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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28 #include "polygon.h"
29
30 cvar_t r_mipskins = {CF_CLIENT | CF_ARCHIVE, "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 = {CF_CLIENT | CF_ARCHIVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
32 cvar_t mod_generatelightmaps_unitspersample = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
33 cvar_t mod_generatelightmaps_borderpixels = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
34 cvar_t mod_generatelightmaps_texturesize = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
35 cvar_t mod_generatelightmaps_lightmapsamples = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
36 cvar_t mod_generatelightmaps_vertexsamples = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
37 cvar_t mod_generatelightmaps_gridsamples = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
38 cvar_t mod_generatelightmaps_lightmapradius = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
39 cvar_t mod_generatelightmaps_vertexradius = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
40 cvar_t mod_generatelightmaps_gridradius = {CF_CLIENT | CF_ARCHIVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
41
42 model_t *loadmodel;
43
44 // Supported model formats
45 static modloader_t loader[] =
46 {
47         {"obj", NULL, 0, Mod_OBJ_Load},
48         {NULL, "IDPO", 4, Mod_IDP0_Load},
49         {NULL, "IDP2", 4, Mod_IDP2_Load},
50         {NULL, "IDP3", 4, Mod_IDP3_Load},
51         {NULL, "IDSP", 4, Mod_IDSP_Load},
52         {NULL, "IDS2", 4, Mod_IDS2_Load},
53         {NULL, "\035", 1, Mod_Q1BSP_Load},
54         {NULL, "\036", 1, Mod_HLBSP_Load},
55         {NULL, "BSP2", 4, Mod_BSP2_Load},
56         {NULL, "2PSB", 4, Mod_2PSB_Load},
57         {NULL, "IBSP", 4, Mod_IBSP_Load},
58         {NULL, "ZYMOTICMODEL", 13, Mod_ZYMOTICMODEL_Load},
59         {NULL, "DARKPLACESMODEL", 16, Mod_DARKPLACESMODEL_Load},
60         {NULL, "PSKMODEL", 9, Mod_PSKMODEL_Load},
61         {NULL, "INTERQUAKEMODEL", 16, Mod_INTERQUAKEMODEL_Load},
62         {"map", NULL, 0, Mod_MAP_Load},
63         {NULL, NULL, 0, NULL}
64 };
65
66 static mempool_t *mod_mempool;
67 static memexpandablearray_t models;
68
69 static mempool_t* q3shaders_mem;
70 typedef struct q3shader_hash_entry_s
71 {
72   shader_t shader;
73   struct q3shader_hash_entry_s* chain;
74 } q3shader_hash_entry_t;
75 #define Q3SHADER_HASH_SIZE  1021
76 typedef struct q3shader_data_s
77 {
78   memexpandablearray_t hash_entries;
79   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
80   memexpandablearray_t char_ptrs;
81 } q3shader_data_t;
82 static q3shader_data_t* q3shader_data;
83
84 static void mod_start(void)
85 {
86         int i, count;
87         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
88         model_t *mod;
89
90         SCR_PushLoadingScreen("Loading models", 1.0);
91         count = 0;
92         for (i = 0;i < nummodels;i++)
93                 if ((mod = (model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
94                         if (mod->used)
95                                 ++count;
96         for (i = 0;i < nummodels;i++)
97                 if ((mod = (model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
98                         if (mod->used)
99                         {
100                                 SCR_PushLoadingScreen(mod->name, 1.0 / count);
101                                 Mod_LoadModel(mod, true, false);
102                                 SCR_PopLoadingScreen(false);
103                         }
104         SCR_PopLoadingScreen(false);
105 }
106
107 static void mod_shutdown(void)
108 {
109         int i;
110         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
111         model_t *mod;
112
113         for (i = 0;i < nummodels;i++)
114                 if ((mod = (model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
115                         Mod_UnloadModel(mod);
116
117         Mod_FreeQ3Shaders();
118         Mod_Skeletal_FreeBuffers();
119 }
120
121 static void mod_newmap(void)
122 {
123         msurface_t *surface;
124         int i, j, k, l, surfacenum, ssize, tsize;
125         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
126         model_t *mod;
127
128         for (i = 0;i < nummodels;i++)
129         {
130                 if ((mod = (model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
131                 {
132                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
133                         {
134                                 // note that materialshaderpass and backgroundshaderpass point to shaderpasses[] and so do the pre/post shader ranges, so this catches all of them...
135                                 for (l = 0; l < Q3SHADER_MAXLAYERS; l++)
136                                         if (mod->data_textures[j].shaderpasses[l])
137                                                 for (k = 0; k < mod->data_textures[j].shaderpasses[l]->numframes; k++)
138                                                         R_SkinFrame_MarkUsed(mod->data_textures[j].shaderpasses[l]->skinframes[k]);
139                         }
140                         if (mod->brush.solidskyskinframe)
141                                 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
142                         if (mod->brush.alphaskyskinframe)
143                                 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
144                 }
145         }
146
147         if (!cl_stainmaps_clearonload.integer)
148                 return;
149
150         for (i = 0;i < nummodels;i++)
151         {
152                 if ((mod = (model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
153                 {
154                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
155                         {
156                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
157                                 {
158                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
159                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
160                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
161                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
162                                 }
163                         }
164                 }
165         }
166 }
167
168 /*
169 ===============
170 Mod_Init
171 ===============
172 */
173 static void Mod_Print_f(cmd_state_t *cmd);
174 static void Mod_Precache_f(cmd_state_t *cmd);
175 static void Mod_Decompile_f(cmd_state_t *cmd);
176 static void Mod_GenerateLightmaps_f(cmd_state_t *cmd);
177 void Mod_Init (void)
178 {
179         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
180         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(model_t), 16);
181
182         Mod_BrushInit();
183         Mod_AliasInit();
184         Mod_SpriteInit();
185
186         Cvar_RegisterVariable(&r_mipskins);
187         Cvar_RegisterVariable(&r_mipnormalmaps);
188         Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
189         Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
190         Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
191
192         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
193         Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
194         Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
195         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
196         Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
197         Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
198
199         Cmd_AddCommand(CF_CLIENT, "modellist", Mod_Print_f, "prints a list of loaded models");
200         Cmd_AddCommand(CF_CLIENT, "modelprecache", Mod_Precache_f, "load a model");
201         Cmd_AddCommand(CF_CLIENT, "modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
202         Cmd_AddCommand(CF_CLIENT, "mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
203 }
204
205 void Mod_RenderInit(void)
206 {
207         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
208 }
209
210 void Mod_UnloadModel (model_t *mod)
211 {
212         char name[MAX_QPATH];
213         qbool used;
214         model_t *parentmodel;
215
216         if (developer_loading.integer)
217                 Con_Printf("unloading model %s\n", mod->name);
218
219         strlcpy(name, mod->name, sizeof(name));
220         parentmodel = mod->brush.parentmodel;
221         used = mod->used;
222         if (mod->mempool)
223         {
224                 if (mod->surfmesh.data_element3i_indexbuffer && !mod->surfmesh.data_element3i_indexbuffer->isdynamic)
225                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
226                 mod->surfmesh.data_element3i_indexbuffer = NULL;
227                 if (mod->surfmesh.data_element3s_indexbuffer && !mod->surfmesh.data_element3s_indexbuffer->isdynamic)
228                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
229                 mod->surfmesh.data_element3s_indexbuffer = NULL;
230                 if (mod->surfmesh.data_vertex3f_vertexbuffer && !mod->surfmesh.data_vertex3f_vertexbuffer->isdynamic)
231                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_vertex3f_vertexbuffer);
232                 mod->surfmesh.data_vertex3f_vertexbuffer = NULL;
233                 mod->surfmesh.data_svector3f_vertexbuffer = NULL;
234                 mod->surfmesh.data_tvector3f_vertexbuffer = NULL;
235                 mod->surfmesh.data_normal3f_vertexbuffer = NULL;
236                 mod->surfmesh.data_texcoordtexture2f_vertexbuffer = NULL;
237                 mod->surfmesh.data_texcoordlightmap2f_vertexbuffer = NULL;
238                 mod->surfmesh.data_lightmapcolor4f_vertexbuffer = NULL;
239                 mod->surfmesh.data_skeletalindex4ub_vertexbuffer = NULL;
240                 mod->surfmesh.data_skeletalweight4ub_vertexbuffer = NULL;
241         }
242         // free textures/memory attached to the model
243         R_FreeTexturePool(&mod->texturepool);
244         Mem_FreePool(&mod->mempool);
245         // clear the struct to make it available
246         memset(mod, 0, sizeof(model_t));
247         // restore the fields we want to preserve
248         strlcpy(mod->name, name, sizeof(mod->name));
249         mod->brush.parentmodel = parentmodel;
250         mod->used = used;
251         mod->loaded = false;
252 }
253
254 static void R_Model_Null_Draw(entity_render_t *ent)
255 {
256         return;
257 }
258
259
260 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qbool loop, const char *name, void *pass);
261
262 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
263 {
264         const char *bufptr;
265         int start, len;
266         float fps;
267         unsigned int i;
268         qbool loop;
269         char name[64];
270
271         bufptr = buf;
272         i = 0;
273         while(bufptr)
274         {
275                 // an anim scene!
276
277                 // REQUIRED: fetch start
278                 COM_ParseToken_Simple(&bufptr, true, false, true);
279                 if (!bufptr)
280                         break; // end of file
281                 if (!strcmp(com_token, "\n"))
282                         continue; // empty line
283                 start = atoi(com_token);
284
285                 // REQUIRED: fetch length
286                 COM_ParseToken_Simple(&bufptr, true, false, true);
287                 if (!bufptr || !strcmp(com_token, "\n"))
288                 {
289                         Con_Printf("framegroups file: missing number of frames\n");
290                         continue;
291                 }
292                 len = atoi(com_token);
293
294                 // OPTIONAL args start
295                 COM_ParseToken_Simple(&bufptr, true, false, true);
296
297                 // OPTIONAL: fetch fps
298                 fps = 20;
299                 if (bufptr && strcmp(com_token, "\n"))
300                 {
301                         fps = atof(com_token);
302                         COM_ParseToken_Simple(&bufptr, true, false, true);
303                 }
304
305                 // OPTIONAL: fetch loopflag
306                 loop = true;
307                 if (bufptr && strcmp(com_token, "\n"))
308                 {
309                         loop = (atoi(com_token) != 0);
310                         COM_ParseToken_Simple(&bufptr, true, false, true);
311                 }
312
313                 // OPTIONAL: fetch name
314                 name[0] = 0;
315                 if (bufptr && strcmp(com_token, "\n"))
316                 {
317                         strlcpy(name, com_token, sizeof(name));
318                         COM_ParseToken_Simple(&bufptr, true, false, true);
319                 }
320
321                 // OPTIONAL: remaining unsupported tokens (eat them)
322                 while (bufptr && strcmp(com_token, "\n"))
323                         COM_ParseToken_Simple(&bufptr, true, false, true);
324
325                 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
326
327                 if(cb)
328                         cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
329                 ++i;
330         }
331
332         return i;
333 }
334
335 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qbool loop, const char *name, void *pass)
336 {
337         model_t *mod = (model_t *) pass;
338         animscene_t *anim = &mod->animscenes[i];
339         if(name)
340                 strlcpy(anim->name, name, sizeof(anim[i].name));
341         else
342                 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
343         anim->firstframe = bound(0, start, mod->num_poses - 1);
344         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
345         anim->framerate = max(1, fps);
346         anim->loop = !!loop;
347         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
348 }
349
350 static void Mod_FrameGroupify(model_t *mod, const char *buf)
351 {
352         unsigned int cnt;
353
354         // 0. count
355         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
356         if(!cnt)
357         {
358                 Con_Printf("no scene found in framegroups file, aborting\n");
359                 return;
360         }
361         mod->numframes = cnt;
362
363         // 1. reallocate
364         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
365         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
366
367         // 2. parse
368         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
369 }
370
371 static void Mod_FindPotentialDeforms(model_t *mod)
372 {
373         int i, j;
374         texture_t *texture;
375         mod->wantnormals = false;
376         mod->wanttangents = false;
377         for (i = 0;i < mod->num_textures;i++)
378         {
379                 texture = mod->data_textures + i;
380                 if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
381                         mod->wantnormals = true;
382                 if (texture->materialshaderpass && texture->materialshaderpass->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
383                         mod->wantnormals = true;
384                 for (j = 0;j < Q3MAXDEFORMS;j++)
385                 {
386                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
387                         {
388                                 mod->wanttangents = true;
389                                 mod->wantnormals = true;
390                                 break;
391                         }
392                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
393                                 mod->wantnormals = true;
394                 }
395         }
396 }
397
398 /*
399 ==================
400 Mod_LoadModel
401
402 Loads a model
403 ==================
404 */
405 model_t *Mod_LoadModel(model_t *mod, qbool crash, qbool checkdisk)
406 {
407         unsigned int crc;
408         void *buf;
409         fs_offset_t filesize = 0;
410         char vabuf[1024];
411
412         mod->used = true;
413
414         if (mod->name[0] == '*') // submodel
415                 return mod;
416         
417         if (!strcmp(mod->name, "null"))
418         {
419                 if(mod->loaded)
420                         return mod;
421
422                 if (mod->loaded || mod->mempool)
423                         Mod_UnloadModel(mod);
424
425                 if (developer_loading.integer)
426                         Con_Printf("loading model %s\n", mod->name);
427
428                 mod->used = true;
429                 mod->crc = (unsigned int)-1;
430                 mod->loaded = false;
431
432                 VectorClear(mod->normalmins);
433                 VectorClear(mod->normalmaxs);
434                 VectorClear(mod->yawmins);
435                 VectorClear(mod->yawmaxs);
436                 VectorClear(mod->rotatedmins);
437                 VectorClear(mod->rotatedmaxs);
438
439                 mod->modeldatatypestring = "null";
440                 mod->type = mod_null;
441                 mod->Draw = R_Model_Null_Draw;
442                 mod->numframes = 2;
443                 mod->numskins = 1;
444
445                 // no fatal errors occurred, so this model is ready to use.
446                 mod->loaded = true;
447
448                 return mod;
449         }
450
451         crc = 0;
452         buf = NULL;
453
454         // even if the model is loaded it still may need reloading...
455
456         // if it is not loaded or checkdisk is true we need to calculate the crc
457         if (!mod->loaded || checkdisk)
458         {
459                 if (checkdisk && mod->loaded)
460                         Con_DPrintf("checking model %s\n", mod->name);
461                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
462                 if (buf)
463                 {
464                         crc = CRC_Block((unsigned char *)buf, filesize);
465                         // we need to reload the model if the crc does not match
466                         if (mod->crc != crc)
467                                 mod->loaded = false;
468                 }
469         }
470
471         // if the model is already loaded and checks passed, just return
472         if (mod->loaded)
473         {
474                 if (buf)
475                         Mem_Free(buf);
476                 return mod;
477         }
478
479         if (developer_loading.integer)
480                 Con_Printf("loading model %s\n", mod->name);
481         
482         SCR_PushLoadingScreen(mod->name, 1);
483
484         // LadyHavoc: unload the existing model in this slot (if there is one)
485         if (mod->loaded || mod->mempool)
486                 Mod_UnloadModel(mod);
487
488         // load the model
489         mod->used = true;
490         mod->crc = crc;
491         // errors can prevent the corresponding mod->loaded = true;
492         mod->loaded = false;
493
494         // default lightmap scale
495         mod->lightmapscale = 1;
496
497         // default model radius and bounding box (mainly for missing models)
498         mod->radius = 16;
499         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
500         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
501         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
502         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
503         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
504         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
505
506         if (!q3shaders_mem)
507         {
508                 // load q3 shaders for the first time, or after a level change
509                 Mod_LoadQ3Shaders();
510         }
511
512         if (buf)
513         {
514                 int i;
515                 const char *ext = FS_FileExtension(mod->name);  
516                 char *bufend = (char *)buf + filesize;
517                 // all models use memory, so allocate a memory pool
518                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
519
520                 // call the apropriate loader
521                 loadmodel = mod;
522
523                 // Try matching magic bytes.
524                 for (i = 0; loader[i].Load; i++)
525                 {
526                         // Headerless formats can just load based on extension. Otherwise match the magic string.
527                         if((loader[i].extension && !strcasecmp(ext, loader[i].extension) && !loader[i].header) ||
528                            (loader[i].header && !memcmp(buf, loader[i].header, loader[i].headersize)))
529                         {
530                                 // Matched. Load it.
531                                 loader[i].Load(mod, buf, bufend);
532                                 Mem_Free(buf);
533
534                                 Mod_FindPotentialDeforms(mod);
535
536                                 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
537                                 if(buf)
538                                 {
539                                         Mod_FrameGroupify(mod, (const char *)buf);
540                                         Mem_Free(buf);
541                                 }
542
543                                 Mod_BuildVBOs();
544                                 break;
545                         }
546                 }
547                 if(!loader[i].Load)
548                         Con_Printf(CON_ERROR "Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
549         }
550         else if (crash)
551                 // LadyHavoc: Sys_Error was *ANNOYING*
552                 Con_Printf (CON_ERROR "Mod_LoadModel: %s not found\n", mod->name);
553
554         // no fatal errors occurred, so this model is ready to use.
555         mod->loaded = true;
556
557         SCR_PopLoadingScreen(false);
558
559         return mod;
560 }
561
562 void Mod_ClearUsed(void)
563 {
564         int i;
565         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
566         model_t *mod;
567         for (i = 0;i < nummodels;i++)
568                 if ((mod = (model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
569                         mod->used = false;
570 }
571
572 void Mod_PurgeUnused(void)
573 {
574         int i;
575         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
576         model_t *mod;
577         for (i = 0;i < nummodels;i++)
578         {
579                 if ((mod = (model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
580                 {
581                         Mod_UnloadModel(mod);
582                         Mem_ExpandableArray_FreeRecord(&models, mod);
583                 }
584         }
585 }
586
587 /*
588 ==================
589 Mod_FindName
590
591 ==================
592 */
593 model_t *Mod_FindName(const char *name, const char *parentname)
594 {
595         int i;
596         int nummodels;
597         model_t *mod;
598
599         if (!parentname)
600                 parentname = "";
601
602         nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
603
604         if (!name[0])
605                 Host_Error ("Mod_ForName: empty name");
606
607         // search the currently loaded models
608         for (i = 0;i < nummodels;i++)
609         {
610                 if ((mod = (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))))
611                 {
612                         mod->used = true;
613                         return mod;
614                 }
615         }
616
617         // no match found, create a new one
618         mod = (model_t *) Mem_ExpandableArray_AllocRecord(&models);
619         strlcpy(mod->name, name, sizeof(mod->name));
620         if (parentname[0])
621                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
622         else
623                 mod->brush.parentmodel = NULL;
624         mod->loaded = false;
625         mod->used = true;
626         return mod;
627 }
628
629 extern qbool vid_opened;
630
631 /*
632 ==================
633 Mod_ForName
634
635 Loads in a model for the given name
636 ==================
637 */
638 model_t *Mod_ForName(const char *name, qbool crash, qbool checkdisk, const char *parentname)
639 {
640         model_t *model;
641
642         // FIXME: So we don't crash if a server is started early.
643         if(!vid_opened)
644                 CL_StartVideo();
645
646         model = Mod_FindName(name, parentname);
647         if (!model->loaded || checkdisk)
648                 Mod_LoadModel(model, crash, checkdisk);
649         return model;
650 }
651
652 /*
653 ==================
654 Mod_Reload
655
656 Reloads all models if they have changed
657 ==================
658 */
659 void Mod_Reload(void)
660 {
661         int i, count;
662         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
663         model_t *mod;
664
665         SCR_PushLoadingScreen("Reloading models", 1.0);
666         count = 0;
667         for (i = 0;i < nummodels;i++)
668                 if ((mod = (model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
669                         ++count;
670         for (i = 0;i < nummodels;i++)
671                 if ((mod = (model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
672                 {
673                         SCR_PushLoadingScreen(mod->name, 1.0 / count);
674                         Mod_LoadModel(mod, true, true);
675                         SCR_PopLoadingScreen(false);
676                 }
677         SCR_PopLoadingScreen(false);
678 }
679
680 unsigned char *mod_base;
681
682
683 //=============================================================================
684
685 /*
686 ================
687 Mod_Print
688 ================
689 */
690 static void Mod_Print_f(cmd_state_t *cmd)
691 {
692         int i;
693         int nummodels = (int)Mem_ExpandableArray_IndexRange(&models);
694         model_t *mod;
695
696         Con_Print("Loaded models:\n");
697         for (i = 0;i < nummodels;i++)
698         {
699                 if ((mod = (model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
700                 {
701                         if (mod->brush.numsubmodels)
702                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
703                         else
704                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
705                 }
706         }
707 }
708
709 /*
710 ================
711 Mod_Precache
712 ================
713 */
714 static void Mod_Precache_f(cmd_state_t *cmd)
715 {
716         if (Cmd_Argc(cmd) == 2)
717                 Mod_ForName(Cmd_Argv(cmd, 1), false, true, Cmd_Argv(cmd, 1)[0] == '*' ? cl.model_name[1] : NULL);
718         else
719                 Con_Print("usage: modelprecache <filename>\n");
720 }
721
722 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
723 {
724         int i, count;
725         unsigned char *used;
726         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
727         memset(used, 0, numvertices);
728         for (i = 0;i < numelements;i++)
729                 used[elements[i]] = 1;
730         for (i = 0, count = 0;i < numvertices;i++)
731                 remapvertices[i] = used[i] ? count++ : -1;
732         Mem_Free(used);
733         return count;
734 }
735
736 qbool Mod_ValidateElements(int *element3i, unsigned short *element3s, int numtriangles, int firstvertex, int numvertices, const char *filename, int fileline)
737 {
738         int first = firstvertex, last = first + numvertices - 1, numelements = numtriangles * 3;
739         int i;
740         int invalidintcount = 0, invalidintexample = 0;
741         int invalidshortcount = 0, invalidshortexample = 0;
742         int invalidmismatchcount = 0, invalidmismatchexample = 0;
743         if (element3i)
744         {
745                 for (i = 0; i < numelements; i++)
746                 {
747                         if (element3i[i] < first || element3i[i] > last)
748                         {
749                                 invalidintcount++;
750                                 invalidintexample = i;
751                         }
752                 }
753         }
754         if (element3s)
755         {
756                 for (i = 0; i < numelements; i++)
757                 {
758                         if (element3s[i] < first || element3s[i] > last)
759                         {
760                                 invalidintcount++;
761                                 invalidintexample = i;
762                         }
763                 }
764         }
765         if (element3i && element3s)
766         {
767                 for (i = 0; i < numelements; i++)
768                 {
769                         if (element3s[i] != element3i[i])
770                         {
771                                 invalidmismatchcount++;
772                                 invalidmismatchexample = i;
773                         }
774                 }
775         }
776         if (invalidintcount || invalidshortcount || invalidmismatchcount)
777         {
778                 Con_Printf("Mod_ValidateElements(%i, %i, %i, %p, %p) called at %s:%d", numelements, first, last, (void *)element3i, (void *)element3s, filename, fileline);
779                 Con_Printf(", %i elements are invalid in element3i (example: element3i[%i] == %i)", invalidintcount, invalidintexample, element3i ? element3i[invalidintexample] : 0);
780                 Con_Printf(", %i elements are invalid in element3s (example: element3s[%i] == %i)", invalidshortcount, invalidshortexample, element3s ? element3s[invalidshortexample] : 0);
781                 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);
782                 Con_Print(".  Please debug the engine code - these elements have been modified to not crash, but nothing more.\n");
783
784                 // edit the elements to make them safer, as the driver will crash otherwise
785                 if (element3i)
786                         for (i = 0; i < numelements; i++)
787                                 if (element3i[i] < first || element3i[i] > last)
788                                         element3i[i] = first;
789                 if (element3s)
790                         for (i = 0; i < numelements; i++)
791                                 if (element3s[i] < first || element3s[i] > last)
792                                         element3s[i] = first;
793                 if (element3i && element3s)
794                         for (i = 0; i < numelements; i++)
795                                 if (element3s[i] != element3i[i])
796                                         element3s[i] = element3i[i];
797
798                 return false;
799         }
800         return true;
801 }
802
803 // warning: this is an expensive function!
804 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qbool areaweighting)
805 {
806         int i, j;
807         const int *element;
808         float *vectorNormal;
809         float areaNormal[3];
810         // clear the vectors
811         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
812         // process each vertex of each triangle and accumulate the results
813         // use area-averaging, to make triangles with a big area have a bigger
814         // weighting on the vertex normal than triangles with a small area
815         // to do so, just add the 'normals' together (the bigger the area
816         // the greater the length of the normal is
817         element = elements;
818         for (i = 0; i < numtriangles; i++, element += 3)
819         {
820                 TriangleNormal(
821                         vertex3f + element[0] * 3,
822                         vertex3f + element[1] * 3,
823                         vertex3f + element[2] * 3,
824                         areaNormal
825                         );
826
827                 if (!areaweighting)
828                         VectorNormalize(areaNormal);
829
830                 for (j = 0;j < 3;j++)
831                 {
832                         vectorNormal = normal3f + element[j] * 3;
833                         vectorNormal[0] += areaNormal[0];
834                         vectorNormal[1] += areaNormal[1];
835                         vectorNormal[2] += areaNormal[2];
836                 }
837         }
838         // and just normalize the accumulated vertex normal in the end
839         vectorNormal = normal3f + 3 * firstvertex;
840         for (i = 0; i < numvertices; i++, vectorNormal += 3)
841                 VectorNormalize(vectorNormal);
842 }
843
844 #if 0
845 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)
846 {
847         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
848         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
849         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
850
851         // 6 multiply, 9 subtract
852         VectorSubtract(v1, v0, v10);
853         VectorSubtract(v2, v0, v20);
854         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
855         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
856         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
857         // 12 multiply, 10 subtract
858         tc10[1] = tc1[1] - tc0[1];
859         tc20[1] = tc2[1] - tc0[1];
860         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
861         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
862         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
863         tc10[0] = tc1[0] - tc0[0];
864         tc20[0] = tc2[0] - tc0[0];
865         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
866         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
867         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
868         // 12 multiply, 4 add, 6 subtract
869         f = DotProduct(svector3f, normal3f);
870         svector3f[0] -= f * normal3f[0];
871         svector3f[1] -= f * normal3f[1];
872         svector3f[2] -= f * normal3f[2];
873         f = DotProduct(tvector3f, normal3f);
874         tvector3f[0] -= f * normal3f[0];
875         tvector3f[1] -= f * normal3f[1];
876         tvector3f[2] -= f * normal3f[2];
877         // if texture is mapped the wrong way (counterclockwise), the tangents
878         // have to be flipped, this is detected by calculating a normal from the
879         // two tangents, and seeing if it is opposite the surface normal
880         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
881         CrossProduct(tvector3f, svector3f, tangentcross);
882         if (DotProduct(tangentcross, normal3f) < 0)
883         {
884                 VectorNegate(svector3f, svector3f);
885                 VectorNegate(tvector3f, tvector3f);
886         }
887 }
888 #endif
889
890 // warning: this is a very expensive function!
891 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, qbool areaweighting)
892 {
893         int i, tnum;
894         float sdir[3], tdir[3], normal[3], *svec, *tvec;
895         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
896         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
897         const int *e;
898         // clear the vectors
899         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
900         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
901         // process each vertex of each triangle and accumulate the results
902         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
903         {
904                 v0 = vertex3f + e[0] * 3;
905                 v1 = vertex3f + e[1] * 3;
906                 v2 = vertex3f + e[2] * 3;
907                 tc0 = texcoord2f + e[0] * 2;
908                 tc1 = texcoord2f + e[1] * 2;
909                 tc2 = texcoord2f + e[2] * 2;
910
911                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
912                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
913
914                 // calculate the edge directions and surface normal
915                 // 6 multiply, 9 subtract
916                 VectorSubtract(v1, v0, v10);
917                 VectorSubtract(v2, v0, v20);
918                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
919                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
920                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
921
922                 // calculate the tangents
923                 // 12 multiply, 10 subtract
924                 tc10[1] = tc1[1] - tc0[1];
925                 tc20[1] = tc2[1] - tc0[1];
926                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
927                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
928                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
929                 tc10[0] = tc1[0] - tc0[0];
930                 tc20[0] = tc2[0] - tc0[0];
931                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
932                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
933                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
934
935                 // if texture is mapped the wrong way (counterclockwise), the tangents
936                 // have to be flipped, this is detected by calculating a normal from the
937                 // two tangents, and seeing if it is opposite the surface normal
938                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
939                 CrossProduct(tdir, sdir, tangentcross);
940                 if (DotProduct(tangentcross, normal) < 0)
941                 {
942                         VectorNegate(sdir, sdir);
943                         VectorNegate(tdir, tdir);
944                 }
945
946                 if (!areaweighting)
947                 {
948                         VectorNormalize(sdir);
949                         VectorNormalize(tdir);
950                 }
951                 for (i = 0;i < 3;i++)
952                 {
953                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
954                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
955                 }
956         }
957         // make the tangents completely perpendicular to the surface normal, and
958         // then normalize them
959         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
960         for (i = 0, svec = svector3f + 3 * firstvertex, tvec = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, svec += 3, tvec += 3, n += 3)
961         {
962                 f = -DotProduct(svec, n);
963                 VectorMA(svec, f, n, svec);
964                 VectorNormalize(svec);
965                 f = -DotProduct(tvec, n);
966                 VectorMA(tvec, f, n, tvec);
967                 VectorNormalize(tvec);
968         }
969 }
970
971 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qbool lightmapoffsets, qbool vertexcolors)
972 {
973         unsigned char *data;
974         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));
975         loadmodel->surfmesh.num_vertices = numvertices;
976         loadmodel->surfmesh.num_triangles = numtriangles;
977         if (loadmodel->surfmesh.num_vertices)
978         {
979                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
980                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
981                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
982                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
983                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
984                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
985                 if (vertexcolors)
986                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
987                 if (lightmapoffsets)
988                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
989         }
990         if (loadmodel->surfmesh.num_triangles)
991         {
992                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
993                 if (loadmodel->surfmesh.num_vertices <= 65536)
994                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
995         }
996 }
997
998 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles)
999 {
1000         shadowmesh_t *newmesh;
1001         newmesh = (shadowmesh_t *)Mem_Alloc(mempool, sizeof(shadowmesh_t));
1002         newmesh->mempool = mempool;
1003         newmesh->maxverts = maxverts;
1004         newmesh->maxtriangles = maxtriangles;
1005         newmesh->numverts = 0;
1006         newmesh->numtriangles = 0;
1007         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1008         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1009
1010         newmesh->vertex3f = (float *)Mem_Alloc(mempool, maxverts * sizeof(float[3]));
1011         newmesh->element3i = (int *)Mem_Alloc(mempool, maxtriangles * sizeof(int[3]));
1012         newmesh->vertexhashtable = (shadowmeshvertexhash_t **)Mem_Alloc(mempool, SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *));
1013         newmesh->vertexhashentries = (shadowmeshvertexhash_t *)Mem_Alloc(mempool, maxverts * sizeof(shadowmeshvertexhash_t));
1014         return newmesh;
1015 }
1016
1017 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, const float *vertex3f)
1018 {
1019         int hashindex, vnum;
1020         shadowmeshvertexhash_t *hash;
1021         // this uses prime numbers intentionally
1022         hashindex = (unsigned int) (vertex3f[0] * 2003 + vertex3f[1] * 4001 + vertex3f[2] * 7919) % SHADOWMESHVERTEXHASH;
1023         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1024         {
1025                 vnum = (hash - mesh->vertexhashentries);
1026                 if (mesh->vertex3f[vnum * 3 + 0] == vertex3f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex3f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex3f[2])
1027                         return hash - mesh->vertexhashentries;
1028         }
1029         vnum = mesh->numverts++;
1030         hash = mesh->vertexhashentries + vnum;
1031         hash->next = mesh->vertexhashtable[hashindex];
1032         mesh->vertexhashtable[hashindex] = hash;
1033         mesh->vertex3f[vnum * 3 + 0] = vertex3f[0];
1034         mesh->vertex3f[vnum * 3 + 1] = vertex3f[1];
1035         mesh->vertex3f[vnum * 3 + 2] = vertex3f[2];
1036         return vnum;
1037 }
1038
1039 void Mod_ShadowMesh_AddMesh(shadowmesh_t *mesh, const float *vertex3f, int numtris, const int *element3i)
1040 {
1041         int i;
1042
1043         for (i = 0;i < numtris;i++)
1044         {
1045                 mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 0]);
1046                 mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 1]);
1047                 mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex3f + 3 * element3i[i * 3 + 2]);
1048                 mesh->numtriangles++;
1049         }
1050
1051         // the triangle calculation can take a while, so let's do a keepalive here
1052         CL_KeepaliveMessage(false);
1053 }
1054
1055 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles)
1056 {
1057         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1058         CL_KeepaliveMessage(false);
1059
1060         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles);
1061 }
1062
1063 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1064 {
1065         if (!mesh->numverts)
1066                 return;
1067
1068         // make sure we don't crash inside the driver if something went wrong, as it's annoying to debug
1069         Mod_ValidateElements(mesh->element3i, mesh->element3s, mesh->numtriangles, 0, mesh->numverts, __FILE__, __LINE__);
1070
1071         // upload short indices as a buffer
1072         if (mesh->element3s && !mesh->element3s_indexbuffer)
1073                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), "shadowmesh", true, false, false, true);
1074
1075         // upload int indices as a buffer
1076         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1077                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh", true, false, false, false);
1078
1079         // vertex buffer is several arrays and we put them in the same buffer
1080         //
1081         // is this wise?  the texcoordtexture2f array is used with dynamic
1082         // vertex/svector/tvector/normal when rendering animated models, on the
1083         // other hand animated models don't use a lot of vertices anyway...
1084         if (!mesh->vbo_vertexbuffer)
1085         {
1086                 mesh->vbooffset_vertex3f = 0;
1087                 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), "shadowmesh", false, false, false, false);
1088         }
1089 }
1090
1091 shadowmesh_t *Mod_ShadowMesh_Finish(shadowmesh_t *mesh, qbool createvbo)
1092 {
1093         if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1094         {
1095                 if (mesh->vertexhashentries)
1096                         Mem_Free(mesh->vertexhashentries);
1097                 mesh->vertexhashentries = NULL;
1098                 if (mesh->vertexhashtable)
1099                         Mem_Free(mesh->vertexhashtable);
1100                 mesh->vertexhashtable = NULL;
1101                 if (mesh->maxverts > mesh->numverts)
1102                 {
1103                         mesh->vertex3f = (float *)Mem_Realloc(mesh->mempool, mesh->vertex3f, mesh->numverts * sizeof(float[3]));
1104                         mesh->maxverts = mesh->numverts;
1105                 }
1106                 if (mesh->maxtriangles > mesh->numtriangles)
1107                 {
1108                         mesh->element3i = (int *)Mem_Realloc(mesh->mempool, mesh->element3i, mesh->numtriangles * sizeof(int[3]));
1109                         mesh->maxtriangles = mesh->numtriangles;
1110                 }
1111                 if (mesh->numverts <= 65536)
1112                 {
1113                         int i;
1114                         mesh->element3s = (unsigned short *)Mem_Alloc(mesh->mempool, mesh->numtriangles * sizeof(unsigned short[3]));
1115                         for (i = 0;i < mesh->numtriangles*3;i++)
1116                                 mesh->element3s[i] = mesh->element3i[i];
1117                 }
1118                 if (createvbo)
1119                         Mod_ShadowMesh_CreateVBOs(mesh);
1120         }
1121
1122         // this can take a while, so let's do a keepalive here
1123         CL_KeepaliveMessage(false);
1124
1125         return mesh;
1126 }
1127
1128 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *mesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1129 {
1130         int i;
1131         vec3_t nmins, nmaxs, ncenter, temp;
1132         float nradius2, dist2, *v;
1133         VectorClear(nmins);
1134         VectorClear(nmaxs);
1135         // calculate bbox
1136         VectorCopy(mesh->vertex3f, nmins);
1137         VectorCopy(mesh->vertex3f, nmaxs);
1138         for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1139         {
1140                 if (nmins[0] > v[0]) { nmins[0] = v[0]; } if (nmaxs[0] < v[0]) { nmaxs[0] = v[0]; }
1141                 if (nmins[1] > v[1]) { nmins[1] = v[1]; } if (nmaxs[1] < v[1]) { nmaxs[1] = v[1]; }
1142                 if (nmins[2] > v[2]) { nmins[2] = v[2]; } if (nmaxs[2] < v[2]) { nmaxs[2] = v[2]; }
1143         }
1144         // calculate center and radius
1145         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1146         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1147         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1148         nradius2 = 0;
1149         for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1150         {
1151                 VectorSubtract(v, ncenter, temp);
1152                 dist2 = DotProduct(temp, temp);
1153                 if (nradius2 < dist2)
1154                         nradius2 = dist2;
1155         }
1156         // return data
1157         if (mins)
1158                 VectorCopy(nmins, mins);
1159         if (maxs)
1160                 VectorCopy(nmaxs, maxs);
1161         if (center)
1162                 VectorCopy(ncenter, center);
1163         if (radius)
1164                 *radius = sqrt(nradius2);
1165 }
1166
1167 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1168 {
1169         if (mesh->element3i_indexbuffer)
1170                 R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1171         if (mesh->element3s_indexbuffer)
1172                 R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1173         if (mesh->vbo_vertexbuffer)
1174                 R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1175         if (mesh->vertex3f)
1176                 Mem_Free(mesh->vertex3f);
1177         if (mesh->element3i)
1178                 Mem_Free(mesh->element3i);
1179         if (mesh->element3s)
1180                 Mem_Free(mesh->element3s);
1181         if (mesh->vertexhashentries)
1182                 Mem_Free(mesh->vertexhashentries);
1183         if (mesh->vertexhashtable)
1184                 Mem_Free(mesh->vertexhashtable);
1185         Mem_Free(mesh);
1186 }
1187
1188 void Mod_CreateCollisionMesh(model_t *mod)
1189 {
1190         int k, numcollisionmeshtriangles;
1191         qbool usesinglecollisionmesh = false;
1192         const msurface_t *surface = NULL;
1193
1194         mempool_t *mempool = mod->mempool;
1195         if (!mempool && mod->brush.parentmodel)
1196                 mempool = mod->brush.parentmodel->mempool;
1197         // make a single combined collision mesh for physics engine use
1198         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1199         numcollisionmeshtriangles = 0;
1200         for (k = 0;k < mod->nummodelsurfaces;k++)
1201         {
1202                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1203                 if (!strcmp(surface->texture->name, "collision") || !strcmp(surface->texture->name, "collisionconvex")) // found collision mesh
1204                 {
1205                         usesinglecollisionmesh = true;
1206                         numcollisionmeshtriangles = surface->num_triangles;
1207                         break;
1208                 }
1209                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1210                         continue;
1211                 numcollisionmeshtriangles += surface->num_triangles;
1212         }
1213         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles);
1214         if (usesinglecollisionmesh)
1215                 Mod_ShadowMesh_AddMesh(mod->brush.collisionmesh, mod->surfmesh.data_vertex3f, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1216         else
1217         {
1218                 for (k = 0;k < mod->nummodelsurfaces;k++)
1219                 {
1220                         surface = mod->data_surfaces + mod->firstmodelsurface + k;
1221                         if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1222                                 continue;
1223                         Mod_ShadowMesh_AddMesh(mod->brush.collisionmesh, mod->surfmesh.data_vertex3f, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1224                 }
1225         }
1226         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mod->brush.collisionmesh, false);
1227 }
1228
1229 #if 0
1230 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)
1231 {
1232         float v[3], tc[3];
1233         v[0] = ix;
1234         v[1] = iy;
1235         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1236                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1237         else
1238                 v[2] = 0;
1239         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1240         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1241         texcoord2f[0] = tc[0];
1242         texcoord2f[1] = tc[1];
1243 }
1244
1245 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)
1246 {
1247         float vup[3], vdown[3], vleft[3], vright[3];
1248         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1249         float sv[3], tv[3], nl[3];
1250         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1251         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1252         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1253         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1254         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1255         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1256         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1257         VectorAdd(svector3f, sv, svector3f);
1258         VectorAdd(tvector3f, tv, tvector3f);
1259         VectorAdd(normal3f, nl, normal3f);
1260         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1261         VectorAdd(svector3f, sv, svector3f);
1262         VectorAdd(tvector3f, tv, tvector3f);
1263         VectorAdd(normal3f, nl, normal3f);
1264         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1265         VectorAdd(svector3f, sv, svector3f);
1266         VectorAdd(tvector3f, tv, tvector3f);
1267         VectorAdd(normal3f, nl, normal3f);
1268 }
1269
1270 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)
1271 {
1272         int x, y, ix, iy, *e;
1273         e = element3i;
1274         for (y = 0;y < height;y++)
1275         {
1276                 for (x = 0;x < width;x++)
1277                 {
1278                         e[0] = (y + 1) * (width + 1) + (x + 0);
1279                         e[1] = (y + 0) * (width + 1) + (x + 0);
1280                         e[2] = (y + 1) * (width + 1) + (x + 1);
1281                         e[3] = (y + 0) * (width + 1) + (x + 0);
1282                         e[4] = (y + 0) * (width + 1) + (x + 1);
1283                         e[5] = (y + 1) * (width + 1) + (x + 1);
1284                         e += 6;
1285                 }
1286         }
1287         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1288                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1289                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1290 }
1291 #endif
1292
1293 #if 0
1294 void Mod_Terrain_SurfaceRecurseChunk(model_t *model, int stepsize, int x, int y)
1295 {
1296         float mins[3];
1297         float maxs[3];
1298         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1299         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1300         float viewvector[3];
1301         unsigned int firstvertex;
1302         unsigned int *e;
1303         float *v;
1304         if (chunkwidth < 2 || chunkheight < 2)
1305                 return;
1306         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]);
1307         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]);
1308         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1309         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1310         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1311         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1312         {
1313                 // too close for this stepsize, emit as 4 chunks instead
1314                 stepsize /= 2;
1315                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1316                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1317                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1318                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1319                 return;
1320         }
1321         // emit the geometry at stepsize into our vertex buffer / index buffer
1322         // we add two columns and two rows for skirt
1323         outwidth = chunkwidth+2;
1324         outheight = chunkheight+2;
1325         outwidth2 = outwidth-1;
1326         outheight2 = outheight-1;
1327         outwidth3 = outwidth+1;
1328         outheight3 = outheight+1;
1329         firstvertex = numvertices;
1330         e = model->terrain.element3i + numtriangles;
1331         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1332         v = model->terrain.vertex3f + numvertices;
1333         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1334         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1335         for (ty = 0;ty < outheight;ty++)
1336         {
1337                 for (tx = 0;tx < outwidth;tx++)
1338                 {
1339                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1340                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1341                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1342                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1343                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1344                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1345                 }
1346         }
1347         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1348         for (ty = 0;ty <= outheight;ty++)
1349         {
1350                 skirtrow = ty == 0 || ty == outheight;
1351                 ry = y+bound(1, ty, outheight)*stepsize;
1352                 for (tx = 0;tx <= outwidth;tx++)
1353                 {
1354                         skirt = skirtrow || tx == 0 || tx == outwidth;
1355                         rx = x+bound(1, tx, outwidth)*stepsize;
1356                         v[0] = rx*scale[0];
1357                         v[1] = ry*scale[1];
1358                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1359                         v += 3;
1360                 }
1361         }
1362         // TODO: emit skirt vertices
1363 }
1364
1365 void Mod_Terrain_UpdateSurfacesForViewOrigin(model_t *model)
1366 {
1367         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1368         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1369         Mod_Terrain_BuildChunk(model, 
1370 }
1371 #endif
1372
1373 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1374 {
1375         int offset = 0;
1376         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1377         {
1378                 offset = bound(0, s[4] - '0', 9);
1379                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1380                 s += 4;
1381                 if(*s)
1382                         ++s;
1383         }
1384         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1385         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1386         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1387         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1388         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1389         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1390         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1391         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1392         return offset | Q3WAVEFUNC_NONE;
1393 }
1394
1395 void Mod_FreeQ3Shaders(void)
1396 {
1397         Mem_FreePool(&q3shaders_mem);
1398 }
1399
1400 static void Q3Shader_AddToHash (shader_t* shader)
1401 {
1402         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1403         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1404         q3shader_hash_entry_t* lastEntry = NULL;
1405         do
1406         {
1407                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1408                 {
1409                         // redeclaration
1410                         if(shader->dpshaderkill)
1411                         {
1412                                 // killed shader is a redeclarion? we can safely ignore it
1413                                 return;
1414                         }
1415                         else if(entry->shader.dpshaderkill)
1416                         {
1417                                 // replace the old shader!
1418                                 // this will skip the entry allocating part
1419                                 // below and just replace the shader
1420                                 break;
1421                         }
1422                         else
1423                         {
1424                                 unsigned char *start, *end, *start2;
1425                                 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1426                                 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1427                                 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1428                                 if(memcmp(start, start2, end - start))
1429                                         Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1430                                 else
1431                                         Con_DPrintf("Shader '%s' already defined\n", shader->name);
1432                                 return;
1433                         }
1434                 }
1435                 lastEntry = entry;
1436                 entry = entry->chain;
1437         }
1438         while (entry != NULL);
1439         if (entry == NULL)
1440         {
1441                 if (lastEntry->shader.name[0] != 0)
1442                 {
1443                         /* Add to chain */
1444                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1445                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1446
1447                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1448                         lastEntry->chain = newEntry;
1449                         newEntry->chain = NULL;
1450                         lastEntry = newEntry;
1451                 }
1452                 /* else: head of chain, in hash entry array */
1453                 entry = lastEntry;
1454         }
1455         memcpy (&entry->shader, shader, sizeof (shader_t));
1456 }
1457
1458 void Mod_LoadQ3Shaders(void)
1459 {
1460         int j;
1461         int fileindex;
1462         fssearch_t *search;
1463         char *f;
1464         const char *text;
1465         shader_t shader;
1466         q3shaderinfo_layer_t *layer;
1467         int numparameters;
1468         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1469         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1470         unsigned long custsurfaceflags[256]; 
1471         int numcustsurfaceflags;
1472         qbool dpshaderkill;
1473
1474         Mod_FreeQ3Shaders();
1475
1476         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1477         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1478                 sizeof (q3shader_data_t));
1479         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1480                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1481         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1482                 q3shaders_mem, sizeof (char**), 256);
1483
1484         // parse custinfoparms.txt
1485         numcustsurfaceflags = 0;
1486         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1487         {
1488                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1489                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1490                 else
1491                 {
1492                         while (COM_ParseToken_QuakeC(&text, false))
1493                                 if (!strcasecmp(com_token, "}"))
1494                                         break;
1495                         // custom surfaceflags section
1496                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1497                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1498                         else
1499                         {
1500                                 while(COM_ParseToken_QuakeC(&text, false))
1501                                 {
1502                                         if (!strcasecmp(com_token, "}"))
1503                                                 break;  
1504                                         // register surfaceflag
1505                                         if (numcustsurfaceflags >= 256)
1506                                         {
1507                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1508                                                 break;
1509                                         }
1510                                         // name
1511                                         j = (int)strlen(com_token)+1;
1512                                         custsurfaceparmnames[numcustsurfaceflags] = (char *)Mem_Alloc(tempmempool, j);
1513                                         strlcpy(custsurfaceparmnames[numcustsurfaceflags], com_token, j+1);
1514                                         // value
1515                                         if (COM_ParseToken_QuakeC(&text, false))
1516                                                 custsurfaceflags[numcustsurfaceflags] = strtol(com_token, NULL, 0);
1517                                         else
1518                                                 custsurfaceflags[numcustsurfaceflags] = 0;
1519                                         numcustsurfaceflags++;
1520                                 }
1521                         }
1522                 }
1523                 Mem_Free(f);
1524         }
1525
1526         // parse shaders
1527         search = FS_Search("scripts/*.shader", true, false, NULL);
1528         if (!search)
1529                 return;
1530         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1531         {
1532                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1533                 if (!f)
1534                         continue;
1535                 while (COM_ParseToken_QuakeC(&text, false))
1536                 {
1537                         memset (&shader, 0, sizeof(shader));
1538                         shader.name[0] = 0;
1539                         shader.surfaceparms = 0;
1540                         shader.surfaceflags = 0;
1541                         shader.textureflags = 0;
1542                         shader.numlayers = 0;
1543                         shader.lighting = false;
1544                         shader.vertexalpha = false;
1545                         shader.textureblendalpha = false;
1546                         shader.skyboxname[0] = 0;
1547                         shader.deforms[0].deform = Q3DEFORM_NONE;
1548                         shader.dpnortlight = false;
1549                         shader.dpshadow = false;
1550                         shader.dpnoshadow = false;
1551                         shader.dpmeshcollisions = false;
1552                         shader.dpshaderkill = false;
1553                         shader.dpreflectcube[0] = 0;
1554                         shader.reflectmin = 0;
1555                         shader.reflectmax = 1;
1556                         shader.refractfactor = 1;
1557                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1558                         shader.reflectfactor = 1;
1559                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1560                         shader.r_water_wateralpha = 1;
1561                         shader.r_water_waterscroll[0] = 0;
1562                         shader.r_water_waterscroll[1] = 0;
1563                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1564                         shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1565                         shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1566                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1567                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1568                         shader.transparentsort = TRANSPARENTSORT_DISTANCE;
1569                         shader.specularscalemod = 1;
1570                         shader.specularpowermod = 1;
1571                         shader.rtlightambient = 0;
1572                         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
1573                         // JUST GREP FOR "specularscalemod = 1".
1574
1575                         strlcpy(shader.name, com_token, sizeof(shader.name));
1576                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1577                         {
1578                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1579                                 break;
1580                         }
1581                         while (COM_ParseToken_QuakeC(&text, false))
1582                         {
1583                                 if (!strcasecmp(com_token, "}"))
1584                                         break;
1585                                 if (!strcasecmp(com_token, "{"))
1586                                 {
1587                                         static q3shaderinfo_layer_t dummy;
1588                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1589                                         {
1590                                                 layer = shader.layers + shader.numlayers++;
1591                                         }
1592                                         else
1593                                         {
1594                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1595                                                 memset(&dummy, 0, sizeof(dummy));
1596                                                 layer = &dummy;
1597                                         }
1598                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1599                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1600                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1601                                         layer->blendfunc[0] = GL_ONE;
1602                                         layer->blendfunc[1] = GL_ZERO;
1603                                         while (COM_ParseToken_QuakeC(&text, false))
1604                                         {
1605                                                 if (!strcasecmp(com_token, "}"))
1606                                                         break;
1607                                                 if (!strcasecmp(com_token, "\n"))
1608                                                         continue;
1609                                                 numparameters = 0;
1610                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1611                                                 {
1612                                                         if (j < TEXTURE_MAXFRAMES + 4)
1613                                                         {
1614                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1615                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1616                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1617                                                                 else
1618                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1619                                                                 numparameters = j + 1;
1620                                                         }
1621                                                         if (!COM_ParseToken_QuakeC(&text, true))
1622                                                                 break;
1623                                                 }
1624                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1625                                                 //      parameter[j][0] = 0;
1626                                                 if (developer_insane.integer)
1627                                                 {
1628                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1629                                                         for (j = 0;j < numparameters;j++)
1630                                                                 Con_DPrintf(" %s", parameter[j]);
1631                                                         Con_DPrint("\n");
1632                                                 }
1633                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1634                                                 {
1635                                                         if (numparameters == 2)
1636                                                         {
1637                                                                 if (!strcasecmp(parameter[1], "add"))
1638                                                                 {
1639                                                                         layer->blendfunc[0] = GL_ONE;
1640                                                                         layer->blendfunc[1] = GL_ONE;
1641                                                                 }
1642                                                                 else if (!strcasecmp(parameter[1], "addalpha"))
1643                                                                 {
1644                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1645                                                                         layer->blendfunc[1] = GL_ONE;
1646                                                                 }
1647                                                                 else if (!strcasecmp(parameter[1], "filter"))
1648                                                                 {
1649                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1650                                                                         layer->blendfunc[1] = GL_ZERO;
1651                                                                 }
1652                                                                 else if (!strcasecmp(parameter[1], "blend"))
1653                                                                 {
1654                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1655                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1656                                                                 }
1657                                                         }
1658                                                         else if (numparameters == 3)
1659                                                         {
1660                                                                 int k;
1661                                                                 for (k = 0;k < 2;k++)
1662                                                                 {
1663                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1664                                                                                 layer->blendfunc[k] = GL_ONE;
1665                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1666                                                                                 layer->blendfunc[k] = GL_ZERO;
1667                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1668                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1669                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1670                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1671                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1672                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1673                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1674                                                                                 layer->blendfunc[k] = GL_DST_ALPHA;
1675                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1676                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1677                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1678                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1679                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1680                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1681                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1682                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1683                                                                         else
1684                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1685                                                                 }
1686                                                         }
1687                                                 }
1688                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1689                                                         layer->alphatest = true;
1690                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1691                                                 {
1692                                                         if (!strcasecmp(parameter[0], "clampmap"))
1693                                                                 layer->clampmap = true;
1694                                                         layer->numframes = 1;
1695                                                         layer->framerate = 1;
1696                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1697                                                                 &q3shader_data->char_ptrs);
1698                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1699                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1700                                                                 shader.lighting = true;
1701                                                 }
1702                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1703                                                 {
1704                                                         int i;
1705                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1706                                                         layer->framerate = atof(parameter[1]);
1707                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1708                                                         for (i = 0;i < layer->numframes;i++)
1709                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1710                                                 }
1711                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1712                                                 {
1713                                                         int i;
1714                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1715                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1716                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1717                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1718                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1719                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1720                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1721                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1722                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1723                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1724                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1725                                                         else if (!strcasecmp(parameter[1], "wave"))
1726                                                         {
1727                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1728                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1729                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1730                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1731                                                         }
1732                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1733                                                 }
1734                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1735                                                 {
1736                                                         int i;
1737                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1738                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1739                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1740                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1741                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1742                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1743                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1744                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1745                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1746                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1747                                                         else if (!strcasecmp(parameter[1], "wave"))
1748                                                         {
1749                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1750                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1751                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1752                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1753                                                         }
1754                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1755                                                 }
1756                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1757                                                 {
1758                                                         int i;
1759                                                         // observed values: tcgen environment
1760                                                         // no other values have been observed in real shaders
1761                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1762                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1763                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1764                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1765                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1766                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1767                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1768                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1769                                                 }
1770                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1771                                                 {
1772                                                         int i, tcmodindex;
1773                                                         // observed values:
1774                                                         // tcmod rotate #
1775                                                         // tcmod scale # #
1776                                                         // tcmod scroll # #
1777                                                         // tcmod stretch sin # # # #
1778                                                         // tcmod stretch triangle # # # #
1779                                                         // tcmod transform # # # # # #
1780                                                         // tcmod turb # # # #
1781                                                         // tcmod turb sin # # # #  (this is bogus)
1782                                                         // no other values have been observed in real shaders
1783                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1784                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1785                                                                         break;
1786                                                         if (tcmodindex < Q3MAXTCMODS)
1787                                                         {
1788                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1789                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1790                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1791                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1792                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1793                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1794                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1795                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1796                                                                 {
1797                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1798                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1799                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1800                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1801                                                                 }
1802                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1803                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1804                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1805                                                         }
1806                                                         else
1807                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1808                                                 }
1809                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1810                                                 if (!strcasecmp(com_token, "}"))
1811                                                         break;
1812                                         }
1813                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1814                                                 shader.lighting = true;
1815                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1816                                         {
1817                                                 if (layer == shader.layers + 0)
1818                                                 {
1819                                                         // vertex controlled transparency
1820                                                         shader.vertexalpha = true;
1821                                                 }
1822                                                 else
1823                                                 {
1824                                                         // multilayer terrain shader or similar
1825                                                         shader.textureblendalpha = true;
1826                                                         if (mod_q3shader_force_terrain_alphaflag.integer)
1827                                                                 shader.layers[0].dptexflags |= TEXF_ALPHA;
1828                                                 }
1829                                         }
1830
1831                                         if(mod_q3shader_force_addalpha.integer)
1832                                         {
1833                                                 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
1834                                                 // this cvar brings back this behaviour
1835                                                 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
1836                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1837                                         }
1838                                         
1839                                         layer->dptexflags = 0;
1840                                         if (layer->alphatest)
1841                                                 layer->dptexflags |= TEXF_ALPHA;
1842                                         switch(layer->blendfunc[0])
1843                                         {
1844                                                 case GL_SRC_ALPHA:
1845                                                 case GL_ONE_MINUS_SRC_ALPHA:
1846                                                         layer->dptexflags |= TEXF_ALPHA;
1847                                                         break;
1848                                         }
1849                                         switch(layer->blendfunc[1])
1850                                         {
1851                                                 case GL_SRC_ALPHA:
1852                                                 case GL_ONE_MINUS_SRC_ALPHA:
1853                                                         layer->dptexflags |= TEXF_ALPHA;
1854                                                         break;
1855                                         }
1856                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1857                                                 layer->dptexflags |= TEXF_MIPMAP;
1858                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1859                                                 layer->dptexflags |= TEXF_PICMIP | TEXF_COMPRESS;
1860                                         if (layer->clampmap)
1861                                                 layer->dptexflags |= TEXF_CLAMP;
1862                                         continue;
1863                                 }
1864                                 numparameters = 0;
1865                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1866                                 {
1867                                         if (j < TEXTURE_MAXFRAMES + 4)
1868                                         {
1869                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1870                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1871                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1872                                                 else
1873                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1874                                                 numparameters = j + 1;
1875                                         }
1876                                         if (!COM_ParseToken_QuakeC(&text, true))
1877                                                 break;
1878                                 }
1879                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1880                                 //      parameter[j][0] = 0;
1881                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1882                                         break;
1883                                 if (developer_insane.integer)
1884                                 {
1885                                         Con_DPrintf("%s: ", shader.name);
1886                                         for (j = 0;j < numparameters;j++)
1887                                                 Con_DPrintf(" %s", parameter[j]);
1888                                         Con_DPrint("\n");
1889                                 }
1890                                 if (numparameters < 1)
1891                                         continue;
1892                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1893                                 {
1894                                         if (!strcasecmp(parameter[1], "alphashadow"))
1895                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1896                                         else if (!strcasecmp(parameter[1], "areaportal"))
1897                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1898                                         else if (!strcasecmp(parameter[1], "botclip"))
1899                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1900                                         else if (!strcasecmp(parameter[1], "clusterportal"))
1901                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1902                                         else if (!strcasecmp(parameter[1], "detail"))
1903                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1904                                         else if (!strcasecmp(parameter[1], "donotenter"))
1905                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1906                                         else if (!strcasecmp(parameter[1], "dust"))
1907                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1908                                         else if (!strcasecmp(parameter[1], "hint"))
1909                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1910                                         else if (!strcasecmp(parameter[1], "fog"))
1911                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1912                                         else if (!strcasecmp(parameter[1], "lava"))
1913                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1914                                         else if (!strcasecmp(parameter[1], "lightfilter"))
1915                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1916                                         else if (!strcasecmp(parameter[1], "lightgrid"))
1917                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1918                                         else if (!strcasecmp(parameter[1], "metalsteps"))
1919                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1920                                         else if (!strcasecmp(parameter[1], "nodamage"))
1921                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1922                                         else if (!strcasecmp(parameter[1], "nodlight"))
1923                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1924                                         else if (!strcasecmp(parameter[1], "nodraw"))
1925                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1926                                         else if (!strcasecmp(parameter[1], "nodrop"))
1927                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1928                                         else if (!strcasecmp(parameter[1], "noimpact"))
1929                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1930                                         else if (!strcasecmp(parameter[1], "nolightmap"))
1931                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1932                                         else if (!strcasecmp(parameter[1], "nomarks"))
1933                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1934                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
1935                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1936                                         else if (!strcasecmp(parameter[1], "nonsolid"))
1937                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1938                                         else if (!strcasecmp(parameter[1], "origin"))
1939                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1940                                         else if (!strcasecmp(parameter[1], "playerclip"))
1941                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1942                                         else if (!strcasecmp(parameter[1], "sky"))
1943                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1944                                         else if (!strcasecmp(parameter[1], "slick"))
1945                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1946                                         else if (!strcasecmp(parameter[1], "slime"))
1947                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1948                                         else if (!strcasecmp(parameter[1], "structural"))
1949                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1950                                         else if (!strcasecmp(parameter[1], "trans"))
1951                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1952                                         else if (!strcasecmp(parameter[1], "water"))
1953                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1954                                         else if (!strcasecmp(parameter[1], "pointlight"))
1955                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1956                                         else if (!strcasecmp(parameter[1], "antiportal"))
1957                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1958                                         else if (!strcasecmp(parameter[1], "skip"))
1959                                                 ; // shader.surfaceparms |= Q3SURFACEPARM_SKIP; FIXME we don't have enough #defines for this any more, and the engine doesn't need this one anyway
1960                                         else
1961                                         {
1962                                                 // try custom surfaceparms
1963                                                 for (j = 0; j < numcustsurfaceflags; j++)
1964                                                 {
1965                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
1966                                                         {
1967                                                                 shader.surfaceflags |= custsurfaceflags[j];
1968                                                                 break;
1969                                                         }
1970                                                 }
1971                                                 // failed all
1972                                                 if (j == numcustsurfaceflags)
1973                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1974                                         }
1975                                 }
1976                                 else if (!strcasecmp(parameter[0], "dpshadow"))
1977                                         shader.dpshadow = true;
1978                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1979                                         shader.dpnoshadow = true;
1980                                 else if (!strcasecmp(parameter[0], "dpnortlight"))
1981                                         shader.dpnortlight = true;
1982                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
1983                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
1984                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
1985                                         shader.dpmeshcollisions = true;
1986                                 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
1987                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
1988                                 {
1989                                         if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) == 0.0f)
1990                                                 shader.dpshaderkill = dpshaderkill;
1991                                 }
1992                                 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
1993                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
1994                                 {
1995                                         const char *op = NULL;
1996                                         if (numparameters >= 3)
1997                                                 op = parameter[2];
1998                                         if(!op)
1999                                         {
2000                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) != 0.0f)
2001                                                         shader.dpshaderkill = dpshaderkill;
2002                                         }
2003                                         else if (numparameters >= 4 && !strcmp(op, "=="))
2004                                         {
2005                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) == atof(parameter[3]))
2006                                                         shader.dpshaderkill = dpshaderkill;
2007                                         }
2008                                         else if (numparameters >= 4 && !strcmp(op, "!="))
2009                                         {
2010                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) != atof(parameter[3]))
2011                                                         shader.dpshaderkill = dpshaderkill;
2012                                         }
2013                                         else if (numparameters >= 4 && !strcmp(op, ">"))
2014                                         {
2015                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) > atof(parameter[3]))
2016                                                         shader.dpshaderkill = dpshaderkill;
2017                                         }
2018                                         else if (numparameters >= 4 && !strcmp(op, "<"))
2019                                         {
2020                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) < atof(parameter[3]))
2021                                                         shader.dpshaderkill = dpshaderkill;
2022                                         }
2023                                         else if (numparameters >= 4 && !strcmp(op, ">="))
2024                                         {
2025                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) >= atof(parameter[3]))
2026                                                         shader.dpshaderkill = dpshaderkill;
2027                                         }
2028                                         else if (numparameters >= 4 && !strcmp(op, "<="))
2029                                         {
2030                                                 if (Cvar_VariableValue(&cvars_all, parameter[1], ~0) <= atof(parameter[3]))
2031                                                         shader.dpshaderkill = dpshaderkill;
2032                                         }
2033                                         else
2034                                         {
2035                                                 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2036                                         }
2037                                 }
2038                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2039                                 {
2040                                         // some q3 skies don't have the sky parm set
2041                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2042                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2043                                 }
2044                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2045                                 {
2046                                         // some q3 skies don't have the sky parm set
2047                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2048                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2049                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2050                                 }
2051                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2052                                 {
2053                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2054                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2055                                 }
2056                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2057                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2058                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2059                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2060                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2061                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2062                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2063                                 {
2064                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2065                                         if(numparameters >= 2)
2066                                         {
2067                                                 shader.biaspolygonfactor = atof(parameter[1]);
2068                                                 if(numparameters >= 3)
2069                                                         shader.biaspolygonoffset = atof(parameter[2]);
2070                                                 else
2071                                                         shader.biaspolygonoffset = 0;
2072                                         }
2073                                 }
2074                                 else if (!strcasecmp(parameter[0], "dptransparentsort") && numparameters >= 2)
2075                                 {
2076                                         shader.textureflags |= Q3TEXTUREFLAG_TRANSPARENTSORT;
2077                                         if (!strcasecmp(parameter[1], "sky"))
2078                                                 shader.transparentsort = TRANSPARENTSORT_SKY;
2079                                         else if (!strcasecmp(parameter[1], "distance"))
2080                                                 shader.transparentsort = TRANSPARENTSORT_DISTANCE;
2081                                         else if (!strcasecmp(parameter[1], "hud"))
2082                                                 shader.transparentsort = TRANSPARENTSORT_HUD;
2083                                         else
2084                                                 Con_DPrintf("%s parsing warning: unknown dptransparentsort category \"%s\", or not enough arguments\n", search->filenames[fileindex], parameter[1]);
2085                                 }
2086                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2087                                 {
2088                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2089                                         shader.refractfactor = atof(parameter[1]);
2090                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2091                                 }
2092                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2093                                 {
2094                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2095                                         shader.reflectfactor = atof(parameter[1]);
2096                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2097                                 }
2098                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2099                                 {
2100                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2101                                 }
2102                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2103                                 {
2104                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2105                                         shader.reflectmin = atof(parameter[1]);
2106                                         shader.reflectmax = atof(parameter[2]);
2107                                         shader.refractfactor = atof(parameter[3]);
2108                                         shader.reflectfactor = atof(parameter[4]);
2109                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2110                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2111                                         shader.r_water_wateralpha = atof(parameter[11]);
2112                                 }
2113                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2114                                 {
2115                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2116                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2117                                 }
2118                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2119                                 {
2120                                         shader.specularscalemod = atof(parameter[1]);
2121                                 }
2122                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2123                                 {
2124                                         shader.specularpowermod = atof(parameter[1]);
2125                                 }
2126                                 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2127                                 {
2128                                         shader.rtlightambient = atof(parameter[1]);
2129                                 }
2130                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2131                                 {
2132                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2133                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2134                                         else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2135                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2136                                         else if (!strcasecmp(parameter[1], "linear"))
2137                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2138                                         else if (!strcasecmp(parameter[1], "relief"))
2139                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2140                                         if (numparameters >= 3)
2141                                                 shader.offsetscale = atof(parameter[2]);
2142                                         if (numparameters >= 5)
2143                                         {
2144                                                 if(!strcasecmp(parameter[3], "bias"))
2145                                                         shader.offsetbias = atof(parameter[4]);
2146                                                 else if(!strcasecmp(parameter[3], "match"))
2147                                                         shader.offsetbias = 1.0f - atof(parameter[4]);
2148                                                 else if(!strcasecmp(parameter[3], "match8"))
2149                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2150                                                 else if(!strcasecmp(parameter[3], "match16"))
2151                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2152                                         }
2153                                 }
2154                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2155                                 {
2156                                         int i, deformindex;
2157                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2158                                                 if (!shader.deforms[deformindex].deform)
2159                                                         break;
2160                                         if (deformindex < Q3MAXDEFORMS)
2161                                         {
2162                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2163                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2164                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2165                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2166                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2167                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2168                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2169                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2170                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2171                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2172                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2173                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2174                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2175                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2176                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2177                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2178                                                 {
2179                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2180                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2181                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2182                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2183                                                 }
2184                                                 else if (!strcasecmp(parameter[1], "move"            ))
2185                                                 {
2186                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2187                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2188                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2189                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2190                                                 }
2191                                         }
2192                                 }
2193                         }
2194                         // hide this shader if a cvar said it should be killed
2195                         if (shader.dpshaderkill)
2196                                 shader.numlayers = 0;
2197                         // fix up multiple reflection types
2198                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2199                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2200
2201                         Q3Shader_AddToHash (&shader);
2202                 }
2203                 Mem_Free(f);
2204         }
2205         FS_FreeSearch(search);
2206         // free custinfoparm values
2207         for (j = 0; j < numcustsurfaceflags; j++)
2208                 Mem_Free(custsurfaceparmnames[j]);
2209 }
2210
2211 shader_t *Mod_LookupQ3Shader(const char *name)
2212 {
2213         unsigned short hash;
2214         q3shader_hash_entry_t* entry;
2215         if (!q3shaders_mem)
2216                 Mod_LoadQ3Shaders();
2217         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2218         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2219         while (entry != NULL)
2220         {
2221                 if (strcasecmp (entry->shader.name, name) == 0)
2222                         return &entry->shader;
2223                 entry = entry->chain;
2224         }
2225         return NULL;
2226 }
2227
2228 texture_shaderpass_t *Mod_CreateShaderPass(mempool_t *mempool, skinframe_t *skinframe)
2229 {
2230         texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(mempool, sizeof(*shaderpass));
2231         shaderpass->framerate = 0.0f;
2232         shaderpass->numframes = 1;
2233         shaderpass->blendfunc[0] = GL_ONE;
2234         shaderpass->blendfunc[1] = GL_ZERO;
2235         shaderpass->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
2236         shaderpass->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
2237         shaderpass->alphatest = false;
2238         shaderpass->tcgen.tcgen = Q3TCGEN_TEXTURE;
2239         shaderpass->skinframes[0] = skinframe;
2240         return shaderpass;
2241 }
2242
2243 texture_shaderpass_t *Mod_CreateShaderPassFromQ3ShaderLayer(mempool_t *mempool, const char *modelname, q3shaderinfo_layer_t *layer, int layerindex, int texflags, const char *texturename)
2244 {
2245         int j;
2246         texture_shaderpass_t *shaderpass = (texture_shaderpass_t *)Mem_Alloc(mempool, sizeof(*shaderpass));
2247         shaderpass->alphatest = layer->alphatest != 0;
2248         shaderpass->framerate = layer->framerate;
2249         shaderpass->numframes = layer->numframes;
2250         shaderpass->blendfunc[0] = layer->blendfunc[0];
2251         shaderpass->blendfunc[1] = layer->blendfunc[1];
2252         shaderpass->rgbgen = layer->rgbgen;
2253         shaderpass->alphagen = layer->alphagen;
2254         shaderpass->tcgen = layer->tcgen;
2255         for (j = 0; j < Q3MAXTCMODS && layer->tcmods[j].tcmod != Q3TCMOD_NONE; j++)
2256                 shaderpass->tcmods[j] = layer->tcmods[j];
2257         for (j = 0; j < layer->numframes; j++)
2258         {
2259                 for (int i = 0; layer->texturename[j][i]; i++)
2260                         if(layer->texturename[j][i] == '\\')
2261                                 layer->texturename[j][i] = '/';
2262                 shaderpass->skinframes[j] = R_SkinFrame_LoadExternal(layer->texturename[j], texflags, false, true);
2263         }
2264         return shaderpass;
2265 }
2266
2267 qbool Mod_LoadTextureFromQ3Shader(mempool_t *mempool, const char *modelname, texture_t *texture, const char *name, qbool warnmissing, qbool fallback, int defaulttexflags, int defaultmaterialflags)
2268 {
2269         int texflagsmask, texflagsor;
2270         qbool success = true;
2271         shader_t *shader;
2272         if (!name)
2273                 name = "";
2274         strlcpy(texture->name, name, sizeof(texture->name));
2275         texture->basealpha = 1.0f;
2276         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2277
2278         // allow disabling of picmip or compression by defaulttexflags
2279         texflagsmask = ~0;
2280         if(!(defaulttexflags & TEXF_PICMIP))
2281                 texflagsmask &= ~TEXF_PICMIP;
2282         if(!(defaulttexflags & TEXF_COMPRESS))
2283                 texflagsmask &= ~TEXF_COMPRESS;
2284         texflagsor = 0;
2285         if(defaulttexflags & TEXF_ISWORLD)
2286                 texflagsor |= TEXF_ISWORLD;
2287         if(defaulttexflags & TEXF_ISSPRITE)
2288                 texflagsor |= TEXF_ISSPRITE;
2289         // unless later loaded from the shader
2290         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2291         texture->offsetscale = 1;
2292         texture->offsetbias = 0;
2293         texture->specularscalemod = 1;
2294         texture->specularpowermod = 1; 
2295         texture->rtlightambient = 0;
2296         texture->transparentsort = TRANSPARENTSORT_DISTANCE;
2297         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
2298         // JUST GREP FOR "specularscalemod = 1".
2299
2300         if (shader)
2301         {
2302                 if (developer_loading.integer)
2303                         Con_Printf("%s: loaded shader for %s\n", modelname, name);
2304
2305                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2306                 {
2307                         texture->basematerialflags = MATERIALFLAG_SKY;
2308                         if (shader->skyboxname[0] && loadmodel)
2309                         {
2310                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2311                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2312                         }
2313                 }
2314                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2315                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2316                 else
2317                         texture->basematerialflags = MATERIALFLAG_WALL;
2318
2319                 if (shader->layers[0].alphatest)
2320                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2321                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2322                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2323                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2324                 {
2325                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2326                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2327                 }
2328                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2329                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2330                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2331                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2332                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2333                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2334                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2335                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2336                 texture->customblendfunc[0] = GL_ONE;
2337                 texture->customblendfunc[1] = GL_ZERO;
2338                 texture->transparentsort = shader->transparentsort;
2339                 if (shader->numlayers > 0)
2340                 {
2341                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2342                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2343 /*
2344 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2345 * additive               GL_ONE GL_ONE
2346 additive weird         GL_ONE GL_SRC_ALPHA
2347 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2348 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2349 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2350 brighten               GL_DST_COLOR GL_ONE
2351 brighten               GL_ONE GL_SRC_COLOR
2352 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2353 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2354 * modulate               GL_DST_COLOR GL_ZERO
2355 * modulate               GL_ZERO GL_SRC_COLOR
2356 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2357 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2358 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2359 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2360 * no blend               GL_ONE GL_ZERO
2361 nothing                GL_ZERO GL_ONE
2362 */
2363                         // if not opaque, figure out what blendfunc to use
2364                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2365                         {
2366                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2367                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2368                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2369                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2370                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2371                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2372                                 else
2373                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2374                         }
2375                 }
2376                 if (!shader->lighting)
2377                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2378
2379                 // here be dragons: convert quake3 shaders to material
2380                 if (shader->numlayers > 0)
2381                 {
2382                         int i;
2383                         int terrainbackgroundlayer = -1;
2384                         int lightmaplayer = -1;
2385                         int alphagenspecularlayer = -1;
2386                         int rgbgenvertexlayer = -1;
2387                         int rgbgendiffuselayer = -1;
2388                         int materiallayer = -1;
2389                         int endofprelayers = 0;
2390                         int firstpostlayer = 0;
2391                         int shaderpassindex = 0;
2392                         for (i = 0; i < shader->numlayers; i++)
2393                         {
2394                                 if (shader->layers[i].texturename != NULL && !strcasecmp(shader->layers[i].texturename[0], "$lightmap"))
2395                                         lightmaplayer = i;
2396                                 if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_VERTEX)
2397                                         rgbgenvertexlayer = i;
2398                                 if (shader->layers[i].rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE)
2399                                         rgbgendiffuselayer = i;
2400                                 if (shader->layers[i].alphagen.alphagen == Q3ALPHAGEN_LIGHTINGSPECULAR)
2401                                         alphagenspecularlayer = i;
2402                         }
2403                         if (shader->numlayers >= 2
2404                          && shader->layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2405                          && (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ZERO && !shader->layers[0].alphatest)
2406                          && ((shader->layers[1].blendfunc[0] == GL_SRC_ALPHA && shader->layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2407                                  || (shader->layers[1].blendfunc[0] == GL_ONE && shader->layers[1].blendfunc[1] == GL_ZERO && shader->layers[1].alphatest)))
2408                         {
2409                                 // terrain blend or certain other effects involving alphatest over a regular layer
2410                                 terrainbackgroundlayer = 0;
2411                                 materiallayer = 1;
2412                                 // terrain may be vertex lit (in which case both layers are rgbGen vertex) or lightmapped (in which ase the third layer is lightmap)
2413                                 firstpostlayer = lightmaplayer >= 0 ? lightmaplayer + 1 : materiallayer + 1;
2414                         }
2415                         else if (lightmaplayer == 0)
2416                         {
2417                                 // ordinary texture but with $lightmap before diffuse
2418                                 materiallayer = 1;
2419                                 firstpostlayer = lightmaplayer + 2;
2420                         }
2421                         else if (lightmaplayer >= 1)
2422                         {
2423                                 // ordinary texture - we don't properly apply lighting to the prelayers, but oh well...
2424                                 endofprelayers = lightmaplayer - 1;
2425                                 materiallayer = lightmaplayer - 1;
2426                                 firstpostlayer = lightmaplayer + 1;
2427                         }
2428                         else if (rgbgenvertexlayer >= 0)
2429                         {
2430                                 // map models with baked lighting
2431                                 materiallayer = rgbgenvertexlayer;
2432                                 endofprelayers = rgbgenvertexlayer;
2433                                 firstpostlayer = rgbgenvertexlayer + 1;
2434                                 // special case for rgbgen vertex if MATERIALFLAG_VERTEXCOLOR is expected on this material
2435                                 if (defaultmaterialflags & MATERIALFLAG_VERTEXCOLOR)
2436                                         texture->basematerialflags |= MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX;
2437                         }
2438                         else if (rgbgendiffuselayer >= 0)
2439                         {
2440                                 // entity models with dynamic lighting
2441                                 materiallayer = rgbgendiffuselayer;
2442                                 endofprelayers = rgbgendiffuselayer;
2443                                 firstpostlayer = rgbgendiffuselayer + 1;
2444                                 // 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)...
2445                                 if (alphagenspecularlayer >= 0)
2446                                         firstpostlayer = alphagenspecularlayer + 1;
2447                         }
2448                         else
2449                         {
2450                                 // special effects shaders - treat first as primary layer and do everything else as post
2451                                 endofprelayers = 0;
2452                                 materiallayer = 0;
2453                                 firstpostlayer = 1;
2454                         }
2455                         // convert the main material layer
2456                         // 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
2457                         if (materiallayer >= 0)
2458                                 texture->materialshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[materiallayer], materiallayer, (shader->layers[materiallayer].dptexflags & texflagsmask) | texflagsor, texture->name);
2459                         // convert the terrain background blend layer (if any)
2460                         if (terrainbackgroundlayer >= 0)
2461                                 texture->backgroundshaderpass = texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[terrainbackgroundlayer], terrainbackgroundlayer, (shader->layers[terrainbackgroundlayer].dptexflags & texflagsmask) | texflagsor, texture->name);
2462                         // convert the prepass layers (if any)
2463                         texture->startpreshaderpass = shaderpassindex;
2464                         for (i = 0; i < endofprelayers; i++)
2465                                 texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
2466                         texture->endpreshaderpass = shaderpassindex;
2467                         texture->startpostshaderpass = shaderpassindex;
2468                         // convert the postpass layers (if any)
2469                         for (i = firstpostlayer; i < shader->numlayers; i++)
2470                                 texture->shaderpasses[shaderpassindex++] = Mod_CreateShaderPassFromQ3ShaderLayer(mempool, modelname, &shader->layers[i], i, (shader->layers[i].dptexflags & texflagsmask) | texflagsor, texture->name);
2471                         texture->startpostshaderpass = shaderpassindex;
2472                 }
2473
2474                 if (shader->dpshadow)
2475                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2476                 if (shader->dpnoshadow)
2477                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2478                 if (shader->dpnortlight)
2479                         texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2480                 if (shader->vertexalpha)
2481                         texture->basematerialflags |= MATERIALFLAG_ALPHAGEN_VERTEX;
2482                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2483                 texture->reflectmin = shader->reflectmin;
2484                 texture->reflectmax = shader->reflectmax;
2485                 texture->refractfactor = shader->refractfactor;
2486                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2487                 texture->reflectfactor = shader->reflectfactor;
2488                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2489                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2490                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2491                 texture->offsetmapping = shader->offsetmapping;
2492                 texture->offsetscale = shader->offsetscale;
2493                 texture->offsetbias = shader->offsetbias;
2494                 texture->specularscalemod = shader->specularscalemod;
2495                 texture->specularpowermod = shader->specularpowermod;
2496                 texture->rtlightambient = shader->rtlightambient;
2497                 texture->refractive_index = mod_q3shader_default_refractive_index.value;
2498                 if (shader->dpreflectcube[0])
2499                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2500
2501                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2502                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2503                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2504                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2505                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2506                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2507                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2508                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2509                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2510
2511         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2512         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2513         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2514         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2515                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2516         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2517                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2518         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2519         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2520         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2521         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2522         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2523                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2524         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2525         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2526         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2527         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2528                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2529         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2530                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2531                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2532         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2533                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2534         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2535         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2536                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2537         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2538         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2539         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2540                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2541         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2542         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2543
2544                 texture->surfaceflags = shader->surfaceflags;
2545                 if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->surfaceflags |= Q3SURFACEFLAG_ALPHASHADOW  ;
2546         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_AREAPORTAL   ;
2547         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->surfaceflags |= Q3SURFACEFLAG_CLUSTERPORTAL;
2548         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->surfaceflags |= Q3SURFACEFLAG_DETAIL       ;
2549         //      if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->surfaceflags |= Q3SURFACEFLAG_DONOTENTER   ;
2550         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->surfaceflags |= Q3SURFACEFLAG_FOG          ;
2551         //      if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->surfaceflags |= Q3SURFACEFLAG_LAVA         ;
2552                 if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTFILTER  ;
2553                 if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->surfaceflags |= Q3SURFACEFLAG_METALSTEPS   ;
2554                 if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->surfaceflags |= Q3SURFACEFLAG_NODAMAGE     ;
2555                 if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->surfaceflags |= Q3SURFACEFLAG_NODLIGHT     ;
2556                 if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->surfaceflags |= Q3SURFACEFLAG_NODRAW       ;
2557         //      if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->surfaceflags |= Q3SURFACEFLAG_NODROP       ;
2558                 if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->surfaceflags |= Q3SURFACEFLAG_NOIMPACT     ;
2559                 if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->surfaceflags |= Q3SURFACEFLAG_NOLIGHTMAP   ;
2560                 if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->surfaceflags |= Q3SURFACEFLAG_NOMARKS      ;
2561         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->surfaceflags |= Q3SURFACEFLAG_NOMIPMAPS    ;
2562                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->surfaceflags |= Q3SURFACEFLAG_NONSOLID     ;
2563         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->surfaceflags |= Q3SURFACEFLAG_ORIGIN       ;
2564         //      if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->surfaceflags |= Q3SURFACEFLAG_PLAYERCLIP   ;
2565                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->surfaceflags |= Q3SURFACEFLAG_SKY          ;
2566                 if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->surfaceflags |= Q3SURFACEFLAG_SLICK        ;
2567         //      if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->surfaceflags |= Q3SURFACEFLAG_SLIME        ;
2568         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->surfaceflags |= Q3SURFACEFLAG_STRUCTURAL   ;
2569         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->surfaceflags |= Q3SURFACEFLAG_TRANS        ;
2570         //      if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->surfaceflags |= Q3SURFACEFLAG_WATER        ;
2571                 if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->surfaceflags |= Q3SURFACEFLAG_POINTLIGHT   ;
2572                 if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->surfaceflags |= Q3SURFACEFLAG_HINT         ;
2573                 if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->surfaceflags |= Q3SURFACEFLAG_DUST         ;
2574         //      if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->surfaceflags |= Q3SURFACEFLAG_BOTCLIP      ;
2575         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->surfaceflags |= Q3SURFACEFLAG_LIGHTGRID    ;
2576         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->surfaceflags |= Q3SURFACEFLAG_ANTIPORTAL   ;
2577
2578                 if (shader->dpmeshcollisions)
2579                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2580                 if (shader->dpshaderkill && developer_extra.integer)
2581                         Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", modelname, name);
2582         }
2583         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2584         {
2585                 if (developer_extra.integer)
2586                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", modelname, name);
2587                 texture->basematerialflags = defaultmaterialflags;
2588                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2589         }
2590         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2591         {
2592                 if (developer_extra.integer)
2593                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", modelname, name);
2594                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2595                 texture->supercontents = SUPERCONTENTS_SOLID;
2596         }
2597         else
2598         {
2599                 if (developer_extra.integer)
2600                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", modelname, texture->name);
2601                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2602                 {
2603                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2604                         texture->supercontents = SUPERCONTENTS_SOLID;
2605                 }
2606                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2607                 {
2608                         texture->basematerialflags = MATERIALFLAG_SKY;
2609                         texture->supercontents = SUPERCONTENTS_SKY;
2610                 }
2611                 else
2612                 {
2613                         texture->basematerialflags = defaultmaterialflags;
2614                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2615                 }
2616                 if(cls.state == ca_dedicated)
2617                 {
2618                         texture->materialshaderpass = NULL;
2619                         success = false;
2620                 }
2621                 else
2622                 {
2623                         skinframe_t *skinframe = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false, fallback);
2624                         if (skinframe)
2625                         {
2626                                 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, skinframe);
2627                                 if (texture->materialshaderpass->skinframes[0]->hasalpha)
2628                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2629                                 if (texture->q2contents)
2630                                         texture->supercontents = Mod_Q2BSP_SuperContentsFromNativeContents(texture->q2contents);
2631                         }
2632                         else
2633                                 success = false;
2634                         if (!success && warnmissing)
2635                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", modelname, texture->name);
2636                 }
2637         }
2638         // init the animation variables
2639         texture->currentframe = texture;
2640         texture->currentmaterialflags = texture->basematerialflags;
2641         if (!texture->materialshaderpass)
2642                 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, R_SkinFrame_LoadMissing());
2643         if (!texture->materialshaderpass->skinframes[0])
2644                 texture->materialshaderpass->skinframes[0] = R_SkinFrame_LoadMissing();
2645         texture->currentskinframe = texture->materialshaderpass ? texture->materialshaderpass->skinframes[0] : NULL;
2646         texture->backgroundcurrentskinframe = texture->backgroundshaderpass ? texture->backgroundshaderpass->skinframes[0] : NULL;
2647         return success;
2648 }
2649
2650 void Mod_LoadCustomMaterial(mempool_t *mempool, texture_t *texture, const char *name, int supercontents, int materialflags, skinframe_t *skinframe)
2651 {
2652         if (!(materialflags & (MATERIALFLAG_WALL | MATERIALFLAG_SKY)))
2653                 Con_DPrintf("^1Custom texture ^3\"%s\" does not have MATERIALFLAG_WALL set\n", texture->name);
2654
2655         strlcpy(texture->name, name, sizeof(texture->name));
2656         texture->basealpha = 1.0f;
2657         texture->basematerialflags = materialflags;
2658         texture->supercontents = supercontents;
2659
2660         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2661         texture->offsetscale = 1;
2662         texture->offsetbias = 0;
2663         texture->specularscalemod = 1;
2664         texture->specularpowermod = 1;
2665         texture->rtlightambient = 0;
2666         texture->transparentsort = TRANSPARENTSORT_DISTANCE;
2667         // WHEN ADDING DEFAULTS HERE, REMEMBER TO PUT DEFAULTS IN ALL LOADERS
2668         // JUST GREP FOR "specularscalemod = 1".
2669
2670         if (developer_extra.integer)
2671                 Con_DPrintf("^1Custom texture ^3\"%s\"\n", texture->name);
2672         if (skinframe)
2673                 texture->materialshaderpass = texture->shaderpasses[0] = Mod_CreateShaderPass(mempool, skinframe);
2674
2675         // init the animation variables
2676         texture->currentmaterialflags = texture->basematerialflags;
2677         texture->currentframe = texture;
2678         texture->currentskinframe = skinframe;
2679         texture->backgroundcurrentskinframe = NULL;
2680 }
2681
2682 void Mod_UnloadCustomMaterial(texture_t *texture, qbool purgeskins)
2683 {
2684         long unsigned int i, j;
2685         for (i = 0; i < sizeof(texture->shaderpasses) / sizeof(texture->shaderpasses[0]); i++)
2686         {
2687                 if (texture->shaderpasses[i])
2688                 {
2689                         if (purgeskins)
2690                                 for (j = 0; j < sizeof(texture->shaderpasses[i]->skinframes) / sizeof(skinframe_t *);j++)
2691                                         if (texture->shaderpasses[i]->skinframes[j] && texture->shaderpasses[i]->skinframes[j]->base)
2692                                                 R_SkinFrame_PurgeSkinFrame(texture->shaderpasses[i]->skinframes[j]);
2693                         Mem_Free(texture->shaderpasses[i]);
2694                         texture->shaderpasses[i] = NULL;
2695                 }
2696         }
2697         texture->materialshaderpass = NULL;
2698         texture->currentskinframe = NULL;
2699         texture->backgroundcurrentskinframe = NULL;
2700 }
2701
2702 skinfile_t *Mod_LoadSkinFiles(void)
2703 {
2704         int i, words, line, wordsoverflow;
2705         char *text;
2706         const char *data;
2707         skinfile_t *skinfile = NULL, *first = NULL;
2708         skinfileitem_t *skinfileitem;
2709         char word[10][MAX_QPATH];
2710         char vabuf[1024];
2711
2712 /*
2713 sample file:
2714 U_bodyBox,models/players/Legoman/BikerA2.tga
2715 U_RArm,models/players/Legoman/BikerA1.tga
2716 U_LArm,models/players/Legoman/BikerA1.tga
2717 U_armor,common/nodraw
2718 U_sword,common/nodraw
2719 U_shield,common/nodraw
2720 U_homb,common/nodraw
2721 U_backpack,common/nodraw
2722 U_colcha,common/nodraw
2723 tag_head,
2724 tag_weapon,
2725 tag_torso,
2726 */
2727         memset(word, 0, sizeof(word));
2728         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2729         {
2730                 // If it's the first file we parse
2731                 if (skinfile == NULL)
2732                 {
2733                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2734                         first = skinfile;
2735                 }
2736                 else
2737                 {
2738                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2739                         skinfile = skinfile->next;
2740                 }
2741                 skinfile->next = NULL;
2742
2743                 for(line = 0;;line++)
2744                 {
2745                         // parse line
2746                         if (!COM_ParseToken_QuakeC(&data, true))
2747                                 break;
2748                         if (!strcmp(com_token, "\n"))
2749                                 continue;
2750                         words = 0;
2751                         wordsoverflow = false;
2752                         do
2753                         {
2754                                 if (words < 10)
2755                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2756                                 else
2757                                         wordsoverflow = true;
2758                         }
2759                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2760                         if (wordsoverflow)
2761                         {
2762                                 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: line with too many statements, skipping\n", loadmodel->name, i, line);
2763                                 continue;
2764                         }
2765                         // words is always >= 1
2766                         if (!strcmp(word[0], "replace"))
2767                         {
2768                                 if (words == 3)
2769                                 {
2770                                         if (developer_loading.integer)
2771                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2772                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2773                                         skinfileitem->next = skinfile->items;
2774                                         skinfile->items = skinfileitem;
2775                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2776                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2777                                 }
2778                                 else
2779                                         Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
2780                         }
2781                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2782                         {
2783                                 // tag name, like "tag_weapon,"
2784                                 // not used for anything (not even in Quake3)
2785                         }
2786                         else if (words >= 2 && !strcmp(word[1], ","))
2787                         {
2788                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2789                                 if (developer_loading.integer)
2790                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2791                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2792                                 skinfileitem->next = skinfile->items;
2793                                 skinfile->items = skinfileitem;
2794                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2795                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2796                         }
2797                         else
2798                                 Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: does not look like tag or mesh specification, or replace command, see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line);
2799                 }
2800                 Mem_Free(text);
2801         }
2802         if (i)
2803                 loadmodel->numskins = i;
2804         return first;
2805 }
2806
2807 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2808 {
2809         skinfile_t *next;
2810         skinfileitem_t *skinfileitem, *nextitem;
2811         for (;skinfile;skinfile = next)
2812         {
2813                 next = skinfile->next;
2814                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2815                 {
2816                         nextitem = skinfileitem->next;
2817                         Mem_Free(skinfileitem);
2818                 }
2819                 Mem_Free(skinfile);
2820         }
2821 }
2822
2823 int Mod_CountSkinFiles(skinfile_t *skinfile)
2824 {
2825         int i;
2826         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2827         return i;
2828 }
2829
2830 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2831 {
2832         int i;
2833         double isnap = 1.0 / snap;
2834         for (i = 0;i < numvertices*numcomponents;i++)
2835                 vertices[i] = floor(vertices[i]*isnap)*snap;
2836 }
2837
2838 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2839 {
2840         int i, outtriangles;
2841         float edgedir1[3], edgedir2[3], temp[3];
2842         // a degenerate triangle is one with no width (thickness, surface area)
2843         // these are characterized by having all 3 points colinear (along a line)
2844         // or having two points identical
2845         // the simplest check is to calculate the triangle's area
2846         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2847         {
2848                 // calculate first edge
2849                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2850                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2851                 CrossProduct(edgedir1, edgedir2, temp);
2852                 if (VectorLength2(temp) < 0.001f)
2853                         continue; // degenerate triangle (no area)
2854                 // valid triangle (has area)
2855                 VectorCopy(inelement3i, outelement3i);
2856                 outelement3i += 3;
2857                 outtriangles++;
2858         }
2859         return outtriangles;
2860 }
2861
2862 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2863 {
2864         int i, e;
2865         int firstvertex, lastvertex;
2866         if (numelements > 0 && elements)
2867         {
2868                 firstvertex = lastvertex = elements[0];
2869                 for (i = 1;i < numelements;i++)
2870                 {
2871                         e = elements[i];
2872                         firstvertex = min(firstvertex, e);
2873                         lastvertex = max(lastvertex, e);
2874                 }
2875         }
2876         else
2877                 firstvertex = lastvertex = 0;
2878         if (firstvertexpointer)
2879                 *firstvertexpointer = firstvertex;
2880         if (lastvertexpointer)
2881                 *lastvertexpointer = lastvertex;
2882 }
2883
2884 void Mod_MakeSortedSurfaces(model_t *mod)
2885 {
2886         // make an optimal set of texture-sorted batches to draw...
2887         int j, t;
2888         int *firstsurfacefortexture;
2889         int *numsurfacesfortexture;
2890         if (!mod->sortedmodelsurfaces)
2891                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2892         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2893         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2894         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2895         for (j = 0;j < mod->nummodelsurfaces;j++)
2896         {
2897                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2898                 if(!surface->texture)
2899                         continue;
2900                 t = (int)(surface->texture - mod->data_textures);
2901                 numsurfacesfortexture[t]++;
2902         }
2903         j = 0;
2904         for (t = 0;t < mod->num_textures;t++)
2905         {
2906                 firstsurfacefortexture[t] = j;
2907                 j += numsurfacesfortexture[t];
2908         }
2909         for (j = 0;j < mod->nummodelsurfaces;j++)
2910         {
2911                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2912                 if (!surface->texture)
2913                         continue;
2914                 t = (int)(surface->texture - mod->data_textures);
2915                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2916         }
2917         Mem_Free(firstsurfacefortexture);
2918         Mem_Free(numsurfacesfortexture);
2919 }
2920
2921 void Mod_BuildVBOs(void)
2922 {
2923         if(cls.state == ca_dedicated)
2924                 return;
2925
2926         if (!loadmodel->surfmesh.num_vertices)
2927                 return;
2928
2929         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2930         {
2931                 int i;
2932                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2933                 {
2934                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2935                         {
2936                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2937                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2938                         }
2939                 }
2940         }
2941
2942         // upload short indices as a buffer
2943         if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2944                 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);
2945
2946         // upload int indices as a buffer
2947         if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2948                 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);
2949
2950         // only build a vbo if one has not already been created (this is important for brush models which load specially)
2951         // we put several vertex data streams in the same buffer
2952         if (!loadmodel->surfmesh.data_vertex3f_vertexbuffer)
2953         {
2954                 int size;
2955                 unsigned char *mem;
2956                 size = 0;
2957                 loadmodel->surfmesh.data_vertex3f_bufferoffset           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2958                 loadmodel->surfmesh.data_svector3f_bufferoffset          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2959                 loadmodel->surfmesh.data_tvector3f_bufferoffset          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2960                 loadmodel->surfmesh.data_normal3f_bufferoffset           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2961                 loadmodel->surfmesh.data_texcoordtexture2f_bufferoffset  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2962                 loadmodel->surfmesh.data_texcoordlightmap2f_bufferoffset = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2963                 loadmodel->surfmesh.data_lightmapcolor4f_bufferoffset    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2964                 loadmodel->surfmesh.data_skeletalindex4ub_bufferoffset   = size;if (loadmodel->surfmesh.data_skeletalindex4ub  ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
2965                 loadmodel->surfmesh.data_skeletalweight4ub_bufferoffset  = size;if (loadmodel->surfmesh.data_skeletalweight4ub ) size += loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]);
2966                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2967                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.data_vertex3f_bufferoffset          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2968                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.data_svector3f_bufferoffset         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2969                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.data_tvector3f_bufferoffset         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2970                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.data_normal3f_bufferoffset          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2971                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.data_texcoordtexture2f_bufferoffset , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2972                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.data_texcoordlightmap2f_bufferoffset, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2973                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.data_lightmapcolor4f_bufferoffset   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2974                 if (loadmodel->surfmesh.data_skeletalindex4ub  ) memcpy(mem + loadmodel->surfmesh.data_skeletalindex4ub_bufferoffset  , loadmodel->surfmesh.data_skeletalindex4ub  , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
2975                 if (loadmodel->surfmesh.data_skeletalweight4ub ) memcpy(mem + loadmodel->surfmesh.data_skeletalweight4ub_bufferoffset , loadmodel->surfmesh.data_skeletalweight4ub , loadmodel->surfmesh.num_vertices * sizeof(unsigned char[4]));
2976                 loadmodel->surfmesh.data_vertex3f_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false, false);
2977                 loadmodel->surfmesh.data_svector3f_vertexbuffer = loadmodel->surfmesh.data_svector3f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
2978                 loadmodel->surfmesh.data_tvector3f_vertexbuffer = loadmodel->surfmesh.data_tvector3f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
2979                 loadmodel->surfmesh.data_normal3f_vertexbuffer = loadmodel->surfmesh.data_normal3f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
2980                 loadmodel->surfmesh.data_texcoordtexture2f_vertexbuffer = loadmodel->surfmesh.data_texcoordtexture2f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
2981                 loadmodel->surfmesh.data_texcoordlightmap2f_vertexbuffer = loadmodel->surfmesh.data_texcoordlightmap2f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
2982                 loadmodel->surfmesh.data_lightmapcolor4f_vertexbuffer = loadmodel->surfmesh.data_lightmapcolor4f ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
2983                 loadmodel->surfmesh.data_skeletalindex4ub_vertexbuffer = loadmodel->surfmesh.data_skeletalindex4ub ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
2984                 loadmodel->surfmesh.data_skeletalweight4ub_vertexbuffer = loadmodel->surfmesh.data_skeletalweight4ub ? loadmodel->surfmesh.data_vertex3f_vertexbuffer : NULL;
2985                 Mem_Free(mem);
2986         }
2987 }
2988
2989 extern cvar_t mod_obj_orientation;
2990 static void Mod_Decompile_OBJ(model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2991 {
2992         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2993         int a, b, c;
2994         const char *texname;
2995         const int *e;
2996         const float *v, *vn, *vt;
2997         size_t l;
2998         size_t outbufferpos = 0;
2999         size_t outbuffermax = 0x100000;
3000         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3001         const msurface_t *surface;
3002         const int maxtextures = 256;
3003         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3004         model_t *submodel;
3005
3006         // construct the mtllib file
3007         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3008         if (l > 0)
3009                 outbufferpos += l;
3010         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3011         {
3012                 countsurfaces++;
3013                 countvertices += surface->num_vertices;
3014                 countfaces += surface->num_triangles;
3015                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3016                 for (textureindex = 0;textureindex < counttextures;textureindex++)
3017                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3018                                 break;
3019                 if (textureindex < counttextures)
3020                         continue; // already wrote this material entry
3021                 if (textureindex >= maxtextures)
3022                         continue; // just a precaution
3023                 textureindex = counttextures++;
3024                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3025                 if (outbufferpos >= outbuffermax >> 1)
3026                 {
3027                         outbuffermax *= 2;
3028                         oldbuffer = outbuffer;
3029                         outbuffer = (char *) Z_Malloc(outbuffermax);
3030                         memcpy(outbuffer, oldbuffer, outbufferpos);
3031                         Z_Free(oldbuffer);
3032                 }
3033                 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");
3034                 if (l > 0)
3035                         outbufferpos += l;
3036         }
3037
3038         // write the mtllib file
3039         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3040
3041         // construct the obj file
3042         outbufferpos = 0;
3043         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);
3044         if (l > 0)
3045                 outbufferpos += l;
3046
3047         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)
3048         {
3049                 if (outbufferpos >= outbuffermax >> 1)
3050                 {
3051                         outbuffermax *= 2;
3052                         oldbuffer = outbuffer;
3053                         outbuffer = (char *) Z_Malloc(outbuffermax);
3054                         memcpy(outbuffer, oldbuffer, outbufferpos);
3055                         Z_Free(oldbuffer);
3056                 }
3057                 if(mod_obj_orientation.integer)
3058                         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]);
3059                 else
3060                         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]);
3061                 if (l > 0)
3062                         outbufferpos += l;
3063         }
3064
3065         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3066         {
3067                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3068                 if (l > 0)
3069                         outbufferpos += l;
3070                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3071                 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3072                 {
3073                         surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3074                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3075                         if (l > 0)
3076                                 outbufferpos += l;
3077                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3078                         {
3079                                 if (outbufferpos >= outbuffermax >> 1)
3080                                 {
3081                                         outbuffermax *= 2;
3082                                         oldbuffer = outbuffer;
3083                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3084                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3085                                         Z_Free(oldbuffer);
3086                                 }
3087                                 a = e[0]+1;
3088                                 b = e[1]+1;
3089                                 c = e[2]+1;
3090                                 if(mod_obj_orientation.integer)
3091                                         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);
3092                                 else
3093                                         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);
3094                                 if (l > 0)
3095                                         outbufferpos += l;
3096                         }
3097                 }
3098         }
3099
3100         // write the obj file
3101         FS_WriteFile(filename, outbuffer, outbufferpos);
3102
3103         // clean up
3104         Z_Free(outbuffer);
3105         Z_Free(texturenames);
3106
3107         // print some stats
3108         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3109 }
3110
3111 static void Mod_Decompile_SMD(model_t *model, const char *filename, int firstpose, int numposes, qbool writetriangles)
3112 {
3113         int countnodes = 0, counttriangles = 0, countframes = 0;
3114         int surfaceindex;
3115         int triangleindex;
3116         int transformindex;
3117         int poseindex;
3118         int cornerindex;
3119         const int *e;
3120         size_t l;
3121         size_t outbufferpos = 0;
3122         size_t outbuffermax = 0x100000;
3123         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3124         const msurface_t *surface;
3125         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3126         if (l > 0)
3127                 outbufferpos += l;
3128         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3129         {
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                 countnodes++;
3139                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3140                 if (l > 0)
3141                         outbufferpos += l;
3142         }
3143         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3144         if (l > 0)
3145                 outbufferpos += l;
3146         for (poseindex = 0;poseindex < numposes;poseindex++)
3147         {
3148                 countframes++;
3149                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3150                 if (l > 0)
3151                         outbufferpos += l;
3152                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3153                 {
3154                         float angles[3];
3155                         float mtest[4][3];
3156                         matrix4x4_t posematrix;
3157                         if (outbufferpos >= outbuffermax >> 1)
3158                         {
3159                                 outbuffermax *= 2;
3160                                 oldbuffer = outbuffer;
3161                                 outbuffer = (char *) Z_Malloc(outbuffermax);
3162                                 memcpy(outbuffer, oldbuffer, outbufferpos);
3163                                 Z_Free(oldbuffer);
3164                         }
3165
3166                         // strangely the smd angles are for a transposed matrix, so we
3167                         // have to generate a transposed matrix, then convert that...
3168                         Matrix4x4_FromBonePose7s(&posematrix, model->num_posescale, model->data_poses7s + 7*(model->num_bones * poseindex + transformindex));
3169                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3170                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
3171                         if (angles[0] >= 180) angles[0] -= 360;
3172                         if (angles[1] >= 180) angles[1] -= 360;
3173                         if (angles[2] >= 180) angles[2] -= 360;
3174
3175 #if 0
3176 {
3177                         float a = DEG2RAD(angles[ROLL]);
3178                         float b = DEG2RAD(angles[PITCH]);
3179                         float c = DEG2RAD(angles[YAW]);
3180                         float cy, sy, cp, sp, cr, sr;
3181                         float test[4][3];
3182                         // smd matrix construction, for comparing
3183                         sy = sin(c);
3184                         cy = cos(c);
3185                         sp = sin(b);
3186                         cp = cos(b);
3187                         sr = sin(a);
3188                         cr = cos(a);
3189
3190                         test[0][0] = cp*cy;
3191                         test[0][1] = cp*sy;
3192                         test[0][2] = -sp;
3193                         test[1][0] = sr*sp*cy+cr*-sy;
3194                         test[1][1] = sr*sp*sy+cr*cy;
3195                         test[1][2] = sr*cp;
3196                         test[2][0] = (cr*sp*cy+-sr*-sy);
3197                         test[2][1] = (cr*sp*sy+-sr*cy);
3198                         test[2][2] = cr*cp;
3199                         test[3][0] = pose[9];
3200                         test[3][1] = pose[10];
3201                         test[3][2] = pose[11];
3202 }
3203 #endif
3204                         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]));
3205                         if (l > 0)
3206                                 outbufferpos += l;
3207                 }
3208         }
3209         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3210         if (l > 0)
3211                 outbufferpos += l;
3212         if (writetriangles)
3213         {
3214                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3215                 if (l > 0)
3216                         outbufferpos += l;
3217                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3218                 {
3219                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3220                         {
3221                                 counttriangles++;
3222                                 if (outbufferpos >= outbuffermax >> 1)
3223                                 {
3224                                         outbuffermax *= 2;
3225                                         oldbuffer = outbuffer;
3226                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3227                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3228                                         Z_Free(oldbuffer);
3229                                 }
3230                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3231                                 if (l > 0)
3232                                         outbufferpos += l;
3233                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3234                                 {
3235                                         const int index = e[2-cornerindex];
3236                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
3237                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
3238                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3239                                         const int b = model->surfmesh.blends[index];
3240                                         if (b < model->num_bones)
3241                                                 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]);
3242                                         else
3243                                         {
3244                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3245                                                 const unsigned char *wi = w->index;
3246                                                 const unsigned char *wf = w->influence;
3247                                             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);
3248                                                 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);
3249                                                 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);
3250                                                 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]);
3251                                         }
3252                                         if (l > 0)
3253                                                 outbufferpos += l;
3254                                 }
3255                         }
3256                 }
3257                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3258                 if (l > 0)
3259                         outbufferpos += l;
3260         }
3261
3262         FS_WriteFile(filename, outbuffer, outbufferpos);
3263         Z_Free(outbuffer);
3264
3265         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3266 }
3267
3268 /*
3269 ================
3270 Mod_Decompile_f
3271
3272 decompiles a model to editable files
3273 ================
3274 */
3275 static void Mod_Decompile_f(cmd_state_t *cmd)
3276 {
3277         int i, j, k, l, first, count;
3278         model_t *mod;
3279         char inname[MAX_QPATH];
3280         char outname[MAX_QPATH];
3281         char mtlname[MAX_QPATH];
3282         char basename[MAX_QPATH];
3283         char animname[MAX_QPATH];
3284         char animname2[MAX_QPATH];
3285         char zymtextbuffer[16384];
3286         char dpmtextbuffer[16384];
3287         char framegroupstextbuffer[16384];
3288         int zymtextsize = 0;
3289         int dpmtextsize = 0;
3290         int framegroupstextsize = 0;
3291         char vabuf[1024];
3292
3293         if (Cmd_Argc(cmd) != 2)
3294         {
3295                 Con_Print("usage: modeldecompile <filename>\n");
3296                 return;
3297         }
3298
3299         strlcpy(inname, Cmd_Argv(cmd, 1), sizeof(inname));
3300         FS_StripExtension(inname, basename, sizeof(basename));
3301
3302         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3303         if (!mod)
3304         {
3305                 Con_Print("No such model\n");
3306                 return;
3307         }
3308         if (mod->brush.submodel)
3309         {
3310                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3311                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3312                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3313                 outname[0] = 0;
3314         }
3315         if (!mod->surfmesh.num_triangles)
3316         {
3317                 Con_Print("Empty model (or sprite)\n");
3318                 return;
3319         }
3320
3321         // export OBJ if possible (not on sprites)
3322         if (mod->surfmesh.num_triangles)
3323         {
3324                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3325                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3326                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3327         }
3328
3329         // export SMD if possible (only for skeletal models)
3330         if (mod->surfmesh.num_triangles && mod->num_bones)
3331         {
3332                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3333                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3334                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3335                 if (l > 0) zymtextsize += l;
3336                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3337                 if (l > 0) dpmtextsize += l;
3338                 for (i = 0;i < mod->numframes;i = j)
3339                 {
3340                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3341                         first = mod->animscenes[i].firstframe;
3342                         if (mod->animscenes[i].framecount > 1)
3343                         {
3344                                 // framegroup anim
3345                                 count = mod->animscenes[i].framecount;
3346                                 j = i + 1;
3347                         }
3348                         else
3349                         {
3350                                 // individual frame
3351                                 // check for additional frames with same name
3352                                 for (l = 0, k = (int)strlen(animname);animname[l];l++)
3353                                         if(animname[l] < '0' || animname[l] > '9')
3354                                                 k = l + 1;
3355                                 if(k > 0 && animname[k-1] == '_')
3356                                         --k;
3357                                 animname[k] = 0;
3358                                 count = mod->num_poses - first;
3359                                 for (j = i + 1;j < mod->numframes;j++)
3360                                 {
3361                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3362                                         for (l = 0, k = (int)strlen(animname2);animname2[l];l++)
3363                                                 if(animname2[l] < '0' || animname2[l] > '9')
3364                                                         k = l + 1;
3365                                         if(k > 0 && animname[k-1] == '_')
3366                                                 --k;
3367                                         animname2[k] = 0;
3368                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3369                                         {
3370                                                 count = mod->animscenes[j].firstframe - first;
3371                                                 break;
3372                                         }
3373                                 }
3374                                 // if it's only one frame, use the original frame name
3375                                 if (j == i + 1)
3376                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3377                                 
3378                         }
3379                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3380                         Mod_Decompile_SMD(mod, outname, first, count, false);
3381                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3382                         {
3383                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3384                                 if (l > 0) zymtextsize += l;
3385                         }
3386                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3387                         {
3388                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3389                                 if (l > 0) dpmtextsize += l;
3390                         }
3391                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3392                         {
3393                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3394                                 if (l > 0) framegroupstextsize += l;
3395                         }
3396                 }
3397                 if (zymtextsize)
3398                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3399                 if (dpmtextsize)
3400                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3401                 if (framegroupstextsize)
3402                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3403         }
3404 }
3405
3406 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, mempool_t *mempool, int width, int height)
3407 {
3408         int y;
3409         memset(state, 0, sizeof(*state));
3410         state->width = width;
3411         state->height = height;
3412         state->currentY = 0;
3413         state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(mempool, state->height * sizeof(*state->rows));
3414         for (y = 0;y < state->height;y++)
3415         {
3416                 state->rows[y].currentX = 0;
3417                 state->rows[y].rowY = -1;
3418         }
3419 }
3420
3421 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3422 {
3423         int y;
3424         state->currentY = 0;
3425         for (y = 0;y < state->height;y++)
3426         {
3427                 state->rows[y].currentX = 0;
3428                 state->rows[y].rowY = -1;
3429         }
3430 }
3431
3432 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3433 {
3434         if (state->rows)
3435                 Mem_Free(state->rows);
3436         memset(state, 0, sizeof(*state));
3437 }
3438
3439 qbool Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3440 {
3441         mod_alloclightmap_row_t *row;
3442         int y;
3443
3444         row = state->rows + blockheight;
3445         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3446         {
3447                 if (state->currentY + blockheight <= state->height)
3448                 {
3449                         // use the current allocation position
3450                         row->rowY = state->currentY;
3451                         row->currentX = 0;
3452                         state->currentY += blockheight;
3453                 }
3454                 else
3455                 {
3456                         // find another position
3457                         for (y = blockheight;y < state->height;y++)
3458                         {
3459                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3460                                 {
3461                                         row = state->rows + y;
3462                                         break;
3463                                 }
3464                         }
3465                         if (y == state->height)
3466                                 return false;
3467                 }
3468         }
3469         *outy = row->rowY;
3470         *outx = row->currentX;
3471         row->currentX += blockwidth;
3472
3473         return true;
3474 }
3475
3476 typedef struct lightmapsample_s
3477 {
3478         float pos[3];
3479         float sh1[4][3];
3480         float *vertex_color;
3481         unsigned char *lm_bgr;
3482         unsigned char *lm_dir;
3483 }
3484 lightmapsample_t;
3485
3486 typedef struct lightmapvertex_s
3487 {
3488         int index;
3489         float pos[3];
3490         float normal[3];
3491         float texcoordbase[2];
3492         float texcoordlightmap[2];
3493         float lightcolor[4];
3494 }
3495 lightmapvertex_t;
3496
3497 typedef struct lightmaptriangle_s
3498 {
3499         int triangleindex;
3500         int surfaceindex;
3501         int lightmapindex;
3502         int axis;
3503         int lmoffset[2];
3504         int lmsize[2];
3505         // 2D modelspace coordinates of min corner
3506         // snapped to lightmap grid but not in grid coordinates
3507         float lmbase[2];
3508         // 2D modelspace to lightmap coordinate scale
3509         float lmscale[2];
3510         float vertex[3][3];
3511         float mins[3];
3512         float maxs[3];
3513 }
3514 lightmaptriangle_t;
3515
3516 typedef struct lightmaplight_s
3517 {
3518         float origin[3];
3519         float radius;
3520         float iradius;
3521         float radius2;
3522         float color[3];
3523         svbsp_t svbsp;
3524 }
3525 lightmaplight_t;
3526
3527 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3528
3529 #define MAX_LIGHTMAPSAMPLES 64
3530 static int mod_generatelightmaps_numoffsets[3];
3531 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3532
3533 static int mod_generatelightmaps_numlights;
3534 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3535
3536 extern cvar_t r_shadow_lightattenuationdividebias;
3537 extern cvar_t r_shadow_lightattenuationlinearscale;
3538
3539 static void Mod_GenerateLightmaps_LightPoint(model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3540 {
3541         int i;
3542         int index;
3543         int result;
3544         float relativepoint[3];
3545         float color[3];
3546         float dir[3];
3547         float dist;
3548         float dist2;
3549         float intensity;
3550         float sample[5*3];
3551         float lightorigin[3];
3552         float lightradius;
3553         float lightradius2;
3554         float lightiradius;
3555         float lightcolor[3];
3556         trace_t trace;
3557         for (i = 0;i < 5*3;i++)
3558                 sample[i] = 0.0f;
3559         for (index = 0;;index++)
3560         {
3561                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3562                 if (result < 0)
3563                         break;
3564                 if (result == 0)
3565                         continue;
3566                 lightradius2 = lightradius * lightradius;
3567                 VectorSubtract(lightorigin, pos, relativepoint);
3568                 dist2 = VectorLength2(relativepoint);
3569                 if (dist2 >= lightradius2)
3570                         continue;
3571                 lightiradius = 1.0f / lightradius;
3572                 dist = sqrt(dist2) * lightiradius;
3573                 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3574                 if (intensity <= 0.0f)
3575                         continue;
3576                 if (model && model->TraceLine)
3577                 {
3578                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT | MATERIALFLAG_NOSHADOW);
3579                         if (trace.fraction < 1)
3580                                 continue;
3581                 }
3582                 // scale down intensity to add to both ambient and diffuse
3583                 //intensity *= 0.5f;
3584                 VectorNormalize(relativepoint);
3585                 VectorScale(lightcolor, intensity, color);
3586                 VectorMA(sample    , 0.5f            , color, sample    );
3587                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3588                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3589                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3590                 // calculate a weighted average light direction as well
3591                 intensity *= VectorLength(color);
3592                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3593         }
3594         // calculate the direction we'll use to reduce the sample to a directional light source
3595         VectorCopy(sample + 12, dir);
3596         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3597         VectorNormalize(dir);
3598         // extract the diffuse color along the chosen direction and scale it
3599         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3600         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3601         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3602         // subtract some of diffuse from ambient
3603         VectorMA(sample, -0.333f, diffuse, ambient);
3604         // store the normalized lightdir
3605         VectorCopy(dir, lightdir);
3606 }
3607
3608 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3609 {
3610         int surfaceindex;
3611         int triangleindex;
3612         const msurface_t *surface;
3613         const float *vertex3f = model->surfmesh.data_vertex3f;
3614         const int *element3i = model->surfmesh.data_element3i;
3615         const int *e;
3616         float v2[3][3];
3617         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3618         {
3619                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3620                         continue;
3621                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3622                         continue;
3623                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3624                 {
3625                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3626                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3627                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3628                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3629                 }
3630         }
3631 }
3632
3633 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model_t *model, lightmaplight_t *lightinfo)
3634 {
3635         int maxnodes = 1<<14;
3636         svbsp_node_t *nodes;
3637         float origin[3];
3638         float mins[3];
3639         float maxs[3];
3640         svbsp_t svbsp;
3641         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3642         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3643         VectorCopy(lightinfo->origin, origin);
3644         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3645         for (;;)
3646         {
3647                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3648                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3649                 if (svbsp.ranoutofnodes)
3650                 {
3651                         maxnodes *= 16;
3652                         if (maxnodes > 1<<22)
3653                         {
3654                                 Mem_Free(nodes);
3655                                 return;
3656                         }
3657                         Mem_Free(nodes);
3658                         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3659                 }
3660                 else
3661                         break;
3662         }
3663         if (svbsp.numnodes > 0)
3664         {
3665                 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3666                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3667                 lightinfo->svbsp = svbsp;
3668         }
3669         Mem_Free(nodes);
3670 }
3671
3672 static void Mod_GenerateLightmaps_CreateLights(model_t *model)
3673 {
3674         int index;
3675         int result;
3676         lightmaplight_t *lightinfo;
3677         float origin[3];
3678         float radius;
3679         float color[3];
3680         mod_generatelightmaps_numlights = 0;
3681         for (index = 0;;index++)
3682         {
3683                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3684                 if (result < 0)
3685                         break;
3686                 if (result > 0)
3687                         mod_generatelightmaps_numlights++;
3688         }
3689         if (mod_generatelightmaps_numlights > 0)
3690         {
3691                 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3692                 lightinfo = mod_generatelightmaps_lightinfo;
3693                 for (index = 0;;index++)
3694                 {
3695                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3696                         if (result < 0)
3697                                 break;
3698                         if (result > 0)
3699                                 lightinfo++;
3700                 }
3701         }
3702         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3703         {
3704                 lightinfo->iradius = 1.0f / lightinfo->radius;
3705                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3706                 // TODO: compute svbsp
3707                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3708         }
3709 }
3710
3711 static void Mod_GenerateLightmaps_DestroyLights(model_t *model)
3712 {
3713         int i;
3714         if (mod_generatelightmaps_lightinfo)
3715         {
3716                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3717                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3718                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3719                 Mem_Free(mod_generatelightmaps_lightinfo);
3720         }
3721         mod_generatelightmaps_lightinfo = NULL;
3722         mod_generatelightmaps_numlights = 0;
3723 }
3724
3725 static qbool Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3726 {
3727         const svbsp_node_t *node;
3728         const svbsp_node_t *nodes = svbsp->nodes;
3729         int num = 0;
3730         while (num >= 0)
3731         {
3732                 node = nodes + num;
3733                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3734         }
3735         return num == -1; // true if empty, false if solid (shadowed)
3736 }
3737
3738 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3739 {
3740         int i;
3741         float relativepoint[3];
3742         float color[3];
3743         float offsetpos[3];
3744         float dist;
3745         float dist2;
3746         float intensity;
3747         int offsetindex;
3748         int hits;
3749         int tests;
3750         const lightmaplight_t *lightinfo;
3751         trace_t trace;
3752         for (i = 0;i < 5*3;i++)
3753                 sample[i] = 0.0f;
3754         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3755         {
3756                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3757                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3758                 // don't accept light from behind a surface, it causes bad shading
3759                 if (normal && DotProduct(relativepoint, normal) <= 0)
3760                         continue;
3761                 dist2 = VectorLength2(relativepoint);
3762                 if (dist2 >= lightinfo->radius2)
3763                         continue;
3764                 dist = sqrt(dist2) * lightinfo->iradius;
3765                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3766                 if (intensity <= 0)
3767                         continue;
3768                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3769                 {
3770                         hits = 0;
3771                         tests = 1;
3772                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3773                                 hits++;
3774                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3775                         {
3776                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3777                                 if (!normal)
3778                                 {
3779                                         // for light grid we'd better check visibility of the offset point
3780                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT | MATERIALFLAG_NOSHADOW);
3781                                         if (trace.fraction < 1)
3782                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3783                                 }
3784                                 tests++;
3785                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3786                                         hits++;
3787                         }
3788                         if (!hits)
3789                                 continue;
3790                         // scale intensity according to how many rays succeeded
3791                         // we know one test is valid, half of the rest will fail...
3792                         //if (normal && tests > 1)
3793                         //      intensity *= (tests - 1.0f) / tests;
3794                         intensity *= (float)hits / tests;
3795                 }
3796                 // scale down intensity to add to both ambient and diffuse
3797                 //intensity *= 0.5f;
3798                 VectorNormalize(relativepoint);
3799                 VectorScale(lightinfo->color, intensity, color);
3800                 VectorMA(sample    , 0.5f            , color, sample    );
3801                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3802                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3803                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3804                 // calculate a weighted average light direction as well
3805                 intensity *= VectorLength(color);
3806                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3807         }
3808 }
3809
3810 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3811 {
3812         float sample[5*3];
3813         float color[3];
3814         float dir[3];
3815         float f;
3816         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3817         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3818         VectorCopy(sample + 12, dir);
3819         VectorNormalize(dir);
3820         //VectorAdd(dir, normal, dir);
3821         //VectorNormalize(dir);
3822         f = DotProduct(dir, normal);
3823         f = max(0, f) * 255.0f;
3824         VectorScale(sample, f, color);
3825         //VectorCopy(normal, dir);
3826         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3827         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3828         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3829         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3830         lm_bgr[3] = 255;
3831         lm_dir[0] = (unsigned char)dir[2];
3832         lm_dir[1] = (unsigned char)dir[1];
3833         lm_dir[2] = (unsigned char)dir[0];
3834         lm_dir[3] = 255;
3835 }
3836
3837 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3838 {
3839         float sample[5*3];
3840         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3841         VectorCopy(sample, vertex_color);
3842 }
3843
3844 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3845 {
3846         float sample[5*3];
3847         float ambient[3];
3848         float diffuse[3];
3849         float dir[3];
3850         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3851         // calculate the direction we'll use to reduce the sample to a directional light source
3852         VectorCopy(sample + 12, dir);
3853         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3854         VectorNormalize(dir);
3855         // extract the diffuse color along the chosen direction and scale it
3856         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3857         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3858         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3859         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3860         VectorScale(sample, 127.5f, ambient);
3861         VectorMA(ambient, -0.333f, diffuse, ambient);
3862         // encode to the grid format
3863         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3864         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3865         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3866         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3867         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3868         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3869         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3870         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3871         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));}
3872 }
3873
3874 static void Mod_GenerateLightmaps_InitSampleOffsets(model_t *model)
3875 {
3876         float radius[3];
3877         float temp[3];
3878         int i, j;
3879         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3880         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3881         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3882         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3883         radius[0] = mod_generatelightmaps_lightmapradius.value;
3884         radius[1] = mod_generatelightmaps_vertexradius.value;
3885         radius[2] = mod_generatelightmaps_gridradius.value;
3886         for (i = 0;i < 3;i++)
3887         {
3888                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3889                 {
3890                         VectorRandom(temp);
3891                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3892                 }
3893         }
3894 }
3895
3896 static void Mod_GenerateLightmaps_DestroyLightmaps(model_t *model)
3897 {
3898         msurface_t *surface;
3899         int surfaceindex;
3900         int i;
3901         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3902         {
3903                 surface = model->data_surfaces + surfaceindex;
3904                 surface->lightmaptexture = NULL;
3905                 surface->deluxemaptexture = NULL;
3906         }
3907         if (model->brushq3.data_lightmaps)
3908         {
3909                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3910                         if (model->brushq3.data_lightmaps[i])
3911                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3912                 Mem_Free(model->brushq3.data_lightmaps);
3913                 model->brushq3.data_lightmaps = NULL;
3914         }
3915         if (model->brushq3.data_deluxemaps)
3916         {
3917                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3918                         if (model->brushq3.data_deluxemaps[i])
3919                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3920                 Mem_Free(model->brushq3.data_deluxemaps);
3921                 model->brushq3.data_deluxemaps = NULL;
3922         }
3923 }
3924
3925 static void Mod_GenerateLightmaps_UnweldTriangles(model_t *model)
3926 {
3927         msurface_t *surface;
3928         int surfaceindex;
3929         int vertexindex;
3930         int outvertexindex;
3931         int i;
3932         const int *e;
3933         surfmesh_t oldsurfmesh;
3934         size_t size;
3935         unsigned char *data;
3936         oldsurfmesh = model->surfmesh;
3937         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3938         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3939         size = 0;
3940         size += model->surfmesh.num_vertices * sizeof(float[3]);
3941         size += model->surfmesh.num_vertices * sizeof(float[3]);
3942         size += model->surfmesh.num_vertices * sizeof(float[3]);
3943         size += model->surfmesh.num_vertices * sizeof(float[3]);
3944         size += model->surfmesh.num_vertices * sizeof(float[2]);
3945         size += model->surfmesh.num_vertices * sizeof(float[2]);
3946         size += model->surfmesh.num_vertices * sizeof(float[4]);
3947         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3948         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3949         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3950         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3951         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3952         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3953         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3954         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3955         if (model->surfmesh.num_vertices > 65536)
3956                 model->surfmesh.data_element3s = NULL;
3957
3958         if (model->surfmesh.data_element3i_indexbuffer && !model->surfmesh.data_element3i_indexbuffer->isdynamic)
3959                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3960         model->surfmesh.data_element3i_indexbuffer = NULL;
3961         if (model->surfmesh.data_element3s_indexbuffer && !model->surfmesh.data_element3s_indexbuffer->isdynamic)
3962                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3963         model->surfmesh.data_element3s_indexbuffer = NULL;
3964         if (model->surfmesh.data_vertex3f_vertexbuffer && !model->surfmesh.data_vertex3f_vertexbuffer->isdynamic)
3965                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_vertex3f_vertexbuffer);
3966         model->surfmesh.data_vertex3f_vertexbuffer = NULL;
3967         model->surfmesh.data_svector3f_vertexbuffer = NULL;
3968         model->surfmesh.data_tvector3f_vertexbuffer = NULL;
3969         model->surfmesh.data_normal3f_vertexbuffer = NULL;
3970         model->surfmesh.data_texcoordtexture2f_vertexbuffer = NULL;
3971         model->surfmesh.data_texcoordlightmap2f_vertexbuffer = NULL;
3972         model->surfmesh.data_lightmapcolor4f_vertexbuffer = NULL;
3973         model->surfmesh.data_skeletalindex4ub_vertexbuffer = NULL;
3974         model->surfmesh.data_skeletalweight4ub_vertexbuffer = NULL;
3975
3976         // convert all triangles to unique vertex data
3977         outvertexindex = 0;
3978         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3979         {
3980                 surface = model->data_surfaces + surfaceindex;
3981                 surface->num_firstvertex = outvertexindex;
3982                 surface->num_vertices = surface->num_triangles*3;
3983                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3984                 for (i = 0;i < surface->num_triangles*3;i++)
3985                 {
3986                         vertexindex = e[i];
3987                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3988                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3989                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3990                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3991                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3992                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3993                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3994                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3995                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3996                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3997                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3998                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3999                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4000                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4001                         if (oldsurfmesh.data_texcoordlightmap2f)
4002                         {
4003                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4004                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4005                         }
4006                         if (oldsurfmesh.data_lightmapcolor4f)
4007                         {
4008                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4009                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4010                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4011                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4012                         }
4013                         else
4014                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4015                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4016                         outvertexindex++;
4017                 }
4018         }
4019         if (model->surfmesh.data_element3s)
4020                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4021                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4022
4023         // find and update all submodels to use this new surfmesh data
4024         for (i = 0;i < model->brush.numsubmodels;i++)
4025                 model->brush.submodels[i]->surfmesh = model->surfmesh;
4026 }
4027
4028 static void Mod_GenerateLightmaps_CreateTriangleInformation(model_t *model)
4029 {
4030         msurface_t *surface;
4031         int surfaceindex;
4032         int i;
4033         int axis;
4034         float normal[3];
4035         const int *e;
4036         lightmaptriangle_t *triangle;
4037         // generate lightmap triangle structs
4038         mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4039         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4040         {
4041                 surface = model->data_surfaces + surfaceindex;
4042                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4043                 for (i = 0;i < surface->num_triangles;i++)
4044                 {
4045                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4046                         triangle->triangleindex = surface->num_firsttriangle+i;
4047                         triangle->surfaceindex = surfaceindex;
4048                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4049                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4050                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4051                         // calculate bounds of triangle
4052                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4053                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4054                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4055                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4056                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4057                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4058                         // pick an axial projection based on the triangle normal
4059                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4060                         axis = 0;
4061                         if (fabs(normal[1]) > fabs(normal[axis]))
4062                                 axis = 1;
4063                         if (fabs(normal[2]) > fabs(normal[axis]))
4064                                 axis = 2;
4065                         triangle->axis = axis;
4066                 }
4067         }
4068 }
4069
4070 static void Mod_GenerateLightmaps_DestroyTriangleInformation(model_t *model)
4071 {
4072         if (mod_generatelightmaps_lightmaptriangles)
4073                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4074         mod_generatelightmaps_lightmaptriangles = NULL;
4075 }
4076
4077 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4078
4079 static void Mod_GenerateLightmaps_CreateLightmaps(model_t *model)
4080 {
4081         msurface_t *surface;
4082         int surfaceindex;
4083         int lightmapindex;
4084         int lightmapnumber;
4085         int i;
4086         int j;
4087         int k;
4088         int x;
4089         int y;
4090         int axis;
4091         int axis1;
4092         int axis2;
4093         int retry;
4094         int pixeloffset;
4095         float trianglenormal[3];
4096         float samplecenter[3];
4097         float samplenormal[3];
4098         float temp[3];
4099         float lmiscale[2];
4100         float slopex;
4101         float slopey;
4102         float slopebase;
4103         float lmscalepixels;
4104         float lmmins;
4105         float lmmaxs;
4106         float lm_basescalepixels;
4107         int lm_borderpixels;
4108         int lm_texturesize;
4109         //int lm_maxpixels;
4110         const int *e;
4111         lightmaptriangle_t *triangle;
4112         unsigned char *lightmappixels;
4113         unsigned char *deluxemappixels;
4114         mod_alloclightmap_state_t lmstate;
4115         char vabuf[1024];
4116
4117         // generate lightmap projection information for all triangles
4118         if (model->texturepool == NULL)
4119                 model->texturepool = R_AllocTexturePool();
4120         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4121         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4122         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4123         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4124         Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
4125         lightmapnumber = 0;
4126         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4127         {
4128                 surface = model->data_surfaces + surfaceindex;
4129                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4130                 lmscalepixels = lm_basescalepixels;
4131                 for (retry = 0;retry < 30;retry++)
4132                 {
4133                         // after a couple failed attempts, degrade quality to make it fit
4134                         if (retry > 1)
4135                                 lmscalepixels *= 0.5f;
4136                         for (i = 0;i < surface->num_triangles;i++)
4137                         {
4138                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4139                                 triangle->lightmapindex = lightmapnumber;
4140                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4141                                 // pick two planar axes for projection
4142                                 // lightmap coordinates here are in pixels
4143                                 // lightmap projections are snapped to pixel grid explicitly, such
4144                                 // that two neighboring triangles sharing an edge and projection
4145                                 // axis will have identical sample spacing along their shared edge
4146                                 k = 0;
4147                                 for (j = 0;j < 3;j++)
4148                                 {
4149                                         if (j == triangle->axis)
4150                                                 continue;
4151                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4152                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4153                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4154                                         triangle->lmbase[k] = lmmins/lmscalepixels;
4155                                         triangle->lmscale[k] = lmscalepixels;
4156                                         k++;
4157                                 }
4158                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4159                                         break;
4160                         }
4161                         // if all fit in this texture, we're done with this surface
4162                         if (i == surface->num_triangles)
4163                                 break;
4164                         // if we haven't maxed out the lightmap size yet, we retry the
4165                         // entire surface batch...
4166                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4167                         {
4168                                 lm_texturesize *= 2;
4169                                 surfaceindex = -1;
4170                                 lightmapnumber = 0;
4171                                 Mod_AllocLightmap_Free(&lmstate);
4172                                 Mod_AllocLightmap_Init(&lmstate, loadmodel->mempool, lm_texturesize, lm_texturesize);
4173                                 break;
4174                         }
4175                         // if we have maxed out the lightmap size, and this triangle does
4176                         // not fit in the same texture as the rest of the surface, we have
4177                         // to retry the entire surface in a new texture (can only use one)
4178                         // with multiple retries, the lightmap quality degrades until it
4179                         // fits (or gives up)
4180                         if (surfaceindex > 0)
4181                                 lightmapnumber++;
4182                         Mod_AllocLightmap_Reset(&lmstate);
4183                 }
4184         }
4185         lightmapnumber++;
4186         Mod_AllocLightmap_Free(&lmstate);
4187
4188         // now put triangles together into lightmap textures, and do not allow
4189         // triangles of a surface to go into different textures (as that would
4190         // require rewriting the surface list)
4191         model->brushq3.deluxemapping_modelspace = true;
4192         model->brushq3.deluxemapping = true;
4193         model->brushq3.num_mergedlightmaps = lightmapnumber;
4194         model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4195         model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4196         lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4197         deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4198         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4199         {
4200                 surface = model->data_surfaces + surfaceindex;
4201                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4202                 for (i = 0;i < surface->num_triangles;i++)
4203                 {
4204                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4205                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4206                         VectorNormalize(trianglenormal);
4207                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4208                         axis = triangle->axis;
4209                         axis1 = axis == 0 ? 1 : 0;
4210                         axis2 = axis == 2 ? 1 : 2;
4211                         lmiscale[0] = 1.0f / triangle->lmscale[0];
4212                         lmiscale[1] = 1.0f / triangle->lmscale[1];
4213                         if (trianglenormal[axis] < 0)
4214                                 VectorNegate(trianglenormal, trianglenormal);
4215                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4216                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4217                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4218                         for (j = 0;j < 3;j++)
4219                         {
4220                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4221                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4222                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4223 #if 0
4224                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4225                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4226                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4227                                 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]);
4228 #endif
4229                         }
4230
4231 #if 0
4232                         switch (axis)
4233                         {
4234                         default:
4235                         case 0:
4236                                 forward[0] = 0;
4237                                 forward[1] = 1.0f / triangle->lmscale[0];
4238                                 forward[2] = 0;
4239                                 left[0] = 0;
4240                                 left[1] = 0;
4241                                 left[2] = 1.0f / triangle->lmscale[1];
4242                                 up[0] = 1.0f;
4243                                 up[1] = 0;
4244                                 up[2] = 0;
4245                                 origin[0] = 0;
4246                                 origin[1] = triangle->lmbase[0];
4247                                 origin[2] = triangle->lmbase[1];
4248                                 break;
4249                         case 1:
4250                                 forward[0] = 1.0f / triangle->lmscale[0];
4251                                 forward[1] = 0;
4252                                 forward[2] = 0;
4253                                 left[0] = 0;
4254                                 left[1] = 0;
4255                                 left[2] = 1.0f / triangle->lmscale[1];
4256                                 up[0] = 0;
4257                                 up[1] = 1.0f;
4258                                 up[2] = 0;
4259                                 origin[0] = triangle->lmbase[0];
4260                                 origin[1] = 0;
4261                                 origin[2] = triangle->lmbase[1];
4262                                 break;
4263                         case 2:
4264                                 forward[0] = 1.0f / triangle->lmscale[0];
4265                                 forward[1] = 0;
4266                                 forward[2] = 0;
4267                                 left[0] = 0;
4268                                 left[1] = 1.0f / triangle->lmscale[1];
4269                                 left[2] = 0;
4270                                 up[0] = 0;
4271                                 up[1] = 0;
4272                                 up[2] = 1.0f;
4273                                 origin[0] = triangle->lmbase[0];
4274                                 origin[1] = triangle->lmbase[1];
4275                                 origin[2] = 0;
4276                                 break;
4277                         }
4278                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4279 #endif
4280 #define LM_DIST_EPSILON (1.0f / 32.0f)
4281                         for (y = 0;y < triangle->lmsize[1];y++)
4282                         {
4283                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4284                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4285                                 {
4286                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4287                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4288                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4289                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4290                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4291                                 }
4292                         }
4293                 }
4294         }
4295
4296         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4297         {
4298                 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);
4299                 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);
4300         }
4301
4302         if (lightmappixels)
4303                 Mem_Free(lightmappixels);
4304         if (deluxemappixels)
4305                 Mem_Free(deluxemappixels);
4306
4307         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4308         {
4309                 surface = model->data_surfaces + surfaceindex;
4310                 if (!surface->num_triangles)
4311                         continue;
4312                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4313                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4314                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4315                 surface->lightmapinfo = NULL;
4316         }
4317
4318         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4319         model->brushq1.lightdata = NULL;
4320         model->brushq1.lightmapupdateflags = NULL;
4321         model->brushq1.firstrender = false;
4322         model->brushq1.num_lightstyles = 0;
4323         model->brushq1.data_lightstyleinfo = NULL;
4324         for (i = 0;i < model->brush.numsubmodels;i++)
4325         {
4326                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4327                 model->brush.submodels[i]->brushq1.firstrender = false;
4328                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4329                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4330         }
4331 }
4332
4333 static void Mod_GenerateLightmaps_UpdateVertexColors(model_t *model)
4334 {
4335         int i;
4336         for (i = 0;i < model->surfmesh.num_vertices;i++)
4337                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4338 }
4339
4340 static void Mod_GenerateLightmaps_UpdateLightGrid(model_t *model)
4341 {
4342         int x;
4343         int y;
4344         int z;
4345         int index = 0;
4346         float pos[3];
4347         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4348         {
4349                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4350                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4351                 {
4352                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4353                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4354                         {
4355                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4356                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4357                         }
4358                 }
4359         }
4360 }
4361
4362 extern cvar_t mod_q3bsp_nolightmaps;
4363 static void Mod_GenerateLightmaps(model_t *model)
4364 {
4365         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4366         model_t *oldloadmodel = loadmodel;
4367         loadmodel = model;
4368
4369         Mod_GenerateLightmaps_InitSampleOffsets(model);
4370         Mod_GenerateLightmaps_DestroyLightmaps(model);
4371         Mod_GenerateLightmaps_UnweldTriangles(model);
4372         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4373         Mod_GenerateLightmaps_CreateLights(model);
4374         if(!mod_q3bsp_nolightmaps.integer)
4375                 Mod_GenerateLightmaps_CreateLightmaps(model);
4376         Mod_GenerateLightmaps_UpdateVertexColors(model);
4377         Mod_GenerateLightmaps_UpdateLightGrid(model);
4378         Mod_GenerateLightmaps_DestroyLights(model);
4379         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4380
4381         loadmodel = oldloadmodel;
4382 }
4383
4384 static void Mod_GenerateLightmaps_f(cmd_state_t *cmd)
4385 {
4386         if (Cmd_Argc(cmd) != 1)
4387         {
4388                 Con_Printf("usage: mod_generatelightmaps\n");
4389                 return;
4390         }
4391         if (!cl.worldmodel)
4392         {
4393                 Con_Printf("no worldmodel loaded\n");
4394                 return;
4395         }
4396         Mod_GenerateLightmaps(cl.worldmodel);
4397 }
4398
4399 void Mod_Mesh_Create(model_t *mod, const char *name)
4400 {
4401         memset(mod, 0, sizeof(*mod));
4402         strlcpy(mod->name, name, sizeof(mod->name));
4403         mod->mempool = Mem_AllocPool(name, 0, NULL);
4404         mod->texturepool = R_AllocTexturePool();
4405         mod->Draw = R_Mod_Draw;
4406         mod->DrawDepth = R_Mod_DrawDepth;
4407         mod->DrawDebug = R_Mod_DrawDebug;
4408         mod->DrawPrepass = R_Mod_DrawPrepass;
4409         mod->GetLightInfo = R_Mod_GetLightInfo;
4410         mod->DrawShadowMap = R_Mod_DrawShadowMap;
4411         mod->DrawLight = R_Mod_DrawLight;
4412 }
4413
4414 void Mod_Mesh_Destroy(model_t *mod)
4415 {
4416         Mod_UnloadModel(mod);
4417 }
4418
4419 // resets the mesh model to have no geometry to render, ready for a new frame -
4420 // the mesh will be prepared for rendering later using Mod_Mesh_Finalize
4421 void Mod_Mesh_Reset(model_t *mod)
4422 {
4423         mod->num_surfaces = 0;
4424         mod->surfmesh.num_vertices = 0;
4425         mod->surfmesh.num_triangles = 0;
4426         memset(mod->surfmesh.data_vertexhash, -1, mod->surfmesh.num_vertexhashsize * sizeof(*mod->surfmesh.data_vertexhash));
4427         mod->DrawSky = NULL; // will be set if a texture needs it
4428         mod->DrawAddWaterPlanes = NULL; // will be set if a texture needs it
4429 }
4430
4431 texture_t *Mod_Mesh_GetTexture(model_t *mod, const char *name, int defaultdrawflags, int defaulttexflags, int defaultmaterialflags)
4432 {
4433         int i;
4434         texture_t *t;
4435         int drawflag = defaultdrawflags & DRAWFLAG_MASK;
4436         for (i = 0, t = mod->data_textures; i < mod->num_textures; i++, t++)
4437                 if (!strcmp(t->name, name) && t->mesh_drawflag == drawflag && t->mesh_defaulttexflags == defaulttexflags && t->mesh_defaultmaterialflags == defaultmaterialflags)
4438                         return t;
4439         if (mod->max_textures <= mod->num_textures)
4440         {
4441                 texture_t *oldtextures = mod->data_textures;
4442                 mod->max_textures = max(mod->max_textures * 2, 1024);
4443                 mod->data_textures = (texture_t *)Mem_Realloc(mod->mempool, mod->data_textures, mod->max_textures * sizeof(*mod->data_textures));
4444                 // update the pointers
4445                 for (i = 0; i < mod->num_surfaces; i++)
4446                         mod->data_surfaces[i].texture = mod->data_textures + (mod->data_surfaces[i].texture - oldtextures);
4447         }
4448         t = &mod->data_textures[mod->num_textures++];
4449         Mod_LoadTextureFromQ3Shader(mod->mempool, mod->name, t, name, true, true, defaulttexflags, defaultmaterialflags);
4450         t->mesh_drawflag = drawflag;
4451         t->mesh_defaulttexflags = defaulttexflags;
4452         t->mesh_defaultmaterialflags = defaultmaterialflags;
4453         switch (defaultdrawflags & DRAWFLAG_MASK)
4454         {
4455         case DRAWFLAG_ADDITIVE:
4456                 t->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED;
4457                 t->currentmaterialflags = t->basematerialflags;
4458                 break;
4459         case DRAWFLAG_MODULATE:
4460                 t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
4461                 t->currentmaterialflags = t->basematerialflags;
4462                 t->customblendfunc[0] = GL_DST_COLOR;
4463                 t->customblendfunc[1] = GL_ZERO;
4464                 break;
4465         case DRAWFLAG_2XMODULATE:
4466                 t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
4467                 t->currentmaterialflags = t->basematerialflags;
4468                 t->customblendfunc[0] = GL_DST_COLOR;
4469                 t->customblendfunc[1] = GL_SRC_COLOR;
4470                 break;
4471         case DRAWFLAG_SCREEN:
4472                 t->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_BLENDED;
4473                 t->currentmaterialflags = t->basematerialflags;
4474                 t->customblendfunc[0] = GL_ONE_MINUS_DST_COLOR;
4475                 t->customblendfunc[1] = GL_ONE;
4476                 break;
4477         default:
4478                 break;
4479         }
4480         return t;
4481 }
4482
4483 msurface_t *Mod_Mesh_AddSurface(model_t *mod, texture_t *tex, qbool batchwithprevioussurface)
4484 {
4485         msurface_t *surf;
4486         // batch if possible; primarily useful for UI rendering where bounding boxes don't matter
4487         if (batchwithprevioussurface && mod->num_surfaces > 0 && mod->data_surfaces[mod->num_surfaces - 1].texture == tex)
4488                 return mod->data_surfaces + mod->num_surfaces - 1;
4489         // create new surface
4490         if (mod->max_surfaces == mod->num_surfaces)
4491         {
4492                 mod->max_surfaces = 2 * max(mod->num_surfaces, 64);
4493                 mod->data_surfaces = (msurface_t *)Mem_Realloc(mod->mempool, mod->data_surfaces, mod->max_surfaces * sizeof(*mod->data_surfaces));
4494                 mod->sortedmodelsurfaces = (int *)Mem_Realloc(mod->mempool, mod->sortedmodelsurfaces, mod->max_surfaces * sizeof(*mod->sortedmodelsurfaces));
4495         }
4496         surf = mod->data_surfaces + mod->num_surfaces;
4497         mod->num_surfaces++;
4498         memset(surf, 0, sizeof(*surf));
4499         surf->texture = tex;
4500         surf->num_firsttriangle = mod->surfmesh.num_triangles;
4501         surf->num_firstvertex = mod->surfmesh.num_vertices;
4502         if (tex->basematerialflags & (MATERIALFLAG_SKY))
4503                 mod->DrawSky = R_Mod_DrawSky;
4504         if (tex->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
4505                 mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
4506         return surf;
4507 }
4508
4509 int Mod_Mesh_IndexForVertex(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)
4510 {
4511         int hashindex, h, vnum, mask;
4512         surfmesh_t *mesh = &mod->surfmesh;
4513         if (mesh->max_vertices == mesh->num_vertices)
4514         {
4515                 mesh->max_vertices = max(mesh->num_vertices * 2, 256);
4516                 mesh->data_vertex3f = (float *)Mem_Realloc(mod->mempool, mesh->data_vertex3f, mesh->max_vertices * sizeof(float[3]));
4517                 mesh->data_svector3f = (float *)Mem_Realloc(mod->mempool, mesh->data_svector3f, mesh->max_vertices * sizeof(float[3]));
4518                 mesh->data_tvector3f = (float *)Mem_Realloc(mod->mempool, mesh->data_tvector3f, mesh->max_vertices * sizeof(float[3]));
4519                 mesh->data_normal3f = (float *)Mem_Realloc(mod->mempool, mesh->data_normal3f, mesh->max_vertices * sizeof(float[3]));
4520                 mesh->data_texcoordtexture2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordtexture2f, mesh->max_vertices * sizeof(float[2]));
4521                 mesh->data_texcoordlightmap2f = (float *)Mem_Realloc(mod->mempool, mesh->data_texcoordlightmap2f, mesh->max_vertices * sizeof(float[2]));
4522                 mesh->data_lightmapcolor4f = (float *)Mem_Realloc(mod->mempool, mesh->data_lightmapcolor4f, mesh->max_vertices * sizeof(float[4]));
4523                 // rebuild the hash table
4524                 mesh->num_vertexhashsize = 4 * mesh->max_vertices;
4525                 mesh->num_vertexhashsize &= ~(mesh->num_vertexhashsize - 1); // round down to pow2
4526                 mesh->data_vertexhash = (int *)Mem_Realloc(mod->mempool, mesh->data_vertexhash, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
4527                 memset(mesh->data_vertexhash, -1, mesh->num_vertexhashsize * sizeof(*mesh->data_vertexhash));
4528                 mask = mod->surfmesh.num_vertexhashsize - 1;
4529                 // no need to hash the vertices for the entire model, the latest surface will suffice.
4530                 for (vnum = surf ? surf->num_firstvertex : 0; vnum < mesh->num_vertices; vnum++)
4531                 {
4532                         // this uses prime numbers intentionally for computing the hash
4533                         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;
4534                         for (h = hashindex; mesh->data_vertexhash[h] >= 0; h = (h + 1) & mask)
4535                                 ; // just iterate until we find the terminator
4536                         mesh->data_vertexhash[h] = vnum;
4537                 }
4538         }
4539         mask = mod->surfmesh.num_vertexhashsize - 1;
4540         // this uses prime numbers intentionally for computing the hash
4541         hashindex = (unsigned int)(x * 2003 + y * 4001 + z * 7919 + nx * 4097 + ny * 257 + nz * 17) & mask;
4542         // when possible find an identical vertex within the same surface and return it
4543         for(h = hashindex;(vnum = mesh->data_vertexhash[h]) >= 0;h = (h + 1) & mask)
4544         {
4545                 if (vnum >= surf->num_firstvertex
4546                  && mesh->data_vertex3f[vnum * 3 + 0] == x && mesh->data_vertex3f[vnum * 3 + 1] == y && mesh->data_vertex3f[vnum * 3 + 2] == z
4547                  && mesh->data_normal3f[vnum * 3 + 0] == nx && mesh->data_normal3f[vnum * 3 + 1] == ny && mesh->data_normal3f[vnum * 3 + 2] == nz
4548                  && mesh->data_texcoordtexture2f[vnum * 2 + 0] == s && mesh->data_texcoordtexture2f[vnum * 2 + 1] == t
4549                  && mesh->data_texcoordlightmap2f[vnum * 2 + 0] == u && mesh->data_texcoordlightmap2f[vnum * 2 + 1] == v
4550                  && 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)
4551                         return vnum;
4552         }
4553         // add the new vertex
4554         vnum = mesh->num_vertices++;
4555         if (surf->num_vertices > 0)
4556         {
4557                 if (surf->mins[0] > x) surf->mins[0] = x;
4558                 if (surf->mins[1] > y) surf->mins[1] = y;
4559                 if (surf->mins[2] > z) surf->mins[2] = z;
4560                 if (surf->maxs[0] < x) surf->maxs[0] = x;
4561                 if (surf->maxs[1] < y) surf->maxs[1] = y;
4562                 if (surf->maxs[2] < z) surf->maxs[2] = z;
4563         }
4564         else
4565         {
4566                 VectorSet(surf->mins, x, y, z);
4567                 VectorSet(surf->maxs, x, y, z);
4568         }
4569         surf->num_vertices = mesh->num_vertices - surf->num_firstvertex;
4570         mesh->data_vertexhash[h] = vnum;
4571         mesh->data_vertex3f[vnum * 3 + 0] = x;
4572         mesh->data_vertex3f[vnum * 3 + 1] = y;
4573         mesh->data_vertex3f[vnum * 3 + 2] = z;
4574         mesh->data_normal3f[vnum * 3 + 0] = nx;
4575         mesh->data_normal3f[vnum * 3 + 1] = ny;
4576         mesh->data_normal3f[vnum * 3 + 2] = nz;
4577         mesh->data_texcoordtexture2f[vnum * 2 + 0] = s;
4578         mesh->data_texcoordtexture2f[vnum * 2 + 1] = t;
4579         mesh->data_texcoordlightmap2f[vnum * 2 + 0] = u;
4580         mesh->data_texcoordlightmap2f[vnum * 2 + 1] = v;
4581         mesh->data_lightmapcolor4f[vnum * 4 + 0] = r;
4582         mesh->data_lightmapcolor4f[vnum * 4 + 1] = g;
4583         mesh->data_lightmapcolor4f[vnum * 4 + 2] = b;
4584         mesh->data_lightmapcolor4f[vnum * 4 + 3] = a;
4585         return vnum;
4586 }
4587
4588 void Mod_Mesh_AddTriangle(model_t *mod, msurface_t *surf, int e0, int e1, int e2)
4589 {
4590         surfmesh_t *mesh = &mod->surfmesh;
4591         if (mesh->max_triangles == mesh->num_triangles)
4592         {
4593                 mesh->max_triangles = 2 * max(mesh->num_triangles, 128);
4594                 mesh->data_element3s = (unsigned short *)Mem_Realloc(mod->mempool, mesh->data_element3s, mesh->max_triangles * sizeof(unsigned short[3]));
4595                 mesh->data_element3i = (int *)Mem_Realloc(mod->mempool, mesh->data_element3i, mesh->max_triangles * sizeof(int[3]));
4596         }
4597         mesh->data_element3s[mesh->num_triangles * 3 + 0] = e0;
4598         mesh->data_element3s[mesh->num_triangles * 3 + 1] = e1;
4599         mesh->data_element3s[mesh->num_triangles * 3 + 2] = e2;
4600         mesh->data_element3i[mesh->num_triangles * 3 + 0] = e0;
4601         mesh->data_element3i[mesh->num_triangles * 3 + 1] = e1;
4602         mesh->data_element3i[mesh->num_triangles * 3 + 2] = e2;
4603         mesh->num_triangles++;
4604         surf->num_triangles++;
4605 }
4606
4607 static void Mod_Mesh_MakeSortedSurfaces(model_t *mod)
4608 {
4609         int i, j;
4610         texture_t *tex;
4611         msurface_t *surf, *surf2;
4612
4613         // build the sorted surfaces list properly to reduce material setup
4614         // this is easy because we're just sorting on texture and don't care about the order of textures
4615         mod->nummodelsurfaces = 0;
4616         for (i = 0; i < mod->num_surfaces; i++)
4617                 mod->data_surfaces[i].included = false;
4618         for (i = 0; i < mod->num_surfaces; i++)
4619         {
4620                 surf = mod->data_surfaces + i;
4621                 if (surf->included)
4622                         continue;
4623                 tex = surf->texture;
4624                 // j = i is intentional
4625                 for (j = i; j < mod->num_surfaces; j++)
4626                 {
4627                         surf2 = mod->data_surfaces + j;
4628                         if (surf2->included)
4629                                 continue;
4630                         if (surf2->texture == tex)
4631                         {
4632                                 surf2->included = true;
4633                                 mod->sortedmodelsurfaces[mod->nummodelsurfaces++] = j;
4634                         }
4635                 }
4636         }
4637 }
4638
4639 static void Mod_Mesh_ComputeBounds(model_t *mod)
4640 {
4641         int i;
4642         vec_t x2a, x2b, y2a, y2b, z2a, z2b, x2, y2, z2, yawradius, rotatedradius;
4643
4644         if (mod->surfmesh.num_vertices > 0)
4645         {
4646                 // calculate normalmins/normalmaxs
4647                 VectorCopy(mod->surfmesh.data_vertex3f, mod->normalmins);
4648                 VectorCopy(mod->surfmesh.data_vertex3f, mod->normalmaxs);
4649                 for (i = 1; i < mod->surfmesh.num_vertices; i++)
4650                 {
4651                         float x = mod->surfmesh.data_vertex3f[i * 3 + 0];
4652                         float y = mod->surfmesh.data_vertex3f[i * 3 + 1];
4653                         float z = mod->surfmesh.data_vertex3f[i * 3 + 2];
4654                         // expand bounds to include this vertex
4655                         if (mod->normalmins[0] > x) mod->normalmins[0] = x;
4656                         if (mod->normalmins[1] > y) mod->normalmins[1] = y;
4657                         if (mod->normalmins[2] > z) mod->normalmins[2] = z;
4658                         if (mod->normalmaxs[0] < x) mod->normalmaxs[0] = x;
4659                         if (mod->normalmaxs[1] < y) mod->normalmaxs[1] = y;
4660                         if (mod->normalmaxs[2] < z) mod->normalmaxs[2] = z;
4661                 }
4662                 // calculate yawmins/yawmaxs, rotatedmins/maxs from normalmins/maxs
4663                 // (fast but less accurate than doing it per vertex)
4664                 x2a = mod->normalmins[0] * mod->normalmins[0];
4665                 x2b = mod->normalmaxs[0] * mod->normalmaxs[0];
4666                 y2a = mod->normalmins[1] * mod->normalmins[1];
4667                 y2b = mod->normalmaxs[1] * mod->normalmaxs[1];
4668                 z2a = mod->normalmins[2] * mod->normalmins[2];
4669                 z2b = mod->normalmaxs[2] * mod->normalmaxs[2];
4670                 x2 = max(x2a, x2b);
4671                 y2 = max(y2a, y2b);
4672                 z2 = max(z2a, z2b);
4673                 yawradius = sqrt(x2 + y2);
4674                 rotatedradius = sqrt(x2 + y2 + z2);
4675                 VectorSet(mod->yawmins, -yawradius, -yawradius, mod->normalmins[2]);
4676                 VectorSet(mod->yawmaxs, yawradius, yawradius, mod->normalmaxs[2]);
4677                 VectorSet(mod->rotatedmins, -rotatedradius, -rotatedradius, -rotatedradius);
4678                 VectorSet(mod->rotatedmaxs, rotatedradius, rotatedradius, rotatedradius);
4679                 mod->radius = rotatedradius;
4680                 mod->radius2 = x2 + y2 + z2;
4681         }
4682         else
4683         {
4684                 VectorClear(mod->normalmins);
4685                 VectorClear(mod->normalmaxs);
4686                 VectorClear(mod->yawmins);
4687                 VectorClear(mod->yawmaxs);
4688                 VectorClear(mod->rotatedmins);
4689                 VectorClear(mod->rotatedmaxs);
4690                 mod->radius = 0;
4691                 mod->radius2 = 0;
4692         }
4693 }
4694
4695 void Mod_Mesh_Validate(model_t *mod)
4696 {
4697         int i;
4698         qbool warned = false;
4699         for (i = 0; i < mod->num_surfaces; i++)
4700         {
4701                 msurface_t *surf = mod->data_surfaces + i;
4702                 int *e = mod->surfmesh.data_element3i + surf->num_firsttriangle * 3;
4703                 int first = surf->num_firstvertex;
4704                 int end = surf->num_firstvertex + surf->num_vertices;
4705                 int j;
4706                 for (j = 0;j < surf->num_triangles * 3;j++)
4707                 {
4708                         if (e[j] < first || e[j] >= end)
4709                         {
4710                                 if (!warned)
4711                                         Con_DPrintf("Mod_Mesh_Validate: detected corrupt surface - debug me!\n");
4712                                 warned = true;
4713                                 e[j] = first;
4714                         }
4715                 }
4716         }
4717 }
4718
4719 static void Mod_Mesh_UploadDynamicBuffers(model_t *mod)
4720 {
4721         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;
4722         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;
4723         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;
4724         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;
4725         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;
4726         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;
4727         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;
4728         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;
4729         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;
4730         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;
4731         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;
4732 }
4733
4734 void Mod_Mesh_Finalize(model_t *mod)
4735 {
4736         if (gl_paranoid.integer)
4737                 Mod_Mesh_Validate(mod);
4738         Mod_Mesh_ComputeBounds(mod);
4739         Mod_Mesh_MakeSortedSurfaces(mod);
4740         if(!r_refdef.draw2dstage)
4741                 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);
4742         Mod_Mesh_UploadDynamicBuffers(mod);
4743 }