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framegroups: add support for group names specified as // comment
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28 #include "polygon.h"
29
30 cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
31 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
32 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
33 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
34 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
35 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
36 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
37 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
38 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
39 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
40 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
41 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
42
43 dp_model_t *loadmodel;
44
45 static mempool_t *mod_mempool;
46 static memexpandablearray_t models;
47
48 static mempool_t* q3shaders_mem;
49 typedef struct q3shader_hash_entry_s
50 {
51   q3shaderinfo_t shader;
52   struct q3shader_hash_entry_s* chain;
53 } q3shader_hash_entry_t;
54 #define Q3SHADER_HASH_SIZE  1021
55 typedef struct q3shader_data_s
56 {
57   memexpandablearray_t hash_entries;
58   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
59   memexpandablearray_t char_ptrs;
60 } q3shader_data_t;
61 static q3shader_data_t* q3shader_data;
62
63 static void mod_start(void)
64 {
65         int i, count;
66         int nummodels = Mem_ExpandableArray_IndexRange(&models);
67         dp_model_t *mod;
68
69         SCR_PushLoadingScreen(false, "Loading models", 1.0);
70         count = 0;
71         for (i = 0;i < nummodels;i++)
72                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
73                         if (mod->used)
74                                 ++count;
75         for (i = 0;i < nummodels;i++)
76                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
77                         if (mod->used)
78                         {
79                                 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
80                                 Mod_LoadModel(mod, true, false);
81                                 SCR_PopLoadingScreen(false);
82                         }
83         SCR_PopLoadingScreen(false);
84 }
85
86 static void mod_shutdown(void)
87 {
88         int i;
89         int nummodels = Mem_ExpandableArray_IndexRange(&models);
90         dp_model_t *mod;
91
92         for (i = 0;i < nummodels;i++)
93                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
94                         Mod_UnloadModel(mod);
95
96         Mod_FreeQ3Shaders();
97         Mod_Skeletal_FreeBuffers();
98 }
99
100 static void mod_newmap(void)
101 {
102         msurface_t *surface;
103         int i, j, k, surfacenum, ssize, tsize;
104         int nummodels = Mem_ExpandableArray_IndexRange(&models);
105         dp_model_t *mod;
106
107         for (i = 0;i < nummodels;i++)
108         {
109                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
110                 {
111                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
112                         {
113                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
114                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
115                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
116                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
117                         }
118                         if (mod->brush.solidskyskinframe)
119                                 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
120                         if (mod->brush.alphaskyskinframe)
121                                 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
122                 }
123         }
124
125         if (!cl_stainmaps_clearonload.integer)
126                 return;
127
128         for (i = 0;i < nummodels;i++)
129         {
130                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
131                 {
132                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
133                         {
134                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
135                                 {
136                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
137                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
138                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
139                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
140                                 }
141                         }
142                 }
143         }
144 }
145
146 /*
147 ===============
148 Mod_Init
149 ===============
150 */
151 static void Mod_Print(void);
152 static void Mod_Precache (void);
153 static void Mod_Decompile_f(void);
154 static void Mod_GenerateLightmaps_f(void);
155 void Mod_Init (void)
156 {
157         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
158         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
159
160         Mod_BrushInit();
161         Mod_AliasInit();
162         Mod_SpriteInit();
163
164         Cvar_RegisterVariable(&r_enableshadowvolumes);
165         Cvar_RegisterVariable(&r_mipskins);
166         Cvar_RegisterVariable(&r_mipnormalmaps);
167         Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
168         Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
169         Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
170
171         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
172         Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
173         Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
174         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
175         Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
176         Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
177
178         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
179         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
180         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
181         Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
182 }
183
184 void Mod_RenderInit(void)
185 {
186         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
187 }
188
189 void Mod_UnloadModel (dp_model_t *mod)
190 {
191         char name[MAX_QPATH];
192         qboolean used;
193         dp_model_t *parentmodel;
194
195         if (developer_loading.integer)
196                 Con_Printf("unloading model %s\n", mod->name);
197
198         strlcpy(name, mod->name, sizeof(name));
199         parentmodel = mod->brush.parentmodel;
200         used = mod->used;
201         if (mod->mempool)
202         {
203                 if (mod->surfmesh.vertex3fbuffer)
204                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertex3fbuffer);
205                 mod->surfmesh.vertex3fbuffer = NULL;
206                 if (mod->surfmesh.vertexmeshbuffer)
207                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
208                 mod->surfmesh.vertexmeshbuffer = NULL;
209                 if (mod->surfmesh.data_element3i_indexbuffer)
210                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
211                 mod->surfmesh.data_element3i_indexbuffer = NULL;
212                 if (mod->surfmesh.data_element3s_indexbuffer)
213                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
214                 mod->surfmesh.data_element3s_indexbuffer = NULL;
215                 if (mod->surfmesh.vbo_vertexbuffer)
216                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
217                 mod->surfmesh.vbo_vertexbuffer = NULL;
218         }
219         // free textures/memory attached to the model
220         R_FreeTexturePool(&mod->texturepool);
221         Mem_FreePool(&mod->mempool);
222         // clear the struct to make it available
223         memset(mod, 0, sizeof(dp_model_t));
224         // restore the fields we want to preserve
225         strlcpy(mod->name, name, sizeof(mod->name));
226         mod->brush.parentmodel = parentmodel;
227         mod->used = used;
228         mod->loaded = false;
229 }
230
231 static void R_Model_Null_Draw(entity_render_t *ent)
232 {
233         return;
234 }
235
236
237 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
238
239 static int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
240 {
241         const char *bufptr;
242         const char *name;
243         int start, len;
244         float fps;
245         unsigned int i;
246         qboolean loop;
247
248         bufptr = buf;
249         i = 0;
250         for(;;)
251         {
252                 // an anim scene!
253                 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
254                         break;
255                 if (!strcmp(com_token, "\n"))
256                         continue; // empty line
257                 start = atoi(com_token);
258                 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
259                         break;
260                 if (!strcmp(com_token, "\n"))
261                 {
262                         Con_Printf("framegroups file: missing number of frames\n");
263                         continue;
264                 }
265                 len = atoi(com_token);
266                 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
267                         break;
268                 // we default to looping as it's usually wanted, so to NOT loop you append a 0
269                 if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
270                 {
271                         fps = atof(com_token);
272                         if (!COM_ParseToken_Simple(&bufptr, true, false, false))
273                                 break;
274                         if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
275                                 loop = atoi(com_token) != 0;
276                         else
277                                 loop = true;
278                 }
279                 else
280                 {
281                         fps = 20;
282                         loop = true;
283                 }
284
285                 name = NULL;
286                 if(!strcmp(com_token, "//"))
287                 {
288                         if (COM_ParseToken_Simple(&bufptr, true, false, false))
289                         {
290                                 if(strcmp(com_token, "\n"))
291                                 {
292                                         name = com_token;
293                                         // skip to EOL
294                                         while (*bufptr && *bufptr != '\n' && *bufptr != '\r')
295                                                 bufptr++;
296                                 }
297                         }
298                 }
299
300                 if(cb)
301                         cb(i, start, len, fps, loop, name, pass);
302                 ++i;
303         }
304
305         return i;
306 }
307
308 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
309 {
310         dp_model_t *mod = (dp_model_t *) pass;
311         animscene_t *anim = &mod->animscenes[i];
312         if(name)
313                 strlcpy(anim->name, name, sizeof(anim[i].name));
314         else
315                 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
316         anim->firstframe = bound(0, start, mod->num_poses - 1);
317         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
318         anim->framerate = max(1, fps);
319         anim->loop = !!loop;
320         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
321 }
322
323 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
324 {
325         unsigned int cnt;
326
327         // 0. count
328         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
329         if(!cnt)
330         {
331                 Con_Printf("no scene found in framegroups file, aborting\n");
332                 return;
333         }
334         mod->numframes = cnt;
335
336         // 1. reallocate
337         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
338         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
339
340         // 2. parse
341         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
342 }
343
344 static void Mod_FindPotentialDeforms(dp_model_t *mod)
345 {
346         int i, j;
347         texture_t *texture;
348         mod->wantnormals = false;
349         mod->wanttangents = false;
350         for (i = 0;i < mod->num_textures;i++)
351         {
352                 texture = mod->data_textures + i;
353                 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
354                         mod->wantnormals = true;
355                 for (j = 0;j < Q3MAXDEFORMS;j++)
356                 {
357                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
358                         {
359                                 mod->wanttangents = true;
360                                 mod->wantnormals = true;
361                                 break;
362                         }
363                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
364                                 mod->wantnormals = true;
365                 }
366         }
367 }
368
369 /*
370 ==================
371 Mod_LoadModel
372
373 Loads a model
374 ==================
375 */
376 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
377 {
378         int num;
379         unsigned int crc;
380         void *buf;
381         fs_offset_t filesize = 0;
382         char vabuf[1024];
383
384         mod->used = true;
385
386         if (mod->name[0] == '*') // submodel
387                 return mod;
388         
389         if (!strcmp(mod->name, "null"))
390         {
391                 if(mod->loaded)
392                         return mod;
393
394                 if (mod->loaded || mod->mempool)
395                         Mod_UnloadModel(mod);
396
397                 if (developer_loading.integer)
398                         Con_Printf("loading model %s\n", mod->name);
399
400                 mod->used = true;
401                 mod->crc = (unsigned int)-1;
402                 mod->loaded = false;
403
404                 VectorClear(mod->normalmins);
405                 VectorClear(mod->normalmaxs);
406                 VectorClear(mod->yawmins);
407                 VectorClear(mod->yawmaxs);
408                 VectorClear(mod->rotatedmins);
409                 VectorClear(mod->rotatedmaxs);
410
411                 mod->modeldatatypestring = "null";
412                 mod->type = mod_null;
413                 mod->Draw = R_Model_Null_Draw;
414                 mod->numframes = 2;
415                 mod->numskins = 1;
416
417                 // no fatal errors occurred, so this model is ready to use.
418                 mod->loaded = true;
419
420                 return mod;
421         }
422
423         crc = 0;
424         buf = NULL;
425
426         // even if the model is loaded it still may need reloading...
427
428         // if it is not loaded or checkdisk is true we need to calculate the crc
429         if (!mod->loaded || checkdisk)
430         {
431                 if (checkdisk && mod->loaded)
432                         Con_DPrintf("checking model %s\n", mod->name);
433                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
434                 if (buf)
435                 {
436                         crc = CRC_Block((unsigned char *)buf, filesize);
437                         // we need to reload the model if the crc does not match
438                         if (mod->crc != crc)
439                                 mod->loaded = false;
440                 }
441         }
442
443         // if the model is already loaded and checks passed, just return
444         if (mod->loaded)
445         {
446                 if (buf)
447                         Mem_Free(buf);
448                 return mod;
449         }
450
451         if (developer_loading.integer)
452                 Con_Printf("loading model %s\n", mod->name);
453         
454         SCR_PushLoadingScreen(true, mod->name, 1);
455
456         // LordHavoc: unload the existing model in this slot (if there is one)
457         if (mod->loaded || mod->mempool)
458                 Mod_UnloadModel(mod);
459
460         // load the model
461         mod->used = true;
462         mod->crc = crc;
463         // errors can prevent the corresponding mod->loaded = true;
464         mod->loaded = false;
465
466         // default model radius and bounding box (mainly for missing models)
467         mod->radius = 16;
468         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
469         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
470         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
471         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
472         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
473         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
474
475         if (!q3shaders_mem)
476         {
477                 // load q3 shaders for the first time, or after a level change
478                 Mod_LoadQ3Shaders();
479         }
480
481         if (buf)
482         {
483                 char *bufend = (char *)buf + filesize;
484
485                 // all models use memory, so allocate a memory pool
486                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
487
488                 num = LittleLong(*((int *)buf));
489                 // call the apropriate loader
490                 loadmodel = mod;
491                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
492                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
493                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
494                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
495                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
496                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
497                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
498                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
499                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
500                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
501                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
502                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
503                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
504                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
505                 Mem_Free(buf);
506
507                 Mod_FindPotentialDeforms(mod);
508
509                 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
510                 if(buf)
511                 {
512                         Mod_FrameGroupify(mod, (const char *)buf);
513                         Mem_Free(buf);
514                 }
515
516                 Mod_BuildVBOs();
517         }
518         else if (crash)
519         {
520                 // LordHavoc: Sys_Error was *ANNOYING*
521                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
522         }
523
524         // no fatal errors occurred, so this model is ready to use.
525         mod->loaded = true;
526
527         SCR_PopLoadingScreen(false);
528
529         return mod;
530 }
531
532 void Mod_ClearUsed(void)
533 {
534         int i;
535         int nummodels = Mem_ExpandableArray_IndexRange(&models);
536         dp_model_t *mod;
537         for (i = 0;i < nummodels;i++)
538                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
539                         mod->used = false;
540 }
541
542 void Mod_PurgeUnused(void)
543 {
544         int i;
545         int nummodels = Mem_ExpandableArray_IndexRange(&models);
546         dp_model_t *mod;
547         for (i = 0;i < nummodels;i++)
548         {
549                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
550                 {
551                         Mod_UnloadModel(mod);
552                         Mem_ExpandableArray_FreeRecord(&models, mod);
553                 }
554         }
555 }
556
557 /*
558 ==================
559 Mod_FindName
560
561 ==================
562 */
563 dp_model_t *Mod_FindName(const char *name, const char *parentname)
564 {
565         int i;
566         int nummodels;
567         dp_model_t *mod;
568
569         if (!parentname)
570                 parentname = "";
571
572         // if we're not dedicatd, the renderer calls will crash without video
573         Host_StartVideo();
574
575         nummodels = Mem_ExpandableArray_IndexRange(&models);
576
577         if (!name[0])
578                 Host_Error ("Mod_ForName: NULL name");
579
580         // search the currently loaded models
581         for (i = 0;i < nummodels;i++)
582         {
583                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name) && ((!mod->brush.parentmodel && !parentname[0]) || (mod->brush.parentmodel && parentname[0] && !strcmp(mod->brush.parentmodel->name, parentname))))
584                 {
585                         mod->used = true;
586                         return mod;
587                 }
588         }
589
590         // no match found, create a new one
591         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
592         strlcpy(mod->name, name, sizeof(mod->name));
593         if (parentname[0])
594                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
595         else
596                 mod->brush.parentmodel = NULL;
597         mod->loaded = false;
598         mod->used = true;
599         return mod;
600 }
601
602 /*
603 ==================
604 Mod_ForName
605
606 Loads in a model for the given name
607 ==================
608 */
609 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
610 {
611         dp_model_t *model;
612         model = Mod_FindName(name, parentname);
613         if (!model->loaded || checkdisk)
614                 Mod_LoadModel(model, crash, checkdisk);
615         return model;
616 }
617
618 /*
619 ==================
620 Mod_Reload
621
622 Reloads all models if they have changed
623 ==================
624 */
625 void Mod_Reload(void)
626 {
627         int i, count;
628         int nummodels = Mem_ExpandableArray_IndexRange(&models);
629         dp_model_t *mod;
630
631         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
632         count = 0;
633         for (i = 0;i < nummodels;i++)
634                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
635                         ++count;
636         for (i = 0;i < nummodels;i++)
637                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
638                 {
639                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
640                         Mod_LoadModel(mod, true, true);
641                         SCR_PopLoadingScreen(false);
642                 }
643         SCR_PopLoadingScreen(false);
644 }
645
646 unsigned char *mod_base;
647
648
649 //=============================================================================
650
651 /*
652 ================
653 Mod_Print
654 ================
655 */
656 static void Mod_Print(void)
657 {
658         int i;
659         int nummodels = Mem_ExpandableArray_IndexRange(&models);
660         dp_model_t *mod;
661
662         Con_Print("Loaded models:\n");
663         for (i = 0;i < nummodels;i++)
664         {
665                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
666                 {
667                         if (mod->brush.numsubmodels)
668                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
669                         else
670                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
671                 }
672         }
673 }
674
675 /*
676 ================
677 Mod_Precache
678 ================
679 */
680 static void Mod_Precache(void)
681 {
682         if (Cmd_Argc() == 2)
683                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
684         else
685                 Con_Print("usage: modelprecache <filename>\n");
686 }
687
688 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
689 {
690         int i, count;
691         unsigned char *used;
692         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
693         memset(used, 0, numvertices);
694         for (i = 0;i < numelements;i++)
695                 used[elements[i]] = 1;
696         for (i = 0, count = 0;i < numvertices;i++)
697                 remapvertices[i] = used[i] ? count++ : -1;
698         Mem_Free(used);
699         return count;
700 }
701
702 #if 1
703 // fast way, using an edge hash
704 #define TRIANGLEEDGEHASH 8192
705 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
706 {
707         int i, j, p, e1, e2, *n, hashindex, count, match;
708         const int *e;
709         typedef struct edgehashentry_s
710         {
711                 struct edgehashentry_s *next;
712                 int triangle;
713                 int element[2];
714         }
715         edgehashentry_t;
716         static edgehashentry_t **edgehash;
717         edgehashentry_t *edgehashentries, *hash;
718         if (!numtriangles)
719                 return;
720         edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
721         // if there are too many triangles for the stack array, allocate larger buffer
722         edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
723         // find neighboring triangles
724         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
725         {
726                 for (j = 0, p = 2;j < 3;p = j, j++)
727                 {
728                         e1 = e[p];
729                         e2 = e[j];
730                         // this hash index works for both forward and backward edges
731                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
732                         hash = edgehashentries + i * 3 + j;
733                         hash->next = edgehash[hashindex];
734                         edgehash[hashindex] = hash;
735                         hash->triangle = i;
736                         hash->element[0] = e1;
737                         hash->element[1] = e2;
738                 }
739         }
740         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
741         {
742                 for (j = 0, p = 2;j < 3;p = j, j++)
743                 {
744                         e1 = e[p];
745                         e2 = e[j];
746                         // this hash index works for both forward and backward edges
747                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
748                         count = 0;
749                         match = -1;
750                         for (hash = edgehash[hashindex];hash;hash = hash->next)
751                         {
752                                 if (hash->element[0] == e2 && hash->element[1] == e1)
753                                 {
754                                         if (hash->triangle != i)
755                                                 match = hash->triangle;
756                                         count++;
757                                 }
758                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
759                                         count++;
760                         }
761                         // detect edges shared by three triangles and make them seams
762                         if (count > 2)
763                                 match = -1;
764                         n[p] = match;
765                 }
766
767                 // also send a keepalive here (this can take a while too!)
768                 CL_KeepaliveMessage(false);
769         }
770         // free the allocated buffer
771         Mem_Free(edgehashentries);
772         Mem_Free(edgehash);
773 }
774 #else
775 // very slow but simple way
776 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
777 {
778         int i, match, count;
779         count = 0;
780         match = -1;
781         for (i = 0;i < numtriangles;i++, elements += 3)
782         {
783                      if ((elements[0] == start && elements[1] == end)
784                       || (elements[1] == start && elements[2] == end)
785                       || (elements[2] == start && elements[0] == end))
786                 {
787                         if (i != ignore)
788                                 match = i;
789                         count++;
790                 }
791                 else if ((elements[1] == start && elements[0] == end)
792                       || (elements[2] == start && elements[1] == end)
793                       || (elements[0] == start && elements[2] == end))
794                         count++;
795         }
796         // detect edges shared by three triangles and make them seams
797         if (count > 2)
798                 match = -1;
799         return match;
800 }
801
802 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
803 {
804         int i, *n;
805         const int *e;
806         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
807         {
808                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
809                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
810                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
811         }
812 }
813 #endif
814
815 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
816 {
817         int i, warned = false, endvertex = firstvertex + numverts;
818         for (i = 0;i < numtriangles * 3;i++)
819         {
820                 if (elements[i] < firstvertex || elements[i] >= endvertex)
821                 {
822                         if (!warned)
823                         {
824                                 warned = true;
825                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
826                         }
827                         elements[i] = firstvertex;
828                 }
829         }
830 }
831
832 // warning: this is an expensive function!
833 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
834 {
835         int i, j;
836         const int *element;
837         float *vectorNormal;
838         float areaNormal[3];
839         // clear the vectors
840         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
841         // process each vertex of each triangle and accumulate the results
842         // use area-averaging, to make triangles with a big area have a bigger
843         // weighting on the vertex normal than triangles with a small area
844         // to do so, just add the 'normals' together (the bigger the area
845         // the greater the length of the normal is
846         element = elements;
847         for (i = 0; i < numtriangles; i++, element += 3)
848         {
849                 TriangleNormal(
850                         vertex3f + element[0] * 3,
851                         vertex3f + element[1] * 3,
852                         vertex3f + element[2] * 3,
853                         areaNormal
854                         );
855
856                 if (!areaweighting)
857                         VectorNormalize(areaNormal);
858
859                 for (j = 0;j < 3;j++)
860                 {
861                         vectorNormal = normal3f + element[j] * 3;
862                         vectorNormal[0] += areaNormal[0];
863                         vectorNormal[1] += areaNormal[1];
864                         vectorNormal[2] += areaNormal[2];
865                 }
866         }
867         // and just normalize the accumulated vertex normal in the end
868         vectorNormal = normal3f + 3 * firstvertex;
869         for (i = 0; i < numvertices; i++, vectorNormal += 3)
870                 VectorNormalize(vectorNormal);
871 }
872
873 #if 0
874 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)
875 {
876         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
877         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
878         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
879
880         // 6 multiply, 9 subtract
881         VectorSubtract(v1, v0, v10);
882         VectorSubtract(v2, v0, v20);
883         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
884         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
885         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
886         // 12 multiply, 10 subtract
887         tc10[1] = tc1[1] - tc0[1];
888         tc20[1] = tc2[1] - tc0[1];
889         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
890         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
891         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
892         tc10[0] = tc1[0] - tc0[0];
893         tc20[0] = tc2[0] - tc0[0];
894         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
895         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
896         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
897         // 12 multiply, 4 add, 6 subtract
898         f = DotProduct(svector3f, normal3f);
899         svector3f[0] -= f * normal3f[0];
900         svector3f[1] -= f * normal3f[1];
901         svector3f[2] -= f * normal3f[2];
902         f = DotProduct(tvector3f, normal3f);
903         tvector3f[0] -= f * normal3f[0];
904         tvector3f[1] -= f * normal3f[1];
905         tvector3f[2] -= f * normal3f[2];
906         // if texture is mapped the wrong way (counterclockwise), the tangents
907         // have to be flipped, this is detected by calculating a normal from the
908         // two tangents, and seeing if it is opposite the surface normal
909         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
910         CrossProduct(tvector3f, svector3f, tangentcross);
911         if (DotProduct(tangentcross, normal3f) < 0)
912         {
913                 VectorNegate(svector3f, svector3f);
914                 VectorNegate(tvector3f, tvector3f);
915         }
916 }
917 #endif
918
919 // warning: this is a very expensive function!
920 void Mod_BuildTextureVectorsFromNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const float *normal3f, const int *elements, float *svector3f, float *tvector3f, qboolean areaweighting)
921 {
922         int i, tnum;
923         float sdir[3], tdir[3], normal[3], *sv, *tv;
924         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
925         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
926         const int *e;
927         // clear the vectors
928         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
929         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
930         // process each vertex of each triangle and accumulate the results
931         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
932         {
933                 v0 = vertex3f + e[0] * 3;
934                 v1 = vertex3f + e[1] * 3;
935                 v2 = vertex3f + e[2] * 3;
936                 tc0 = texcoord2f + e[0] * 2;
937                 tc1 = texcoord2f + e[1] * 2;
938                 tc2 = texcoord2f + e[2] * 2;
939
940                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
941                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
942
943                 // calculate the edge directions and surface normal
944                 // 6 multiply, 9 subtract
945                 VectorSubtract(v1, v0, v10);
946                 VectorSubtract(v2, v0, v20);
947                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
948                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
949                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
950
951                 // calculate the tangents
952                 // 12 multiply, 10 subtract
953                 tc10[1] = tc1[1] - tc0[1];
954                 tc20[1] = tc2[1] - tc0[1];
955                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
956                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
957                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
958                 tc10[0] = tc1[0] - tc0[0];
959                 tc20[0] = tc2[0] - tc0[0];
960                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
961                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
962                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
963
964                 // if texture is mapped the wrong way (counterclockwise), the tangents
965                 // have to be flipped, this is detected by calculating a normal from the
966                 // two tangents, and seeing if it is opposite the surface normal
967                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
968                 CrossProduct(tdir, sdir, tangentcross);
969                 if (DotProduct(tangentcross, normal) < 0)
970                 {
971                         VectorNegate(sdir, sdir);
972                         VectorNegate(tdir, tdir);
973                 }
974
975                 if (!areaweighting)
976                 {
977                         VectorNormalize(sdir);
978                         VectorNormalize(tdir);
979                 }
980                 for (i = 0;i < 3;i++)
981                 {
982                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
983                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
984                 }
985         }
986         // make the tangents completely perpendicular to the surface normal, and
987         // then normalize them
988         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
989         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
990         {
991                 f = -DotProduct(sv, n);
992                 VectorMA(sv, f, n, sv);
993                 VectorNormalize(sv);
994                 f = -DotProduct(tv, n);
995                 VectorMA(tv, f, n, tv);
996                 VectorNormalize(tv);
997         }
998 }
999
1000 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1001 {
1002         unsigned char *data;
1003         data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
1004         loadmodel->surfmesh.num_vertices = numvertices;
1005         loadmodel->surfmesh.num_triangles = numtriangles;
1006         if (loadmodel->surfmesh.num_vertices)
1007         {
1008                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1009                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1010                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1011                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1012                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1013                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1014                 if (vertexcolors)
1015                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1016                 if (lightmapoffsets)
1017                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1018         }
1019         if (loadmodel->surfmesh.num_triangles)
1020         {
1021                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1022                 if (neighbors)
1023                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1024                 if (loadmodel->surfmesh.num_vertices <= 65536)
1025                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1026         }
1027 }
1028
1029 shadowmesh_t *Mod_ShadowMesh_Alloc(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
1030 {
1031         shadowmesh_t *newmesh;
1032         unsigned char *data;
1033         int size;
1034         size = sizeof(shadowmesh_t);
1035         size += maxverts * sizeof(float[3]);
1036         if (light)
1037                 size += maxverts * sizeof(float[11]);
1038         size += maxtriangles * sizeof(int[3]);
1039         if (maxverts <= 65536)
1040                 size += maxtriangles * sizeof(unsigned short[3]);
1041         if (neighbors)
1042                 size += maxtriangles * sizeof(int[3]);
1043         if (expandable)
1044                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1045         data = (unsigned char *)Mem_Alloc(mempool, size);
1046         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1047         newmesh->map_diffuse = map_diffuse;
1048         newmesh->map_specular = map_specular;
1049         newmesh->map_normal = map_normal;
1050         newmesh->maxverts = maxverts;
1051         newmesh->maxtriangles = maxtriangles;
1052         newmesh->numverts = 0;
1053         newmesh->numtriangles = 0;
1054         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1055         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1056
1057         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1058         if (light)
1059         {
1060                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1061                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1062                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1063                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1064         }
1065         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1066         if (neighbors)
1067         {
1068                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1069         }
1070         if (expandable)
1071         {
1072                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1073                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1074         }
1075         if (maxverts <= 65536)
1076                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1077         return newmesh;
1078 }
1079
1080 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1081 {
1082         shadowmesh_t *newmesh;
1083         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1084         newmesh->numverts = oldmesh->numverts;
1085         newmesh->numtriangles = oldmesh->numtriangles;
1086         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1087         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1088
1089         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1090         if (newmesh->svector3f && oldmesh->svector3f)
1091         {
1092                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1093                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1094                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1095                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1096         }
1097         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1098         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1099                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1100         return newmesh;
1101 }
1102
1103 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1104 {
1105         int hashindex, vnum;
1106         shadowmeshvertexhash_t *hash;
1107         // this uses prime numbers intentionally
1108         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1109         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1110         {
1111                 vnum = (hash - mesh->vertexhashentries);
1112                 if ((mesh->vertex3f == NULL || (mesh->vertex3f[vnum * 3 + 0] == vertex14f[0] && mesh->vertex3f[vnum * 3 + 1] == vertex14f[1] && mesh->vertex3f[vnum * 3 + 2] == vertex14f[2]))
1113                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1114                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1115                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1116                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1117                         return hash - mesh->vertexhashentries;
1118         }
1119         vnum = mesh->numverts++;
1120         hash = mesh->vertexhashentries + vnum;
1121         hash->next = mesh->vertexhashtable[hashindex];
1122         mesh->vertexhashtable[hashindex] = hash;
1123         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1124         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1125         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1126         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1127         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1128         return vnum;
1129 }
1130
1131 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1132 {
1133         if (mesh->numtriangles == 0)
1134         {
1135                 // set the properties on this empty mesh to be more favorable...
1136                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1137                 mesh->map_diffuse = map_diffuse;
1138                 mesh->map_specular = map_specular;
1139                 mesh->map_normal = map_normal;
1140         }
1141         while (mesh->map_diffuse != map_diffuse || mesh->map_specular != map_specular || mesh->map_normal != map_normal || mesh->numverts + 3 > mesh->maxverts || mesh->numtriangles + 1 > mesh->maxtriangles)
1142         {
1143                 if (mesh->next == NULL)
1144                         mesh->next = Mod_ShadowMesh_Alloc(mempool, max(mesh->maxverts, 300), max(mesh->maxtriangles, 100), map_diffuse, map_specular, map_normal, mesh->svector3f != NULL, mesh->neighbor3i != NULL, true);
1145                 mesh = mesh->next;
1146         }
1147         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1148         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1149         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1150         mesh->numtriangles++;
1151 }
1152
1153 void Mod_ShadowMesh_AddMesh(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, const float *vertex3f, const float *svector3f, const float *tvector3f, const float *normal3f, const float *texcoord2f, int numtris, const int *element3i)
1154 {
1155         int i, j, e;
1156         float vbuf[3*14], *v;
1157         memset(vbuf, 0, sizeof(vbuf));
1158         for (i = 0;i < numtris;i++)
1159         {
1160                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1161                 {
1162                         e = *element3i++;
1163                         if (vertex3f)
1164                         {
1165                                 v[0] = vertex3f[e * 3 + 0];
1166                                 v[1] = vertex3f[e * 3 + 1];
1167                                 v[2] = vertex3f[e * 3 + 2];
1168                         }
1169                         if (svector3f)
1170                         {
1171                                 v[3] = svector3f[e * 3 + 0];
1172                                 v[4] = svector3f[e * 3 + 1];
1173                                 v[5] = svector3f[e * 3 + 2];
1174                         }
1175                         if (tvector3f)
1176                         {
1177                                 v[6] = tvector3f[e * 3 + 0];
1178                                 v[7] = tvector3f[e * 3 + 1];
1179                                 v[8] = tvector3f[e * 3 + 2];
1180                         }
1181                         if (normal3f)
1182                         {
1183                                 v[9] = normal3f[e * 3 + 0];
1184                                 v[10] = normal3f[e * 3 + 1];
1185                                 v[11] = normal3f[e * 3 + 2];
1186                         }
1187                         if (texcoord2f)
1188                         {
1189                                 v[12] = texcoord2f[e * 2 + 0];
1190                                 v[13] = texcoord2f[e * 2 + 1];
1191                         }
1192                 }
1193                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1194         }
1195
1196         // the triangle calculation can take a while, so let's do a keepalive here
1197         CL_KeepaliveMessage(false);
1198 }
1199
1200 shadowmesh_t *Mod_ShadowMesh_Begin(mempool_t *mempool, int maxverts, int maxtriangles, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, int light, int neighbors, int expandable)
1201 {
1202         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1203         CL_KeepaliveMessage(false);
1204
1205         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1206 }
1207
1208 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1209 {
1210         if (!mesh->numverts)
1211                 return;
1212
1213         // build r_vertexmesh_t array
1214         // (compressed interleaved array for D3D)
1215         if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1216         {
1217                 int vertexindex;
1218                 int numvertices = mesh->numverts;
1219                 r_vertexmesh_t *vertexmesh;
1220                 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1221                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1222                 {
1223                         VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1224                         VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1225                         VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1226                         VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1227                         Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1228                 }
1229         }
1230
1231         // upload r_vertexmesh_t array as a buffer
1232         if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1233                 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1234
1235         // upload vertex3f array as a buffer
1236         if (mesh->vertex3f && !mesh->vertex3fbuffer)
1237                 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1238
1239         // upload short indices as a buffer
1240         if (mesh->element3s && !mesh->element3s_indexbuffer)
1241                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1242
1243         // upload int indices as a buffer
1244         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1245                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1246
1247         // vertex buffer is several arrays and we put them in the same buffer
1248         //
1249         // is this wise?  the texcoordtexture2f array is used with dynamic
1250         // vertex/svector/tvector/normal when rendering animated models, on the
1251         // other hand animated models don't use a lot of vertices anyway...
1252         if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1253         {
1254                 size_t size;
1255                 unsigned char *mem;
1256                 size = 0;
1257                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1258                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1259                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1260                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1261                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1262                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1263                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1264                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1265                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1266                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1267                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1268                 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1269                 Mem_Free(mem);
1270         }
1271 }
1272
1273 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1274 {
1275         shadowmesh_t *mesh, *newmesh, *nextmesh;
1276         // reallocate meshs to conserve space
1277         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1278         {
1279                 nextmesh = mesh->next;
1280                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1281                 {
1282                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1283                         newmesh->next = firstmesh;
1284                         firstmesh = newmesh;
1285                         if (newmesh->element3s)
1286                         {
1287                                 int i;
1288                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1289                                         newmesh->element3s[i] = newmesh->element3i[i];
1290                         }
1291                         if (createvbo)
1292                                 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1293                 }
1294                 Mem_Free(mesh);
1295         }
1296
1297         // this can take a while, so let's do a keepalive here
1298         CL_KeepaliveMessage(false);
1299
1300         return firstmesh;
1301 }
1302
1303 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1304 {
1305         int i;
1306         shadowmesh_t *mesh;
1307         vec3_t nmins, nmaxs, ncenter, temp;
1308         float nradius2, dist2, *v;
1309         VectorClear(nmins);
1310         VectorClear(nmaxs);
1311         // calculate bbox
1312         for (mesh = firstmesh;mesh;mesh = mesh->next)
1313         {
1314                 if (mesh == firstmesh)
1315                 {
1316                         VectorCopy(mesh->vertex3f, nmins);
1317                         VectorCopy(mesh->vertex3f, nmaxs);
1318                 }
1319                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1320                 {
1321                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1322                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1323                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1324                 }
1325         }
1326         // calculate center and radius
1327         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1328         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1329         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1330         nradius2 = 0;
1331         for (mesh = firstmesh;mesh;mesh = mesh->next)
1332         {
1333                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1334                 {
1335                         VectorSubtract(v, ncenter, temp);
1336                         dist2 = DotProduct(temp, temp);
1337                         if (nradius2 < dist2)
1338                                 nradius2 = dist2;
1339                 }
1340         }
1341         // return data
1342         if (mins)
1343                 VectorCopy(nmins, mins);
1344         if (maxs)
1345                 VectorCopy(nmaxs, maxs);
1346         if (center)
1347                 VectorCopy(ncenter, center);
1348         if (radius)
1349                 *radius = sqrt(nradius2);
1350 }
1351
1352 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1353 {
1354         shadowmesh_t *nextmesh;
1355         for (;mesh;mesh = nextmesh)
1356         {
1357                 if (mesh->vertex3fbuffer)
1358                         R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1359                 if (mesh->vertexmeshbuffer)
1360                         R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1361                 if (mesh->element3i_indexbuffer)
1362                         R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1363                 if (mesh->element3s_indexbuffer)
1364                         R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1365                 if (mesh->vbo_vertexbuffer)
1366                         R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1367                 nextmesh = mesh->next;
1368                 Mem_Free(mesh);
1369         }
1370 }
1371
1372 void Mod_CreateCollisionMesh(dp_model_t *mod)
1373 {
1374         int k, numcollisionmeshtriangles;
1375         qboolean usesinglecollisionmesh = false;
1376         const msurface_t *surface = NULL;
1377
1378         mempool_t *mempool = mod->mempool;
1379         if (!mempool && mod->brush.parentmodel)
1380                 mempool = mod->brush.parentmodel->mempool;
1381         // make a single combined collision mesh for physics engine use
1382         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1383         numcollisionmeshtriangles = 0;
1384         for (k = 0;k < mod->nummodelsurfaces;k++)
1385         {
1386                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1387                 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1388                 {
1389                         usesinglecollisionmesh = true;
1390                         numcollisionmeshtriangles = surface->num_triangles;
1391                         break;
1392                 }
1393                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1394                         continue;
1395                 numcollisionmeshtriangles += surface->num_triangles;
1396         }
1397         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1398         if (usesinglecollisionmesh)
1399                 Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1400         else
1401         {
1402                 for (k = 0;k < mod->nummodelsurfaces;k++)
1403                 {
1404                         surface = mod->data_surfaces + mod->firstmodelsurface + k;
1405                         if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1406                                 continue;
1407                         Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1408                 }
1409         }
1410         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1411 }
1412
1413 #if 0
1414 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)
1415 {
1416         float v[3], tc[3];
1417         v[0] = ix;
1418         v[1] = iy;
1419         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1420                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1421         else
1422                 v[2] = 0;
1423         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1424         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1425         texcoord2f[0] = tc[0];
1426         texcoord2f[1] = tc[1];
1427 }
1428
1429 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)
1430 {
1431         float vup[3], vdown[3], vleft[3], vright[3];
1432         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1433         float sv[3], tv[3], nl[3];
1434         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1435         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1436         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1437         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1438         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1439         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1440         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1441         VectorAdd(svector3f, sv, svector3f);
1442         VectorAdd(tvector3f, tv, tvector3f);
1443         VectorAdd(normal3f, nl, normal3f);
1444         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1445         VectorAdd(svector3f, sv, svector3f);
1446         VectorAdd(tvector3f, tv, tvector3f);
1447         VectorAdd(normal3f, nl, normal3f);
1448         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1449         VectorAdd(svector3f, sv, svector3f);
1450         VectorAdd(tvector3f, tv, tvector3f);
1451         VectorAdd(normal3f, nl, normal3f);
1452 }
1453
1454 static void Mod_ConstructTerrainPatchFromBGRA(const unsigned char *imagepixels, int imagewidth, int imageheight, int x1, int y1, int width, int height, int *element3i, int *neighbor3i, float *vertex3f, float *svector3f, float *tvector3f, float *normal3f, float *texcoord2f, matrix4x4_t *pixelstepmatrix, matrix4x4_t *pixeltexturestepmatrix)
1455 {
1456         int x, y, ix, iy, *e;
1457         e = element3i;
1458         for (y = 0;y < height;y++)
1459         {
1460                 for (x = 0;x < width;x++)
1461                 {
1462                         e[0] = (y + 1) * (width + 1) + (x + 0);
1463                         e[1] = (y + 0) * (width + 1) + (x + 0);
1464                         e[2] = (y + 1) * (width + 1) + (x + 1);
1465                         e[3] = (y + 0) * (width + 1) + (x + 0);
1466                         e[4] = (y + 0) * (width + 1) + (x + 1);
1467                         e[5] = (y + 1) * (width + 1) + (x + 1);
1468                         e += 6;
1469                 }
1470         }
1471         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1472         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1473                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1474                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1475 }
1476 #endif
1477
1478 #if 0
1479 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1480 {
1481         float mins[3];
1482         float maxs[3];
1483         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1484         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1485         float viewvector[3];
1486         unsigned int firstvertex;
1487         unsigned int *e;
1488         float *v;
1489         if (chunkwidth < 2 || chunkheight < 2)
1490                 return;
1491         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]);
1492         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]);
1493         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1494         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1495         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1496         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1497         {
1498                 // too close for this stepsize, emit as 4 chunks instead
1499                 stepsize /= 2;
1500                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1501                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1502                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1503                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1504                 return;
1505         }
1506         // emit the geometry at stepsize into our vertex buffer / index buffer
1507         // we add two columns and two rows for skirt
1508         outwidth = chunkwidth+2;
1509         outheight = chunkheight+2;
1510         outwidth2 = outwidth-1;
1511         outheight2 = outheight-1;
1512         outwidth3 = outwidth+1;
1513         outheight3 = outheight+1;
1514         firstvertex = numvertices;
1515         e = model->terrain.element3i + numtriangles;
1516         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1517         v = model->terrain.vertex3f + numvertices;
1518         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1519         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1520         for (ty = 0;ty < outheight;ty++)
1521         {
1522                 for (tx = 0;tx < outwidth;tx++)
1523                 {
1524                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1525                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1526                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1527                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1528                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1529                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1530                 }
1531         }
1532         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1533         for (ty = 0;ty <= outheight;ty++)
1534         {
1535                 skirtrow = ty == 0 || ty == outheight;
1536                 ry = y+bound(1, ty, outheight)*stepsize;
1537                 for (tx = 0;tx <= outwidth;tx++)
1538                 {
1539                         skirt = skirtrow || tx == 0 || tx == outwidth;
1540                         rx = x+bound(1, tx, outwidth)*stepsize;
1541                         v[0] = rx*scale[0];
1542                         v[1] = ry*scale[1];
1543                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1544                         v += 3;
1545                 }
1546         }
1547         // TODO: emit skirt vertices
1548 }
1549
1550 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1551 {
1552         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1553         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1554         Mod_Terrain_BuildChunk(model, 
1555 }
1556 #endif
1557
1558 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1559 {
1560         int offset = 0;
1561         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1562         {
1563                 offset = bound(0, s[4] - '0', 9);
1564                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1565                 s += 4;
1566                 if(*s)
1567                         ++s;
1568         }
1569         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1570         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1571         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1572         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1573         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1574         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1575         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1576         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1577         return offset | Q3WAVEFUNC_NONE;
1578 }
1579
1580 void Mod_FreeQ3Shaders(void)
1581 {
1582         Mem_FreePool(&q3shaders_mem);
1583 }
1584
1585 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1586 {
1587         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1588         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1589         q3shader_hash_entry_t* lastEntry = NULL;
1590         while (entry != NULL)
1591         {
1592                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1593                 {
1594                         // redeclaration
1595                         if(shader->dpshaderkill)
1596                         {
1597                                 // killed shader is a redeclarion? we can safely ignore it
1598                                 return;
1599                         }
1600                         else if(entry->shader.dpshaderkill)
1601                         {
1602                                 // replace the old shader!
1603                                 // this will skip the entry allocating part
1604                                 // below and just replace the shader
1605                                 break;
1606                         }
1607                         else
1608                         {
1609                                 unsigned char *start, *end, *start2;
1610                                 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1611                                 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1612                                 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1613                                 if(memcmp(start, start2, end - start))
1614                                         Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1615                                 else
1616                                         Con_DPrintf("Shader '%s' already defined\n", shader->name);
1617                                 return;
1618                         }
1619                 }
1620                 lastEntry = entry;
1621                 entry = entry->chain;
1622         }
1623         if (entry == NULL)
1624         {
1625                 if (lastEntry->shader.name[0] != 0)
1626                 {
1627                         /* Add to chain */
1628                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1629                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1630
1631                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1632                         lastEntry->chain = newEntry;
1633                         newEntry->chain = NULL;
1634                         lastEntry = newEntry;
1635                 }
1636                 /* else: head of chain, in hash entry array */
1637                 entry = lastEntry;
1638         }
1639         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1640 }
1641
1642 extern cvar_t mod_noshader_default_offsetmapping;
1643 extern cvar_t mod_q3shader_default_offsetmapping;
1644 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1645 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1646 extern cvar_t mod_q3shader_default_polygonoffset;
1647 extern cvar_t mod_q3shader_default_polygonfactor;
1648 extern cvar_t mod_q3shader_force_addalpha;
1649 void Mod_LoadQ3Shaders(void)
1650 {
1651         int j;
1652         int fileindex;
1653         fssearch_t *search;
1654         char *f;
1655         const char *text;
1656         q3shaderinfo_t shader;
1657         q3shaderinfo_layer_t *layer;
1658         int numparameters;
1659         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1660         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1661         unsigned long custsurfaceparms[256]; 
1662         int numcustsurfaceparms;
1663         qboolean dpshaderkill;
1664
1665         Mod_FreeQ3Shaders();
1666
1667         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1668         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1669                 sizeof (q3shader_data_t));
1670         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1671                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1672         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1673                 q3shaders_mem, sizeof (char**), 256);
1674
1675         // parse custinfoparms.txt
1676         numcustsurfaceparms = 0;
1677         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1678         {
1679                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1680                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1681                 else
1682                 {
1683                         while (COM_ParseToken_QuakeC(&text, false))
1684                                 if (!strcasecmp(com_token, "}"))
1685                                         break;
1686                         // custom surfaceflags section
1687                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1688                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1689                         else
1690                         {
1691                                 while(COM_ParseToken_QuakeC(&text, false))
1692                                 {
1693                                         if (!strcasecmp(com_token, "}"))
1694                                                 break;  
1695                                         // register surfaceflag
1696                                         if (numcustsurfaceparms >= 256)
1697                                         {
1698                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1699                                                 break;
1700                                         }
1701                                         // name
1702                                         j = strlen(com_token)+1;
1703                                         custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1704                                         strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1705                                         // value
1706                                         if (COM_ParseToken_QuakeC(&text, false))
1707                                                 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1708                                         else
1709                                                 custsurfaceparms[numcustsurfaceparms] = 0;
1710                                         numcustsurfaceparms++;
1711                                 }
1712                         }
1713                 }
1714                 Mem_Free(f);
1715         }
1716
1717         // parse shaders
1718         search = FS_Search("scripts/*.shader", true, false);
1719         if (!search)
1720                 return;
1721         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1722         {
1723                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1724                 if (!f)
1725                         continue;
1726                 while (COM_ParseToken_QuakeC(&text, false))
1727                 {
1728                         memset (&shader, 0, sizeof(shader));
1729                         shader.reflectmin = 0;
1730                         shader.reflectmax = 1;
1731                         shader.refractfactor = 1;
1732                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1733                         shader.reflectfactor = 1;
1734                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1735                         shader.r_water_wateralpha = 1;
1736                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1737                         shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1738                         shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1739                         shader.specularscalemod = 1;
1740                         shader.specularpowermod = 1;
1741                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1742                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1743
1744                         strlcpy(shader.name, com_token, sizeof(shader.name));
1745                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1746                         {
1747                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1748                                 break;
1749                         }
1750                         while (COM_ParseToken_QuakeC(&text, false))
1751                         {
1752                                 if (!strcasecmp(com_token, "}"))
1753                                         break;
1754                                 if (!strcasecmp(com_token, "{"))
1755                                 {
1756                                         static q3shaderinfo_layer_t dummy;
1757                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1758                                         {
1759                                                 layer = shader.layers + shader.numlayers++;
1760                                         }
1761                                         else
1762                                         {
1763                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1764                                                 memset(&dummy, 0, sizeof(dummy));
1765                                                 layer = &dummy;
1766                                         }
1767                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1768                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1769                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1770                                         layer->blendfunc[0] = GL_ONE;
1771                                         layer->blendfunc[1] = GL_ZERO;
1772                                         while (COM_ParseToken_QuakeC(&text, false))
1773                                         {
1774                                                 if (!strcasecmp(com_token, "}"))
1775                                                         break;
1776                                                 if (!strcasecmp(com_token, "\n"))
1777                                                         continue;
1778                                                 numparameters = 0;
1779                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1780                                                 {
1781                                                         if (j < TEXTURE_MAXFRAMES + 4)
1782                                                         {
1783                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1784                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1785                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1786                                                                 else
1787                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1788                                                                 numparameters = j + 1;
1789                                                         }
1790                                                         if (!COM_ParseToken_QuakeC(&text, true))
1791                                                                 break;
1792                                                 }
1793                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1794                                                 //      parameter[j][0] = 0;
1795                                                 if (developer_insane.integer)
1796                                                 {
1797                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1798                                                         for (j = 0;j < numparameters;j++)
1799                                                                 Con_DPrintf(" %s", parameter[j]);
1800                                                         Con_DPrint("\n");
1801                                                 }
1802                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1803                                                 {
1804                                                         if (numparameters == 2)
1805                                                         {
1806                                                                 if (!strcasecmp(parameter[1], "add"))
1807                                                                 {
1808                                                                         layer->blendfunc[0] = GL_ONE;
1809                                                                         layer->blendfunc[1] = GL_ONE;
1810                                                                 }
1811                                                                 else if (!strcasecmp(parameter[1], "addalpha"))
1812                                                                 {
1813                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1814                                                                         layer->blendfunc[1] = GL_ONE;
1815                                                                 }
1816                                                                 else if (!strcasecmp(parameter[1], "filter"))
1817                                                                 {
1818                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1819                                                                         layer->blendfunc[1] = GL_ZERO;
1820                                                                 }
1821                                                                 else if (!strcasecmp(parameter[1], "blend"))
1822                                                                 {
1823                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1824                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1825                                                                 }
1826                                                         }
1827                                                         else if (numparameters == 3)
1828                                                         {
1829                                                                 int k;
1830                                                                 for (k = 0;k < 2;k++)
1831                                                                 {
1832                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1833                                                                                 layer->blendfunc[k] = GL_ONE;
1834                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1835                                                                                 layer->blendfunc[k] = GL_ZERO;
1836                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1837                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1838                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1839                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1840                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1841                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1842                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1843                                                                                 layer->blendfunc[k] = GL_DST_ALPHA;
1844                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1845                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1846                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1847                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1848                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1849                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1850                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1851                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1852                                                                         else
1853                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1854                                                                 }
1855                                                         }
1856                                                 }
1857                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1858                                                         layer->alphatest = true;
1859                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1860                                                 {
1861                                                         if (!strcasecmp(parameter[0], "clampmap"))
1862                                                                 layer->clampmap = true;
1863                                                         layer->numframes = 1;
1864                                                         layer->framerate = 1;
1865                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1866                                                                 &q3shader_data->char_ptrs);
1867                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1868                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1869                                                                 shader.lighting = true;
1870                                                 }
1871                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1872                                                 {
1873                                                         int i;
1874                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1875                                                         layer->framerate = atof(parameter[1]);
1876                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1877                                                         for (i = 0;i < layer->numframes;i++)
1878                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1879                                                 }
1880                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1881                                                 {
1882                                                         int i;
1883                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1884                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1885                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1886                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1887                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1888                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1889                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1890                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1891                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1892                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1893                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1894                                                         else if (!strcasecmp(parameter[1], "wave"))
1895                                                         {
1896                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1897                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1898                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1899                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1900                                                         }
1901                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1902                                                 }
1903                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1904                                                 {
1905                                                         int i;
1906                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1907                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1908                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1909                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1910                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1911                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1912                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1913                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1914                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1915                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1916                                                         else if (!strcasecmp(parameter[1], "wave"))
1917                                                         {
1918                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1919                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1920                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1921                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1922                                                         }
1923                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1924                                                 }
1925                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1926                                                 {
1927                                                         int i;
1928                                                         // observed values: tcgen environment
1929                                                         // no other values have been observed in real shaders
1930                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1931                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1932                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1933                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1934                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1935                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1936                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1937                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1938                                                 }
1939                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1940                                                 {
1941                                                         int i, tcmodindex;
1942                                                         // observed values:
1943                                                         // tcmod rotate #
1944                                                         // tcmod scale # #
1945                                                         // tcmod scroll # #
1946                                                         // tcmod stretch sin # # # #
1947                                                         // tcmod stretch triangle # # # #
1948                                                         // tcmod transform # # # # # #
1949                                                         // tcmod turb # # # #
1950                                                         // tcmod turb sin # # # #  (this is bogus)
1951                                                         // no other values have been observed in real shaders
1952                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1953                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1954                                                                         break;
1955                                                         if (tcmodindex < Q3MAXTCMODS)
1956                                                         {
1957                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1958                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1959                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1960                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1961                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1962                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1963                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1964                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1965                                                                 {
1966                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1967                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1968                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1969                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1970                                                                 }
1971                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1972                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1973                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1974                                                         }
1975                                                         else
1976                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1977                                                 }
1978                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1979                                                 if (!strcasecmp(com_token, "}"))
1980                                                         break;
1981                                         }
1982                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1983                                                 shader.lighting = true;
1984                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1985                                         {
1986                                                 if (layer == shader.layers + 0)
1987                                                 {
1988                                                         // vertex controlled transparency
1989                                                         shader.vertexalpha = true;
1990                                                 }
1991                                                 else
1992                                                 {
1993                                                         // multilayer terrain shader or similar
1994                                                         shader.textureblendalpha = true;
1995                                                 }
1996                                         }
1997
1998                                         if(mod_q3shader_force_addalpha.integer)
1999                                         {
2000                                                 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2001                                                 // this cvar brings back this behaviour
2002                                                 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2003                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
2004                                         }
2005
2006                                         layer->texflags = 0;
2007                                         if (layer->alphatest)
2008                                                 layer->texflags |= TEXF_ALPHA;
2009                                         switch(layer->blendfunc[0])
2010                                         {
2011                                                 case GL_SRC_ALPHA:
2012                                                 case GL_ONE_MINUS_SRC_ALPHA:
2013                                                         layer->texflags |= TEXF_ALPHA;
2014                                                         break;
2015                                         }
2016                                         switch(layer->blendfunc[1])
2017                                         {
2018                                                 case GL_SRC_ALPHA:
2019                                                 case GL_ONE_MINUS_SRC_ALPHA:
2020                                                         layer->texflags |= TEXF_ALPHA;
2021                                                         break;
2022                                         }
2023                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2024                                                 layer->texflags |= TEXF_MIPMAP;
2025                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2026                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2027                                         if (layer->clampmap)
2028                                                 layer->texflags |= TEXF_CLAMP;
2029                                         continue;
2030                                 }
2031                                 numparameters = 0;
2032                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2033                                 {
2034                                         if (j < TEXTURE_MAXFRAMES + 4)
2035                                         {
2036                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2037                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2038                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2039                                                 else
2040                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2041                                                 numparameters = j + 1;
2042                                         }
2043                                         if (!COM_ParseToken_QuakeC(&text, true))
2044                                                 break;
2045                                 }
2046                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2047                                 //      parameter[j][0] = 0;
2048                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2049                                         break;
2050                                 if (developer_insane.integer)
2051                                 {
2052                                         Con_DPrintf("%s: ", shader.name);
2053                                         for (j = 0;j < numparameters;j++)
2054                                                 Con_DPrintf(" %s", parameter[j]);
2055                                         Con_DPrint("\n");
2056                                 }
2057                                 if (numparameters < 1)
2058                                         continue;
2059                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2060                                 {
2061                                         if (!strcasecmp(parameter[1], "alphashadow"))
2062                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2063                                         else if (!strcasecmp(parameter[1], "areaportal"))
2064                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2065                                         else if (!strcasecmp(parameter[1], "botclip"))
2066                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2067                                         else if (!strcasecmp(parameter[1], "clusterportal"))
2068                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2069                                         else if (!strcasecmp(parameter[1], "detail"))
2070                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2071                                         else if (!strcasecmp(parameter[1], "donotenter"))
2072                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2073                                         else if (!strcasecmp(parameter[1], "dust"))
2074                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2075                                         else if (!strcasecmp(parameter[1], "hint"))
2076                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2077                                         else if (!strcasecmp(parameter[1], "fog"))
2078                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2079                                         else if (!strcasecmp(parameter[1], "lava"))
2080                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2081                                         else if (!strcasecmp(parameter[1], "lightfilter"))
2082                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2083                                         else if (!strcasecmp(parameter[1], "lightgrid"))
2084                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2085                                         else if (!strcasecmp(parameter[1], "metalsteps"))
2086                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2087                                         else if (!strcasecmp(parameter[1], "nodamage"))
2088                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2089                                         else if (!strcasecmp(parameter[1], "nodlight"))
2090                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2091                                         else if (!strcasecmp(parameter[1], "nodraw"))
2092                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2093                                         else if (!strcasecmp(parameter[1], "nodrop"))
2094                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2095                                         else if (!strcasecmp(parameter[1], "noimpact"))
2096                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2097                                         else if (!strcasecmp(parameter[1], "nolightmap"))
2098                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2099                                         else if (!strcasecmp(parameter[1], "nomarks"))
2100                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2101                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
2102                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2103                                         else if (!strcasecmp(parameter[1], "nonsolid"))
2104                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2105                                         else if (!strcasecmp(parameter[1], "origin"))
2106                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2107                                         else if (!strcasecmp(parameter[1], "playerclip"))
2108                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2109                                         else if (!strcasecmp(parameter[1], "sky"))
2110                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2111                                         else if (!strcasecmp(parameter[1], "slick"))
2112                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2113                                         else if (!strcasecmp(parameter[1], "slime"))
2114                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2115                                         else if (!strcasecmp(parameter[1], "structural"))
2116                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2117                                         else if (!strcasecmp(parameter[1], "trans"))
2118                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2119                                         else if (!strcasecmp(parameter[1], "water"))
2120                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2121                                         else if (!strcasecmp(parameter[1], "pointlight"))
2122                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2123                                         else if (!strcasecmp(parameter[1], "antiportal"))
2124                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2125                                         else
2126                                         {
2127                                                 // try custom surfaceparms
2128                                                 for (j = 0; j < numcustsurfaceparms; j++)
2129                                                 {
2130                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2131                                                         {
2132                                                                 shader.surfaceparms |= custsurfaceparms[j];
2133                                                                 break;
2134                                                         }
2135                                                 }
2136                                                 // failed all
2137                                                 if (j == numcustsurfaceparms)
2138                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2139                                         }
2140                                 }
2141                                 else if (!strcasecmp(parameter[0], "dpshadow"))
2142                                         shader.dpshadow = true;
2143                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2144                                         shader.dpnoshadow = true;
2145                                 else if (!strcasecmp(parameter[0], "dpnortlight"))
2146                                         shader.dpnortlight = true;
2147                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2148                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2149                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2150                                         shader.dpmeshcollisions = true;
2151                                 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2152                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2153                                 {
2154                                         if (Cvar_VariableValue(parameter[1]) == 0.0f)
2155                                                 shader.dpshaderkill = dpshaderkill;
2156                                 }
2157                                 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2158                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2159                                 {
2160                                         const char *op = NULL;
2161                                         if (numparameters >= 3)
2162                                                 op = parameter[2];
2163                                         if(!op)
2164                                         {
2165                                                 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2166                                                         shader.dpshaderkill = dpshaderkill;
2167                                         }
2168                                         else if (numparameters >= 4 && !strcmp(op, "=="))
2169                                         {
2170                                                 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2171                                                         shader.dpshaderkill = dpshaderkill;
2172                                         }
2173                                         else if (numparameters >= 4 && !strcmp(op, "!="))
2174                                         {
2175                                                 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2176                                                         shader.dpshaderkill = dpshaderkill;
2177                                         }
2178                                         else if (numparameters >= 4 && !strcmp(op, ">"))
2179                                         {
2180                                                 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2181                                                         shader.dpshaderkill = dpshaderkill;
2182                                         }
2183                                         else if (numparameters >= 4 && !strcmp(op, "<"))
2184                                         {
2185                                                 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2186                                                         shader.dpshaderkill = dpshaderkill;
2187                                         }
2188                                         else if (numparameters >= 4 && !strcmp(op, ">="))
2189                                         {
2190                                                 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2191                                                         shader.dpshaderkill = dpshaderkill;
2192                                         }
2193                                         else if (numparameters >= 4 && !strcmp(op, "<="))
2194                                         {
2195                                                 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2196                                                         shader.dpshaderkill = dpshaderkill;
2197                                         }
2198                                         else
2199                                         {
2200                                                 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2201                                         }
2202                                 }
2203                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2204                                 {
2205                                         // some q3 skies don't have the sky parm set
2206                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2207                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2208                                 }
2209                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2210                                 {
2211                                         // some q3 skies don't have the sky parm set
2212                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2213                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2214                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2215                                 }
2216                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2217                                 {
2218                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2219                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2220                                 }
2221                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2222                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2223                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2224                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2225                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2226                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2227                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2228                                 {
2229                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2230                                         if(numparameters >= 2)
2231                                         {
2232                                                 shader.biaspolygonfactor = atof(parameter[1]);
2233                                                 if(numparameters >= 3)
2234                                                         shader.biaspolygonoffset = atof(parameter[2]);
2235                                                 else
2236                                                         shader.biaspolygonoffset = 0;
2237                                         }
2238                                 }
2239                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2240                                 {
2241                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2242                                         shader.refractfactor = atof(parameter[1]);
2243                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2244                                 }
2245                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2246                                 {
2247                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2248                                         shader.reflectfactor = atof(parameter[1]);
2249                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2250                                 }
2251                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2252                                 {
2253                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2254                                 }
2255                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2256                                 {
2257                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2258                                         shader.reflectmin = atof(parameter[1]);
2259                                         shader.reflectmax = atof(parameter[2]);
2260                                         shader.refractfactor = atof(parameter[3]);
2261                                         shader.reflectfactor = atof(parameter[4]);
2262                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2263                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2264                                         shader.r_water_wateralpha = atof(parameter[11]);
2265                                 }
2266                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2267                                 {
2268                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2269                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2270                                 }
2271                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2272                                 {
2273                                         shader.specularscalemod = atof(parameter[1]);
2274                                 }
2275                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2276                                 {
2277                                         shader.specularpowermod = atof(parameter[1]);
2278                                 }
2279                                 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2280                                 {
2281                                         shader.rtlightambient = atof(parameter[1]);
2282                                 }
2283                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2284                                 {
2285                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2286                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2287                                         else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2288                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2289                                         else if (!strcasecmp(parameter[1], "linear"))
2290                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2291                                         else if (!strcasecmp(parameter[1], "relief"))
2292                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2293                                         if (numparameters >= 3)
2294                                                 shader.offsetscale = atof(parameter[2]);
2295                                         if (numparameters >= 5)
2296                                         {
2297                                                 if(!strcasecmp(parameter[3], "bias"))
2298                                                         shader.offsetbias = atof(parameter[4]);
2299                                                 else if(!strcasecmp(parameter[3], "match"))
2300                                                         shader.offsetbias = 1.0f - atof(parameter[4]);
2301                                                 else if(!strcasecmp(parameter[3], "match8"))
2302                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2303                                                 else if(!strcasecmp(parameter[3], "match16"))
2304                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2305                                         }
2306                                 }
2307                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2308                                 {
2309                                         int i, deformindex;
2310                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2311                                                 if (!shader.deforms[deformindex].deform)
2312                                                         break;
2313                                         if (deformindex < Q3MAXDEFORMS)
2314                                         {
2315                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2316                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2317                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2318                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2319                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2320                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2321                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2322                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2323                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2324                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2325                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2326                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2327                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2328                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2329                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2330                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2331                                                 {
2332                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2333                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2334                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2335                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2336                                                 }
2337                                                 else if (!strcasecmp(parameter[1], "move"            ))
2338                                                 {
2339                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2340                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2341                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2342                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2343                                                 }
2344                                         }
2345                                 }
2346                         }
2347                         // hide this shader if a cvar said it should be killed
2348                         if (shader.dpshaderkill)
2349                                 shader.numlayers = 0;
2350                         // pick the primary layer to render with
2351                         if (shader.numlayers)
2352                         {
2353                                 shader.backgroundlayer = -1;
2354                                 shader.primarylayer = 0;
2355                                 // if lightmap comes first this is definitely an ordinary texture
2356                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2357                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
2358                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2359                                 {
2360                                         shader.backgroundlayer = -1;
2361                                         shader.primarylayer = 1;
2362                                 }
2363                                 else if (shader.numlayers >= 2
2364                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2365                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
2366                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2367                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
2368                                 {
2369                                         // terrain blending or other effects
2370                                         shader.backgroundlayer = 0;
2371                                         shader.primarylayer = 1;
2372                                 }
2373                         }
2374                         // fix up multiple reflection types
2375                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2376                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2377
2378                         Q3Shader_AddToHash (&shader);
2379                 }
2380                 Mem_Free(f);
2381         }
2382         FS_FreeSearch(search);
2383         // free custinfoparm values
2384         for (j = 0; j < numcustsurfaceparms; j++)
2385                 Mem_Free(custsurfaceparmnames[j]);
2386 }
2387
2388 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2389 {
2390         unsigned short hash;
2391         q3shader_hash_entry_t* entry;
2392         if (!q3shaders_mem)
2393                 Mod_LoadQ3Shaders();
2394         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2395         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2396         while (entry != NULL)
2397         {
2398                 if (strcasecmp (entry->shader.name, name) == 0)
2399                         return &entry->shader;
2400                 entry = entry->chain;
2401         }
2402         return NULL;
2403 }
2404
2405 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2406 {
2407         int j;
2408         int texflagsmask, texflagsor;
2409         qboolean success = true;
2410         q3shaderinfo_t *shader;
2411         if (!name)
2412                 name = "";
2413         strlcpy(texture->name, name, sizeof(texture->name));
2414         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2415
2416         texflagsmask = ~0;
2417         if(!(defaulttexflags & TEXF_PICMIP))
2418                 texflagsmask &= ~TEXF_PICMIP;
2419         if(!(defaulttexflags & TEXF_COMPRESS))
2420                 texflagsmask &= ~TEXF_COMPRESS;
2421         texflagsor = 0;
2422         if(defaulttexflags & TEXF_ISWORLD)
2423                 texflagsor |= TEXF_ISWORLD;
2424         if(defaulttexflags & TEXF_ISSPRITE)
2425                 texflagsor |= TEXF_ISSPRITE;
2426         // unless later loaded from the shader
2427         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2428         texture->offsetscale = 1;
2429         texture->offsetbias = 0;
2430         texture->specularscalemod = 1;
2431         texture->specularpowermod = 1; 
2432         texture->rtlightambient = 0;
2433         // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2434         // HERE, AND Q1BSP LOADING
2435         // JUST GREP FOR "specularscalemod = 1".
2436
2437         if (shader)
2438         {
2439                 if (developer_loading.integer)
2440                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2441                 texture->surfaceparms = shader->surfaceparms;
2442
2443                 // allow disabling of picmip or compression by defaulttexflags
2444                 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2445
2446                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2447                 {
2448                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2449                         if (shader->skyboxname[0])
2450                         {
2451                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2452                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2453                         }
2454                 }
2455                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2456                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2457                 else
2458                         texture->basematerialflags = MATERIALFLAG_WALL;
2459
2460                 if (shader->layers[0].alphatest)
2461                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2462                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2463                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2464                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2465                 {
2466                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2467                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2468                 }
2469                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2470                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2471                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2472                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2473                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2474                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2475                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2476                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2477                 texture->customblendfunc[0] = GL_ONE;
2478                 texture->customblendfunc[1] = GL_ZERO;
2479                 if (shader->numlayers > 0)
2480                 {
2481                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2482                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2483 /*
2484 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2485 * additive               GL_ONE GL_ONE
2486 additive weird         GL_ONE GL_SRC_ALPHA
2487 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2488 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2489 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2490 brighten               GL_DST_COLOR GL_ONE
2491 brighten               GL_ONE GL_SRC_COLOR
2492 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2493 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2494 * modulate               GL_DST_COLOR GL_ZERO
2495 * modulate               GL_ZERO GL_SRC_COLOR
2496 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2497 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2498 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2499 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2500 * no blend               GL_ONE GL_ZERO
2501 nothing                GL_ZERO GL_ONE
2502 */
2503                         // if not opaque, figure out what blendfunc to use
2504                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2505                         {
2506                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2507                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2508                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2509                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2510                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2511                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2512                                 else
2513                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2514                         }
2515                 }
2516                 if (!shader->lighting)
2517                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2518                 if (shader->primarylayer >= 0)
2519                 {
2520                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2521                         // copy over many primarylayer parameters
2522                         texture->rgbgen = primarylayer->rgbgen;
2523                         texture->alphagen = primarylayer->alphagen;
2524                         texture->tcgen = primarylayer->tcgen;
2525                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2526                         // load the textures
2527                         texture->numskinframes = primarylayer->numframes;
2528                         texture->skinframerate = primarylayer->framerate;
2529                         for (j = 0;j < primarylayer->numframes;j++)
2530                         {
2531                                 if(cls.state == ca_dedicated)
2532                                 {
2533                                         texture->skinframes[j] = NULL;
2534                                 }
2535                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2536                                 {
2537                                         Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, primarylayer->texturename[j], j, texture->name);
2538                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2539                                 }
2540                         }
2541                 }
2542                 if (shader->backgroundlayer >= 0)
2543                 {
2544                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2545                         // copy over one secondarylayer parameter
2546                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2547                         // load the textures
2548                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2549                         texture->backgroundskinframerate = backgroundlayer->framerate;
2550                         for (j = 0;j < backgroundlayer->numframes;j++)
2551                         {
2552                                 if(cls.state == ca_dedicated)
2553                                 {
2554                                         texture->skinframes[j] = NULL;
2555                                 }
2556                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2557                                 {
2558                                         Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (background frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
2559                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2560                                 }
2561                         }
2562                 }
2563                 if (shader->dpshadow)
2564                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2565                 if (shader->dpnoshadow)
2566                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2567                 if (shader->dpnortlight)
2568                         texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2569                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2570                 texture->reflectmin = shader->reflectmin;
2571                 texture->reflectmax = shader->reflectmax;
2572                 texture->refractfactor = shader->refractfactor;
2573                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2574                 texture->reflectfactor = shader->reflectfactor;
2575                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2576                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2577                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2578                 texture->offsetmapping = shader->offsetmapping;
2579                 texture->offsetscale = shader->offsetscale;
2580                 texture->offsetbias = shader->offsetbias;
2581                 texture->specularscalemod = shader->specularscalemod;
2582                 texture->specularpowermod = shader->specularpowermod;
2583                 texture->rtlightambient = shader->rtlightambient;
2584                 if (shader->dpreflectcube[0])
2585                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2586
2587                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2588                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2589                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2590                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2591                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2592                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2593                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2594                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2595                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2596
2597         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2598         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2599         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2600         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2601                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2602         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2603                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2604         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2605         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2606         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2607         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2608         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2609                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2610         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2611         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2612         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2613         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2614                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2615         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2616                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2617                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2618         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2619                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2620         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2621         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2622                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2623         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2624         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2625         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2626                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2627         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2628         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2629
2630                 if (shader->dpmeshcollisions)
2631                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2632                 if (shader->dpshaderkill && developer_extra.integer)
2633                         Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2634         }
2635         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2636         {
2637                 if (developer_extra.integer)
2638                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2639                 texture->surfaceparms = 0;
2640                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2641         }
2642         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2643         {
2644                 if (developer_extra.integer)
2645                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2646                 texture->surfaceparms = 0;
2647                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2648                 texture->supercontents = SUPERCONTENTS_SOLID;
2649         }
2650         else
2651         {
2652                 if (developer_extra.integer)
2653                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2654                 texture->surfaceparms = 0;
2655                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2656                 {
2657                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2658                         texture->supercontents = SUPERCONTENTS_SOLID;
2659                 }
2660                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2661                 {
2662                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2663                         texture->supercontents = SUPERCONTENTS_SKY;
2664                 }
2665                 else
2666                 {
2667                         texture->basematerialflags |= MATERIALFLAG_WALL;
2668                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2669                 }
2670                 texture->numskinframes = 1;
2671                 if(cls.state == ca_dedicated)
2672                 {
2673                         texture->skinframes[0] = NULL;
2674                         success = false;
2675                 }
2676                 else
2677                 {
2678                         if (fallback)
2679                         {
2680                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2681                                 {
2682                                         if(texture->skinframes[0]->hasalpha)
2683                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2684                                 }
2685                                 else
2686                                         success = false;
2687                         }
2688                         else
2689                                 success = false;
2690                         if (!success && warnmissing)
2691                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2692                 }
2693         }
2694         // init the animation variables
2695         texture->currentframe = texture;
2696         if (texture->numskinframes < 1)
2697                 texture->numskinframes = 1;
2698         if (!texture->skinframes[0])
2699                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2700         texture->currentskinframe = texture->skinframes[0];
2701         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2702         return success;
2703 }
2704
2705 skinfile_t *Mod_LoadSkinFiles(void)
2706 {
2707         int i, words, line, wordsoverflow;
2708         char *text;
2709         const char *data;
2710         skinfile_t *skinfile = NULL, *first = NULL;
2711         skinfileitem_t *skinfileitem;
2712         char word[10][MAX_QPATH];
2713         char vabuf[1024];
2714
2715 /*
2716 sample file:
2717 U_bodyBox,models/players/Legoman/BikerA2.tga
2718 U_RArm,models/players/Legoman/BikerA1.tga
2719 U_LArm,models/players/Legoman/BikerA1.tga
2720 U_armor,common/nodraw
2721 U_sword,common/nodraw
2722 U_shield,common/nodraw
2723 U_homb,common/nodraw
2724 U_backpack,common/nodraw
2725 U_colcha,common/nodraw
2726 tag_head,
2727 tag_weapon,
2728 tag_torso,
2729 */
2730         memset(word, 0, sizeof(word));
2731         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2732         {
2733                 // If it's the first file we parse
2734                 if (skinfile == NULL)
2735                 {
2736                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2737                         first = skinfile;
2738                 }
2739                 else
2740                 {
2741                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2742                         skinfile = skinfile->next;
2743                 }
2744                 skinfile->next = NULL;
2745
2746                 for(line = 0;;line++)
2747                 {
2748                         // parse line
2749                         if (!COM_ParseToken_QuakeC(&data, true))
2750                                 break;
2751                         if (!strcmp(com_token, "\n"))
2752                                 continue;
2753                         words = 0;
2754                         wordsoverflow = false;
2755                         do
2756                         {
2757                                 if (words < 10)
2758                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2759                                 else
2760                                         wordsoverflow = true;
2761                         }
2762                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2763                         if (wordsoverflow)
2764                         {
2765                                 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);
2766                                 continue;
2767                         }
2768                         // words is always >= 1
2769                         if (!strcmp(word[0], "replace"))
2770                         {
2771                                 if (words == 3)
2772                                 {
2773                                         if (developer_loading.integer)
2774                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2775                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2776                                         skinfileitem->next = skinfile->items;
2777                                         skinfile->items = skinfileitem;
2778                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2779                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2780                                 }
2781                                 else
2782                                         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]);
2783                         }
2784                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2785                         {
2786                                 // tag name, like "tag_weapon,"
2787                                 // not used for anything (not even in Quake3)
2788                         }
2789                         else if (words >= 2 && !strcmp(word[1], ","))
2790                         {
2791                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2792                                 if (developer_loading.integer)
2793                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2794                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2795                                 skinfileitem->next = skinfile->items;
2796                                 skinfile->items = skinfileitem;
2797                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2798                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2799                         }
2800                         else
2801                                 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);
2802                 }
2803                 Mem_Free(text);
2804         }
2805         if (i)
2806                 loadmodel->numskins = i;
2807         return first;
2808 }
2809
2810 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2811 {
2812         skinfile_t *next;
2813         skinfileitem_t *skinfileitem, *nextitem;
2814         for (;skinfile;skinfile = next)
2815         {
2816                 next = skinfile->next;
2817                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2818                 {
2819                         nextitem = skinfileitem->next;
2820                         Mem_Free(skinfileitem);
2821                 }
2822                 Mem_Free(skinfile);
2823         }
2824 }
2825
2826 int Mod_CountSkinFiles(skinfile_t *skinfile)
2827 {
2828         int i;
2829         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2830         return i;
2831 }
2832
2833 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2834 {
2835         int i;
2836         double isnap = 1.0 / snap;
2837         for (i = 0;i < numvertices*numcomponents;i++)
2838                 vertices[i] = floor(vertices[i]*isnap)*snap;
2839 }
2840
2841 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2842 {
2843         int i, outtriangles;
2844         float edgedir1[3], edgedir2[3], temp[3];
2845         // a degenerate triangle is one with no width (thickness, surface area)
2846         // these are characterized by having all 3 points colinear (along a line)
2847         // or having two points identical
2848         // the simplest check is to calculate the triangle's area
2849         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2850         {
2851                 // calculate first edge
2852                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2853                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2854                 CrossProduct(edgedir1, edgedir2, temp);
2855                 if (VectorLength2(temp) < 0.001f)
2856                         continue; // degenerate triangle (no area)
2857                 // valid triangle (has area)
2858                 VectorCopy(inelement3i, outelement3i);
2859                 outelement3i += 3;
2860                 outtriangles++;
2861         }
2862         return outtriangles;
2863 }
2864
2865 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2866 {
2867         int i, e;
2868         int firstvertex, lastvertex;
2869         if (numelements > 0 && elements)
2870         {
2871                 firstvertex = lastvertex = elements[0];
2872                 for (i = 1;i < numelements;i++)
2873                 {
2874                         e = elements[i];
2875                         firstvertex = min(firstvertex, e);
2876                         lastvertex = max(lastvertex, e);
2877                 }
2878         }
2879         else
2880                 firstvertex = lastvertex = 0;
2881         if (firstvertexpointer)
2882                 *firstvertexpointer = firstvertex;
2883         if (lastvertexpointer)
2884                 *lastvertexpointer = lastvertex;
2885 }
2886
2887 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2888 {
2889         // make an optimal set of texture-sorted batches to draw...
2890         int j, t;
2891         int *firstsurfacefortexture;
2892         int *numsurfacesfortexture;
2893         if (!mod->sortedmodelsurfaces)
2894                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2895         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2896         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2897         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2898         for (j = 0;j < mod->nummodelsurfaces;j++)
2899         {
2900                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2901                 int t = (int)(surface->texture - mod->data_textures);
2902                 numsurfacesfortexture[t]++;
2903         }
2904         j = 0;
2905         for (t = 0;t < mod->num_textures;t++)
2906         {
2907                 firstsurfacefortexture[t] = j;
2908                 j += numsurfacesfortexture[t];
2909         }
2910         for (j = 0;j < mod->nummodelsurfaces;j++)
2911         {
2912                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2913                 int t = (int)(surface->texture - mod->data_textures);
2914                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2915         }
2916         Mem_Free(firstsurfacefortexture);
2917         Mem_Free(numsurfacesfortexture);
2918 }
2919
2920 void Mod_BuildVBOs(void)
2921 {
2922         if (!loadmodel->surfmesh.num_vertices)
2923                 return;
2924
2925         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2926         {
2927                 int i;
2928                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2929                 {
2930                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2931                         {
2932                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2933                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2934                         }
2935                 }
2936         }
2937
2938         // build r_vertexmesh_t array
2939         // (compressed interleaved array for D3D)
2940         if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
2941         {
2942                 int vertexindex;
2943                 int numvertices = loadmodel->surfmesh.num_vertices;
2944                 r_vertexmesh_t *vertexmesh;
2945                 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2946                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2947                 {
2948                         VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2949                         VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2950                         VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2951                         VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2952                         if (loadmodel->surfmesh.data_lightmapcolor4f)
2953                                 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
2954                         Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2955                         if (loadmodel->surfmesh.data_texcoordlightmap2f)
2956                                 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2957                 }
2958         }
2959
2960         // upload r_vertexmesh_t array as a buffer
2961         if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2962                 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2963
2964         // upload vertex3f array as a buffer
2965         if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
2966                 loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
2967
2968         // upload short indices as a buffer
2969         if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2970                 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2971
2972         // upload int indices as a buffer
2973         if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2974                 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2975
2976         // only build a vbo if one has not already been created (this is important for brush models which load specially)
2977         // vertex buffer is several arrays and we put them in the same buffer
2978         //
2979         // is this wise?  the texcoordtexture2f array is used with dynamic
2980         // vertex/svector/tvector/normal when rendering animated models, on the
2981         // other hand animated models don't use a lot of vertices anyway...
2982         if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
2983         {
2984                 size_t size;
2985                 unsigned char *mem;
2986                 size = 0;
2987                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2988                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2989                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2990                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2991                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2992                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2993                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2994                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2995                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2996                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2997                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2998                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2999                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3000                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3001                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3002                 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
3003                 Mem_Free(mem);
3004         }
3005 }
3006
3007 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3008 {
3009         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3010         int a, b, c;
3011         const char *texname;
3012         const int *e;
3013         const float *v, *vn, *vt;
3014         size_t l;
3015         size_t outbufferpos = 0;
3016         size_t outbuffermax = 0x100000;
3017         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3018         const msurface_t *surface;
3019         const int maxtextures = 256;
3020         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3021         dp_model_t *submodel;
3022
3023         // construct the mtllib file
3024         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3025         if (l > 0)
3026                 outbufferpos += l;
3027         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3028         {
3029                 countsurfaces++;
3030                 countvertices += surface->num_vertices;
3031                 countfaces += surface->num_triangles;
3032                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3033                 for (textureindex = 0;textureindex < counttextures;textureindex++)
3034                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3035                                 break;
3036                 if (textureindex < counttextures)
3037                         continue; // already wrote this material entry
3038                 if (textureindex >= maxtextures)
3039                         continue; // just a precaution
3040                 textureindex = counttextures++;
3041                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3042                 if (outbufferpos >= outbuffermax >> 1)
3043                 {
3044                         outbuffermax *= 2;
3045                         oldbuffer = outbuffer;
3046                         outbuffer = (char *) Z_Malloc(outbuffermax);
3047                         memcpy(outbuffer, oldbuffer, outbufferpos);
3048                         Z_Free(oldbuffer);
3049                 }
3050                 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");
3051                 if (l > 0)
3052                         outbufferpos += l;
3053         }
3054
3055         // write the mtllib file
3056         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3057
3058         // construct the obj file
3059         outbufferpos = 0;
3060         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);
3061         if (l > 0)
3062                 outbufferpos += l;
3063
3064         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)
3065         {
3066                 if (outbufferpos >= outbuffermax >> 1)
3067                 {
3068                         outbuffermax *= 2;
3069                         oldbuffer = outbuffer;
3070                         outbuffer = (char *) Z_Malloc(outbuffermax);
3071                         memcpy(outbuffer, oldbuffer, outbufferpos);
3072                         Z_Free(oldbuffer);
3073                 }
3074                 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]);
3075                 if (l > 0)
3076                         outbufferpos += l;
3077         }
3078
3079         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3080         {
3081                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3082                 if (l > 0)
3083                         outbufferpos += l;
3084                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3085                 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3086                 {
3087                         surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3088                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3089                         if (l > 0)
3090                                 outbufferpos += l;
3091                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3092                         {
3093                                 if (outbufferpos >= outbuffermax >> 1)
3094                                 {
3095                                         outbuffermax *= 2;
3096                                         oldbuffer = outbuffer;
3097                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3098                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3099                                         Z_Free(oldbuffer);
3100                                 }
3101                                 a = e[0]+1;
3102                                 b = e[1]+1;
3103                                 c = e[2]+1;
3104                                 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);
3105                                 if (l > 0)
3106                                         outbufferpos += l;
3107                         }
3108                 }
3109         }
3110
3111         // write the obj file
3112         FS_WriteFile(filename, outbuffer, outbufferpos);
3113
3114         // clean up
3115         Z_Free(outbuffer);
3116         Z_Free(texturenames);
3117
3118         // print some stats
3119         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3120 }
3121
3122 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3123 {
3124         int countnodes = 0, counttriangles = 0, countframes = 0;
3125         int surfaceindex;
3126         int triangleindex;
3127         int transformindex;
3128         int poseindex;
3129         int cornerindex;
3130         const int *e;
3131         size_t l;
3132         size_t outbufferpos = 0;
3133         size_t outbuffermax = 0x100000;
3134         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3135         const msurface_t *surface;
3136         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3137         if (l > 0)
3138                 outbufferpos += l;
3139         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3140         {
3141                 if (outbufferpos >= outbuffermax >> 1)
3142                 {
3143                         outbuffermax *= 2;
3144                         oldbuffer = outbuffer;
3145                         outbuffer = (char *) Z_Malloc(outbuffermax);
3146                         memcpy(outbuffer, oldbuffer, outbufferpos);
3147                         Z_Free(oldbuffer);
3148                 }
3149                 countnodes++;
3150                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3151                 if (l > 0)
3152                         outbufferpos += l;
3153         }
3154         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3155         if (l > 0)
3156                 outbufferpos += l;
3157         for (poseindex = 0;poseindex < numposes;poseindex++)
3158         {
3159                 countframes++;
3160                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3161                 if (l > 0)
3162                         outbufferpos += l;
3163                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3164                 {
3165                         float angles[3];
3166                         float mtest[4][3];
3167                         matrix4x4_t posematrix;
3168                         if (outbufferpos >= outbuffermax >> 1)
3169                         {
3170                                 outbuffermax *= 2;
3171                                 oldbuffer = outbuffer;
3172                                 outbuffer = (char *) Z_Malloc(outbuffermax);
3173                                 memcpy(outbuffer, oldbuffer, outbufferpos);
3174                                 Z_Free(oldbuffer);
3175                         }
3176
3177                         // strangely the smd angles are for a transposed matrix, so we
3178                         // have to generate a transposed matrix, then convert that...
3179                         Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3180                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3181                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
3182                         if (angles[0] >= 180) angles[0] -= 360;
3183                         if (angles[1] >= 180) angles[1] -= 360;
3184                         if (angles[2] >= 180) angles[2] -= 360;
3185
3186 #if 0
3187 {
3188                         float a = DEG2RAD(angles[ROLL]);
3189                         float b = DEG2RAD(angles[PITCH]);
3190                         float c = DEG2RAD(angles[YAW]);
3191                         float cy, sy, cp, sp, cr, sr;
3192                         float test[4][3];
3193                         // smd matrix construction, for comparing
3194                         sy = sin(c);
3195                         cy = cos(c);
3196                         sp = sin(b);
3197                         cp = cos(b);
3198                         sr = sin(a);
3199                         cr = cos(a);
3200
3201                         test[0][0] = cp*cy;
3202                         test[0][1] = cp*sy;
3203                         test[0][2] = -sp;
3204                         test[1][0] = sr*sp*cy+cr*-sy;
3205                         test[1][1] = sr*sp*sy+cr*cy;
3206                         test[1][2] = sr*cp;
3207                         test[2][0] = (cr*sp*cy+-sr*-sy);
3208                         test[2][1] = (cr*sp*sy+-sr*cy);
3209                         test[2][2] = cr*cp;
3210                         test[3][0] = pose[9];
3211                         test[3][1] = pose[10];
3212                         test[3][2] = pose[11];
3213 }
3214 #endif
3215                         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]));
3216                         if (l > 0)
3217                                 outbufferpos += l;
3218                 }
3219         }
3220         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3221         if (l > 0)
3222                 outbufferpos += l;
3223         if (writetriangles)
3224         {
3225                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3226                 if (l > 0)
3227                         outbufferpos += l;
3228                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3229                 {
3230                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3231                         {
3232                                 counttriangles++;
3233                                 if (outbufferpos >= outbuffermax >> 1)
3234                                 {
3235                                         outbuffermax *= 2;
3236                                         oldbuffer = outbuffer;
3237                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3238                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3239                                         Z_Free(oldbuffer);
3240                                 }
3241                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3242                                 if (l > 0)
3243                                         outbufferpos += l;
3244                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3245                                 {
3246                                         const int index = e[2-cornerindex];
3247                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
3248                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
3249                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3250                                         const int b = model->surfmesh.blends[index];
3251                                         if (b < model->num_bones)
3252                                                 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]);
3253                                         else
3254                                         {
3255                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3256                                                 const unsigned char *wi = w->index;
3257                                                 const unsigned char *wf = w->influence;
3258                                             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);
3259                                                 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);
3260                                                 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);
3261                                                 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]);
3262                                         }
3263                                         if (l > 0)
3264                                                 outbufferpos += l;
3265                                 }
3266                         }
3267                 }
3268                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3269                 if (l > 0)
3270                         outbufferpos += l;
3271         }
3272
3273         FS_WriteFile(filename, outbuffer, outbufferpos);
3274         Z_Free(outbuffer);
3275
3276         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3277 }
3278
3279 /*
3280 ================
3281 Mod_Decompile_f
3282
3283 decompiles a model to editable files
3284 ================
3285 */
3286 static void Mod_Decompile_f(void)
3287 {
3288         int i, j, k, l, first, count;
3289         dp_model_t *mod;
3290         char inname[MAX_QPATH];
3291         char outname[MAX_QPATH];
3292         char mtlname[MAX_QPATH];
3293         char basename[MAX_QPATH];
3294         char animname[MAX_QPATH];
3295         char animname2[MAX_QPATH];
3296         char zymtextbuffer[16384];
3297         char dpmtextbuffer[16384];
3298         char framegroupstextbuffer[16384];
3299         int zymtextsize = 0;
3300         int dpmtextsize = 0;
3301         int framegroupstextsize = 0;
3302         char vabuf[1024];
3303
3304         if (Cmd_Argc() != 2)
3305         {
3306                 Con_Print("usage: modeldecompile <filename>\n");
3307                 return;
3308         }
3309
3310         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3311         FS_StripExtension(inname, basename, sizeof(basename));
3312
3313         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3314         if (mod->brush.submodel)
3315         {
3316                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3317                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3318                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3319                 outname[0] = 0;
3320         }
3321         if (!mod)
3322         {
3323                 Con_Print("No such model\n");
3324                 return;
3325         }
3326         if (!mod->surfmesh.num_triangles)
3327         {
3328                 Con_Print("Empty model (or sprite)\n");
3329                 return;
3330         }
3331
3332         // export OBJ if possible (not on sprites)
3333         if (mod->surfmesh.num_triangles)
3334         {
3335                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3336                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3337                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3338         }
3339
3340         // export SMD if possible (only for skeletal models)
3341         if (mod->surfmesh.num_triangles && mod->num_bones)
3342         {
3343                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3344                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3345                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3346                 if (l > 0) zymtextsize += l;
3347                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3348                 if (l > 0) dpmtextsize += l;
3349                 for (i = 0;i < mod->numframes;i = j)
3350                 {
3351                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3352                         first = mod->animscenes[i].firstframe;
3353                         if (mod->animscenes[i].framecount > 1)
3354                         {
3355                                 // framegroup anim
3356                                 count = mod->animscenes[i].framecount;
3357                                 j = i + 1;
3358                         }
3359                         else
3360                         {
3361                                 // individual frame
3362                                 // check for additional frames with same name
3363                                 for (l = 0, k = strlen(animname);animname[l];l++)
3364                                         if(animname[l] < '0' || animname[l] > '9')
3365                                                 k = l + 1;
3366                                 if(k > 0 && animname[k-1] == '_')
3367                                         --k;
3368                                 animname[k] = 0;
3369                                 count = mod->num_poses - first;
3370                                 for (j = i + 1;j < mod->numframes;j++)
3371                                 {
3372                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3373                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
3374                                                 if(animname2[l] < '0' || animname2[l] > '9')
3375                                                         k = l + 1;
3376                                         if(k > 0 && animname[k-1] == '_')
3377                                                 --k;
3378                                         animname2[k] = 0;
3379                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3380                                         {
3381                                                 count = mod->animscenes[j].firstframe - first;
3382                                                 break;
3383                                         }
3384                                 }
3385                                 // if it's only one frame, use the original frame name
3386                                 if (j == i + 1)
3387                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3388                                 
3389                         }
3390                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3391                         Mod_Decompile_SMD(mod, outname, first, count, false);
3392                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3393                         {
3394                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3395                                 if (l > 0) zymtextsize += l;
3396                         }
3397                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3398                         {
3399                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3400                                 if (l > 0) dpmtextsize += l;
3401                         }
3402                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3403                         {
3404                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3405                                 if (l > 0) framegroupstextsize += l;
3406                         }
3407                 }
3408                 if (zymtextsize)
3409                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3410                 if (dpmtextsize)
3411                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3412                 if (framegroupstextsize)
3413                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3414         }
3415 }
3416
3417 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3418 {
3419         int y;
3420         memset(state, 0, sizeof(*state));
3421         state->width = width;
3422         state->height = height;
3423         state->currentY = 0;
3424         state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
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_Reset(mod_alloclightmap_state_t *state)
3433 {
3434         int y;
3435         state->currentY = 0;
3436         for (y = 0;y < state->height;y++)
3437         {
3438                 state->rows[y].currentX = 0;
3439                 state->rows[y].rowY = -1;
3440         }
3441 }
3442
3443 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3444 {
3445         if (state->rows)
3446                 Mem_Free(state->rows);
3447         memset(state, 0, sizeof(*state));
3448 }
3449
3450 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3451 {
3452         mod_alloclightmap_row_t *row;
3453         int y;
3454
3455         row = state->rows + blockheight;
3456         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3457         {
3458                 if (state->currentY + blockheight <= state->height)
3459                 {
3460                         // use the current allocation position
3461                         row->rowY = state->currentY;
3462                         row->currentX = 0;
3463                         state->currentY += blockheight;
3464                 }
3465                 else
3466                 {
3467                         // find another position
3468                         for (y = blockheight;y < state->height;y++)
3469                         {
3470                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3471                                 {
3472                                         row = state->rows + y;
3473                                         break;
3474                                 }
3475                         }
3476                         if (y == state->height)
3477                                 return false;
3478                 }
3479         }
3480         *outy = row->rowY;
3481         *outx = row->currentX;
3482         row->currentX += blockwidth;
3483
3484         return true;
3485 }
3486
3487 typedef struct lightmapsample_s
3488 {
3489         float pos[3];
3490         float sh1[4][3];
3491         float *vertex_color;
3492         unsigned char *lm_bgr;
3493         unsigned char *lm_dir;
3494 }
3495 lightmapsample_t;
3496
3497 typedef struct lightmapvertex_s
3498 {
3499         int index;
3500         float pos[3];
3501         float normal[3];
3502         float texcoordbase[2];
3503         float texcoordlightmap[2];
3504         float lightcolor[4];
3505 }
3506 lightmapvertex_t;
3507
3508 typedef struct lightmaptriangle_s
3509 {
3510         int triangleindex;
3511         int surfaceindex;
3512         int lightmapindex;
3513         int axis;
3514         int lmoffset[2];
3515         int lmsize[2];
3516         // 2D modelspace coordinates of min corner
3517         // snapped to lightmap grid but not in grid coordinates
3518         float lmbase[2];
3519         // 2D modelspace to lightmap coordinate scale
3520         float lmscale[2];
3521         float vertex[3][3];
3522         float mins[3];
3523         float maxs[3];
3524 }
3525 lightmaptriangle_t;
3526
3527 typedef struct lightmaplight_s
3528 {
3529         float origin[3];
3530         float radius;
3531         float iradius;
3532         float radius2;
3533         float color[3];
3534         svbsp_t svbsp;
3535 }
3536 lightmaplight_t;
3537
3538 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3539
3540 #define MAX_LIGHTMAPSAMPLES 64
3541 static int mod_generatelightmaps_numoffsets[3];
3542 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3543
3544 static int mod_generatelightmaps_numlights;
3545 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3546
3547 extern cvar_t r_shadow_lightattenuationdividebias;
3548 extern cvar_t r_shadow_lightattenuationlinearscale;
3549
3550 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3551 {
3552         int i;
3553         int index;
3554         int result;
3555         float relativepoint[3];
3556         float color[3];
3557         float dir[3];
3558         float dist;
3559         float dist2;
3560         float intensity;
3561         float sample[5*3];
3562         float lightorigin[3];
3563         float lightradius;
3564         float lightradius2;
3565         float lightiradius;
3566         float lightcolor[3];
3567         trace_t trace;
3568         for (i = 0;i < 5*3;i++)
3569                 sample[i] = 0.0f;
3570         for (index = 0;;index++)
3571         {
3572                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3573                 if (result < 0)
3574                         break;
3575                 if (result == 0)
3576                         continue;
3577                 lightradius2 = lightradius * lightradius;
3578                 VectorSubtract(lightorigin, pos, relativepoint);
3579                 dist2 = VectorLength2(relativepoint);
3580                 if (dist2 >= lightradius2)
3581                         continue;
3582                 lightiradius = 1.0f / lightradius;
3583                 dist = sqrt(dist2) * lightiradius;
3584                 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3585                 if (intensity <= 0.0f)
3586                         continue;
3587                 if (model && model->TraceLine)
3588                 {
3589                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3590                         if (trace.fraction < 1)
3591                                 continue;
3592                 }
3593                 // scale down intensity to add to both ambient and diffuse
3594                 //intensity *= 0.5f;
3595                 VectorNormalize(relativepoint);
3596                 VectorScale(lightcolor, intensity, color);
3597                 VectorMA(sample    , 0.5f            , color, sample    );
3598                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3599                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3600                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3601                 // calculate a weighted average light direction as well
3602                 intensity *= VectorLength(color);
3603                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3604         }
3605         // calculate the direction we'll use to reduce the sample to a directional light source
3606         VectorCopy(sample + 12, dir);
3607         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3608         VectorNormalize(dir);
3609         // extract the diffuse color along the chosen direction and scale it
3610         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3611         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3612         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3613         // subtract some of diffuse from ambient
3614         VectorMA(sample, -0.333f, diffuse, ambient);
3615         // store the normalized lightdir
3616         VectorCopy(dir, lightdir);
3617 }
3618
3619 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3620 {
3621         int surfaceindex;
3622         int triangleindex;
3623         const msurface_t *surface;
3624         const float *vertex3f = model->surfmesh.data_vertex3f;
3625         const int *element3i = model->surfmesh.data_element3i;
3626         const int *e;
3627         float v2[3][3];
3628         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3629         {
3630                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3631                         continue;
3632                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3633                         continue;
3634                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3635                 {
3636                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3637                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3638                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3639                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3640                 }
3641         }
3642 }
3643
3644 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3645 {
3646         int maxnodes = 1<<14;
3647         svbsp_node_t *nodes;
3648         float origin[3];
3649         float mins[3];
3650         float maxs[3];
3651         svbsp_t svbsp;
3652         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3653         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3654         VectorCopy(lightinfo->origin, origin);
3655         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3656         for (;;)
3657         {
3658                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3659                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3660                 if (svbsp.ranoutofnodes)
3661                 {
3662                         maxnodes *= 16;
3663                         if (maxnodes > 1<<22)
3664                         {
3665                                 Mem_Free(nodes);
3666                                 return;
3667                         }
3668                         Mem_Free(nodes);
3669                         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3670                 }
3671                 else
3672                         break;
3673         }
3674         if (svbsp.numnodes > 0)
3675         {
3676                 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3677                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3678                 lightinfo->svbsp = svbsp;
3679         }
3680         Mem_Free(nodes);
3681 }
3682
3683 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3684 {
3685         int index;
3686         int result;
3687         lightmaplight_t *lightinfo;
3688         float origin[3];
3689         float radius;
3690         float color[3];
3691         mod_generatelightmaps_numlights = 0;
3692         for (index = 0;;index++)
3693         {
3694                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3695                 if (result < 0)
3696                         break;
3697                 if (result > 0)
3698                         mod_generatelightmaps_numlights++;
3699         }
3700         if (mod_generatelightmaps_numlights > 0)
3701         {
3702                 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3703                 lightinfo = mod_generatelightmaps_lightinfo;
3704                 for (index = 0;;index++)
3705                 {
3706                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3707                         if (result < 0)
3708                                 break;
3709                         if (result > 0)
3710                                 lightinfo++;
3711                 }
3712         }
3713         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3714         {
3715                 lightinfo->iradius = 1.0f / lightinfo->radius;
3716                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3717                 // TODO: compute svbsp
3718                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3719         }
3720 }
3721
3722 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3723 {
3724         int i;
3725         if (mod_generatelightmaps_lightinfo)
3726         {
3727                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3728                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3729                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3730                 Mem_Free(mod_generatelightmaps_lightinfo);
3731         }
3732         mod_generatelightmaps_lightinfo = NULL;
3733         mod_generatelightmaps_numlights = 0;
3734 }
3735
3736 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3737 {
3738         const svbsp_node_t *node;
3739         const svbsp_node_t *nodes = svbsp->nodes;
3740         int num = 0;
3741         while (num >= 0)
3742         {
3743                 node = nodes + num;
3744                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3745         }
3746         return num == -1; // true if empty, false if solid (shadowed)
3747 }
3748
3749 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3750 {
3751         int i;
3752         float relativepoint[3];
3753         float color[3];
3754         float offsetpos[3];
3755         float dist;
3756         float dist2;
3757         float intensity;
3758         int offsetindex;
3759         int hits;
3760         int tests;
3761         const lightmaplight_t *lightinfo;
3762         trace_t trace;
3763         for (i = 0;i < 5*3;i++)
3764                 sample[i] = 0.0f;
3765         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3766         {
3767                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3768                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3769                 // don't accept light from behind a surface, it causes bad shading
3770                 if (normal && DotProduct(relativepoint, normal) <= 0)
3771                         continue;
3772                 dist2 = VectorLength2(relativepoint);
3773                 if (dist2 >= lightinfo->radius2)
3774                         continue;
3775                 dist = sqrt(dist2) * lightinfo->iradius;
3776                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3777                 if (intensity <= 0)
3778                         continue;
3779                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3780                 {
3781                         hits = 0;
3782                         tests = 1;
3783                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3784                                 hits++;
3785                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3786                         {
3787                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3788                                 if (!normal)
3789                                 {
3790                                         // for light grid we'd better check visibility of the offset point
3791                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3792                                         if (trace.fraction < 1)
3793                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3794                                 }
3795                                 tests++;
3796                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3797                                         hits++;
3798                         }
3799                         if (!hits)
3800                                 continue;
3801                         // scale intensity according to how many rays succeeded
3802                         // we know one test is valid, half of the rest will fail...
3803                         //if (normal && tests > 1)
3804                         //      intensity *= (tests - 1.0f) / tests;
3805                         intensity *= (float)hits / tests;
3806                 }
3807                 // scale down intensity to add to both ambient and diffuse
3808                 //intensity *= 0.5f;
3809                 VectorNormalize(relativepoint);
3810                 VectorScale(lightinfo->color, intensity, color);
3811                 VectorMA(sample    , 0.5f            , color, sample    );
3812                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3813                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3814                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3815                 // calculate a weighted average light direction as well
3816                 intensity *= VectorLength(color);
3817                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3818         }
3819 }
3820
3821 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3822 {
3823         float sample[5*3];
3824         float color[3];
3825         float dir[3];
3826         float f;
3827         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3828         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3829         VectorCopy(sample + 12, dir);
3830         VectorNormalize(dir);
3831         //VectorAdd(dir, normal, dir);
3832         //VectorNormalize(dir);
3833         f = DotProduct(dir, normal);
3834         f = max(0, f) * 255.0f;
3835         VectorScale(sample, f, color);
3836         //VectorCopy(normal, dir);
3837         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3838         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3839         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3840         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3841         lm_bgr[3] = 255;
3842         lm_dir[0] = (unsigned char)dir[2];
3843         lm_dir[1] = (unsigned char)dir[1];
3844         lm_dir[2] = (unsigned char)dir[0];
3845         lm_dir[3] = 255;
3846 }
3847
3848 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3849 {
3850         float sample[5*3];
3851         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3852         VectorCopy(sample, vertex_color);
3853 }
3854
3855 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3856 {
3857         float sample[5*3];
3858         float ambient[3];
3859         float diffuse[3];
3860         float dir[3];
3861         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3862         // calculate the direction we'll use to reduce the sample to a directional light source
3863         VectorCopy(sample + 12, dir);
3864         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3865         VectorNormalize(dir);
3866         // extract the diffuse color along the chosen direction and scale it
3867         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3868         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3869         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3870         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3871         VectorScale(sample, 127.5f, ambient);
3872         VectorMA(ambient, -0.333f, diffuse, ambient);
3873         // encode to the grid format
3874         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3875         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3876         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3877         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3878         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3879         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3880         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3881         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3882         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));}
3883 }
3884
3885 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3886 {
3887         float radius[3];
3888         float temp[3];
3889         int i, j;
3890         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3891         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3892         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3893         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3894         radius[0] = mod_generatelightmaps_lightmapradius.value;
3895         radius[1] = mod_generatelightmaps_vertexradius.value;
3896         radius[2] = mod_generatelightmaps_gridradius.value;
3897         for (i = 0;i < 3;i++)
3898         {
3899                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3900                 {
3901                         VectorRandom(temp);
3902                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3903                 }
3904         }
3905 }
3906
3907 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3908 {
3909         msurface_t *surface;
3910         int surfaceindex;
3911         int i;
3912         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3913         {
3914                 surface = model->data_surfaces + surfaceindex;
3915                 surface->lightmaptexture = NULL;
3916                 surface->deluxemaptexture = NULL;
3917         }
3918         if (model->brushq3.data_lightmaps)
3919         {
3920                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3921                         if (model->brushq3.data_lightmaps[i])
3922                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3923                 Mem_Free(model->brushq3.data_lightmaps);
3924                 model->brushq3.data_lightmaps = NULL;
3925         }
3926         if (model->brushq3.data_deluxemaps)
3927         {
3928                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3929                         if (model->brushq3.data_deluxemaps[i])
3930                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3931                 Mem_Free(model->brushq3.data_deluxemaps);
3932                 model->brushq3.data_deluxemaps = NULL;
3933         }
3934 }
3935
3936 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3937 {
3938         msurface_t *surface;
3939         int surfaceindex;
3940         int vertexindex;
3941         int outvertexindex;
3942         int i;
3943         const int *e;
3944         surfmesh_t oldsurfmesh;
3945         size_t size;
3946         unsigned char *data;
3947         oldsurfmesh = model->surfmesh;
3948         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3949         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3950         size = 0;
3951         size += model->surfmesh.num_vertices * sizeof(float[3]);
3952         size += model->surfmesh.num_vertices * sizeof(float[3]);
3953         size += model->surfmesh.num_vertices * sizeof(float[3]);
3954         size += model->surfmesh.num_vertices * sizeof(float[3]);
3955         size += model->surfmesh.num_vertices * sizeof(float[2]);
3956         size += model->surfmesh.num_vertices * sizeof(float[2]);
3957         size += model->surfmesh.num_vertices * sizeof(float[4]);
3958         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3959         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3960         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3961         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3962         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3963         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3964         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3965         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3966         if (model->surfmesh.num_vertices > 65536)
3967                 model->surfmesh.data_element3s = NULL;
3968
3969         if (model->surfmesh.vertexmesh)
3970                 Mem_Free(model->surfmesh.vertexmesh);
3971         model->surfmesh.vertexmesh = NULL;
3972         if (model->surfmesh.vertex3fbuffer)
3973                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
3974         model->surfmesh.vertex3fbuffer = NULL;
3975         if (model->surfmesh.vertexmeshbuffer)
3976                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3977         model->surfmesh.vertexmeshbuffer = NULL;
3978         if (model->surfmesh.data_element3i_indexbuffer)
3979                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3980         model->surfmesh.data_element3i_indexbuffer = NULL;
3981         if (model->surfmesh.data_element3s_indexbuffer)
3982                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3983         model->surfmesh.data_element3s_indexbuffer = NULL;
3984         if (model->surfmesh.vbo_vertexbuffer)
3985                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
3986         model->surfmesh.vbo_vertexbuffer = 0;
3987
3988         // convert all triangles to unique vertex data
3989         outvertexindex = 0;
3990         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3991         {
3992                 surface = model->data_surfaces + surfaceindex;
3993                 surface->num_firstvertex = outvertexindex;
3994                 surface->num_vertices = surface->num_triangles*3;
3995                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3996                 for (i = 0;i < surface->num_triangles*3;i++)
3997                 {
3998                         vertexindex = e[i];
3999                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4000                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4001                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4002                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4003                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4004                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4005                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4006                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4007                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4008                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4009                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4010                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4011                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4012                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4013                         if (oldsurfmesh.data_texcoordlightmap2f)
4014                         {
4015                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4016                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4017                         }
4018                         if (oldsurfmesh.data_lightmapcolor4f)
4019                         {
4020                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4021                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4022                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4023                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4024                         }
4025                         else
4026                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4027                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4028                         outvertexindex++;
4029                 }
4030         }
4031         if (model->surfmesh.data_element3s)
4032                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4033                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4034
4035         // find and update all submodels to use this new surfmesh data
4036         for (i = 0;i < model->brush.numsubmodels;i++)
4037                 model->brush.submodels[i]->surfmesh = model->surfmesh;
4038 }
4039
4040 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4041 {
4042         msurface_t *surface;
4043         int surfaceindex;
4044         int i;
4045         int axis;
4046         float normal[3];
4047         const int *e;
4048         lightmaptriangle_t *triangle;
4049         // generate lightmap triangle structs
4050         mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4051         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4052         {
4053                 surface = model->data_surfaces + surfaceindex;
4054                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4055                 for (i = 0;i < surface->num_triangles;i++)
4056                 {
4057                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4058                         triangle->triangleindex = surface->num_firsttriangle+i;
4059                         triangle->surfaceindex = surfaceindex;
4060                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4061                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4062                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4063                         // calculate bounds of triangle
4064                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4065                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4066                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4067                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4068                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4069                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4070                         // pick an axial projection based on the triangle normal
4071                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4072                         axis = 0;
4073                         if (fabs(normal[1]) > fabs(normal[axis]))
4074                                 axis = 1;
4075                         if (fabs(normal[2]) > fabs(normal[axis]))
4076                                 axis = 2;
4077                         triangle->axis = axis;
4078                 }
4079         }
4080 }
4081
4082 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4083 {
4084         if (mod_generatelightmaps_lightmaptriangles)
4085                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4086         mod_generatelightmaps_lightmaptriangles = NULL;
4087 }
4088
4089 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4090
4091 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4092 {
4093         msurface_t *surface;
4094         int surfaceindex;
4095         int lightmapindex;
4096         int lightmapnumber;
4097         int i;
4098         int j;
4099         int k;
4100         int x;
4101         int y;
4102         int axis;
4103         int axis1;
4104         int axis2;
4105         int retry;
4106         int pixeloffset;
4107         float trianglenormal[3];
4108         float samplecenter[3];
4109         float samplenormal[3];
4110         float temp[3];
4111         float lmiscale[2];
4112         float slopex;
4113         float slopey;
4114         float slopebase;
4115         float lmscalepixels;
4116         float lmmins;
4117         float lmmaxs;
4118         float lm_basescalepixels;
4119         int lm_borderpixels;
4120         int lm_texturesize;
4121         //int lm_maxpixels;
4122         const int *e;
4123         lightmaptriangle_t *triangle;
4124         unsigned char *lightmappixels;
4125         unsigned char *deluxemappixels;
4126         mod_alloclightmap_state_t lmstate;
4127         char vabuf[1024];
4128
4129         // generate lightmap projection information for all triangles
4130         if (model->texturepool == NULL)
4131                 model->texturepool = R_AllocTexturePool();
4132         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4133         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4134         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4135         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4136         Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4137         lightmapnumber = 0;
4138         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4139         {
4140                 surface = model->data_surfaces + surfaceindex;
4141                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4142                 lmscalepixels = lm_basescalepixels;
4143                 for (retry = 0;retry < 30;retry++)
4144                 {
4145                         // after a couple failed attempts, degrade quality to make it fit
4146                         if (retry > 1)
4147                                 lmscalepixels *= 0.5f;
4148                         for (i = 0;i < surface->num_triangles;i++)
4149                         {
4150                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4151                                 triangle->lightmapindex = lightmapnumber;
4152                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4153                                 // pick two planar axes for projection
4154                                 // lightmap coordinates here are in pixels
4155                                 // lightmap projections are snapped to pixel grid explicitly, such
4156                                 // that two neighboring triangles sharing an edge and projection
4157                                 // axis will have identical sampl espacing along their shared edge
4158                                 k = 0;
4159                                 for (j = 0;j < 3;j++)
4160                                 {
4161                                         if (j == triangle->axis)
4162                                                 continue;
4163                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4164                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4165                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4166                                         triangle->lmbase[k] = lmmins/lmscalepixels;
4167                                         triangle->lmscale[k] = lmscalepixels;
4168                                         k++;
4169                                 }
4170                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4171                                         break;
4172                         }
4173                         // if all fit in this texture, we're done with this surface
4174                         if (i == surface->num_triangles)
4175                                 break;
4176                         // if we haven't maxed out the lightmap size yet, we retry the
4177                         // entire surface batch...
4178                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4179                         {
4180                                 lm_texturesize *= 2;
4181                                 surfaceindex = -1;
4182                                 lightmapnumber = 0;
4183                                 Mod_AllocLightmap_Free(&lmstate);
4184                                 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4185                                 break;
4186                         }
4187                         // if we have maxed out the lightmap size, and this triangle does
4188                         // not fit in the same texture as the rest of the surface, we have
4189                         // to retry the entire surface in a new texture (can only use one)
4190                         // with multiple retries, the lightmap quality degrades until it
4191                         // fits (or gives up)
4192                         if (surfaceindex > 0)
4193                                 lightmapnumber++;
4194                         Mod_AllocLightmap_Reset(&lmstate);
4195                 }
4196         }
4197         lightmapnumber++;
4198         Mod_AllocLightmap_Free(&lmstate);
4199
4200         // now put triangles together into lightmap textures, and do not allow
4201         // triangles of a surface to go into different textures (as that would
4202         // require rewriting the surface list)
4203         model->brushq3.deluxemapping_modelspace = true;
4204         model->brushq3.deluxemapping = true;
4205         model->brushq3.num_mergedlightmaps = lightmapnumber;
4206         model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4207         model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4208         lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4209         deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4210         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4211         {
4212                 surface = model->data_surfaces + surfaceindex;
4213                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4214                 for (i = 0;i < surface->num_triangles;i++)
4215                 {
4216                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4217                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4218                         VectorNormalize(trianglenormal);
4219                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4220                         axis = triangle->axis;
4221                         axis1 = axis == 0 ? 1 : 0;
4222                         axis2 = axis == 2 ? 1 : 2;
4223                         lmiscale[0] = 1.0f / triangle->lmscale[0];
4224                         lmiscale[1] = 1.0f / triangle->lmscale[1];
4225                         if (trianglenormal[axis] < 0)
4226                                 VectorNegate(trianglenormal, trianglenormal);
4227                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4228                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4229                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4230                         for (j = 0;j < 3;j++)
4231                         {
4232                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4233                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4234                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4235 #if 0
4236                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4237                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4238                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4239                                 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]);
4240 #endif
4241                         }
4242
4243 #if 0
4244                         switch (axis)
4245                         {
4246                         default:
4247                         case 0:
4248                                 forward[0] = 0;
4249                                 forward[1] = 1.0f / triangle->lmscale[0];
4250                                 forward[2] = 0;
4251                                 left[0] = 0;
4252                                 left[1] = 0;
4253                                 left[2] = 1.0f / triangle->lmscale[1];
4254                                 up[0] = 1.0f;
4255                                 up[1] = 0;
4256                                 up[2] = 0;
4257                                 origin[0] = 0;
4258                                 origin[1] = triangle->lmbase[0];
4259                                 origin[2] = triangle->lmbase[1];
4260                                 break;
4261                         case 1:
4262                                 forward[0] = 1.0f / triangle->lmscale[0];
4263                                 forward[1] = 0;
4264                                 forward[2] = 0;
4265                                 left[0] = 0;
4266                                 left[1] = 0;
4267                                 left[2] = 1.0f / triangle->lmscale[1];
4268                                 up[0] = 0;
4269                                 up[1] = 1.0f;
4270                                 up[2] = 0;
4271                                 origin[0] = triangle->lmbase[0];
4272                                 origin[1] = 0;
4273                                 origin[2] = triangle->lmbase[1];
4274                                 break;
4275                         case 2:
4276                                 forward[0] = 1.0f / triangle->lmscale[0];
4277                                 forward[1] = 0;
4278                                 forward[2] = 0;
4279                                 left[0] = 0;
4280                                 left[1] = 1.0f / triangle->lmscale[1];
4281                                 left[2] = 0;
4282                                 up[0] = 0;
4283                                 up[1] = 0;
4284                                 up[2] = 1.0f;
4285                                 origin[0] = triangle->lmbase[0];
4286                                 origin[1] = triangle->lmbase[1];
4287                                 origin[2] = 0;
4288                                 break;
4289                         }
4290                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4291 #endif
4292 #define LM_DIST_EPSILON (1.0f / 32.0f)
4293                         for (y = 0;y < triangle->lmsize[1];y++)
4294                         {
4295                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4296                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4297                                 {
4298                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4299                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4300                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4301                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4302                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4303                                 }
4304                         }
4305                 }
4306         }
4307
4308         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4309         {
4310                 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);
4311                 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);
4312         }
4313
4314         if (lightmappixels)
4315                 Mem_Free(lightmappixels);
4316         if (deluxemappixels)
4317                 Mem_Free(deluxemappixels);
4318
4319         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4320         {
4321                 surface = model->data_surfaces + surfaceindex;
4322                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4323                 if (!surface->num_triangles)
4324                         continue;
4325                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4326                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4327                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4328                 surface->lightmapinfo = NULL;
4329         }
4330
4331         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4332         model->brushq1.lightdata = NULL;
4333         model->brushq1.lightmapupdateflags = NULL;
4334         model->brushq1.firstrender = false;
4335         model->brushq1.num_lightstyles = 0;
4336         model->brushq1.data_lightstyleinfo = NULL;
4337         for (i = 0;i < model->brush.numsubmodels;i++)
4338         {
4339                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4340                 model->brush.submodels[i]->brushq1.firstrender = false;
4341                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4342                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4343         }
4344 }
4345
4346 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4347 {
4348         int i;
4349         for (i = 0;i < model->surfmesh.num_vertices;i++)
4350                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4351 }
4352
4353 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4354 {
4355         int x;
4356         int y;
4357         int z;
4358         int index = 0;
4359         float pos[3];
4360         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4361         {
4362                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4363                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4364                 {
4365                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4366                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4367                         {
4368                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4369                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4370                         }
4371                 }
4372         }
4373 }
4374
4375 extern cvar_t mod_q3bsp_nolightmaps;
4376 static void Mod_GenerateLightmaps(dp_model_t *model)
4377 {
4378         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4379         dp_model_t *oldloadmodel = loadmodel;
4380         loadmodel = model;
4381
4382         Mod_GenerateLightmaps_InitSampleOffsets(model);
4383         Mod_GenerateLightmaps_DestroyLightmaps(model);
4384         Mod_GenerateLightmaps_UnweldTriangles(model);
4385         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4386         Mod_GenerateLightmaps_CreateLights(model);
4387         if(!mod_q3bsp_nolightmaps.integer)
4388                 Mod_GenerateLightmaps_CreateLightmaps(model);
4389         Mod_GenerateLightmaps_UpdateVertexColors(model);
4390         Mod_GenerateLightmaps_UpdateLightGrid(model);
4391         Mod_GenerateLightmaps_DestroyLights(model);
4392         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4393
4394         loadmodel = oldloadmodel;
4395 }
4396
4397 static void Mod_GenerateLightmaps_f(void)
4398 {
4399         if (Cmd_Argc() != 1)
4400         {
4401                 Con_Printf("usage: mod_generatelightmaps\n");
4402                 return;
4403         }
4404         if (!cl.worldmodel)
4405         {
4406                 Con_Printf("no worldmodel loaded\n");
4407                 return;
4408         }
4409         Mod_GenerateLightmaps(cl.worldmodel);
4410 }