {
1480                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1481                                                 break;
1482                                         }
1483                                         // name
1484                                         j = (int)strlen(com_token)+1;
1485                                         custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j);
1486                                         strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1);
1487                                         // value
1488                                         if (COM_ParseToken_QuakeC(&text, false))
1489                                                 custsurfaceflags[numcustsurfaceflags] = strtol(com_token, NULL, 0);
1490                                         else
1491                                                 custsurfaceflags[numcustsurfaceflags] = 0;
1492                                         numcustsurfaceflags++;
1493                                 }
1494                         }
1495                 }
1496                 Mem_Free(f);
1497         }
1498
1499         // parse shaders
1500         search = FS_Search("scripts/*.shader", true, false);
1501         if (!search)
1502                 return;
1503         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1504         {
1505                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1506                 if (!f)
1507                         continue;
1508                 while (COM_ParseToken_QuakeC(&text, false))
1509                 {
1510                         memset (&shader, 0, sizeof(shader));
1511                         shader.name[0] = 0;
1512                         shader.surfaceparms = 0;
1513                         shader.surfaceflags = 0;
1514                         shader.textureflags = 0;
1515                         shader.numlayers = 0;
1516                         shader.lighting = false;
1517                         shader.vertexalpha = false;
1518                         shader.textureblendalpha = false;
1519                         shader.skyboxname[0] = 0;
1520                         shader.deforms[0].deform = Q3DEFORM_NONE;
1521                         shader.dpnortlight = false;
1522                         shader.dpshadow = false;
1523                         shader.dpnoshadow = false;
1524                         shader.dpmeshcollisions = false;
1525                         shader.dpshaderkill = false;
1526                         shader.dpreflectcube[0] = 0;
1527                         shader.reflectmin = 0;
1528                         shader.reflectmax = 1;
1529                         shader.refractfactor = 1;
1530                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1531                         shader.reflectfactor = 1;
1532                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1533                         shader.r_water_wateralpha = 1;
1534                         shader.r_water_waterscroll[0] = 0;
1535                         shader.r_water_waterscroll[1] = 0;
1536                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1537                         shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1538                         shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1539                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1540                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1541                         shader.transparentsort = TRANSPARENTSORT_DISTANCE;
1542                         shader.specularscalemod = 1;
1543                         shader.specularpowermod = 1;
1544                         shader.rtlightambient = 0;
1545                         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
1546                         // JUST GREP FOR "specularscalemod = 1".
1547
1548                         strlcpy(shader.name, com_token, sizeof(shader.name));
1549                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1550                         {
1551                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1552                                 break;
1553                         }
1554                         while (COM_ParseToken_QuakeC(&text, false))
1555                         {
1556                                 if (!strcasecmp(com_token, "}"))
1557                                         break;
1558                                 if (!strcasecmp(com_token, "{"))
1559                                 {
1560                                         static q3shaderinfo_layer_t dummy;
1561                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1562                                         {
1563                                                 layer = shader.layers + shader.numlayers++;
1564                                         }
1565                                         else
1566                                         {
1567                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1568                                                 memset(&dummy, 0, sizeof(dummy));
1569                                                 layer = &dummy;
1570                                         }
1571                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1572                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1573                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1574                                         layer->blendfunc[0] = GL_ONE;
1575                                         layer->blendfunc[1] = GL_ZERO;
1576                                         while (COM_ParseToken_QuakeC(&text, false))
1577                                         {
1578                                                 if (!strcasecmp(com_token, "}"))
1579                                                         break;
1580                                                 if (!strcasecmp(com_token, "\n"))
1581                                                         continue;
1582                                                 numparameters = 0;
1583                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1584                                                 {
1585                                                         if (j < TEXTURE_MAXFRAMES + 4)
1586                                                         {
1587                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1588                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1589                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1590                                                                 else
1591                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1592                                                                 numparameters = j + 1;
1593                                                         }
1594                                                         if (!COM_ParseToken_QuakeC(&text, true))
1595                                                                 break;
1596                                                 }
1597                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1598                                                 //      parameter[j][0] = 0;
1599                                                 if (developer_insane.integer)
1600                                                 {
1601                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1602                                                         for (j = 0;j < numparameters;j++)
1603                                                                 Con_DPrintf(" %s", parameter[j]);
1604                                                         Con_DPrint("\n");
1605                                                 }
1606                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1607                                                 {
1608                                                         if (numparameters == 2)
1609                                                         {
1610                                                                 if (!strcasecmp(parameter[1], "add"))
1611                                                                 {
1612                                                                         layer->blendfunc[0] = GL_ONE;
1613                                                                         layer->blendfunc[1] = GL_ONE;
1614                                                                 }
1615                                                                 else if (!strcasecmp(parameter[1], "addalpha"))
1616                                                                 {
1617                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1618                                                                         layer->blendfunc[1] = GL_ONE;
1619                                                                 }
1620                                                                 else if (!strcasecmp(parameter[1], "filter"))
1621                                                                 {
1622                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1623                                                                         layer->blendfunc[1] = GL_ZERO;
1624                                                                 }
1625                                                                 else if (!strcasecmp(parameter[1], "blend"))
1626                                                                 {
1627                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1628                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1629                                                                 }
1630                                                         }
1631                                                         else if (numparameters == 3)
1632                                                         {
1633                                                                 int k;
1634                                                                 for (k = 0;k < 2;k++)
1635                                                                 {
1636                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1637                                                                                 layer->blendfunc[k] = GL_ONE;
1638                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1639                                                                                 layer->blendfunc[k] = GL_ZERO;
1640                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1641                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1642                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1643                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1644                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1645                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1646                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1647                                                                                 layer->blendfunc[k] = GL_DST_ALPHA;
1648                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1649                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1650                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1651                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1652                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1653                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1654                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1655                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1656                                                                         else
1657                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1658                                                                 }
1659                                                         }
1660                                                 }
1661                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1662                                                         layer->alphatest = true;
1663                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1664                                                 {
1665                                                         if (!strcasecmp(parameter[0], "clampmap"))
1666                                                                 layer->clampmap = true;
1667                                                         layer->numframes = 1;
1668                                                         layer->framerate = 1;
1669                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1670                                                                 &q3shader_data->char_ptrs);
1671                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1672                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1673                                                                 shader.lighting = true;
1674                                                 }
1675                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1676                                                 {
1677                                                         int i;
1678                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1679                                                         layer->framerate = atof(parameter[1]);
1680                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1681                                                         for (i = 0;i < layer->numframes;i++)
1682                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1683                                                 }
1684                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1685                                                 {
1686                                                         int i;
1687                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1688                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1689                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1690                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1691                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1692                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1693                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1694                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1695                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1696                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1697                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1698                                                         else if (!strcasecmp(parameter[1], "wave"))
1699                                                         {
1700                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1701                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1702                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1703                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1704                                                         }
1705                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1706                                                 }
1707                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1708                                                 {
1709                                                         int i;
1710                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1711                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1712                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1713                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1714                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1715                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1716                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1717                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1718                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1719                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1720                                                         else if (!strcasecmp(parameter[1], "wave"))
1721                                                         {
1722                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1723                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1724                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1725                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1726                                                         }
1727                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1728                                                 }
1729                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1730                                                 {
1731                                                         int i;
1732                                                         // observed values: tcgen environment
1733                                                         // no other values have been observed in real shaders
1734                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1735                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1736                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1737                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1738                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1739                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1740                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1741                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1742                                                 }
1743                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1744                                                 {
1745                                                         int i, tcmodindex;
1746                                                         // observed values:
1747                                                         // tcmod rotate #
1748                                                         // tcmod scale # #
1749                                                         // tcmod scroll # #
1750                                                         // tcmod stretch sin # # # #
1751                                                         // tcmod stretch triangle # # # #
1752                                                         // tcmod transform # # # # # #
1753                                                         // tcmod turb # # # #
1754                                                         // tcmod turb sin # # # #  (this is bogus)
1755                                                         // no other values have been observed in real shaders
1756                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1757                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1758                                                                         break;
1759                                                         if (tcmodindex < Q3MAXTCMODS)
1760                                                         {
1761                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1762                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1763                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1764                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1765                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1766                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1767                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1768                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1769                                                                 {
1770                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1771                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1772                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1773                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1774                                                                 }
1775                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1776                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1777                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1778                                                         }
1779                                                         else
1780                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1781                                                 }
1782                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1783                                                 if (!strcasecmp(com_token, "}"))
1784                                                         break;
1785                                         }
1786                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1787                                                 shader.lighting = true;
1788                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1789                                         {
1790                                                 if (layer == shader.layers + 0)
1791                                                 {
1792                                                         // vertex controlled transparency
1793                                                         shader.vertexalpha = true;
1794                                                 }
1795                                                 else
1796                                                 {
1797                                                         // multilayer terrain shader or similar
1798                                                         shader.textureblendalpha = true;
1799                                                         if (mod_q3shader_force_terrain_alphaflag.integer)
1800                                                                 shader.layers[0].dptexflags |= TEXF_ALPHA;
1801                                                 }
1802                                         }
1803
1804                                         if(mod_q3shader_force_addalpha.integer)
1805                                         {
1806                                                 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
1807                                                 // this cvar brings back this behaviour
1808                                                 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
1809                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1810                                         }
1811                                         
1812                                         layer->dptexflags = 0;
1813                                         if (layer->alphatest)
1814                                                 layer->dptexflags |= TEXF_ALPHA;
1815                                         switch(layer->blendfunc[0])
1816                                         {
1817                                                 case GL_SRC_ALPHA:
1818                                                 case GL_ONE_MINUS_SRC_ALPHA:
1819                                                         layer->dptexflags |= TEXF_ALPHA;
1820                                                         break;
1821                                         }
1822                                         switch(layer->blendfunc[1])
1823                                         {
1824                                                 case GL_SRC_ALPHA:
1825                                                 case GL_ONE_MINUS_SRC_ALPHA:
1826                                                         layer->dptexflags |= TEXF_ALPHA;
1827                                                         break;
1828                                         }
1829                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1830                                                 layer->dptexflags |= TEXF_MIPMAP;
1831                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1832                                                 layer->dptexflags |= TEXF_PICMIP | TEXF_COMPRESS;
1833                                         if (layer->clampmap)
1834                                                 layer->dptexflags |= TEXF_CLAMP;
1835                                         continue;
1836                                 }
1837                                 numparameters = 0;
1838                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1839                                 {
1840                                         if (j < TEXTURE_MAXFRAMES + 4)
1841                                         {
1842                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1843                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1844                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1845                                                 else
1846                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1847                                                 numparameters = j + 1;
1848                                         }
1849                                         if (!COM_ParseToken_QuakeC(&text, true))
1850                                                 break;
1851                                 }
1852                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1853                                 //      parameter[j][0] = 0;
1854                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1855                                         break;
1856                                 if (developer_insane.integer)
1857                                 {
1858                                         Con_DPrintf("%s: ", shader.name);
1859                                         for (j = 0;j < numparameters;j++)
1860                                                 Con_DPrintf(" %s", parameter[j]);
1861                                         Con_DPrint("\n");
1862                                 }
1863                                 if (numparameters < 1)
1864                                         continue;
1865                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1866                                 {
1867                                         if (!strcasecmp(parameter[1], "alphashadow"))
1868                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1869                                         else if (!strcasecmp(parameter[1], "areaportal"))
1870                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1871                                         else if (!strcasecmp(parameter[1], "botclip"))
1872                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1873                                         else if (!strcasecmp(parameter[1], "clusterportal"))
1874                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1875                                         else if (!strcasecmp(parameter[1], "detail"))
1876                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1877                                         else if (!strcasecmp(parameter[1], "donotenter"))
1878                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1879                                         else if (!strcasecmp(parameter[1], "dust"))
1880                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1881                                         else if (!strcasecmp(parameter[1], "hint"))
1882                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1883                                         else if (!strcasecmp(parameter[1], "fog"))
1884                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1885                                         else if (!strcasecmp(parameter[1], "lava"))
1886                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1887                                         else if (!strcasecmp(parameter[1], "lightfilter"))
1888                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1889                                         else if (!strcasecmp(parameter[1], "lightgrid"))
1890                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1891                                         else if (!strcasecmp(parameter[1], "metalsteps"))
1892                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1893                                         else if (!strcasecmp(parameter[1], "nodamage"))
1894                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1895                                         else if (!strcasecmp(parameter[1], "nodlight"))
1896                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1897                                         else if (!strcasecmp(parameter[1], "nodraw"))
1898                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1899                                         else if (!strcasecmp(parameter[1], "nodrop"))
1900                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1901                                         else if (!strcasecmp(parameter[1], "noimpact"))
1902                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1903                                         else if (!strcasecmp(parameter[1], "nolightmap"))
1904                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1905                                         else if (!strcasecmp(parameter[1], "nomarks"))
1906                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1907                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
1908                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1909                                         else if (!strcasecmp(parameter[1], "nonsolid"))
1910                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1911                                         else if (!strcasecmp(parameter[1], "origin"))
1912                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1913                                         else if (!strcasecmp(parameter[1], "playerclip"))
1914                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1915                                         else if (!strcasecmp(parameter[1], "sky"))
1916                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1917                                         else if (!strcasecmp(parameter[1], "slick"))
1918                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1919                                         else if (!strcasecmp(parameter[1], "slime"))
1920                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1921                                         else if (!strcasecmp(parameter[1], "structural"))
1922                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1923                                         else if (!strcasecmp(parameter[1], "trans"))
1924                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1925                                         else if (!strcasecmp(parameter[1], "water"))
1926                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1927                                         else if (!strcasecmp(parameter[1], "pointlight"))
1928                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1929                                         else if (!strcasecmp(parameter[1], "antiportal"))
1930                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1931                                         else if (!strcasecmp(parameter[1], "skip"))
1932                                                 ; // shader.surfaceparms |= Q3SURFACEPARM_SKIP; FIXME we don't have enough #defines for this any more, and the engine doesn't need this one anyway
1933                                         else
1934                                         {
1935                                                 // try custom surfaceparms
1936                                                 for (j = 0; j < numcustsurfaceflags; j++)
1937                                                 {
1938                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
1939                                                         {
1940                                                                 shader.surfaceflags |= custsurfaceflags[j];
1941                                                                 break;
1942                                                         }
1943                                                 }
1944                                                 // failed all
1945                                                 if (j == numcustsurfaceflags)
1946                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1947                                         }
1948                                 }
1949                                 else if (!strcasecmp(parameter[0], "dpshadow"))
1950                                         shader.dpshadow = true;
1951                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1952                                         shader.dpnoshadow = true;
1953                                 else if (!strcasecmp(parameter[0], "dpnortlight"))
1954                                         shader.dpnortlight = true;
1955                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
1956                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
1957                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
1958                                         shader.dpmeshcollisions = true;
1959                                 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
1960                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
1961                                 {
1962                                         if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) == 0.0f)
1963                                                 shader.dpshaderkill = dpshaderkill;
1964                                 }
1965                                 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
1966                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
1967                                 {
1968                                         const char *op = NULL;
1969                                         if (numparameters >= 3)
1970                                                 op = parameter[2];
1971                                         if(!op)
1972                                         {
1973                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) != 0.0f)
1974                                                         shader.dpshaderkill = dpshaderkill;
1975                                         }
1976                                         else if (numparameters >= 4 && !strcmp(op, "=="))
1977                                         {
1978                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) == atof(parameter[3]))
1979                                                         shader.dpshaderkill = dpshaderkill;
1980                                         }
1981                                         else if (numparameters >= 4 && !strcmp(op, "!="))
1982                                         {
1983                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) != atof(parameter[3]))
1984                                                         shader.dpshaderkill = dpshaderkill;
1985                                         }
1986                                         else if (numparameters >= 4 && !strcmp(op, ">"))
1987                                         {
1988                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) > atof(parameter[3]))
1989                                                         shader.dpshaderkill = dpshaderkill;
1990                                         }
1991                                         else if (numparameters >= 4 && !strcmp(op, "<"))
1992                                         {
1993                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) < atof(parameter[3]))
1994                                                         shader.dpshaderkill = dpshaderkill;
1995                                         }
1996                                         else if (numparameters >= 4 && !strcmp(op, ">="))
1997                                         {
1998                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) >= atof(parameter[3]))
1999                                                         shader.dpshaderkill = dpshaderkill;
2000                                         }
2001                                         else if (numparameters >= 4 && !strcmp(op, "<="))
2002                                         {
2003                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) <= atof(parameter[3]))
2004                                                         shader.dpshaderkill = dpshaderkill;
2005                                         }
2006                                         else
2007                                         {
2008                                                 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2009                                         }
2010                                 }
2011                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2012                                 {
2013                                         // some q3 skies don't have the sky parm set
2014                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2015                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2016                                 }
2017                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2018                                 {
2019                                         // some q3 skies don't have the sky parm set
2020                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2021                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2022                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2023                                 }
2024                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2025                                 {
2026                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2027                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2028                                 }
2029                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2030                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2031                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2032                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2033                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2034                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2035                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2036                                 {
2037                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2038                                         if(numparameters >= 2)
2039                                         {
2040                                                 shader.biaspolygonfactor = atof(parameter[1]);
2041                                                 if(numparameters >= 3)
2042                                                         shader.biaspolygonoffset = atof(parameter[2]);
2043                                                 else
2044                                                         shader.biaspolygonoffset = 0;
2045                                         }
2046                                 }
2047                                 else if (!strcasecmp(parameter[0], "dptransparentsort") && numparameters >= 2)
2048                                 {
2049                                         shader.textureflags |= Q3TEXTUREFLAG_TRANSPARENTSORT;
2050                                         if (!strcasecmp(parameter[1], "sky"))
2051                                                 shader.transparentsort = TRANSPARENTSORT_SKY;
2052                                         else if (!strcasecmp(parameter[1], "distance"))
2053                                                 shader.transparentsort = TRANSPARENTSORT_DISTANCE;
2054                                         else if (!strcasecmp(parameter[1], "hud"))
2055                                                 shader.transparentsort = TRANSPARENTSORT_HUD;
2056                                         else
2057                                                 Con_DPrintf("%s parsing warning: unknown dptransparentsort category \"%s\", or not enough arguments\n", search->filenames[fileindex], parameter[1]);
2058                                 }
2059                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2060                                 {
2061                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2062                                         shader.refractfactor = atof(parameter[1]);
2063                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2064                                 }
2065                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2066                                 {
2067                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2068                                         shader.reflectfactor = atof(parameter[1]);
2069                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2070                                 }
2071                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2072                                 {
2073                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2074                                 }
2075                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2076                                 {
2077                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2078                                         shader.reflectmin = atof(parameter[1]);
2079                                         shader.reflectmax = atof(parameter[2]);
2080                                         shader.refractfactor = atof(parameter[3]);
2081                                         shader.reflectfactor = atof(parameter[4]);
2082                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2083                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2084                                         shader.r_water_wateralpha = atof(parameter[11]);
2085                                 }
2086                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2087                                 {
2088                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2089                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2090                                 }
2091                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2092                                 {
2093                                         shader.specularscalemod = atof(parameter[1]);
2094                                 }
2095                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2096                                 {
2097                                         shader.specularpowermod = atof(parameter[1]);
2098                                 }
2099                                 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2100                                 {
2101                                         shader.rtlightambient = atof(parameter[1]);
2102                                 }
2103                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2104                                 {
2105                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2106                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2107                                         else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2108                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2109                                         else if (!strcasecmp(parameter[1], "linear"))
2110                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2111                                         else if (!strcasecmp(parameter[1], "relief"))
2112                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2113                                         if (numparameters >= 3)
2114                                                 shader.offsetscale = atof(parameter[2]);
2115                                         if (numparameters >= 5)
2116                                         {
2117                                                 if(!strcasecmp(parameter[3], "bias"))
2118                                                         shader.offsetbias = atof(parameter[4]);
2119                                                 else if(!strcasecmp(parameter[3], "match"))
2120                                                         shader.offsetbias = 1.0f - atof(parameter[4]);
2121                                                 else if(!strcasecmp(parameter[3], "match8"))
2122                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2123                                                 else if(!strcasecmp(parameter[3], "match16"))
2124                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2125                                         }
2126                                 }
2127                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2128                                 {
2129                                         int i, deformindex;
2130                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2131                                                 if (!shader.deforms[deformindex].deform)
2132                                                         break;
2133                                         if (deformindex < Q3MAXDEFORMS)
2134                                         {
2135                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2136                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2137                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2138                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2139                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2140                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2141                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2142                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2143                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2144                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2145                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2146                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2147                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2148                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2149                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2150                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2151                                                 {
2152                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2153                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2154                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2155                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2156                                                 }
2157                                                 else if (!strcasecmp(parameter[1], "move"            ))
2158                                                 {
2159                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2160                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2161                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2162                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2163                                                 }
2164                                         }
2165                                 }
2166                         }
2167                         // hide this shader if a cvar said it should be killed
2168                         if (shader.dpshaderkill)
2169                                 shader.numlayers = 0;
2170                         // fix up multiple reflection types
2171                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2172                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2173
2174                         Q3Shader_AddToHash (&shader);
2175                 }
2176                 Mem_Free(f);
2177         }
2178         FS_FreeSearch(search);
2179         // free custinfoparm values
2180         for (j = 0; j < numcustsurfaceflags; j++)
2181                 Mem_Free(custsurfaceparmnames[j]);
2182 }
2183
2184 shader_t *Mod_LookupQ3Shader(const char *name)
2185 {
2186         unsigned short hash;
2187         q3shader_hash_entry_t* entry;
2188         if (!q3shaders_mem)
2189                 Mod_LoadQ3Shaders();
2190         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2191         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2192         while (entry != NULL)
2193         {
2194                 if (strcasecmp (entry->shader.name, name) == 0)
2195                         return &entry->shader;
2196                 entry = entry->chain;
2197         }
2198         return NULL;
2199 }
2200
2201 texture_shaderpass_t *Mod_CreateShaderPass(mempool_t *mempool, skinframe_t *skinframe)
2202 {
2203         texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(mempool, sizeof(*shaderpass));
2204         shaderpass->framerate = 0.0f;
2205         shaderpass->numframes = 1;
2206         shaderpass->blendfunc[0] = GL_ONE;
2207         shaderpass->blendfunc[1] = GL_ZERO;
2208         shaderpass->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
2209         shaderpass->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
2210         shaderpass->alphatest = false;
2211         shaderpass->tcgen.tcgen = Q3TCGEN_TEXTURE;
2212         shaderpass->skinframes[0] = skinframe;
2213         return shaderpass;
2214 }
2215
2216 texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(mempool_t *mempool, const char *modelname, q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename)
2217 {
2218         int j;
2219         texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(mempool, sizeof(*shaderpass));
2220         shaderpass->alphatest = layer->alphatest != 0;
2221         shaderpass->framerate = layer->framerate;
2222         shaderpass->numframes = layer->numframes;
2223         shaderpass->blendfunc[0] = layer->blendfunc[0];
2224         shaderpass->blendfunc[1] = layer->blendfunc[1];
2225         shaderpass->rgbgen = layer->rgbgen;
2226         shaderpass->alphagen = layer->alphagen;
2227         shaderpass->tcgen = layer->tcgen;
2228         for (j = 0; j < Q3MAXTCMODS && layer->tcmods[j].tcmod != Q3TCMOD_NONE; j++)
2229                 shaderpass->tcmods[j] = layer->tcmods[j];
2230         for (j = 0; j < layer->numframes; j++)
2231         {
2232                 for (int i = 0; layer->texturename[j][i]; i++)
2233                         if(layer->texturename[j][i] == '\\')
2234                                 layer->texturename[j][i] = '/';
2235                 shaderpass->skinframes[j] = R_SkinFrame_LoadExternal(layer->texturename[j], texflags, false, true);
2236         }
2237         return shaderpass;
2238 }
2239
2240 qboolean Mod_LoadTextureFromQ3Shader(mempool_t *mempool, const char *modelname, texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags, int defaultmaterialflags)
2241 {
2242         int texflagsmask, texflagsor;
2243         qboolean success = true;
2244         shader_t *shader;
2245         if (!name)
2246                 name = "";
2247         strlcpy(texture->name, name, sizeof(texture->name));
2248         texture->basealpha = 1.0f;
2249         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2250
2251         // allow disabling of picmip or compression by defaulttexflags
2252         texflagsmask = ~0;
2253         if(!(defaulttexflags & TEXF_PICMIP))
2254                 texflagsmask &= ~TEXF_PICMIP;
2255         if(!(defaulttexflags & TEXF_COMPRESS))
2256                 texflagsmask &= ~TEXF_COMPRESS;
2257         texflagsor = 0;
2258         if(defaulttexflags & TEXF_ISWORLD)
2259                 texflagsor |= TEXF_ISWORLD;
2260         if(defaulttexflags & TEXF_ISSPRITE)
2261                 texflagsor |= TEXF_ISSPRITE;
2262         // unless later loaded from the shader
2263         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2264         texture->offsetscale = 1;
2265         texture->offsetbias = 0;
2266         texture->specularscalemod = 1;
2267         texture->specularpowermod = 1; 
2268         texture->rtlightambient = 0;
2269         texture->transparentsort = TRANSPARENTSORT_DISTANCE;
2270         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
2271         // JUST GREP FOR "specularscalemod = 1".
2272
2273         if (shader)
2274         {
2275                 if (developer_loading.integer)
2276                         Con_Printf("%s: loaded shader for %s\n", modelname, name);
2277
2278                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2279                 {
2280                         texture->basematerialflags = MATERIALFLAG_SKY;
2281                         if (shader->skyboxname[0] && loadmodel)
2282                         {
2283                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2284                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2285                         }
2286                 }
2287                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2288                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2289                 else
2290                         texture->basematerialflags = MATERIALFLAG_WALL;
2291
2292                 if (shader->layers[0].alphatest)
2293                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2294                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2295                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2296                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2297                 {
2298                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2299                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2300                 }
2301                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2302                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2303                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2304                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2305                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2306                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2307                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2308                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2309                 texture->customblendfunc[0] = GL_ONE;
2310                 texture->customblendfunc[1] = GL_ZERO;
2311                 texture->transparentsort = shader->transparentsort;
2312                 if (shader->numlayers > 0)
2313                 {
2314                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2315                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2316 /*
2317 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2318 * additive               GL_ONE GL_ONE
2319 additive weird         GL_ONE GL_SRC_ALPHA
2320 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2321 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2322 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2323 brighten               GL_DST_COLOR GL_ONE
2324 brighten               GL_ONE GL_SRC_COLOR
2325 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2326 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2327 * modulate               GL_DST_COLOR GL_ZERO
2328 * modulate               GL_ZERO GL_SRC_COLOR
2329 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2330 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2331 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2332 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2333 * no blend               GL_ONE GL_ZERO
2334 nothing                GL_ZERO GL_ONE
2335 */
2336                         // if not opaque, figure out what blendfunc to use
2337                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2338                         {
2339                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2340                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2341                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2342                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2343                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2344                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2345                                 else
2346                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2347                         }
2348                 }
2349                 if (!shader->lighting)
2350                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2351
2352                 // here be dragons: convert quake3 shaders to material
2353                 if (shader->numlayers > 0)
2354                 {
2355                         int i;
2356                         int terrainbackgroundlayer = -1;
2357                         int lightmaplayer = -1;
2358                         int alphagenspecularlayer = -1;
2359                         int rgbgenvertexlayer = -1;
2360                         int rgbgendiffuselayer = -1;
2361                         int materiallayer = -1;
2362                         int endofprelayers = 0;
2363                         int firstpostlayer = 0;
2364                         int shaderpassindex = 0;
2365                         for (i = 0; i < shader->numlayers; i++)
2366                         {
2367                                 if (shader->layers[i].texturename != NULL && !strcasecmp(shader->layers[i].texturename[0], "$lightmap"))
2368                                         lightmaplayer = i;
2369                                 if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_VERTEX)
2370                                         rgbgenvertexlayer = i;
2371                                 if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE)
2372                                         rgbgendiffuselayer = i;
2373                                 if (shader->layers[i].alphagen.alphagen == Q3ALPHAGEN_LIGHTINGSPECULAR)
2374                                         alphagenspecularlayer = i;
2375                         }
2376                         if (shader->numlayers >= 2
2377                          && shader->layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2378                          && (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest)
2379                          && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2380                                  || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest)))
2381                         {
2382                                 // terrain blend or certain other effects involving alphatest over a regular layer
2383                                 terrainbackgroundlayer = 0;
2384                                 materiallayer = 1;
2385                                 // terrain may be vertex lit (in which case both layers are rgbGen vertex) or lightmapped (in which ase the third layer is lightmap)
2386                                 firstpostlayer = lightmaplayer >= 0 ? lightmaplayer + 1 : materiallayer + 1;
2387                         }
2388                         else if (lightmaplayer == 0)
2389                         {
2390                                 // ordinary texture but with $lightmap before diffuse
2391                                 materiallayer = 1;
2392                                 firstpostlayer = lightmaplayer + 2;
2393                         }
2394                         else if (lightmaplayer >= 1)
2395                         {
2396                                 // ordinary texture - we don't properly apply lighting to the prelayers, but oh well...
2397                                 endofprelayers = lightmaplayer - 1;
2398                                 materiallayer = lightmaplayer - 1;
2399                                 firstpostlayer = lightmaplayer + 1;
2400                         }
2401                         else if (rgbgenvertexlayer >= 0)
2402                         {
2403                                 // map models with baked lighting
2404                                 materiallayer = rgbgenvertexlayer;
2405                                 endofprelayers = rgbgenvertexlayer;
2406                                 firstpostlayer = rgbgenvertexlayer + 1;
2407                                 // special case for rgbgen vertex if MATERIALFLAG_VERTEXCOLOR is expected on this material
2408                                 if (defaultmaterialflags & MATERIALFLAG_VERTEXCOLOR)
2409                                         texture->basematerialflags |= MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX;
2410                         }
2411                         else if (rgbgendiffuselayer >= 0)
2412                         {
2413                                 // entity models with dynamic lighting
2414                                 materiallayer = rgbgendiffuselayer;
2415                                 endofprelayers = rgbgendiffuselayer;
2416                                 firstpostlayer = rgbgendiffuselayer + 1;
2417                                 // player models often have specular as a pass after diffuse - we don't currently make use of that specular texture (would need to meld it into the skinframe)...
2418                                 if (alphagenspecularlayer >= 0)
2419                                         firstpostlayer = alphagenspecularlayer + 1;
2420                         }
2421                         else
2422                         {
2423                                 // special effects shaders - treat first as primary layer and do everything else as post
2424                                 endofprelayers = 0;
2425                                 materiallayer = 0;
2426                                 firstpostlayer = 1;
2427                         }
2428                         // convert the main material layer
2429                         // FIXME: if alphagenspecularlayer is used, we should pass a specular texture name to R_SkinFrame_LoadExternal and have it load that texture instead of the assumed name for _gloss texture
2430                         if (materiallayer >= 0)
2431                                 texture->materialshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[materiallayer], materiallayer, (shader->layers[materiallayer].dptexflags & texflagsmask) | texflagsor, texture->name);
2432                         // convert the terrain background blend layer (if any)
2433                         if (terrainbackgroundlayer >= 0)
2434                                 texture->backgroundshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[terrainbackgroundlayer], terrainbackgroundlayer, (shader->layers[terrainbackgroundlayer].dptexflags & texflagsmask) | texflagsor, texture->name);
2435                         // convert the prepass layers (if any)
2436                         texture->startpreshaderpass = shaderpassindex;
2437                         for (i = 0; i < endofprelayers; i++)
2438                                 texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
2439                         texture->endpreshaderpass = shaderpassindex;
2440                         texture->startpostshaderpass = shaderpassindex;
2441                         // convert the postpass layers (if any)
2442                         for (i = firstpostlayer; i < shader->numlayers; i++)
2443                                 texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
2444                         texture->startpostshaderpass = shaderpassindex;
2445                 }
2446
2447                 if (shader->dpshadow)
2448                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2449                 if (shader->dpnoshadow)
2450                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2451                 if (shader->dpnortlight)
2452                         texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2453                 if (shader->vertexalpha)
2454                         texture->basematerialflags |= MATERIALFLAG_ALPHAGEN_VERTEX;
2455                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2456                 texture->reflectmin = shader->reflectmin;
2457                 texture->reflectmax = shader->reflectmax;
2458                 texture->refractfactor = shader->refractfactor;
2459                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2460                 texture->reflectfactor = shader->reflectfactor;
2461                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2462                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2463                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2464                 texture->offsetmapping = shader->offsetmapping;
2465                 texture->offsetscale = shader->offsetscale;
2466                 texture->offsetbias = shader->offsetbias;
2467                 texture->specularscalemod = shader->specularscalemod;
2468                 texture->specularpowermod = shader->specularpowermod;
2469                 texture->rtlightambient = shader->rtlightambient;
2470                 texture->refractive_index = mod_q3shader_default_refractive_index.value;
2471                 if (shader->dpreflectcube[0])
2472                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2473
2474                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2475                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2476                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2477                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2478                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2479                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2480                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2481                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2482                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2483
2484         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2485         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2486         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2487         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2488                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2489         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2490                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2491         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2492         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2493         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2494         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2495         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2496                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2497         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2498         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2499         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2500         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2501                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2502         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2503                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2504                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2505         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2506                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2507         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2508         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2509                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2510         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2511         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2512         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2513                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2514         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2515         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2516
2517                 texture->surfaceflags = shader->surfaceflags;
2518                 if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW  ;
2519         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL   ;
2520         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
2521         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL       ;
2522         //      if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER   ;
2523         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->surfaceflags |= Q3SURFACEFLAG_FOG          ;
2524         //      if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA         ;
2525                 if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER  ;
2526                 if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS   ;
2527                 if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE     ;
2528                 if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT     ;
2529                 if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW       ;
2530         //      if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP       ;
2531                 if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT     ;
2532                 if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP   ;
2533                 if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS      ;
2534         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS    ;
2535                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID     ;
2536         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN       ;
2537         //      if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP   ;
2538                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->surfaceflags |= Q3SURFACEFLAG_SKY          ;
2539                 if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK        ;
2540         //      if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME        ;
2541         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL   ;
2542         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS        ;
2543         //      if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->surfaceflags |= Q3SURFACEFLAG_WATER        ;
2544                 if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT   ;
2545                 if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->surfaceflags |= Q3SURFACEFLAG_HINT         ;
2546                 if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->surfaceflags |= Q3SURFACEFLAG_DUST         ;
2547         //      if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP      ;
2548         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID    ;
2549         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL   ;
2550
2551                 if (shader->dpmeshcollisions)
2552                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2553                 if (shader->dpshaderkill && developer_extra.integer)
2554                         Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", modelname, name);
2555         }
2556         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2557         {
2558                 if (developer_extra.integer)
2559                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", modelname, name);
2560                 texture->basematerialflags = defaultmaterialflags;
2561                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2562         }
2563         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2564         {
2565                 if (developer_extra.integer)
2566                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", modelname, name);
2567                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2568                 texture->supercontents = SUPERCONTENTS_SOLID;
2569         }
2570         else
2571         {
2572                 if (developer_extra.integer)
2573                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", modelname, texture->name);
2574                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2575                 {
2576                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2577                         texture->supercontents = SUPERCONTENTS_SOLID;
2578                 }
2579                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2580                 {
2581                         texture->basematerialflags = MATERIALFLAG_SKY;
2582                         texture->supercontents = SUPERCONTENTS_SKY;
2583                 }
2584                 else
2585                 {
2586                         texture->basematerialflags = defaultmaterialflags;
2587                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2588                 }
2589                 if(cls.state == ca_dedicated)
2590                 {
2591                         texture->materialshaderpass = NULL;
2592                         success = false;
2593                 }
2594                 else
2595                 {
2596                         skinframe_t *skinframe = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false, fallback);
2597                         if (skinframe)
2598                         {
2599                                 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, skinframe);
2600                                 if (texture->materialshaderpass->skinframes[0]->hasalpha)
2601                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2602                                 if (texture->q2contents)
2603                                         texture->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(texture->q2contents);
2604                         }
2605                         else
2606                                 success = false;
2607                         if (!success && warnmissing)
2608                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", modelname, texture->name);
2609                 }
2610         }
2611         // init the animation variables
2612         texture->currentframe = texture;
2613         texture->currentmaterialflags = texture->basematerialflags;
2614         if (!texture->materialshaderpass)
2615                 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, R_SkinFrame_LoadMissing());
2616         if (!texture->materialshaderpass->skinframes[0])
2617                 texture->materialshaderpass->skinframes[0] = R_SkinFrame_LoadMissing();
2618         texture->currentskinframe = texture->materialshaderpass ? texture->materialshaderpass->skinframes[0] : NULL;
2619         texture->backgroundcurrentskinframe = texture->backgroundshaderpass ? texture->backgroundshaderpass->skinframes[0] : NULL;
2620         return success;
2621 }
2622
2623 void Mod_LoadCustomMaterial(mempool_t *mempool, texture_t *texture, const char *name, int supercontents, int materialflags, skinframe_t *skinframe)
2624 {
2625         if (!(materialflags & (MATERIALFLAG_WALL | MATERIALFLAG_SKY)))
2626                 Con_DPrintf("^1Custom texture ^3\"%s\" does not have MATERIALFLAG_WALL set\n", texture->name);
2627
2628         strlcpy(texture->name, name, sizeof(texture->name));
2629         texture->basealpha = 1.0f;
2630         texture->basematerialflags = materialflags;
2631         texture->supercontents = supercontents;
2632
2633         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2634         texture->offsetscale = 1;
2635         texture->offsetbias = 0;
2636         texture->specularscalemod = 1;
2637         texture->specularpowermod = 1;
2638         texture->rtlightambient = 0;
2639         texture->transparentsort = TRANSPARENTSORT_DISTANCE;
2640         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
2641         // JUST GREP FOR "specularscalemod = 1".
2642
2643         if (developer_extra.integer)
2644                 Con_DPrintf("^1Custom texture ^3\"%s\"\n", texture->name);
2645         if (skinframe)
2646                 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, skinframe);
2647
2648         // init the animation variables
2649         texture->currentmaterialflags = texture->basematerialflags;
2650         texture->currentframe = texture;
2651         texture->currentskinframe = skinframe;
2652         texture->backgroundcurrentskinframe = NULL;
2653 }
2654
2655 void Mod_UnloadCustomMaterial(texture_t *texture, qboolean purgeskins)
2656 {
2657         long unsigned int i, j;
2658         for (i = 0; i < sizeof(texture->shaderpasses) / sizeof(texture->shaderpasses[0]); i++)
2659         {
2660                 if (texture->shaderpasses[i])
2661                 {
2662                         if (purgeskins)
2663                                 for (j = 0; j < sizeof(texture->shaderpasses[i]->skinframes) / sizeof(skinframe_t *);j++)
2664                                         if (texture->shaderpasses[i]->skinframes[j] && texture->shaderpasses[i]->skinframes[j]->base)
2665                                                 R_SkinFrame_PurgeSkinFrame(texture->shaderpasses[i]->skinframes[j]);
2666                         Mem_Free(texture->shaderpasses[i]);
2667                         texture->shaderpasses[i] = NULL;
2668                 }
2669         }
2670         texture->materialshaderpass = NULL;
2671         texture->currentskinframe = NULL;
2672         texture->backgroundcurrentskinframe = NULL;
2673 }
2674
2675 skinfile_t *Mod_LoadSkinFiles(void)
2676 {
2677         int i, words, line, wordsoverflow;
2678         char *text;
2679         const char *data;
2680         skinfile_t *skinfile = NULL, *first = NULL;
2681         skinfileitem_t *skinfileitem;
2682         char word[10][MAX_QPATH];
2683         char vabuf[1024];
2684
2685 /*
2686 sample file:
2687 U_bodyBox,models/players/Legoman/BikerA2.tga
2688 U_RArm,models/players/Legoman/BikerA1.tga
2689 U_LArm,models/players/Legoman/BikerA1.tga
2690 U_armor,common/nodraw
2691 U_sword,common/nodraw
2692 U_shield,common/nodraw
2693 U_homb,common/nodraw
2694 U_backpack,common/nodraw
2695 U_colcha,common/nodraw
2696 tag_head,
2697 tag_weapon,
2698 tag_torso,
2699 */
2700         memset(word, 0, sizeof(word));
2701         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2702         {
2703                 // If it's the first file we parse
2704                 if (skinfile == NULL)
2705                 {
2706                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2707                         first = skinfile;
2708                 }
2709                 else
2710                 {
2711                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2712                         skinfile = skinfile->next;
2713                 }
2714                 skinfile->next = NULL;
2715
2716                 for(line = 0;;line++)
2717                 {
2718                         // parse line
2719                         if (!COM_ParseToken_QuakeC(&data, true))
2720                                 break;
2721                         if (!strcmp(com_token, "\n"))
2722                                 continue;
2723                         words = 0;
2724                         wordsoverflow = false;
2725                         do
2726                         {
2727                                 if (words < 10)
2728                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2729                                 else
2730                                         wordsoverflow = true;
2731                         }
2732                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2733                         if (wordsoverflow)
2734                         {
2735                                 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);
2736                                 continue;
2737                         }
2738                         // words is always >= 1
2739                         if (!strcmp(word[0], "replace"))
2740                         {
2741                                 if (words == 3)
2742                                 {
2743                                         if (developer_loading.integer)
2744                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2745                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2746                                         skinfileitem->next = skinfile->items;
2747                                         skinfile->items = skinfileitem;
2748                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2749                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2750                                 }
2751                                 else
2752                                         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]);
2753                         }
2754                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2755                         {
2756                                 // tag name, like "tag_weapon,"
2757                                 // not used for anything (not even in Quake3)
2758                         }
2759                         else if (words >= 2 && !strcmp(word[1], ","))
2760                         {
2761                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2762                                 if (developer_loading.integer)
2763                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2764                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2765                                 skinfileitem->next = skinfile->items;
2766                                 skinfile->items = skinfileitem;
2767                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2768                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2769                         }
2770                         else
2771                                 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);
2772                 }
2773                 Mem_Free(text);
2774         }
2775         if (i)
2776                 loadmodel->numskins = i;
2777         return first;
2778 }
2779
2780 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2781 {
2782         skinfile_t *next;
2783         skinfileitem_t *skinfileitem, *nextitem;
2784         for (;skinfile;skinfile = next)
2785         {
2786                 next = skinfile->next;
2787                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2788                 {
2789                         nextitem = skinfileitem->next;
2790                         Mem_Free(skinfileitem);
2791                 }
2792                 Mem_Free(skinfile);
2793         }
2794 }
2795
2796 int Mod_CountSkinFiles(skinfile_t *skinfile)
2797 {
2798         int i;
2799         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2800         return i;
2801 }
2802
2803 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2804 {
2805         int i;
2806         double isnap = 1.0 / snap;
2807         for (i = 0;i < numvertices*numcomponents;i++)
2808                 vertices[i] = floor(vertices[i]*isnap)*snap;
2809 }
2810
2811 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2812 {
2813         int i, outtriangles;
2814         float edgedir1[3], edgedir2[3], temp[3];
2815         // a degenerate triangle is one with no width (thickness, surface area)
2816         // these are characterized by having all 3 points colinear (along a line)
2817         // or having two points identical
2818         // the simplest check is to calculate the triangle's area
2819         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2820         {
2821                 // calculate first edge
2822                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2823                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2824                 CrossProduct(edgedir1, edgedir2, temp);
2825                 if (VectorLength2(temp) < 0.001f)
2826                         continue; // degenerate triangle (no area)
2827                 // valid triangle (has area)
2828                 VectorCopy(inelement3i, outelement3i);
2829                 outelement3i += 3;
2830                 outtriangles++;
2831         }
2832         return outtriangles;
2833 }
2834
2835 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2836 {
2837         int i, e;
2838         int firstvertex, lastvertex;
2839         if (numelements > 0 && elements)
2840         {
2841                 firstvertex = lastvertex = elements[0];
2842                 for (i = 1;i < numelements;i++)
2843                 {
2844                         e = elements[i];
2845                         firstvertex = min(firstvertex, e);
2846                         lastvertex = max(lastvertex, e);
2847                 }
2848         }
2849         else
2850                 firstvertex = lastvertex = 0;
2851         if (firstvertexpointer)
2852                 *firstvertexpointer = firstvertex;
2853         if (lastvertexpointer)
2854                 *lastvertexpointer = lastvertex;
2855 }
2856
2857 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2858 {
2859         // make an optimal set of texture-sorted batches to draw...
2860         int j, t;
2861         int *firstsurfacefortexture;
2862         int *numsurfacesfortexture;
2863         if (!mod->sortedmodelsurfaces)
2864                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2865         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2866         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2867         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2868         for (j = 0;j < mod->nummodelsurfaces;j++)
2869         {
2870                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2871                 if(!surface->texture)
2872                         continue;
2873                 t = (int)(surface->texture - mod->data_textures);
2874                 numsurfacesfortexture[t]++;
2875         }
2876         j = 0;
2877         for (t = 0;t < mod->num_textures;t++)
2878         {
2879                 firstsurfacefortexture[t] = j;
2880                 j += numsurfacesfortexture[t];
2881         }
2882         for (j = 0;j < mod->nummodelsurfaces;j++)
2883         {
2884                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2885                 if (!surface->texture)
2886                         continue;
2887                 t = (int)(surface->texture - mod->data_textures);
2888                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2889         }
2890         Mem_Free(firstsurfacefortexture);
2891         Mem_Free(numsurfacesfortexture);
2892 }
2893
2894 void Mod_BuildVBOs(void)
2895 {
2896         if(cls.state == ca_dedicated)
2897                 return;
2898
2899         if (!loadmodel->surfmesh.num_vertices)
2900                 return;
2901
2902         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2903         {
2904                 int i;
2905                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2906                 {
2907                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2908                         {
2909                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2910                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2911                         }
2912                 }
2913         }
2914
2915         // upload short indices as a buffer
2916         if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2917                 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, false, true);
2918
2919         // upload int indices as a buffer
2920         if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2921                 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false, false);
2922
2923         // only build a vbo if one has not already been created (this is important for brush models which load specially)
2924         // we put several vertex data streams in the same buffer
2925         if (!loadmodel->surfmesh.data_vertex3f_vertexbuffer)
2926         {
2927                 int size;
2928                 unsigned char *mem;
2929                 size = 0;
2930                 loadmodel->surfmesh.data_vertex3f_bufferoffset           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2931                 loadmodel->surfmesh.data_svector3f_bufferoffset          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2932                 loadmodel->surfmesh.data_tvector3f_bufferoffset          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2933                 loadmodel->surfmesh.data_normal3f_bufferoffset           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2934                 loadmodel->surfmesh.data_texcoordtexture2f_bufferoffset  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2935                 loadmodel->surfmesh.data_texcoordlightmap2f_bufferoffset = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2936                 loadmodel->surfmesh.data_lightmapcolor4f_bufferoffset    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2937                 loadmodel->surfmesh.data_skeletalindex4ub_bufferoffset   = size;if (loadmodel->surfmesh.data_skeletalindex4ub  ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
2938                 loadmodel->surfmesh.data_skeletalweight4ub_bufferoffset  = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
2939                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2940                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.data_vertex3f_bufferoffset          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2941                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.data_svector3f_bufferoffset         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2942                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.data_tvector3f_bufferoffset         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2943                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.data_normal3f_bufferoffset          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2944                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.data_texcoordtexture2f_bufferoffset , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2945                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.data_texcoordlightmap2f_bufferoffset, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2946                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.data_lightmapcolor4f_bufferoffset   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2947                 if (loadmodel->surfmesh.data_skeletalindex4ub  ) memcpy(mem + loadmodel->surfmesh.data_skeletalindex4ub_bufferoffset  , loadmodel->surfmesh.data_skeletalindex4ub  , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
2948                 if (loadmodel->surfmesh.data_skeletalweight4ub ) memcpy(mem + loadmodel->surfmesh.data_skeletalweight4ub_bufferoffset , loadmodel->surfmesh.data_skeletalweight4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
2949                 loadmodel->surfmesh.data_vertex3f_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false, false);
2950                 loadmodel->surfmesh.data_svector3f_vertexbuffer = loadmodel->surfmesh.data_svector3f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
2951                 loadmodel->surfmesh.data_tvector3f_vertexbuffer = loadmodel->surfmesh.data_tvector3f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
2952                 loadmodel->surfmesh.data_normal3f_vertexbuffer = loadmodel->surfmesh.data_normal3f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
2953                 loadmodel->surfmesh.data_texcoordtexture2f_vertexbuffer = loadmodel->surfmesh.data_texcoordtexture2f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
2954                 loadmodel->surfmesh.data_texcoordlightmap2f_vertexbuffer = loadmodel->surfmesh.data_texcoordlightmap2f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
2955                 loadmodel->surfmesh.data_lightmapcolor4f_vertexbuffer = loadmodel->surfmesh.data_lightmapcolor4f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
2956                 loadmodel->surfmesh.data_skeletalindex4ub_vertexbuffer = loadmodel->surfmesh.data_skeletalindex4ub ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
2957                 loadmodel->surfmesh.data_skeletalweight4ub_vertexbuffer = loadmodel->surfmesh.data_skeletalweight4ub ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
2958                 Mem_Free(mem);
2959         }
2960 }
2961
2962 extern cvar_t mod_obj_orientation;
2963 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2964 {
2965         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2966         int a, b, c;
2967         const char *texname;
2968         const int *e;
2969         const float *v, *vn, *vt;
2970         size_t l;
2971         size_t outbufferpos = 0;
2972         size_t outbuffermax = 0x100000;
2973         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2974         const msurface_t *surface;
2975         const int maxtextures = 256;
2976         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2977         dp_model_t *submodel;
2978
2979         // construct the mtllib file
2980         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2981         if (l > 0)
2982                 outbufferpos += l;
2983         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2984         {
2985                 countsurfaces++;
2986                 countvertices += surface->num_vertices;
2987                 countfaces += surface->num_triangles;
2988                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2989                 for (textureindex = 0;textureindex < counttextures;textureindex++)
2990                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2991                                 break;
2992                 if (textureindex < counttextures)
2993                         continue; // already wrote this material entry
2994                 if (textureindex >= maxtextures)
2995                         continue; // just a precaution
2996                 textureindex = counttextures++;
2997                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2998                 if (outbufferpos >= outbuffermax >> 1)
2999                 {
3000                         outbuffermax *= 2;
3001                         oldbuffer = outbuffer;
3002                         outbuffer = (char *) Z_Malloc(outbuffermax);
3003                         memcpy(outbuffer, oldbuffer, outbufferpos);
3004                         Z_Free(oldbuffer);
3005                 }
3006                 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");
3007                 if (l > 0)
3008                         outbufferpos += l;
3009         }
3010
3011         // write the mtllib file
3012         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3013
3014         // construct the obj file
3015         outbufferpos = 0;
3016         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);
3017         if (l > 0)
3018                 outbufferpos += l;
3019
3020         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)
3021         {
3022                 if (outbufferpos >= outbuffermax >> 1)
3023                 {
3024                         outbuffermax *= 2;
3025                         oldbuffer = outbuffer;
3026                         outbuffer = (char *) Z_Malloc(outbuffermax);
3027                         memcpy(outbuffer, oldbuffer, outbufferpos);
3028                         Z_Free(oldbuffer);
3029                 }
3030                 if(mod_obj_orientation.integer)
3031                         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]);
3032                 else
3033                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1-vt[1]);
3034                 if (l > 0)
3035                         outbufferpos += l;
3036         }
3037
3038         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3039         {
3040                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3041                 if (l > 0)
3042                         outbufferpos += l;
3043                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3044                 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3045                 {
3046                         surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3047                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3048                         if (l > 0)
3049                                 outbufferpos += l;
3050                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3051                         {
3052                                 if (outbufferpos >= outbuffermax >> 1)
3053                                 {
3054                                         outbuffermax *= 2;
3055                                         oldbuffer = outbuffer;
3056                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3057                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3058                                         Z_Free(oldbuffer);
3059                                 }
3060                                 a = e[0]+1;
3061                                 b = e[1]+1;
3062                                 c = e[2]+1;
3063                                 if(mod_obj_orientation.integer)
3064                                         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);
3065                                 else
3066                                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,c,c,c,b,b,b);
3067                                 if (l > 0)
3068                                         outbufferpos += l;
3069                         }
3070                 }
3071         }
3072
3073         // write the obj file
3074         FS_WriteFile(filename, outbuffer, outbufferpos);
3075
3076         // clean up
3077         Z_Free(outbuffer);
3078         Z_Free(texturenames);
3079
3080         // print some stats
3081         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3082 }
3083
3084 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3085 {
3086         int countnodes = 0, counttriangles = 0, countframes = 0;
3087         int surfaceindex;
3088         int triangleindex;
3089         int transformindex;
3090         int poseindex;
3091         int cornerindex;
3092         const int *e;
3093         size_t l;
3094         size_t outbufferpos = 0;
3095         size_t outbuffermax = 0x100000;
3096         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3097         const msurface_t *surface;
3098         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3099         if (l > 0)
3100                 outbufferpos += l;
3101         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3102         {
3103                 if (outbufferpos >= outbuffermax >> 1)
3104                 {
3105                         outbuffermax *= 2;
3106                         oldbuffer = outbuffer;
3107                         outbuffer = (char *) Z_Malloc(outbuffermax);
3108                         memcpy(outbuffer, oldbuffer, outbufferpos);
3109                         Z_Free(oldbuffer);
3110                 }
3111                 countnodes++;
3112                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3113                 if (l > 0)
3114                         outbufferpos += l;
3115         }
3116         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3117         if (l > 0)
3118                 outbufferpos += l;
3119         for (poseindex = 0;poseindex < numposes;poseindex++)
3120         {
3121                 countframes++;
3122                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3123                 if (l > 0)
3124                         outbufferpos += l;
3125                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3126                 {
3127                         float angles[3];
3128                         float mtest[4][3];
3129                         matrix4x4_t posematrix;
3130                         if (outbufferpos >= outbuffermax >> 1)
3131                         {
3132                                 outbuffermax *= 2;
3133                                 oldbuffer = outbuffer;
3134                                 outbuffer = (char *) Z_Malloc(outbuffermax);
3135                                 memcpy(outbuffer, oldbuffer, outbufferpos);
3136                                 Z_Free(oldbuffer);
3137                         }
3138
3139                         // strangely the smd angles are for a transposed matrix, so we
3140                         // have to generate a transposed matrix, then convert that...
3141                         Matrix4x4_FromBonePose7s(&posematrix, model->num_posescale, model->data_poses7s + 7*(model->num_bones * poseindex + transformindex));
3142                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3143                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
3144                         if (angles[0] >= 180) angles[0] -= 360;
3145                         if (angles[1] >= 180) angles[1] -= 360;
3146                         if (angles[2] >= 180) angles[2] -= 360;
3147
3148 #if 0
3149 {
3150                         float a = DEG2RAD(angles[ROLL]);
3151                         float b = DEG2RAD(angles[PITCH]);
3152                         float c = DEG2RAD(angles[YAW]);
3153                         float cy, sy, cp, sp, cr, sr;
3154                         float test[4][3];
3155                         // smd matrix construction, for comparing
3156                         sy = sin(c);
3157                         cy = cos(c);
3158                         sp = sin(b);
3159                         cp = cos(b);
3160                         sr = sin(a);
3161                         cr = cos(a);
3162
3163                         test[0][0] = cp*cy;
3164                         test[0][1] = cp*sy;
3165                         test[0][2] = -sp;
3166                         test[1][0] = sr*sp*cy+cr*-sy;
3167                         test[1][1] = sr*sp*sy+cr*cy;
3168                         test[1][2] = sr*cp;
3169                         test[2][0] = (cr*sp*cy+-sr*-sy);
3170                         test[2][1] = (cr*sp*sy+-sr*cy);
3171                         test[2][2] = cr*cp;
3172                         test[3][0] = pose[9];
3173                         test[3][1] = pose[10];
3174                         test[3][2] = pose[11];
3175 }
3176 #endif
3177                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, mtest[3][0], mtest[3][1], mtest[3][2], DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
3178                         if (l > 0)
3179                                 outbufferpos += l;
3180                 }
3181         }
3182         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3183         if (l > 0)
3184                 outbufferpos += l;
3185         if (writetriangles)
3186         {
3187                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3188                 if (l > 0)
3189                         outbufferpos += l;
3190                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3191                 {
3192                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3193                         {
3194                                 counttriangles++;
3195                                 if (outbufferpos >= outbuffermax >> 1)
3196                                 {
3197                                         outbuffermax *= 2;
3198                                         oldbuffer = outbuffer;
3199                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3200                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3201                                         Z_Free(oldbuffer);
3202                                 }
3203                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3204                                 if (l > 0)
3205                                         outbufferpos += l;
3206                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3207                                 {
3208                                         const int index = e[2-cornerindex];
3209                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
3210                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
3211                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3212                                         const int b = model->surfmesh.blends[index];
3213                                         if (b < model->num_bones)
3214                                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n"                          , b, v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
3215                                         else
3216                                         {
3217                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3218                                                 const unsigned char *wi = w->index;
3219                                                 const unsigned char *wf = w->influence;
3220                                             if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f, wi[3], wf[3]/255.0f);
3221                                                 else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n"      , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f);
3222                                                 else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n"            , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f);
3223                                                 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]);
3224                                         }
3225                                         if (l > 0)
3226                                                 outbufferpos += l;
3227                                 }
3228                         }
3229                 }
3230                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3231                 if (l > 0)
3232                         outbufferpos += l;
3233         }
3234
3235         FS_WriteFile(filename, outbuffer, outbufferpos);
3236         Z_Free(outbuffer);
3237
3238         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3239 }
3240
3241 /*
3242 ================
3243 Mod_Decompile_f
3244
3245 decompiles a model to editable files
3246 ================
3247 */
3248 static void Mod_Decompile_f(cmd_state_t *cmd)
3249 {
3250         int i, j, k, l, first, count;
3251         dp_model_t *mod;
3252         char inname[MAX_QPATH];
3253         char outname[MAX_QPATH];
3254         char mtlname[MAX_QPATH];
3255         char basename[MAX_QPATH];
3256         char animname[MAX_QPATH];
3257         char animname2[MAX_QPATH];
3258         char zymtextbuffer[16384];
3259         char dpmtextbuffer[16384];
3260         char framegroupstextbuffer[16384];
3261         int zymtextsize = 0;
3262         int dpmtextsize = 0;
3263         int framegroupstextsize = 0;
3264         char vabuf[1024];
3265
3266         if (Cmd_Argc(cmd) != 2)
3267         {
3268                 Con_Print("usage: modeldecompile <filename>\n");
3269                 return;
3270         }
3271
3272         strlcpy(inname, Cmd_Argv(cmd, 1), sizeof(inname));
3273         FS_StripExtension(inname, basename, sizeof(basename));
3274
3275         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3276         if (!mod)
3277         {
3278                 Con_Print("No such model\n");
3279                 return;
3280         }
3281         if (mod->brush.submodel)
3282         {
3283                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3284                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3285                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3286                 outname[0] = 0;
3287         }
3288         if (!mod->surfmesh.num_triangles)
3289         {
3290                 Con_Print("Empty model (or sprite)\n");
3291                 return;
3292         }
3293
3294         // export OBJ if possible (not on sprites)
3295         if (mod->surfmesh.num_triangles)
3296         {
3297                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3298                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3299                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3300         }
3301
3302         // export SMD if possible (only for skeletal models)
3303         if (mod->surfmesh.num_triangles && mod->num_bones)
3304         {
3305                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3306                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3307                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3308                 if (l > 0) zymtextsize += l;
3309                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3310                 if (l > 0) dpmtextsize += l;
3311                 for (i = 0;i < mod->numframes;i = j)
3312                 {
3313                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3314                         first = mod->animscenes[i].firstframe;
3315                         if (mod->animscenes[i].framecount > 1)
3316                         {
3317                                 // framegroup anim
3318                                 count = mod->animscenes[i].framecount;
3319                                 j = i + 1;
3320                         }
3321                         else
3322                         {
3323                                 // individual frame
3324                                 // check for additional frames with same name
3325                                 for (l = 0, k = (int)strlen(animname);animname[l];l++)
3326                                         if(animname[l] < '0' || animname[l] > '9')
3327                                                 k = l + 1;
3328                                 if(k > 0 && animname[k-1] == '_')
3329                                         --k;
3330                                 animname[k] = 0;
3331                                 count = mod->num_poses - first;
3332                                 for (j = i + 1;j < mod->numframes;j++)
3333                                 {
3334                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3335                                         for (l = 0, k = (int)strlen(animname2);animname2[l];l++)
3336                                                 if(animname2[l] < '0' || animname2[l] > '9')
3337                                                         k = l + 1;
3338                                         if(k > 0 && animname[k-1] == '_')
3339                                                 --k;
3340                                         animname2[k] = 0;
3341                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3342                                         {
3343                                                 count = mod->animscenes[j].firstframe - first;
3344                                                 break;
3345                                         }
3346                                 }
3347                                 // if it's only one frame, use the original frame name
3348                                 if (j == i + 1)
3349                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3350                                 
3351                         }
3352                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3353                         Mod_Decompile_SMD(mod, outname, first, count, false);
3354                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3355                         {
3356                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3357                                 if (l > 0) zymtextsize += l;
3358                         }
3359                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3360                         {
3361                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3362                                 if (l > 0) dpmtextsize += l;
3363                         }
3364                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3365                         {
3366                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3367                                 if (l > 0) framegroupstextsize += l;
3368                         }
3369                 }
3370                 if (zymtextsize)
3371                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3372                 if (dpmtextsize)
3373                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3374                 if (framegroupstextsize)
3375                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3376         }
3377 }
3378
3379 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, mempool_t *mempool, int width, int height)
3380 {
3381         int y;
3382         memset(state, 0, sizeof(*state));
3383         state->width = width;
3384         state->height = height;
3385         state->currentY = 0;
3386         state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(mempool, state->height * sizeof(*state->rows));
3387         for (y = 0;y < state->height;y++)
3388         {
3389                 state->rows[y].currentX = 0;
3390                 state->rows[y].rowY = -1;
3391         }
3392 }
3393
3394 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3395 {
3396         int y;
3397         state->currentY = 0;
3398         for (y = 0;y < state->height;y++)
3399         {
3400                 state->rows[y].currentX = 0;
3401                 state->rows[y].rowY = -1;
3402         }
3403 }
3404
3405 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3406 {
3407         if (state->rows)
3408                 Mem_Free(state->rows);
3409         memset(state, 0, sizeof(*state));
3410 }
3411
3412 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3413 {
3414         mod_alloclightmap_row_t *row;
3415         int y;
3416
3417         row = state->rows + blockheight;
3418         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3419         {
3420                 if (state->currentY + blockheight <= state->height)
3421                 {
3422                         // use the current allocation position
3423                         row->rowY = state->currentY;
3424                         row->currentX = 0;
3425                         state->currentY += blockheight;
3426                 }
3427                 else
3428                 {
3429                         // find another position
3430                         for (y = blockheight;y < state->height;y++)
3431                         {
3432                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3433                                 {
3434                                         row = state->rows + y;
3435                                         break;
3436                                 }
3437                         }
3438                         if (y == state->height)
3439                                 return false;
3440                 }
3441         }
3442         *outy = row->rowY;
3443         *outx = row->currentX;
3444         row->currentX += blockwidth;
3445
3446         return true;
3447 }
3448
3449 typedef struct lightmapsample_s
3450 {
3451         float pos[3];
3452         float sh1[4][3];
3453         float *vertex_color;
3454         unsigned char *lm_bgr;
3455         unsigned char *lm_dir;
3456 }
3457 lightmapsample_t;
3458
3459 typedef struct lightmapvertex_s
3460 {
3461         int index;
3462         float pos[3];
3463         float normal[3];
3464         float texcoordbase[2];
3465         float texcoordlightmap[2];
3466         float lightcolor[4];
3467 }
3468 lightmapvertex_t;
3469
3470 typedef struct lightmaptriangle_s
3471 {
3472         int triangleindex;
3473         int surfaceindex;
3474         int lightmapindex;
3475         int axis;
3476         int lmoffset[2];
3477         int lmsize[2];
3478         // 2D modelspace coordinates of min corner
3479         // snapped to lightmap grid but not in grid coordinates
3480         float lmbase[2];
3481         // 2D modelspace to lightmap coordinate scale
3482         float lmscale[2];
3483         float vertex[3][3];
3484         float mins[3];
3485         float maxs[3];
3486 }
3487 lightmaptriangle_t;
3488
3489 typedef struct lightmaplight_s
3490 {
3491         float origin[3];
3492         float radius;
3493         float iradius;
3494         float radius2;
3495         float color[3];
3496         svbsp_t svbsp;
3497 }
3498 lightmaplight_t;
3499
3500 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3501
3502 #define MAX_LIGHTMAPSAMPLES 64
3503 static int mod_generatelightmaps_numoffsets[3];
3504 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3505
3506 static int mod_generatelightmaps_numlights;
3507 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3508
3509 extern cvar_t r_shadow_lightattenuationdividebias;
3510 extern cvar_t r_shadow_lightattenuationlinearscale;
3511
3512 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3513 {
3514         int i;
3515         int index;
3516         int result;
3517         float relativepoint[3];
3518         float color[3];
3519         float dir[3];
3520         float dist;
3521         float dist2;
3522         float intensity;
3523         float sample[5*3];
3524         float lightorigin[3];
3525         float lightradius;
3526         float lightradius2;
3527         float lightiradius;
3528         float lightcolor[3];
3529         trace_t trace;
3530         for (i = 0;i < 5*3;i++)
3531                 sample[i] = 0.0f;
3532         for (index = 0;;index++)
3533         {
3534                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3535                 if (result < 0)
3536                         break;
3537                 if (result == 0)
3538                         continue;
3539                 lightradius2 = lightradius * lightradius;
3540                 VectorSubtract(lightorigin, pos, relativepoint);
3541                 dist2 = VectorLength2(relativepoint);
3542                 if (dist2 >= lightradius2)
3543                         continue;
3544                 lightiradius = 1.0f / lightradius;
3545                 dist = sqrt(dist2) * lightiradius;
3546                 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3547                 if (intensity <= 0.0f)
3548                         continue;
3549                 if (model && model->TraceLine)
3550                 {
3551                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT | MATERIALFLAG_NOSHADOW);
3552                         if (trace.fraction < 1)
3553                                 continue;
3554                 }
3555                 // scale down intensity to add to both ambient and diffuse
3556                 //intensity *= 0.5f;
3557                 VectorNormalize(relativepoint);
3558                 VectorScale(lightcolor, intensity, color);
3559                 VectorMA(sample    , 0.5f            , color, sample    );
3560                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3561                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3562                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3563                 // calculate a weighted average light direction as well
3564                 intensity *= VectorLength(color);
3565                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3566         }
3567         // calculate the direction we'll use to reduce the sample to a directional light source
3568         VectorCopy(sample + 12, dir);
3569         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3570         VectorNormalize(dir);
3571         // extract the diffuse color along the chosen direction and scale it
3572         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3573         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3574         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3575         // subtract some of diffuse from ambient
3576         VectorMA(sample, -0.333f, diffuse, ambient);
3577         // store the normalized lightdir
3578         VectorCopy(dir, lightdir);
3579 }
3580
3581 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3582 {
3583         int surfaceindex;
3584         int triangleindex;
3585         const msurface_t *surface;
3586         const float *vertex3f = model->surfmesh.data_vertex3f;
3587         const int *element3i = model->surfmesh.data_element3i;
3588         const int *e;
3589         float v2[3][3];
3590         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3591         {
3592                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3593                         continue;
3594                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3595                         continue;
3596                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3597                 {
3598                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3599                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3600                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3601                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3602                 }
3603         }
3604 }
3605
3606 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3607 {
3608         int maxnodes = 1<<14;
3609         svbsp_node_t *nodes;
3610         float origin[3];
3611         float mins[3];
3612         float maxs[3];
3613         svbsp_t svbsp;
3614         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3615         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3616         VectorCopy(lightinfo->origin, origin);
3617         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3618         for (;;)
3619         {
3620                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3621                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3622                 if (svbsp.ranoutofnodes)
3623                 {
3624                         maxnodes *= 16;
3625                         if (maxnodes > 1<<22)
3626                         {
3627                                 Mem_Free(nodes);
3628                                 return;
3629                         }
3630                         Mem_Free(nodes);
3631                         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3632                 }
3633                 else
3634                         break;
3635         }
3636         if (svbsp.numnodes > 0)
3637         {
3638                 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3639                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3640                 lightinfo->svbsp = svbsp;
3641         }
3642         Mem_Free(nodes);
3643 }
3644
3645 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3646 {
3647         int index;
3648         int result;
3649         lightmaplight_t *lightinfo;
3650         float origin[3];
3651         float radius;
3652         float color[3];
3653         mod_generatelightmaps_numlights = 0;
3654         for (index = 0;;index++)
3655         {
3656                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3657                 if (result < 0)
3658                         break;
3659                 if (result > 0)
3660                         mod_generatelightmaps_numlights++;
3661         }
3662         if (mod_generatelightmaps_numlights > 0)
3663         {
3664                 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3665                 lightinfo = mod_generatelightmaps_lightinfo;
3666                 for (index = 0;;index++)
3667                 {
3668                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3669                         if (result < 0)
3670                                 break;
3671                         if (result > 0)
3672                                 lightinfo++;
3673                 }
3674         }
3675         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3676         {
3677                 lightinfo->iradius = 1.0f / lightinfo->radius;
3678                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3679                 // TODO: compute svbsp
3680                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3681         }
3682 }
3683
3684 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3685 {
3686         int i;
3687         if (mod_generatelightmaps_lightinfo)
3688         {
3689                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3690                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3691                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3692                 Mem_Free(mod_generatelightmaps_lightinfo);
3693         }
3694         mod_generatelightmaps_lightinfo = NULL;
3695         mod_generatelightmaps_numlights = 0;
3696 }
3697
3698 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3699 {
3700         const svbsp_node_t *node;
3701         const svbsp_node_t *nodes = svbsp->nodes;
3702         int num = 0;
3703         while (num >= 0)
3704         {
3705                 node = nodes + num;
3706                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3707         }
3708         return num == -1; // true if empty, false if solid (shadowed)
3709 }
3710
3711 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3712 {
3713         int i;
3714         float relativepoint[3];
3715         float color[3];
3716         float offsetpos[3];
3717         float dist;
3718         float dist2;
3719         float intensity;
3720         int offsetindex;
3721         int hits;
3722         int tests;
3723         const lightmaplight_t *lightinfo;
3724         trace_t trace;
3725         for (i = 0;i < 5*3;i++)
3726                 sample[i] = 0.0f;
3727         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3728         {
3729                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3730                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3731                 // don't accept light from behind a surface, it causes bad shading
3732                 if (normal && DotProduct(relativepoint, normal) <= 0)
3733                         continue;
3734                 dist2 = VectorLength2(relativepoint);
3735                 if (dist2 >= lightinfo->radius2)
3736                         continue;
3737                 dist = sqrt(dist2) * lightinfo->iradius;
3738                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3739                 if (intensity <= 0)
3740                         continue;
3741                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3742                 {
3743                         hits = 0;
3744                         tests = 1;
3745                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3746                                 hits++;
3747                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3748                         {
3749                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3750                                 if (!normal)
3751                                 {
3752                                         // for light grid we'd better check visibility of the offset point
3753                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT | MATERIALFLAG_NOSHADOW);
3754                                         if (trace.fraction < 1)
3755                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3756                                 }
3757                                 tests++;
3758                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3759                                         hits++;
3760                         }
3761                         if (!hits)
3762                                 continue;
3763                         // scale intensity according to how many rays succeeded
3764                         // we know one test is valid, half of the rest will fail...
3765                         //if (normal && tests > 1)
3766                         //      intensity *= (tests - 1.0f) / tests;
3767                         intensity *= (float)hits / tests;
3768                 }
3769                 // scale down intensity to add to both ambient and diffuse
3770                 //intensity *= 0.5f;
3771                 VectorNormalize(relativepoint);
3772                 VectorScale(lightinfo->color, intensity, color);
3773                 VectorMA(sample    , 0.5f            , color, sample    );
3774                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3775                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3776                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3777                 // calculate a weighted average light direction as well
3778                 intensity *= VectorLength(color);
3779                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3780         }
3781 }
3782
3783 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3784 {
3785         float sample[5*3];
3786         float color[3];
3787         float dir[3];
3788         float f;
3789         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3790         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3791         VectorCopy(sample + 12, dir);
3792         VectorNormalize(dir);
3793         //VectorAdd(dir, normal, dir);
3794         //VectorNormalize(dir);
3795         f = DotProduct(dir, normal);
3796         f = max(0, f) * 255.0f;
3797         VectorScale(sample, f, color);
3798         //VectorCopy(normal, dir);
3799         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3800         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3801         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3802         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3803         lm_bgr[3] = 255;
3804         lm_dir[0] = (unsigned char)dir[2];
3805         lm_dir[1] = (unsigned char)dir[1];
3806         lm_dir[2] = (unsigned char)dir[0];
3807         lm_dir[3] = 255;
3808 }
3809
3810 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3811 {
3812         float sample[5*3];
3813         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3814         VectorCopy(sample, vertex_color);
3815 }
3816
3817 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3818 {
3819         float sample[5*3];
3820         float ambient[3];
3821         float diffuse[3];
3822         float dir[3];
3823         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3824         // calculate the direction we'll use to reduce the sample to a directional light source
3825         VectorCopy(sample + 12, dir);
3826         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3827         VectorNormalize(dir);
3828         // extract the diffuse color along the chosen direction and scale it
3829         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3830         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3831         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3832         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3833         VectorScale(sample, 127.5f, ambient);
3834         VectorMA(ambient, -0.333f, diffuse, ambient);
3835         // encode to the grid format
3836         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3837         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3838         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3839         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3840         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3841         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3842         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3843         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3844         else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
3845 }
3846
3847 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3848 {
3849         float radius[3];
3850         float temp[3];
3851         int i, j;
3852         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3853         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3854         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3855         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3856         radius[0] = mod_generatelightmaps_lightmapradius.value;
3857         radius[1] = mod_generatelightmaps_vertexradius.value;
3858         radius[2] = mod_generatelightmaps_gridradius.value;
3859         for (i = 0;i < 3;i++)
3860         {
3861                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3862                 {
3863                         VectorRandom(temp);
3864                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3865                 }
3866         }
3867 }
3868
3869 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3870 {
3871         msurface_t *surface;
3872         int surfaceindex;
3873         int i;
3874         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3875         {
3876                 surface = model->data_surfaces + surfaceindex;
3877                 surface->lightmaptexture = NULL;
3878                 surface->deluxemaptexture = NULL;
3879         }
3880         if (model->brushq3.data_lightmaps)
3881         {
3882                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3883                         if (model->brushq3.data_lightmaps[i])
3884                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3885                 Mem_Free(model->brushq3.data_lightmaps);
3886                 model->brushq3.data_lightmaps = NULL;
3887         }
3888         if (model->brushq3.data_deluxemaps)
3889         {
3890                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3891                         if (model->brushq3.data_deluxemaps[i])
3892                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3893                 Mem_Free(model->brushq3.data_deluxemaps);
3894                 model->brushq3.data_deluxemaps = NULL;
3895         }
3896 }
3897
3898 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3899 {
3900         msurface_t *surface;
3901         int surfaceindex;
3902         int vertexindex;
3903         int outvertexindex;
3904         int i;
3905         const int *e;
3906         surfmesh_t oldsurfmesh;
3907         size_t size;
3908         unsigned char *data;
3909         oldsurfmesh = model->surfmesh;
3910         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3911         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3912         size = 0;
3913         size += model->surfmesh.num_vertices * sizeof(float[3]);
3914         size += model->surfmesh.num_vertices * sizeof(float[3]);
3915         size += model->surfmesh.num_vertices * sizeof(float[3]);
3916         size += model->surfmesh.num_vertices * sizeof(float[3]);
3917         size += model->surfmesh.num_vertices * sizeof(float[2]);
3918         size += model->surfmesh.num_vertices * sizeof(float[2]);
3919         size += model->surfmesh.num_vertices * sizeof(float[4]);
3920         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3921         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3922         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3923         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3924         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3925         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3926         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3927         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3928         if (model->surfmesh.num_vertices > 65536)
3929                 model->surfmesh.data_element3s = NULL;
3930
3931         if (model->surfmesh.data_element3i_indexbuffer && !model->surfmesh.data_element3i_indexbuffer->isdynamic)
3932                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3933         model->surfmesh.data_element3i_indexbuffer = NULL;
3934         if (model->surfmesh.data_element3s_indexbuffer && !model->surfmesh.data_element3s_indexbuffer->isdynamic)
3935                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3936         model->surfmesh.data_element3s_indexbuffer = NULL;
3937         if (model->surfmesh.data_vertex3f_vertexbuffer && !model->surfmesh.data_vertex3f_vertexbuffer->isdynamic)
3938                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_vertex3f_vertexbuffer);
3939         model->surfmesh.data_vertex3f_vertexbuffer = NULL;
3940         model->surfmesh.data_svector3f_vertexbuffer = NULL;
3941         model->surfmesh.data_tvector3f_vertexbuffer = NULL;
3942         model->surfmesh.data_normal3f_vertexbuffer = NULL;
3943         model->surfmesh.data_texcoordtexture2f_vertexbuffer = NULL;
3944         model->surfmesh.data_texcoordlightmap2f_vertexbuffer = NULL;
3945         model->surfmesh.data_lightmapcolor4f_vertexbuffer = NULL;
3946         model->surfmesh.data_skeletalindex4ub_vertexbuffer = NULL;
3947         model->surfmesh.data_skeletalweight4ub_vertexbuffer = NULL;
3948
3949         // convert all triangles to unique vertex data
3950         outvertexindex = 0;
3951         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3952         {
3953                 surface = model->data_surfaces + surfaceindex;
3954                 surface->num_firstvertex = outvertexindex;
3955                 surface->num_vertices = surface->num_triangles*3;
3956                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3957                 for (i = 0;i < surface->num_triangles*3;i++)
3958                 {
3959                         vertexindex = e[i];
3960                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3961                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3962                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3963                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3964                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3965                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3966                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3967                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3968                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3969                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3970                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3971                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3972                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3973                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3974                         if (oldsurfmesh.data_texcoordlightmap2f)
3975                         {
3976                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3977                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3978                         }
3979                         if (oldsurfmesh.data_lightmapcolor4f)
3980                         {
3981                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3982                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3983                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3984                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3985                         }
3986                         else
3987                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3988                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3989                         outvertexindex++;
3990                 }
3991         }
3992         if (model->surfmesh.data_element3s)
3993                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3994                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
3995
3996         // find and update all submodels to use this new surfmesh data
3997         for (i = 0;i < model->brush.numsubmodels;i++)
3998                 model->brush.submodels[i]->surfmesh = model->surfmesh;
3999 }
4000
4001 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4002 {
4003         msurface_t *surface;
4004         int surfaceindex;
4005         int i;
4006         int axis;
4007         float normal[3];
4008         const int *e;
4009         lightmaptriangle_t *triangle;
4010         // generate lightmap triangle structs
4011         mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4012         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4013         {
4014                 surface = model->data_surfaces + surfaceindex;
4015                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4016                 for (i = 0;i < surface->num_triangles;i++)
4017                 {
4018                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4019                         triangle->triangleindex = surface->num_firsttriangle+i;
4020                         triangle->surfaceindex = surfaceindex;
4021                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4022                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4023                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4024                         // calculate bounds of triangle
4025                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4026                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4027                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4028                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4029                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4030                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4031                         // pick an axial projection based on the triangle normal
4032                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4033                         axis = 0;
4034                         if (fabs(normal[1]) > fabs(normal[axis]))
4035                                 axis = 1;
4036                         if (fabs(normal[2]) > fabs(normal[axis]))
4037                                 axis = 2;
4038                         triangle->axis = axis;
4039                 }
4040         }
4041 }
4042
4043 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4044 {
4045         if (mod_generatelightmaps_lightmaptriangles)
4046                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4047         mod_generatelightmaps_lightmaptriangles = NULL;
4048 }
4049
4050 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4051
4052 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4053 {
4054         msurface_t *surface;
4055         int surfaceindex;
4056         int lightmapindex;
4057         int lightmapnumber;
4058         int i;
4059         int j;
4060         int k;
4061         int x;
4062         int y;
4063         int axis;
4064         int axis1;
4065         int axis2;
4066         int retry;
4067         int pixeloffset;
4068         float trianglenormal[3];
4069         float samplecenter[3];
4070         float samplenormal[3];
4071         float temp[3];
4072         float lmiscale[2];
4073         float slopex;
4074         float slopey;
4075         float slopebase;
4076         float lmscalepixels;
4077         float lmmins;
4078         float lmmaxs;
4079         float lm_basescalepixels;
4080         int lm_borderpixels;
4081         int lm_texturesize;
4082         //int lm_maxpixels;
4083         const int *e;
4084         lightmaptriangle_t *triangle;
4085         unsigned char *lightmappixels;
4086         unsigned char *deluxemappixels;
4087         mod_alloclightmap_state_t lmstate;
4088         char vabuf[1024];
4089
4090         // generate lightmap projection information for all triangles
4091         if (model->texturepool == NULL)
4092                 model->texturepool = R_AllocTexturePool();
4093         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4094         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4095         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4096         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4097         Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
4098         lightmapnumber = 0;
4099         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4100         {
4101                 surface = model->data_surfaces + surfaceindex;
4102                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4103                 lmscalepixels = lm_basescalepixels;
4104                 for (retry = 0;retry < 30;retry++)
4105                 {
4106                         // after a couple failed attempts, degrade quality to make it fit
4107                         if (retry > 1)
4108                                 lmscalepixels *= 0.5f;
4109                         for (i = 0;i < surface->num_triangles;i++)
4110                         {
4111                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4112                                 triangle->lightmapindex = lightmapnumber;
4113                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4114                                 // pick two planar axes for projection
4115                                 // lightmap coordinates here are in pixels
4116                                 // lightmap projections are snapped to pixel grid explicitly, such
4117                                 // that two neighboring triangles sharing an edge and projection
4118                                 // axis will have identical sample spacing along their shared edge
4119                                 k = 0;
4120                                 for (j = 0;j < 3;j++)
4121                                 {
4122                                         if (j == triangle->axis)
4123                                                 continue;
4124                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4125                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4126                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4127                                         triangle->lmbase[k] = lmmins/lmscalepixels;
4128                                         triangle->lmscale[k] = lmscalepixels;
4129                                         k++;
4130                                 }
4131                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4132                                         break;
4133                         }
4134                         // if all fit in this texture, we're done with this surface
4135                         if (i == surface->num_triangles)
4136                                 break;
4137                         // if we haven't maxed out the lightmap size yet, we retry the
4138                         // entire surface batch...
4139                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4140                         {
4141                                 lm_texturesize *= 2;
4142                                 surfaceindex = -1;
4143                                 lightmapnumber = 0;
4144                                 Mod_AllocLightmap_Free(&lmstate);
4145                                 Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
4146                                 break;
4147                         }
4148                         // if we have maxed out the lightmap size, and this triangle does
4149                         // not fit in the same texture as the rest of the surface, we have
4150                         // to retry the entire surface in a new texture (can only use one)
4151                         // with multiple retries, the lightmap quality degrades until it
4152                         // fits (or gives up)
4153                         if (surfaceindex > 0)
4154                                 lightmapnumber++;
4155                         Mod_AllocLightmap_Reset(&lmstate);
4156                 }
4157         }
4158         lightmapnumber++;
4159         Mod_AllocLightmap_Free(&lmstate);
4160
4161         // now put triangles together into lightmap textures, and do not allow
4162         // triangles of a surface to go into different textures (as that would
4163         // require rewriting the surface list)
4164         model->brushq3.deluxemapping_modelspace = true;
4165         model->brushq3.deluxemapping = true;
4166         model->brushq3.num_mergedlightmaps = lightmapnumber;
4167         model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4168         model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4169         lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4170         deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4171         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4172         {
4173                 surface = model->data_surfaces + surfaceindex;
4174                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4175                 for (i = 0;i < surface->num_triangles;i++)
4176                 {
4177                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4178                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4179                         VectorNormalize(trianglenormal);
4180                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4181                         axis = triangle->axis;
4182                         axis1 = axis == 0 ? 1 : 0;
4183                         axis2 = axis == 2 ? 1 : 2;
4184                         lmiscale[0] = 1.0f / triangle->lmscale[0];
4185                         lmiscale[1] = 1.0f / triangle->lmscale[1];
4186                         if (trianglenormal[axis] < 0)
4187                                 VectorNegate(trianglenormal, trianglenormal);
4188                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4189                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4190                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4191                         for (j = 0;j < 3;j++)
4192                         {
4193                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4194                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4195                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4196 #if 0
4197                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4198                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4199                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4200                                 Con_Printf("%f:%f %f:%f %f:%f = %f %f\n", triangle->vertex[j][axis1], samplecenter[axis1], triangle->vertex[j][axis2], samplecenter[axis2], triangle->vertex[j][axis], samplecenter[axis], t2f[0], t2f[1]);
4201 #endif
4202                         }
4203
4204 #if 0
4205                         switch (axis)
4206                         {
4207                         default:
4208                         case 0:
4209                                 forward[0] = 0;
4210                                 forward[1] = 1.0f / triangle->lmscale[0];
4211                                 forward[2] = 0;
4212                                 left[0] = 0;
4213                                 left[1] = 0;
4214                                 left[2] = 1.0f / triangle->lmscale[1];
4215                                 up[0] = 1.0f;
4216                                 up[1] = 0;
4217                                 up[2] = 0;
4218                                 origin[0] = 0;
4219                                 origin[1] = triangle->lmbase[0];
4220                                 origin[2] = triangle->lmbase[1];
4221                                 break;
4222                         case 1:
4223                                 forward[0] = 1.0f / triangle->lmscale[0];
4224                                 forward[1] = 0;
4225                                 forward[2] = 0;
4226                                 left[0] = 0;
4227                                 left[1] = 0;
4228                                 left[2] = 1.0f / triangle->lmscale[1];
4229                                 up[0] = 0;
4230                                 up[1] = 1.0f;
4231                                 up[2] = 0;
4232                                 origin[0] = triangle->lmbase[0];
4233                                 origin[1] = 0;
4234                                 origin[2] = triangle->lmbase[1];
4235                                 break;
4236                         case 2:
4237                                 forward[0] = 1.0f / triangle->lmscale[0];
4238                                 forward[1] = 0;
4239                                 forward[2] = 0;
4240                                 left[0] = 0;
4241                                 left[1] = 1.0f / triangle->lmscale[1];
4242                                 left[2] = 0;
4243                                 up[0] = 0;
4244                                 up[1] = 0;
4245                                 up[2] = 1.0f;
4246                                 origin[0] = triangle->lmbase[0];
4247                                 origin[1] = triangle->lmbase[1];
4248                                 origin[2] = 0;
4249                                 break;
4250                         }
4251                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4252 #endif
4253 #define LM_DIST_EPSILON (1.0f / 32.0f)
4254                         for (y = 0;y < triangle->lmsize[1];y++)
4255                         {
4256                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4257                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4258                                 {
4259                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4260                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4261                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4262                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4263                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4264                                 }
4265                         }
4266                 }
4267         }
4268
4269         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4270         {
4271                 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4272                 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4273         }
4274
4275         if (lightmappixels)
4276                 Mem_Free(lightmappixels);
4277         if (deluxemappixels)
4278                 Mem_Free(deluxemappixels);
4279
4280         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4281         {
4282                 surface = model->data_surfaces + surfaceindex;
4283                 if (!surface->num_triangles)
4284                         continue;
4285                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4286                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4287                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4288                 surface->lightmapinfo = NULL;
4289         }
4290
4291         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4292         model->brushq1.lightdata = NULL;
4293         model->brushq1.lightmapupdateflags = NULL;
4294         model->brushq1.firstrender = false;
4295         model->brushq1.num_lightstyles = 0;
4296         model->brushq1.data_lightstyleinfo = NULL;
4297         for (i = 0;i < model->brush.numsubmodels;i++)
4298         {
4299                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4300                 model->brush.submodels[i]->brushq1.firstrender = false;
4301                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4302                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4303         }
4304 }
4305
4306 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4307 {
4308         int i;
4309         for (i = 0;i < model->surfmesh.num_vertices;i++)
4310                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4311 }
4312
4313 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4314 {
4315         int x;
4316         int y;
4317         int z;
4318         int index = 0;
4319         float pos[3];
4320         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4321         {
4322                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4323                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4324                 {
4325                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4326                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4327                         {
4328                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4329                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4330                         }
4331                 }
4332         }
4333 }
4334
4335 extern cvar_t mod_q3bsp_nolightmaps;
4336 static void Mod_GenerateLightmaps(dp_model_t *model)
4337 {
4338         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4339         dp_model_t *oldloadmodel = loadmodel;
4340         loadmodel = model;
4341
4342         Mod_GenerateLightmaps_InitSampleOffsets(model);
4343         Mod_GenerateLightmaps_DestroyLightmaps(model);
4344         Mod_GenerateLightmaps_UnweldTriangles(model);
4345         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4346         Mod_GenerateLightmaps_CreateLights(model);
4347         if(!mod_q3bsp_nolightmaps.integer)
4348                 Mod_GenerateLightmaps_CreateLightmaps(model);
4349         Mod_GenerateLightmaps_UpdateVertexColors(model);
4350         Mod_GenerateLightmaps_UpdateLightGrid(model);
4351         Mod_GenerateLightmaps_DestroyLights(model);
4352         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4353
4354         loadmodel = oldloadmodel;
4355 }
4356
4357 static void Mod_GenerateLightmaps_f(cmd_state_t *cmd)
4358 {
4359         if (Cmd_Argc(cmd) != 1)
4360         {
4361                 Con_Printf("usage: mod_generatelightmaps\n");
4362                 return;
4363         }
4364         if (!cl.worldmodel)
4365         {
4366                 Con_Printf("no worldmodel loaded\n");
4367                 return;
4368         }
4369         Mod_GenerateLightmaps(cl.worldmodel);
4370 }
4371
4372 void Mod_Mesh_Create(dp_model_t *mod, const char *name)
4373 {
4374         memset(mod, 0, sizeof(*mod));
4375         strlcpy(mod->name, name, sizeof(mod->name));
4376         mod->mempool = Mem_AllocPool(name, 0, NULL);
4377         mod->texturepool = R_AllocTexturePool();
4378         mod->Draw = R_Mod_Draw;
4379         mod->DrawDepth = R_Mod_DrawDepth;
4380         mod->DrawDebug = R_Mod_DrawDebug;
4381         mod->DrawPrepass = R_Mod_DrawPrepass;
4382         mod->GetLightInfo = R_Mod_GetLightInfo;
4383         mod->DrawShadowMap = R_Mod_DrawShadowMap;
4384         mod->DrawLight = R_Mod_DrawLight;
4385 }
4386
4387 void Mod_Mesh_Destroy(dp_model_t *mod)
4388 {
4389         Mod_UnloadModel(mod);
4390 }
4391
4392 // resets the mesh model to have no geometry to render, ready for a new frame -
4393 // the mesh will be prepared for rendering later using Mod_Mesh_Finalize
4394 void Mod_Mesh_Reset(dp_model_t *mod)
4395 {
4396         mod->num_surfaces = 0;
4397         mod->surfmesh.num_vertices = 0;
4398         mod->surfmesh.num_triangles = 0;
4399         memset(mod->surfmesh.data_vertexhash, -1, mod->surfmesh.num_vertexhashsize * sizeof(*mod->surfmesh.data_vertexhash));
4400         mod->DrawSky = NULL; // will be set if a texture needs it
4401         mod->DrawAddWaterPlanes = NULL; // will be set if a texture needs it
4402 }
4403
4404 texture_t *Mod_Mesh_GetTexture(dp_model_t *mod, const char *name, int defaultdrawflags, int defaulttexflags, int defaultmaterialflags)
4405 {
4406         int i;
4407         texture_t *t;
4408         int drawflag = defaultdrawflags & DRAWFLAG_MASK;
4409         for (i = 0, t = mod->data_textures; i < mod->num_textures; i++, t++)
4410                 if (!strcmp(t->name, name) && t->mesh_drawflag == drawflag && t->mesh_defaulttexflags == defaulttexflags && t->mesh_defaultmaterialflags == defaultmaterialflags)
4411                         return t;
4412         if (mod->max_textures <= mod->num_textures)
4413         {
4414                 texture_t *oldtextures = mod->data_textures;
4415                 mod->max_textures = max(mod->max_textures * 2, 1024);
4416                 mod->data_textures = (texture_t *)Mem_Realloc(mod->mempool, mod->data_textures, mod->max_textures * sizeof(*mod->data_textures));
4417                 // update the pointers
4418                 for (i = 0; i < mod->num_surfaces; i++)
4419                         mod->data_surfaces[i].texture = mod->data_textures + (mod->data_surfaces[i].texture - oldtextures);
4420         }
4421         t = &mod->data_textures[mod->num_textures++];
4422         Mod_LoadTextureFromQ3Shader(mod->mempool, mod->name, t, name, true, true, defaulttexflags, defaultmaterialflags);
4423         t->mesh_drawflag = drawflag;
4424         t->mesh_defaulttexflags = defaulttexflags;
4425         t->mesh_defaultmaterialflags = defaultmaterialflags;
4426         switch (defaultdrawflags & DRAWFLAG_MASK)
4427         {
4428         case DRAWFLAG_ADDITIVE:
4429                 t->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED;
4430                 t->currentmaterialflags = t->basematerialflags;
4431                 break;
4432         case DRAWFLAG_MODULATE:
4433                 t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
4434                 t->currentmaterialflags = t->basematerialflags;
4435                 t->customblendfunc[0] = GL_DST_COLOR;
4436                 t->customblendfunc[1] = GL_ZERO;
4437                 break;
4438         case DRAWFLAG_2XMODULATE:
4439                 t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
4440                 t->currentmaterialflags = t->basematerialflags;
4441                 t->customblendfunc[0] = GL_DST_COLOR;
4442                 t->customblendfunc[1] = GL_SRC_COLOR;
4443                 break;
4444         case DRAWFLAG_SCREEN:
4445                 t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
4446                 t->currentmaterialflags = t->basematerialflags;
4447                 t->customblendfunc[0] = GL_ONE_MINUS_DST_COLOR;
4448                 t->customblendfunc[1] = GL_ONE;
4449                 break;
4450         default:
4451                 break;
4452         }
4453         return t;
4454 }
4455
4456 msurface_t *Mod_Mesh_AddSurface(dp_model_t *mod, texture_t *tex, qboolean batchwithprevioussurface)
4457 {
4458         msurface_t *surf;
4459         // batch if possible; primarily useful for UI rendering where bounding boxes don't matter
4460         if (batchwithprevioussurface && mod->num_surfaces > 0 && mod->data_surfaces[mod->num_surfaces - 1].texture == tex)
4461                 return mod->data_surfaces + mod->num_surfaces - 1;
4462         // create new surface
4463         if (mod->max_surfaces == mod->num_surfaces)
4464         {
4465                 mod->max_surfaces = 2 * max(mod->num_surfaces, 64);
4466                 mod->data_surfaces = (msurface_t *)Mem_Realloc(mod->mempool, mod->data_surfaces, mod->max_surfaces * sizeof(*mod->data_surfaces));
4467                 mod->sortedmodelsurfaces = (int *)Mem_Realloc(mod->mempool, mod->sortedmodelsurfaces, mod->max_surfaces * sizeof(*mod->sortedmodelsurfaces));
4468         }
4469         surf = mod->data_surfaces + mod->num_surfaces;
4470         mod->num_surfaces++;
4471         memset(surf, 0, sizeof(*surf));
4472         surf->texture = tex;
4473         surf->num_firsttriangle = mod->surfmesh.num_triangles;
4474         surf->num_firstvertex = mod->surfmesh.num_vertices;
4475         if (tex->basematerialflags & (MATERIALFLAG_SKY))
4476                 mod->DrawSky = R_Mod_DrawSky;
4477         if (tex->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
4478                 mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
4479         return surf;
4480 }
4481
4482 int Mod_Mesh_IndexForVertex(dp_model_t *mod, msurface_t *surf, float x, float y, float z, float nx, float ny, float nz, float s, float t, float u, float v, float r, float g, float b, float a)
4483 {
4484         int hashindex, h, vnum, mask;
4485         surfmesh_t *mesh = &mod->surfmesh;
4486         if (mesh->max_vertices == mesh->num_vertices)
4487         {
4488                 mesh->max_vertices = max(mesh->num_vertices * 2, 256);
4489                 mesh->data_vertex3f = (float *)Mem_Realloc(mod->mempool, mesh->data_vertex3f, mesh->max_vertices * sizeof(float[3]));
4490                 mesh->data_svector3f = (float *)Mem_Realloc(mod->mempool, mesh->data_svector3f, mesh->max_vertices * sizeof(float[3]));
4491                 mesh->data_tvector3f = (float *)Mem_Realloc(mod->mempool, mesh->data_tvector3f, mesh->max_vertices * sizeof(float[3]));
4492                 mesh->data_normal3f = (float *)Mem_Realloc(mod->mempool, mesh->data_normal3f, mesh->max_vertices * sizeof(float[3]));
4493                 mesh->data_texcoordtexture2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordtexture2f, mesh->max_vertices * sizeof(float[2]));
4494                 mesh->data_texcoordlightmap2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordlightmap2f, mesh->max_vertices * sizeof(float[2]));
4495                 mesh->data_lightmapcolor4f = (float *)Mem_Realloc(mod->mempool, mesh->data_lightmapcolor4f, mesh->max_vertices * sizeof(float[4]));
4496                 // rebuild the hash table
4497                 mesh->num_vertexhashsize = 4 * mesh->max_vertices;
4498                 mesh->num_vertexhashsize &= ~(mesh->num_vertexhashsize - 1); // round down to pow2
4499                 mesh->data_vertexhash = (int *)Mem_Realloc(mod->mempool, mesh->data_vertexhash, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
4500                 memset(mesh->data_vertexhash, -1, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
4501                 mask = mod->surfmesh.num_vertexhashsize - 1;
4502                 // no need to hash the vertices for the entire model, the latest surface will suffice.
4503                 for (vnum = surf ? surf->num_firstvertex : 0; vnum < mesh->num_vertices; vnum++)
4504                 {
4505                         // this uses prime numbers intentionally for computing the hash
4506                         hashindex = (unsigned int)(mesh->data_vertex3f[vnum * 3 + 0] * 2003 + mesh->data_vertex3f[vnum * 3 + 1] * 4001 + mesh->data_vertex3f[vnum * 3 + 2] * 7919 + mesh->data_normal3f[vnum * 3 + 0] * 4097 + mesh->data_normal3f[vnum * 3 + 1] * 257 + mesh->data_normal3f[vnum * 3 + 2] * 17) & mask;
4507                         for (h = hashindex; mesh->data_vertexhash[h] >= 0; h = (h + 1) & mask)
4508                                 ; // just iterate until we find the terminator
4509                         mesh->data_vertexhash[h] = vnum;
4510                 }
4511         }
4512         mask = mod->surfmesh.num_vertexhashsize - 1;
4513         // this uses prime numbers intentionally for computing the hash
4514         hashindex = (unsigned int)(x * 2003 + y * 4001 + z * 7919 + nx * 4097 + ny * 257 + nz * 17) & mask;
4515         // when possible find an identical vertex within the same surface and return it
4516         for(h = hashindex;(vnum = mesh->data_vertexhash[h]) >= 0;h = (h + 1) & mask)
4517         {
4518                 if (vnum >= surf->num_firstvertex
4519                  && mesh->data_vertex3f[vnum * 3 + 0] == x && mesh->data_vertex3f[vnum * 3 + 1] == y && mesh->data_vertex3f[vnum * 3 + 2] == z
4520                  && mesh->data_normal3f[vnum * 3 + 0] == nx && mesh->data_normal3f[vnum * 3 + 1] == ny && mesh->data_normal3f[vnum * 3 + 2] == nz
4521                  && mesh->data_texcoordtexture2f[vnum * 2 + 0] == s && mesh->data_texcoordtexture2f[vnum * 2 + 1] == t
4522                  && mesh->data_texcoordlightmap2f[vnum * 2 + 0] == u && mesh->data_texcoordlightmap2f[vnum * 2 + 1] == v
4523                  && mesh->data_lightmapcolor4f[vnum * 4 + 0] == r && mesh->data_lightmapcolor4f[vnum * 4 + 1] == g && mesh->data_lightmapcolor4f[vnum * 4 + 2] == b && mesh->data_lightmapcolor4f[vnum * 4 + 3] == a)
4524                         return vnum;
4525         }
4526         // add the new vertex
4527         vnum = mesh->num_vertices++;
4528         if (surf->num_vertices > 0)
4529         {
4530                 if (surf->mins[0] > x) surf->mins[0] = x;
4531                 if (surf->mins[1] > y) surf->mins[1] = y;
4532                 if (surf->mins[2] > z) surf->mins[2] = z;
4533                 if (surf->maxs[0] < x) surf->maxs[0] = x;
4534                 if (surf->maxs[1] < y) surf->maxs[1] = y;
4535                 if (surf->maxs[2] < z) surf->maxs[2] = z;
4536         }
4537         else
4538         {
4539                 VectorSet(surf->mins, x, y, z);
4540                 VectorSet(surf->maxs, x, y, z);
4541         }
4542         surf->num_vertices = mesh->num_vertices - surf->num_firstvertex;
4543         mesh->data_vertexhash[h] = vnum;
4544         mesh->data_vertex3f[vnum * 3 + 0] = x;
4545         mesh->data_vertex3f[vnum * 3 + 1] = y;
4546         mesh->data_vertex3f[vnum * 3 + 2] = z;
4547         mesh->data_normal3f[vnum * 3 + 0] = nx;
4548         mesh->data_normal3f[vnum * 3 + 1] = ny;
4549         mesh->data_normal3f[vnum * 3 + 2] = nz;
4550         mesh->data_texcoordtexture2f[vnum * 2 + 0] = s;
4551         mesh->data_texcoordtexture2f[vnum * 2 + 1] = t;
4552         mesh->data_texcoordlightmap2f[vnum * 2 + 0] = u;
4553         mesh->data_texcoordlightmap2f[vnum * 2 + 1] = v;
4554         mesh->data_lightmapcolor4f[vnum * 4 + 0] = r;
4555         mesh->data_lightmapcolor4f[vnum * 4 + 1] = g;
4556         mesh->data_lightmapcolor4f[vnum * 4 + 2] = b;
4557         mesh->data_lightmapcolor4f[vnum * 4 + 3] = a;
4558         return vnum;
4559 }
4560
4561 void Mod_Mesh_AddTriangle(dp_model_t *mod, msurface_t *surf, int e0, int e1, int e2)
4562 {
4563         surfmesh_t *mesh = &mod->surfmesh;
4564         if (mesh->max_triangles == mesh->num_triangles)
4565         {
4566                 mesh->max_triangles = 2 * max(mesh->num_triangles, 128);
4567                 mesh->data_element3s = (unsigned short *)Mem_Realloc(mod->mempool, mesh->data_element3s, mesh->max_triangles * sizeof(unsigned short[3]));
4568                 mesh->data_element3i = (int *)Mem_Realloc(mod->mempool, mesh->data_element3i, mesh->max_triangles * sizeof(int[3]));
4569         }
4570         mesh->data_element3s[mesh->num_triangles * 3 + 0] = e0;
4571         mesh->data_element3s[mesh->num_triangles * 3 + 1] = e1;
4572         mesh->data_element3s[mesh->num_triangles * 3 + 2] = e2;
4573         mesh->data_element3i[mesh->num_triangles * 3 + 0] = e0;
4574         mesh->data_element3i[mesh->num_triangles * 3 + 1] = e1;
4575         mesh->data_element3i[mesh->num_triangles * 3 + 2] = e2;
4576         mesh->num_triangles++;
4577         surf->num_triangles++;
4578 }
4579
4580 static void Mod_Mesh_MakeSortedSurfaces(dp_model_t *mod)
4581 {
4582         int i, j;
4583         texture_t *tex;
4584         msurface_t *surf, *surf2;
4585
4586         // build the sorted surfaces list properly to reduce material setup
4587         // this is easy because we're just sorting on texture and don't care about the order of textures
4588         mod->nummodelsurfaces = 0;
4589         for (i = 0; i < mod->num_surfaces; i++)
4590                 mod->data_surfaces[i].included = false;
4591         for (i = 0; i < mod->num_surfaces; i++)
4592         {
4593                 surf = mod->data_surfaces + i;
4594                 if (surf->included)
4595                         continue;
4596                 tex = surf->texture;
4597                 // j = i is intentional
4598                 for (j = i; j < mod->num_surfaces; j++)
4599                 {
4600                         surf2 = mod->data_surfaces + j;
4601                         if (surf2->included)
4602                                 continue;
4603                         if (surf2->texture == tex)
4604                         {
4605                                 surf2->included = true;
4606                                 mod->sortedmodelsurfaces[mod->nummodelsurfaces++] = j;
4607                         }
4608                 }
4609         }
4610 }
4611
4612 static void Mod_Mesh_ComputeBounds(dp_model_t *mod)
4613 {
4614         int i;
4615         vec_t x2a, x2b, y2a, y2b, z2a, z2b, x2, y2, z2, yawradius, rotatedradius;
4616
4617         if (mod->surfmesh.num_vertices > 0)
4618         {
4619                 // calculate normalmins/normalmaxs
4620                 VectorCopy(mod->surfmesh.data_vertex3f, mod->normalmins);
4621                 VectorCopy(mod->surfmesh.data_vertex3f, mod->normalmaxs);
4622                 for (i = 1; i < mod->surfmesh.num_vertices; i++)
4623                 {
4624                         float x = mod->surfmesh.data_vertex3f[i * 3 + 0];
4625                         float y = mod->surfmesh.data_vertex3f[i * 3 + 1];
4626                         float z = mod->surfmesh.data_vertex3f[i * 3 + 2];
4627                         // expand bounds to include this vertex
4628                         if (mod->normalmins[0] > x) mod->normalmins[0] = x;
4629                         if (mod->normalmins[1] > y) mod->normalmins[1] = y;
4630                         if (mod->normalmins[2] > z) mod->normalmins[2] = z;
4631                         if (mod->normalmaxs[0] < x) mod->normalmaxs[0] = x;
4632                         if (mod->normalmaxs[1] < y) mod->normalmaxs[1] = y;
4633                         if (mod->normalmaxs[2] < z) mod->normalmaxs[2] = z;
4634                 }
4635                 // calculate yawmins/yawmaxs, rotatedmins/maxs from normalmins/maxs
4636                 // (fast but less accurate than doing it per vertex)
4637                 x2a = mod->normalmins[0] * mod->normalmins[0];
4638                 x2b = mod->normalmaxs[0] * mod->normalmaxs[0];
4639                 y2a = mod->normalmins[1] * mod->normalmins[1];
4640                 y2b = mod->normalmaxs[1] * mod->normalmaxs[1];
4641                 z2a = mod->normalmins[2] * mod->normalmins[2];
4642                 z2b = mod->normalmaxs[2] * mod->normalmaxs[2];
4643                 x2 = max(x2a, x2b);
4644                 y2 = max(y2a, y2b);
4645                 z2 = max(z2a, z2b);
4646                 yawradius = sqrt(x2 + y2);
4647                 rotatedradius = sqrt(x2 + y2 + z2);
4648                 VectorSet(mod->yawmins, -yawradius, -yawradius, mod->normalmins[2]);
4649                 VectorSet(mod->yawmaxs, yawradius, yawradius, mod->normalmaxs[2]);
4650                 VectorSet(mod->rotatedmins, -rotatedradius, -rotatedradius, -rotatedradius);
4651                 VectorSet(mod->rotatedmaxs, rotatedradius, rotatedradius, rotatedradius);
4652                 mod->radius = rotatedradius;
4653                 mod->radius2 = x2 + y2 + z2;
4654         }
4655         else
4656         {
4657                 VectorClear(mod->normalmins);
4658                 VectorClear(mod->normalmaxs);
4659                 VectorClear(mod->yawmins);
4660                 VectorClear(mod->yawmaxs);
4661                 VectorClear(mod->rotatedmins);
4662                 VectorClear(mod->rotatedmaxs);
4663                 mod->radius = 0;
4664                 mod->radius2 = 0;
4665         }
4666 }
4667
4668 void Mod_Mesh_Validate(dp_model_t *mod)
4669 {
4670         int i;
4671         qboolean warned = false;
4672         for (i = 0; i < mod->num_surfaces; i++)
4673         {
4674                 msurface_t *surf = mod->data_surfaces + i;
4675                 int *e = mod->surfmesh.data_element3i + surf->num_firsttriangle * 3;
4676                 int first = surf->num_firstvertex;
4677                 int end = surf->num_firstvertex + surf->num_vertices;
4678                 int j;
4679                 for (j = 0;j < surf->num_triangles * 3;j++)
4680                 {
4681                         if (e[j] < first || e[j] >= end)
4682                         {
4683                                 if (!warned)
4684                                         Con_DPrintf("Mod_Mesh_Validate: detected corrupt surface - debug me!\n");
4685                                 warned = true;
4686                                 e[j] = first;
4687                         }
4688                 }
4689         }
4690 }
4691
4692 static void Mod_Mesh_UploadDynamicBuffers(dp_model_t *mod)
4693 {
4694         mod->surfmesh.data_element3s_indexbuffer = mod->surfmesh.data_element3s ? R_BufferData_Store(mod->surfmesh.num_triangles * sizeof(short[3]), mod->surfmesh.data_element3s, R_BUFFERDATA_INDEX16, &mod->surfmesh.data_element3s_bufferoffset) : NULL;
4695         mod->surfmesh.data_element3i_indexbuffer = mod->surfmesh.data_element3i ? R_BufferData_Store(mod->surfmesh.num_triangles * sizeof(int[3]), mod->surfmesh.data_element3i, R_BUFFERDATA_INDEX32, &mod->surfmesh.data_element3i_bufferoffset) : NULL;
4696         mod->surfmesh.data_vertex3f_vertexbuffer = mod->surfmesh.data_vertex3f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[3]), mod->surfmesh.data_vertex3f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_vertex3f_bufferoffset) : NULL;
4697         mod->surfmesh.data_svector3f_vertexbuffer = mod->surfmesh.data_svector3f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[3]), mod->surfmesh.data_svector3f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_svector3f_bufferoffset) : NULL;
4698         mod->surfmesh.data_tvector3f_vertexbuffer = mod->surfmesh.data_tvector3f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[3]), mod->surfmesh.data_tvector3f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_tvector3f_bufferoffset) : NULL;
4699         mod->surfmesh.data_normal3f_vertexbuffer = mod->surfmesh.data_normal3f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[3]), mod->surfmesh.data_normal3f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_normal3f_bufferoffset) : NULL;
4700         mod->surfmesh.data_texcoordtexture2f_vertexbuffer = mod->surfmesh.data_texcoordtexture2f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[2]), mod->surfmesh.data_texcoordtexture2f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_texcoordtexture2f_bufferoffset) : NULL;
4701         mod->surfmesh.data_texcoordlightmap2f_vertexbuffer = mod->surfmesh.data_texcoordlightmap2f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[2]), mod->surfmesh.data_texcoordlightmap2f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_texcoordlightmap2f_bufferoffset) : NULL;
4702         mod->surfmesh.data_lightmapcolor4f_vertexbuffer = mod->surfmesh.data_lightmapcolor4f ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(float[4]), mod->surfmesh.data_lightmapcolor4f, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_lightmapcolor4f_bufferoffset) : NULL;
4703         mod->surfmesh.data_skeletalindex4ub_vertexbuffer = mod->surfmesh.data_skeletalindex4ub ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(unsigned char[4]), mod->surfmesh.data_skeletalindex4ub, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_skeletalindex4ub_bufferoffset) : NULL;
4704         mod->surfmesh.data_skeletalweight4ub_vertexbuffer = mod->surfmesh.data_skeletalweight4ub ? R_BufferData_Store(mod->surfmesh.num_vertices * sizeof(unsigned char[4]), mod->surfmesh.data_skeletalweight4ub, R_BUFFERDATA_VERTEX, &mod->surfmesh.data_skeletalweight4ub_bufferoffset) : NULL;
4705 }
4706
4707 void Mod_Mesh_Finalize(dp_model_t *mod)
4708 {
4709         if (gl_paranoid.integer)
4710                 Mod_Mesh_Validate(mod);
4711         Mod_Mesh_ComputeBounds(mod);
4712         Mod_Mesh_MakeSortedSurfaces(mod);
4713         if(!r_refdef.draw2dstage)
4714                 Mod_BuildTextureVectorsFromNormals(0, mod->surfmesh.num_vertices, mod->surfmesh.num_triangles, mod->surfmesh.data_vertex3f, mod->surfmesh.data_texcoordtexture2f, mod->surfmesh.data_normal3f, mod->surfmesh.data_element3i, mod->surfmesh.data_svector3f, mod->surfmesh.data_tvector3f, true);
4715         Mod_Mesh_UploadDynamicBuffers(mod);
4716 }