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eat unsupported tokens from framegroups file
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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         int start, len;
243         float fps;
244         unsigned int i;
245         qboolean loop;
246         char name[64];
247
248         bufptr = buf;
249         i = 0;
250         for(;;)
251         {
252                 // an anim scene!
253
254                 // REQUIRED: fetch start
255                 if (!COM_ParseToken_Simple(&bufptr, true, false, true))
256                         break;
257                 if (!strcmp(com_token, "\n"))
258                         continue; // empty line
259                 start = atoi(com_token);
260
261                 // REQUIRED: fetch length
262                 if (!COM_ParseToken_Simple(&bufptr, true, false, true))
263                         break;
264                 if (!strcmp(com_token, "\n"))
265                 {
266                         Con_Printf("framegroups file: missing number of frames\n");
267                         continue;
268                 }
269                 len = atoi(com_token);
270
271                 // OPTIONAL args start
272                 if (!COM_ParseToken_Simple(&bufptr, true, false, true))
273                         break;
274
275                 // OPTIONAL: fetch fps
276                 fps = 20;
277                 if (strcmp(com_token, "\n"))
278                 {
279                         fps = atof(com_token);
280                         if (!COM_ParseToken_Simple(&bufptr, true, false, true))
281                                 break;
282                 }
283
284                 // OPTIONAL: fetch loopflag
285                 loop = true;
286                 if (strcmp(com_token, "\n"))
287                 {
288                         loop = (atoi(com_token) != 0);
289                         if (!COM_ParseToken_Simple(&bufptr, true, false, true))
290                                 break;
291                 }
292
293                 // OPTIONAL: fetch name
294                 name[0] = 0;
295                 if (strcmp(com_token, "\n"))
296                 {
297                         strlcpy(name, com_token, sizeof(name));
298                         if (!COM_ParseToken_Simple(&bufptr, true, false, true))
299                                 break;
300                 }
301
302                 // OPTIONAL: remaining unsupported tokens (eat them)
303                 while (strcmp(com_token, "\n"))
304                 {
305                         if (!COM_ParseToken_Simple(&bufptr, true, false, true))
306                         {
307                                 bufptr = NULL;
308                                 break;
309                         }
310                 }
311                 if(!bufptr)
312                         break;
313
314                 //Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
315
316                 if(cb)
317                         cb(i, start, len, fps, loop, (name[0] ? name : NULL), pass);
318                 ++i;
319         }
320
321         return i;
322 }
323
324 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
325 {
326         dp_model_t *mod = (dp_model_t *) pass;
327         animscene_t *anim = &mod->animscenes[i];
328         if(name)
329                 strlcpy(anim->name, name, sizeof(anim[i].name));
330         else
331                 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
332         anim->firstframe = bound(0, start, mod->num_poses - 1);
333         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
334         anim->framerate = max(1, fps);
335         anim->loop = !!loop;
336         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
337 }
338
339 static void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
340 {
341         unsigned int cnt;
342
343         // 0. count
344         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
345         if(!cnt)
346         {
347                 Con_Printf("no scene found in framegroups file, aborting\n");
348                 return;
349         }
350         mod->numframes = cnt;
351
352         // 1. reallocate
353         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
354         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
355
356         // 2. parse
357         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
358 }
359
360 static void Mod_FindPotentialDeforms(dp_model_t *mod)
361 {
362         int i, j;
363         texture_t *texture;
364         mod->wantnormals = false;
365         mod->wanttangents = false;
366         for (i = 0;i < mod->num_textures;i++)
367         {
368                 texture = mod->data_textures + i;
369                 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
370                         mod->wantnormals = true;
371                 for (j = 0;j < Q3MAXDEFORMS;j++)
372                 {
373                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
374                         {
375                                 mod->wanttangents = true;
376                                 mod->wantnormals = true;
377                                 break;
378                         }
379                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
380                                 mod->wantnormals = true;
381                 }
382         }
383 }
384
385 /*
386 ==================
387 Mod_LoadModel
388
389 Loads a model
390 ==================
391 */
392 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
393 {
394         int num;
395         unsigned int crc;
396         void *buf;
397         fs_offset_t filesize = 0;
398         char vabuf[1024];
399
400         mod->used = true;
401
402         if (mod->name[0] == '*') // submodel
403                 return mod;
404         
405         if (!strcmp(mod->name, "null"))
406         {
407                 if(mod->loaded)
408                         return mod;
409
410                 if (mod->loaded || mod->mempool)
411                         Mod_UnloadModel(mod);
412
413                 if (developer_loading.integer)
414                         Con_Printf("loading model %s\n", mod->name);
415
416                 mod->used = true;
417                 mod->crc = (unsigned int)-1;
418                 mod->loaded = false;
419
420                 VectorClear(mod->normalmins);
421                 VectorClear(mod->normalmaxs);
422                 VectorClear(mod->yawmins);
423                 VectorClear(mod->yawmaxs);
424                 VectorClear(mod->rotatedmins);
425                 VectorClear(mod->rotatedmaxs);
426
427                 mod->modeldatatypestring = "null";
428                 mod->type = mod_null;
429                 mod->Draw = R_Model_Null_Draw;
430                 mod->numframes = 2;
431                 mod->numskins = 1;
432
433                 // no fatal errors occurred, so this model is ready to use.
434                 mod->loaded = true;
435
436                 return mod;
437         }
438
439         crc = 0;
440         buf = NULL;
441
442         // even if the model is loaded it still may need reloading...
443
444         // if it is not loaded or checkdisk is true we need to calculate the crc
445         if (!mod->loaded || checkdisk)
446         {
447                 if (checkdisk && mod->loaded)
448                         Con_DPrintf("checking model %s\n", mod->name);
449                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
450                 if (buf)
451                 {
452                         crc = CRC_Block((unsigned char *)buf, filesize);
453                         // we need to reload the model if the crc does not match
454                         if (mod->crc != crc)
455                                 mod->loaded = false;
456                 }
457         }
458
459         // if the model is already loaded and checks passed, just return
460         if (mod->loaded)
461         {
462                 if (buf)
463                         Mem_Free(buf);
464                 return mod;
465         }
466
467         if (developer_loading.integer)
468                 Con_Printf("loading model %s\n", mod->name);
469         
470         SCR_PushLoadingScreen(true, mod->name, 1);
471
472         // LordHavoc: unload the existing model in this slot (if there is one)
473         if (mod->loaded || mod->mempool)
474                 Mod_UnloadModel(mod);
475
476         // load the model
477         mod->used = true;
478         mod->crc = crc;
479         // errors can prevent the corresponding mod->loaded = true;
480         mod->loaded = false;
481
482         // default model radius and bounding box (mainly for missing models)
483         mod->radius = 16;
484         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
485         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
486         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
487         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
488         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
489         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
490
491         if (!q3shaders_mem)
492         {
493                 // load q3 shaders for the first time, or after a level change
494                 Mod_LoadQ3Shaders();
495         }
496
497         if (buf)
498         {
499                 char *bufend = (char *)buf + filesize;
500
501                 // all models use memory, so allocate a memory pool
502                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
503
504                 num = LittleLong(*((int *)buf));
505                 // call the apropriate loader
506                 loadmodel = mod;
507                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
508                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
509                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
510                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
511                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
512                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
513                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
514                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
515                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
516                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
517                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
518                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
519                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
520                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
521                 Mem_Free(buf);
522
523                 Mod_FindPotentialDeforms(mod);
524
525                 buf = FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.framegroups", mod->name), tempmempool, false, &filesize);
526                 if(buf)
527                 {
528                         Mod_FrameGroupify(mod, (const char *)buf);
529                         Mem_Free(buf);
530                 }
531
532                 Mod_BuildVBOs();
533         }
534         else if (crash)
535         {
536                 // LordHavoc: Sys_Error was *ANNOYING*
537                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
538         }
539
540         // no fatal errors occurred, so this model is ready to use.
541         mod->loaded = true;
542
543         SCR_PopLoadingScreen(false);
544
545         return mod;
546 }
547
548 void Mod_ClearUsed(void)
549 {
550         int i;
551         int nummodels = Mem_ExpandableArray_IndexRange(&models);
552         dp_model_t *mod;
553         for (i = 0;i < nummodels;i++)
554                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
555                         mod->used = false;
556 }
557
558 void Mod_PurgeUnused(void)
559 {
560         int i;
561         int nummodels = Mem_ExpandableArray_IndexRange(&models);
562         dp_model_t *mod;
563         for (i = 0;i < nummodels;i++)
564         {
565                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
566                 {
567                         Mod_UnloadModel(mod);
568                         Mem_ExpandableArray_FreeRecord(&models, mod);
569                 }
570         }
571 }
572
573 /*
574 ==================
575 Mod_FindName
576
577 ==================
578 */
579 dp_model_t *Mod_FindName(const char *name, const char *parentname)
580 {
581         int i;
582         int nummodels;
583         dp_model_t *mod;
584
585         if (!parentname)
586                 parentname = "";
587
588         // if we're not dedicatd, the renderer calls will crash without video
589         Host_StartVideo();
590
591         nummodels = Mem_ExpandableArray_IndexRange(&models);
592
593         if (!name[0])
594                 Host_Error ("Mod_ForName: NULL name");
595
596         // search the currently loaded models
597         for (i = 0;i < nummodels;i++)
598         {
599                 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))))
600                 {
601                         mod->used = true;
602                         return mod;
603                 }
604         }
605
606         // no match found, create a new one
607         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
608         strlcpy(mod->name, name, sizeof(mod->name));
609         if (parentname[0])
610                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
611         else
612                 mod->brush.parentmodel = NULL;
613         mod->loaded = false;
614         mod->used = true;
615         return mod;
616 }
617
618 /*
619 ==================
620 Mod_ForName
621
622 Loads in a model for the given name
623 ==================
624 */
625 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
626 {
627         dp_model_t *model;
628         model = Mod_FindName(name, parentname);
629         if (!model->loaded || checkdisk)
630                 Mod_LoadModel(model, crash, checkdisk);
631         return model;
632 }
633
634 /*
635 ==================
636 Mod_Reload
637
638 Reloads all models if they have changed
639 ==================
640 */
641 void Mod_Reload(void)
642 {
643         int i, count;
644         int nummodels = Mem_ExpandableArray_IndexRange(&models);
645         dp_model_t *mod;
646
647         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
648         count = 0;
649         for (i = 0;i < nummodels;i++)
650                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
651                         ++count;
652         for (i = 0;i < nummodels;i++)
653                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
654                 {
655                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
656                         Mod_LoadModel(mod, true, true);
657                         SCR_PopLoadingScreen(false);
658                 }
659         SCR_PopLoadingScreen(false);
660 }
661
662 unsigned char *mod_base;
663
664
665 //=============================================================================
666
667 /*
668 ================
669 Mod_Print
670 ================
671 */
672 static void Mod_Print(void)
673 {
674         int i;
675         int nummodels = Mem_ExpandableArray_IndexRange(&models);
676         dp_model_t *mod;
677
678         Con_Print("Loaded models:\n");
679         for (i = 0;i < nummodels;i++)
680         {
681                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
682                 {
683                         if (mod->brush.numsubmodels)
684                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
685                         else
686                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
687                 }
688         }
689 }
690
691 /*
692 ================
693 Mod_Precache
694 ================
695 */
696 static void Mod_Precache(void)
697 {
698         if (Cmd_Argc() == 2)
699                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
700         else
701                 Con_Print("usage: modelprecache <filename>\n");
702 }
703
704 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
705 {
706         int i, count;
707         unsigned char *used;
708         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
709         memset(used, 0, numvertices);
710         for (i = 0;i < numelements;i++)
711                 used[elements[i]] = 1;
712         for (i = 0, count = 0;i < numvertices;i++)
713                 remapvertices[i] = used[i] ? count++ : -1;
714         Mem_Free(used);
715         return count;
716 }
717
718 #if 1
719 // fast way, using an edge hash
720 #define TRIANGLEEDGEHASH 8192
721 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
722 {
723         int i, j, p, e1, e2, *n, hashindex, count, match;
724         const int *e;
725         typedef struct edgehashentry_s
726         {
727                 struct edgehashentry_s *next;
728                 int triangle;
729                 int element[2];
730         }
731         edgehashentry_t;
732         static edgehashentry_t **edgehash;
733         edgehashentry_t *edgehashentries, *hash;
734         if (!numtriangles)
735                 return;
736         edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
737         // if there are too many triangles for the stack array, allocate larger buffer
738         edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
739         // find neighboring triangles
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                         hash = edgehashentries + i * 3 + j;
749                         hash->next = edgehash[hashindex];
750                         edgehash[hashindex] = hash;
751                         hash->triangle = i;
752                         hash->element[0] = e1;
753                         hash->element[1] = e2;
754                 }
755         }
756         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
757         {
758                 for (j = 0, p = 2;j < 3;p = j, j++)
759                 {
760                         e1 = e[p];
761                         e2 = e[j];
762                         // this hash index works for both forward and backward edges
763                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
764                         count = 0;
765                         match = -1;
766                         for (hash = edgehash[hashindex];hash;hash = hash->next)
767                         {
768                                 if (hash->element[0] == e2 && hash->element[1] == e1)
769                                 {
770                                         if (hash->triangle != i)
771                                                 match = hash->triangle;
772                                         count++;
773                                 }
774                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
775                                         count++;
776                         }
777                         // detect edges shared by three triangles and make them seams
778                         if (count > 2)
779                                 match = -1;
780                         n[p] = match;
781                 }
782
783                 // also send a keepalive here (this can take a while too!)
784                 CL_KeepaliveMessage(false);
785         }
786         // free the allocated buffer
787         Mem_Free(edgehashentries);
788         Mem_Free(edgehash);
789 }
790 #else
791 // very slow but simple way
792 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
793 {
794         int i, match, count;
795         count = 0;
796         match = -1;
797         for (i = 0;i < numtriangles;i++, elements += 3)
798         {
799                      if ((elements[0] == start && elements[1] == end)
800                       || (elements[1] == start && elements[2] == end)
801                       || (elements[2] == start && elements[0] == end))
802                 {
803                         if (i != ignore)
804                                 match = i;
805                         count++;
806                 }
807                 else if ((elements[1] == start && elements[0] == end)
808                       || (elements[2] == start && elements[1] == end)
809                       || (elements[0] == start && elements[2] == end))
810                         count++;
811         }
812         // detect edges shared by three triangles and make them seams
813         if (count > 2)
814                 match = -1;
815         return match;
816 }
817
818 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
819 {
820         int i, *n;
821         const int *e;
822         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
823         {
824                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
825                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
826                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
827         }
828 }
829 #endif
830
831 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
832 {
833         int i, warned = false, endvertex = firstvertex + numverts;
834         for (i = 0;i < numtriangles * 3;i++)
835         {
836                 if (elements[i] < firstvertex || elements[i] >= endvertex)
837                 {
838                         if (!warned)
839                         {
840                                 warned = true;
841                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
842                         }
843                         elements[i] = firstvertex;
844                 }
845         }
846 }
847
848 // warning: this is an expensive function!
849 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
850 {
851         int i, j;
852         const int *element;
853         float *vectorNormal;
854         float areaNormal[3];
855         // clear the vectors
856         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
857         // process each vertex of each triangle and accumulate the results
858         // use area-averaging, to make triangles with a big area have a bigger
859         // weighting on the vertex normal than triangles with a small area
860         // to do so, just add the 'normals' together (the bigger the area
861         // the greater the length of the normal is
862         element = elements;
863         for (i = 0; i < numtriangles; i++, element += 3)
864         {
865                 TriangleNormal(
866                         vertex3f + element[0] * 3,
867                         vertex3f + element[1] * 3,
868                         vertex3f + element[2] * 3,
869                         areaNormal
870                         );
871
872                 if (!areaweighting)
873                         VectorNormalize(areaNormal);
874
875                 for (j = 0;j < 3;j++)
876                 {
877                         vectorNormal = normal3f + element[j] * 3;
878                         vectorNormal[0] += areaNormal[0];
879                         vectorNormal[1] += areaNormal[1];
880                         vectorNormal[2] += areaNormal[2];
881                 }
882         }
883         // and just normalize the accumulated vertex normal in the end
884         vectorNormal = normal3f + 3 * firstvertex;
885         for (i = 0; i < numvertices; i++, vectorNormal += 3)
886                 VectorNormalize(vectorNormal);
887 }
888
889 #if 0
890 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)
891 {
892         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
893         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
894         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
895
896         // 6 multiply, 9 subtract
897         VectorSubtract(v1, v0, v10);
898         VectorSubtract(v2, v0, v20);
899         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
900         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
901         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
902         // 12 multiply, 10 subtract
903         tc10[1] = tc1[1] - tc0[1];
904         tc20[1] = tc2[1] - tc0[1];
905         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
906         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
907         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
908         tc10[0] = tc1[0] - tc0[0];
909         tc20[0] = tc2[0] - tc0[0];
910         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
911         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
912         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
913         // 12 multiply, 4 add, 6 subtract
914         f = DotProduct(svector3f, normal3f);
915         svector3f[0] -= f * normal3f[0];
916         svector3f[1] -= f * normal3f[1];
917         svector3f[2] -= f * normal3f[2];
918         f = DotProduct(tvector3f, normal3f);
919         tvector3f[0] -= f * normal3f[0];
920         tvector3f[1] -= f * normal3f[1];
921         tvector3f[2] -= f * normal3f[2];
922         // if texture is mapped the wrong way (counterclockwise), the tangents
923         // have to be flipped, this is detected by calculating a normal from the
924         // two tangents, and seeing if it is opposite the surface normal
925         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
926         CrossProduct(tvector3f, svector3f, tangentcross);
927         if (DotProduct(tangentcross, normal3f) < 0)
928         {
929                 VectorNegate(svector3f, svector3f);
930                 VectorNegate(tvector3f, tvector3f);
931         }
932 }
933 #endif
934
935 // warning: this is a very expensive function!
936 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)
937 {
938         int i, tnum;
939         float sdir[3], tdir[3], normal[3], *sv, *tv;
940         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
941         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
942         const int *e;
943         // clear the vectors
944         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
945         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
946         // process each vertex of each triangle and accumulate the results
947         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
948         {
949                 v0 = vertex3f + e[0] * 3;
950                 v1 = vertex3f + e[1] * 3;
951                 v2 = vertex3f + e[2] * 3;
952                 tc0 = texcoord2f + e[0] * 2;
953                 tc1 = texcoord2f + e[1] * 2;
954                 tc2 = texcoord2f + e[2] * 2;
955
956                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
957                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
958
959                 // calculate the edge directions and surface normal
960                 // 6 multiply, 9 subtract
961                 VectorSubtract(v1, v0, v10);
962                 VectorSubtract(v2, v0, v20);
963                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
964                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
965                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
966
967                 // calculate the tangents
968                 // 12 multiply, 10 subtract
969                 tc10[1] = tc1[1] - tc0[1];
970                 tc20[1] = tc2[1] - tc0[1];
971                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
972                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
973                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
974                 tc10[0] = tc1[0] - tc0[0];
975                 tc20[0] = tc2[0] - tc0[0];
976                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
977                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
978                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
979
980                 // if texture is mapped the wrong way (counterclockwise), the tangents
981                 // have to be flipped, this is detected by calculating a normal from the
982                 // two tangents, and seeing if it is opposite the surface normal
983                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
984                 CrossProduct(tdir, sdir, tangentcross);
985                 if (DotProduct(tangentcross, normal) < 0)
986                 {
987                         VectorNegate(sdir, sdir);
988                         VectorNegate(tdir, tdir);
989                 }
990
991                 if (!areaweighting)
992                 {
993                         VectorNormalize(sdir);
994                         VectorNormalize(tdir);
995                 }
996                 for (i = 0;i < 3;i++)
997                 {
998                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
999                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
1000                 }
1001         }
1002         // make the tangents completely perpendicular to the surface normal, and
1003         // then normalize them
1004         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
1005         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
1006         {
1007                 f = -DotProduct(sv, n);
1008                 VectorMA(sv, f, n, sv);
1009                 VectorNormalize(sv);
1010                 f = -DotProduct(tv, n);
1011                 VectorMA(tv, f, n, tv);
1012                 VectorNormalize(tv);
1013         }
1014 }
1015
1016 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1017 {
1018         unsigned char *data;
1019         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));
1020         loadmodel->surfmesh.num_vertices = numvertices;
1021         loadmodel->surfmesh.num_triangles = numtriangles;
1022         if (loadmodel->surfmesh.num_vertices)
1023         {
1024                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1025                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1026                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1027                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1028                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1029                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1030                 if (vertexcolors)
1031                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1032                 if (lightmapoffsets)
1033                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1034         }
1035         if (loadmodel->surfmesh.num_triangles)
1036         {
1037                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1038                 if (neighbors)
1039                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1040                 if (loadmodel->surfmesh.num_vertices <= 65536)
1041                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1042         }
1043 }
1044
1045 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)
1046 {
1047         shadowmesh_t *newmesh;
1048         unsigned char *data;
1049         int size;
1050         size = sizeof(shadowmesh_t);
1051         size += maxverts * sizeof(float[3]);
1052         if (light)
1053                 size += maxverts * sizeof(float[11]);
1054         size += maxtriangles * sizeof(int[3]);
1055         if (maxverts <= 65536)
1056                 size += maxtriangles * sizeof(unsigned short[3]);
1057         if (neighbors)
1058                 size += maxtriangles * sizeof(int[3]);
1059         if (expandable)
1060                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1061         data = (unsigned char *)Mem_Alloc(mempool, size);
1062         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1063         newmesh->map_diffuse = map_diffuse;
1064         newmesh->map_specular = map_specular;
1065         newmesh->map_normal = map_normal;
1066         newmesh->maxverts = maxverts;
1067         newmesh->maxtriangles = maxtriangles;
1068         newmesh->numverts = 0;
1069         newmesh->numtriangles = 0;
1070         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1071         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1072
1073         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1074         if (light)
1075         {
1076                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1077                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1078                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1079                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1080         }
1081         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1082         if (neighbors)
1083         {
1084                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1085         }
1086         if (expandable)
1087         {
1088                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1089                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1090         }
1091         if (maxverts <= 65536)
1092                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1093         return newmesh;
1094 }
1095
1096 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1097 {
1098         shadowmesh_t *newmesh;
1099         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1100         newmesh->numverts = oldmesh->numverts;
1101         newmesh->numtriangles = oldmesh->numtriangles;
1102         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1103         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1104
1105         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1106         if (newmesh->svector3f && oldmesh->svector3f)
1107         {
1108                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1109                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1110                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1111                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1112         }
1113         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1114         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1115                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1116         return newmesh;
1117 }
1118
1119 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1120 {
1121         int hashindex, vnum;
1122         shadowmeshvertexhash_t *hash;
1123         // this uses prime numbers intentionally
1124         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1125         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1126         {
1127                 vnum = (hash - mesh->vertexhashentries);
1128                 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]))
1129                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1130                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1131                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1132                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1133                         return hash - mesh->vertexhashentries;
1134         }
1135         vnum = mesh->numverts++;
1136         hash = mesh->vertexhashentries + vnum;
1137         hash->next = mesh->vertexhashtable[hashindex];
1138         mesh->vertexhashtable[hashindex] = hash;
1139         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1140         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1141         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1142         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1143         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1144         return vnum;
1145 }
1146
1147 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1148 {
1149         if (mesh->numtriangles == 0)
1150         {
1151                 // set the properties on this empty mesh to be more favorable...
1152                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1153                 mesh->map_diffuse = map_diffuse;
1154                 mesh->map_specular = map_specular;
1155                 mesh->map_normal = map_normal;
1156         }
1157         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)
1158         {
1159                 if (mesh->next == NULL)
1160                         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);
1161                 mesh = mesh->next;
1162         }
1163         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1164         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1165         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1166         mesh->numtriangles++;
1167 }
1168
1169 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)
1170 {
1171         int i, j, e;
1172         float vbuf[3*14], *v;
1173         memset(vbuf, 0, sizeof(vbuf));
1174         for (i = 0;i < numtris;i++)
1175         {
1176                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1177                 {
1178                         e = *element3i++;
1179                         if (vertex3f)
1180                         {
1181                                 v[0] = vertex3f[e * 3 + 0];
1182                                 v[1] = vertex3f[e * 3 + 1];
1183                                 v[2] = vertex3f[e * 3 + 2];
1184                         }
1185                         if (svector3f)
1186                         {
1187                                 v[3] = svector3f[e * 3 + 0];
1188                                 v[4] = svector3f[e * 3 + 1];
1189                                 v[5] = svector3f[e * 3 + 2];
1190                         }
1191                         if (tvector3f)
1192                         {
1193                                 v[6] = tvector3f[e * 3 + 0];
1194                                 v[7] = tvector3f[e * 3 + 1];
1195                                 v[8] = tvector3f[e * 3 + 2];
1196                         }
1197                         if (normal3f)
1198                         {
1199                                 v[9] = normal3f[e * 3 + 0];
1200                                 v[10] = normal3f[e * 3 + 1];
1201                                 v[11] = normal3f[e * 3 + 2];
1202                         }
1203                         if (texcoord2f)
1204                         {
1205                                 v[12] = texcoord2f[e * 2 + 0];
1206                                 v[13] = texcoord2f[e * 2 + 1];
1207                         }
1208                 }
1209                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1210         }
1211
1212         // the triangle calculation can take a while, so let's do a keepalive here
1213         CL_KeepaliveMessage(false);
1214 }
1215
1216 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)
1217 {
1218         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1219         CL_KeepaliveMessage(false);
1220
1221         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1222 }
1223
1224 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1225 {
1226         if (!mesh->numverts)
1227                 return;
1228
1229         // build r_vertexmesh_t array
1230         // (compressed interleaved array for D3D)
1231         if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1232         {
1233                 int vertexindex;
1234                 int numvertices = mesh->numverts;
1235                 r_vertexmesh_t *vertexmesh;
1236                 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1237                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1238                 {
1239                         VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1240                         VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1241                         VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1242                         VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1243                         Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1244                 }
1245         }
1246
1247         // upload r_vertexmesh_t array as a buffer
1248         if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1249                 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1250
1251         // upload vertex3f array as a buffer
1252         if (mesh->vertex3f && !mesh->vertex3fbuffer)
1253                 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1254
1255         // upload short indices as a buffer
1256         if (mesh->element3s && !mesh->element3s_indexbuffer)
1257                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1258
1259         // upload int indices as a buffer
1260         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1261                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1262
1263         // vertex buffer is several arrays and we put them in the same buffer
1264         //
1265         // is this wise?  the texcoordtexture2f array is used with dynamic
1266         // vertex/svector/tvector/normal when rendering animated models, on the
1267         // other hand animated models don't use a lot of vertices anyway...
1268         if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1269         {
1270                 size_t size;
1271                 unsigned char *mem;
1272                 size = 0;
1273                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1274                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1275                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1276                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1277                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1278                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1279                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1280                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1281                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1282                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1283                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1284                 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1285                 Mem_Free(mem);
1286         }
1287 }
1288
1289 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1290 {
1291         shadowmesh_t *mesh, *newmesh, *nextmesh;
1292         // reallocate meshs to conserve space
1293         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1294         {
1295                 nextmesh = mesh->next;
1296                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1297                 {
1298                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1299                         newmesh->next = firstmesh;
1300                         firstmesh = newmesh;
1301                         if (newmesh->element3s)
1302                         {
1303                                 int i;
1304                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1305                                         newmesh->element3s[i] = newmesh->element3i[i];
1306                         }
1307                         if (createvbo)
1308                                 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1309                 }
1310                 Mem_Free(mesh);
1311         }
1312
1313         // this can take a while, so let's do a keepalive here
1314         CL_KeepaliveMessage(false);
1315
1316         return firstmesh;
1317 }
1318
1319 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1320 {
1321         int i;
1322         shadowmesh_t *mesh;
1323         vec3_t nmins, nmaxs, ncenter, temp;
1324         float nradius2, dist2, *v;
1325         VectorClear(nmins);
1326         VectorClear(nmaxs);
1327         // calculate bbox
1328         for (mesh = firstmesh;mesh;mesh = mesh->next)
1329         {
1330                 if (mesh == firstmesh)
1331                 {
1332                         VectorCopy(mesh->vertex3f, nmins);
1333                         VectorCopy(mesh->vertex3f, nmaxs);
1334                 }
1335                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1336                 {
1337                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1338                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1339                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1340                 }
1341         }
1342         // calculate center and radius
1343         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1344         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1345         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1346         nradius2 = 0;
1347         for (mesh = firstmesh;mesh;mesh = mesh->next)
1348         {
1349                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1350                 {
1351                         VectorSubtract(v, ncenter, temp);
1352                         dist2 = DotProduct(temp, temp);
1353                         if (nradius2 < dist2)
1354                                 nradius2 = dist2;
1355                 }
1356         }
1357         // return data
1358         if (mins)
1359                 VectorCopy(nmins, mins);
1360         if (maxs)
1361                 VectorCopy(nmaxs, maxs);
1362         if (center)
1363                 VectorCopy(ncenter, center);
1364         if (radius)
1365                 *radius = sqrt(nradius2);
1366 }
1367
1368 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1369 {
1370         shadowmesh_t *nextmesh;
1371         for (;mesh;mesh = nextmesh)
1372         {
1373                 if (mesh->vertex3fbuffer)
1374                         R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1375                 if (mesh->vertexmeshbuffer)
1376                         R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1377                 if (mesh->element3i_indexbuffer)
1378                         R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1379                 if (mesh->element3s_indexbuffer)
1380                         R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1381                 if (mesh->vbo_vertexbuffer)
1382                         R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1383                 nextmesh = mesh->next;
1384                 Mem_Free(mesh);
1385         }
1386 }
1387
1388 void Mod_CreateCollisionMesh(dp_model_t *mod)
1389 {
1390         int k, numcollisionmeshtriangles;
1391         qboolean usesinglecollisionmesh = false;
1392         const msurface_t *surface = NULL;
1393
1394         mempool_t *mempool = mod->mempool;
1395         if (!mempool && mod->brush.parentmodel)
1396                 mempool = mod->brush.parentmodel->mempool;
1397         // make a single combined collision mesh for physics engine use
1398         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1399         numcollisionmeshtriangles = 0;
1400         for (k = 0;k < mod->nummodelsurfaces;k++)
1401         {
1402                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1403                 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1404                 {
1405                         usesinglecollisionmesh = true;
1406                         numcollisionmeshtriangles = surface->num_triangles;
1407                         break;
1408                 }
1409                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1410                         continue;
1411                 numcollisionmeshtriangles += surface->num_triangles;
1412         }
1413         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1414         if (usesinglecollisionmesh)
1415                 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));
1416         else
1417         {
1418                 for (k = 0;k < mod->nummodelsurfaces;k++)
1419                 {
1420                         surface = mod->data_surfaces + mod->firstmodelsurface + k;
1421                         if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1422                                 continue;
1423                         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));
1424                 }
1425         }
1426         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1427 }
1428
1429 #if 0
1430 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)
1431 {
1432         float v[3], tc[3];
1433         v[0] = ix;
1434         v[1] = iy;
1435         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1436                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1437         else
1438                 v[2] = 0;
1439         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1440         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1441         texcoord2f[0] = tc[0];
1442         texcoord2f[1] = tc[1];
1443 }
1444
1445 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)
1446 {
1447         float vup[3], vdown[3], vleft[3], vright[3];
1448         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1449         float sv[3], tv[3], nl[3];
1450         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1451         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1452         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1453         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1454         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1455         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1456         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1457         VectorAdd(svector3f, sv, svector3f);
1458         VectorAdd(tvector3f, tv, tvector3f);
1459         VectorAdd(normal3f, nl, normal3f);
1460         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1461         VectorAdd(svector3f, sv, svector3f);
1462         VectorAdd(tvector3f, tv, tvector3f);
1463         VectorAdd(normal3f, nl, normal3f);
1464         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1465         VectorAdd(svector3f, sv, svector3f);
1466         VectorAdd(tvector3f, tv, tvector3f);
1467         VectorAdd(normal3f, nl, normal3f);
1468 }
1469
1470 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)
1471 {
1472         int x, y, ix, iy, *e;
1473         e = element3i;
1474         for (y = 0;y < height;y++)
1475         {
1476                 for (x = 0;x < width;x++)
1477                 {
1478                         e[0] = (y + 1) * (width + 1) + (x + 0);
1479                         e[1] = (y + 0) * (width + 1) + (x + 0);
1480                         e[2] = (y + 1) * (width + 1) + (x + 1);
1481                         e[3] = (y + 0) * (width + 1) + (x + 0);
1482                         e[4] = (y + 0) * (width + 1) + (x + 1);
1483                         e[5] = (y + 1) * (width + 1) + (x + 1);
1484                         e += 6;
1485                 }
1486         }
1487         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1488         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1489                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1490                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1491 }
1492 #endif
1493
1494 #if 0
1495 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1496 {
1497         float mins[3];
1498         float maxs[3];
1499         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1500         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1501         float viewvector[3];
1502         unsigned int firstvertex;
1503         unsigned int *e;
1504         float *v;
1505         if (chunkwidth < 2 || chunkheight < 2)
1506                 return;
1507         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]);
1508         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]);
1509         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1510         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1511         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1512         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1513         {
1514                 // too close for this stepsize, emit as 4 chunks instead
1515                 stepsize /= 2;
1516                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1517                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1518                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1519                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1520                 return;
1521         }
1522         // emit the geometry at stepsize into our vertex buffer / index buffer
1523         // we add two columns and two rows for skirt
1524         outwidth = chunkwidth+2;
1525         outheight = chunkheight+2;
1526         outwidth2 = outwidth-1;
1527         outheight2 = outheight-1;
1528         outwidth3 = outwidth+1;
1529         outheight3 = outheight+1;
1530         firstvertex = numvertices;
1531         e = model->terrain.element3i + numtriangles;
1532         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1533         v = model->terrain.vertex3f + numvertices;
1534         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1535         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1536         for (ty = 0;ty < outheight;ty++)
1537         {
1538                 for (tx = 0;tx < outwidth;tx++)
1539                 {
1540                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1541                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1542                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1543                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1544                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1545                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1546                 }
1547         }
1548         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1549         for (ty = 0;ty <= outheight;ty++)
1550         {
1551                 skirtrow = ty == 0 || ty == outheight;
1552                 ry = y+bound(1, ty, outheight)*stepsize;
1553                 for (tx = 0;tx <= outwidth;tx++)
1554                 {
1555                         skirt = skirtrow || tx == 0 || tx == outwidth;
1556                         rx = x+bound(1, tx, outwidth)*stepsize;
1557                         v[0] = rx*scale[0];
1558                         v[1] = ry*scale[1];
1559                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1560                         v += 3;
1561                 }
1562         }
1563         // TODO: emit skirt vertices
1564 }
1565
1566 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1567 {
1568         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1569         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1570         Mod_Terrain_BuildChunk(model, 
1571 }
1572 #endif
1573
1574 static int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1575 {
1576         int offset = 0;
1577         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1578         {
1579                 offset = bound(0, s[4] - '0', 9);
1580                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1581                 s += 4;
1582                 if(*s)
1583                         ++s;
1584         }
1585         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1586         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1587         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1588         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1589         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1590         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1591         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1592         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1593         return offset | Q3WAVEFUNC_NONE;
1594 }
1595
1596 void Mod_FreeQ3Shaders(void)
1597 {
1598         Mem_FreePool(&q3shaders_mem);
1599 }
1600
1601 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1602 {
1603         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1604         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1605         q3shader_hash_entry_t* lastEntry = NULL;
1606         while (entry != NULL)
1607         {
1608                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1609                 {
1610                         // redeclaration
1611                         if(shader->dpshaderkill)
1612                         {
1613                                 // killed shader is a redeclarion? we can safely ignore it
1614                                 return;
1615                         }
1616                         else if(entry->shader.dpshaderkill)
1617                         {
1618                                 // replace the old shader!
1619                                 // this will skip the entry allocating part
1620                                 // below and just replace the shader
1621                                 break;
1622                         }
1623                         else
1624                         {
1625                                 unsigned char *start, *end, *start2;
1626                                 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1627                                 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1628                                 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1629                                 if(memcmp(start, start2, end - start))
1630                                         Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1631                                 else
1632                                         Con_DPrintf("Shader '%s' already defined\n", shader->name);
1633                                 return;
1634                         }
1635                 }
1636                 lastEntry = entry;
1637                 entry = entry->chain;
1638         }
1639         if (entry == NULL)
1640         {
1641                 if (lastEntry->shader.name[0] != 0)
1642                 {
1643                         /* Add to chain */
1644                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1645                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1646
1647                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1648                         lastEntry->chain = newEntry;
1649                         newEntry->chain = NULL;
1650                         lastEntry = newEntry;
1651                 }
1652                 /* else: head of chain, in hash entry array */
1653                 entry = lastEntry;
1654         }
1655         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1656 }
1657
1658 extern cvar_t mod_noshader_default_offsetmapping;
1659 extern cvar_t mod_q3shader_default_offsetmapping;
1660 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1661 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1662 extern cvar_t mod_q3shader_default_polygonoffset;
1663 extern cvar_t mod_q3shader_default_polygonfactor;
1664 extern cvar_t mod_q3shader_force_addalpha;
1665 void Mod_LoadQ3Shaders(void)
1666 {
1667         int j;
1668         int fileindex;
1669         fssearch_t *search;
1670         char *f;
1671         const char *text;
1672         q3shaderinfo_t shader;
1673         q3shaderinfo_layer_t *layer;
1674         int numparameters;
1675         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1676         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1677         unsigned long custsurfaceparms[256]; 
1678         int numcustsurfaceparms;
1679         qboolean dpshaderkill;
1680
1681         Mod_FreeQ3Shaders();
1682
1683         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1684         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1685                 sizeof (q3shader_data_t));
1686         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1687                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1688         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1689                 q3shaders_mem, sizeof (char**), 256);
1690
1691         // parse custinfoparms.txt
1692         numcustsurfaceparms = 0;
1693         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1694         {
1695                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1696                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1697                 else
1698                 {
1699                         while (COM_ParseToken_QuakeC(&text, false))
1700                                 if (!strcasecmp(com_token, "}"))
1701                                         break;
1702                         // custom surfaceflags section
1703                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1704                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1705                         else
1706                         {
1707                                 while(COM_ParseToken_QuakeC(&text, false))
1708                                 {
1709                                         if (!strcasecmp(com_token, "}"))
1710                                                 break;  
1711                                         // register surfaceflag
1712                                         if (numcustsurfaceparms >= 256)
1713                                         {
1714                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1715                                                 break;
1716                                         }
1717                                         // name
1718                                         j = strlen(com_token)+1;
1719                                         custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1720                                         strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1721                                         // value
1722                                         if (COM_ParseToken_QuakeC(&text, false))
1723                                                 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1724                                         else
1725                                                 custsurfaceparms[numcustsurfaceparms] = 0;
1726                                         numcustsurfaceparms++;
1727                                 }
1728                         }
1729                 }
1730                 Mem_Free(f);
1731         }
1732
1733         // parse shaders
1734         search = FS_Search("scripts/*.shader", true, false);
1735         if (!search)
1736                 return;
1737         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1738         {
1739                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1740                 if (!f)
1741                         continue;
1742                 while (COM_ParseToken_QuakeC(&text, false))
1743                 {
1744                         memset (&shader, 0, sizeof(shader));
1745                         shader.reflectmin = 0;
1746                         shader.reflectmax = 1;
1747                         shader.refractfactor = 1;
1748                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1749                         shader.reflectfactor = 1;
1750                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1751                         shader.r_water_wateralpha = 1;
1752                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1753                         shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1754                         shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1755                         shader.specularscalemod = 1;
1756                         shader.specularpowermod = 1;
1757                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1758                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1759
1760                         strlcpy(shader.name, com_token, sizeof(shader.name));
1761                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1762                         {
1763                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1764                                 break;
1765                         }
1766                         while (COM_ParseToken_QuakeC(&text, false))
1767                         {
1768                                 if (!strcasecmp(com_token, "}"))
1769                                         break;
1770                                 if (!strcasecmp(com_token, "{"))
1771                                 {
1772                                         static q3shaderinfo_layer_t dummy;
1773                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1774                                         {
1775                                                 layer = shader.layers + shader.numlayers++;
1776                                         }
1777                                         else
1778                                         {
1779                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1780                                                 memset(&dummy, 0, sizeof(dummy));
1781                                                 layer = &dummy;
1782                                         }
1783                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1784                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1785                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1786                                         layer->blendfunc[0] = GL_ONE;
1787                                         layer->blendfunc[1] = GL_ZERO;
1788                                         while (COM_ParseToken_QuakeC(&text, false))
1789                                         {
1790                                                 if (!strcasecmp(com_token, "}"))
1791                                                         break;
1792                                                 if (!strcasecmp(com_token, "\n"))
1793                                                         continue;
1794                                                 numparameters = 0;
1795                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1796                                                 {
1797                                                         if (j < TEXTURE_MAXFRAMES + 4)
1798                                                         {
1799                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1800                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1801                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1802                                                                 else
1803                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1804                                                                 numparameters = j + 1;
1805                                                         }
1806                                                         if (!COM_ParseToken_QuakeC(&text, true))
1807                                                                 break;
1808                                                 }
1809                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1810                                                 //      parameter[j][0] = 0;
1811                                                 if (developer_insane.integer)
1812                                                 {
1813                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1814                                                         for (j = 0;j < numparameters;j++)
1815                                                                 Con_DPrintf(" %s", parameter[j]);
1816                                                         Con_DPrint("\n");
1817                                                 }
1818                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1819                                                 {
1820                                                         if (numparameters == 2)
1821                                                         {
1822                                                                 if (!strcasecmp(parameter[1], "add"))
1823                                                                 {
1824                                                                         layer->blendfunc[0] = GL_ONE;
1825                                                                         layer->blendfunc[1] = GL_ONE;
1826                                                                 }
1827                                                                 else if (!strcasecmp(parameter[1], "addalpha"))
1828                                                                 {
1829                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1830                                                                         layer->blendfunc[1] = GL_ONE;
1831                                                                 }
1832                                                                 else if (!strcasecmp(parameter[1], "filter"))
1833                                                                 {
1834                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1835                                                                         layer->blendfunc[1] = GL_ZERO;
1836                                                                 }
1837                                                                 else if (!strcasecmp(parameter[1], "blend"))
1838                                                                 {
1839                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1840                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1841                                                                 }
1842                                                         }
1843                                                         else if (numparameters == 3)
1844                                                         {
1845                                                                 int k;
1846                                                                 for (k = 0;k < 2;k++)
1847                                                                 {
1848                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1849                                                                                 layer->blendfunc[k] = GL_ONE;
1850                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1851                                                                                 layer->blendfunc[k] = GL_ZERO;
1852                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1853                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1854                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1855                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1856                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1857                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1858                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1859                                                                                 layer->blendfunc[k] = GL_DST_ALPHA;
1860                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1861                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1862                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1863                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1864                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1865                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1866                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1867                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1868                                                                         else
1869                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1870                                                                 }
1871                                                         }
1872                                                 }
1873                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1874                                                         layer->alphatest = true;
1875                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1876                                                 {
1877                                                         if (!strcasecmp(parameter[0], "clampmap"))
1878                                                                 layer->clampmap = true;
1879                                                         layer->numframes = 1;
1880                                                         layer->framerate = 1;
1881                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1882                                                                 &q3shader_data->char_ptrs);
1883                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1884                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1885                                                                 shader.lighting = true;
1886                                                 }
1887                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1888                                                 {
1889                                                         int i;
1890                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1891                                                         layer->framerate = atof(parameter[1]);
1892                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1893                                                         for (i = 0;i < layer->numframes;i++)
1894                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1895                                                 }
1896                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1897                                                 {
1898                                                         int i;
1899                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1900                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1901                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1902                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1903                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1904                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1905                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1906                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1907                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1908                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1909                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1910                                                         else if (!strcasecmp(parameter[1], "wave"))
1911                                                         {
1912                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1913                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1914                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1915                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1916                                                         }
1917                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1918                                                 }
1919                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1920                                                 {
1921                                                         int i;
1922                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1923                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1924                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1925                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1926                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1927                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1928                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1929                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1930                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1931                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1932                                                         else if (!strcasecmp(parameter[1], "wave"))
1933                                                         {
1934                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1935                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1936                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1937                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1938                                                         }
1939                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1940                                                 }
1941                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1942                                                 {
1943                                                         int i;
1944                                                         // observed values: tcgen environment
1945                                                         // no other values have been observed in real shaders
1946                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1947                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1948                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1949                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1950                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1951                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1952                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1953                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1954                                                 }
1955                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1956                                                 {
1957                                                         int i, tcmodindex;
1958                                                         // observed values:
1959                                                         // tcmod rotate #
1960                                                         // tcmod scale # #
1961                                                         // tcmod scroll # #
1962                                                         // tcmod stretch sin # # # #
1963                                                         // tcmod stretch triangle # # # #
1964                                                         // tcmod transform # # # # # #
1965                                                         // tcmod turb # # # #
1966                                                         // tcmod turb sin # # # #  (this is bogus)
1967                                                         // no other values have been observed in real shaders
1968                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1969                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1970                                                                         break;
1971                                                         if (tcmodindex < Q3MAXTCMODS)
1972                                                         {
1973                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1974                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1975                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1976                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1977                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1978                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1979                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1980                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1981                                                                 {
1982                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1983                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1984                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1985                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1986                                                                 }
1987                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1988                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1989                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1990                                                         }
1991                                                         else
1992                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1993                                                 }
1994                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1995                                                 if (!strcasecmp(com_token, "}"))
1996                                                         break;
1997                                         }
1998                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1999                                                 shader.lighting = true;
2000                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
2001                                         {
2002                                                 if (layer == shader.layers + 0)
2003                                                 {
2004                                                         // vertex controlled transparency
2005                                                         shader.vertexalpha = true;
2006                                                 }
2007                                                 else
2008                                                 {
2009                                                         // multilayer terrain shader or similar
2010                                                         shader.textureblendalpha = true;
2011                                                 }
2012                                         }
2013
2014                                         if(mod_q3shader_force_addalpha.integer)
2015                                         {
2016                                                 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2017                                                 // this cvar brings back this behaviour
2018                                                 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2019                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
2020                                         }
2021
2022                                         layer->texflags = 0;
2023                                         if (layer->alphatest)
2024                                                 layer->texflags |= TEXF_ALPHA;
2025                                         switch(layer->blendfunc[0])
2026                                         {
2027                                                 case GL_SRC_ALPHA:
2028                                                 case GL_ONE_MINUS_SRC_ALPHA:
2029                                                         layer->texflags |= TEXF_ALPHA;
2030                                                         break;
2031                                         }
2032                                         switch(layer->blendfunc[1])
2033                                         {
2034                                                 case GL_SRC_ALPHA:
2035                                                 case GL_ONE_MINUS_SRC_ALPHA:
2036                                                         layer->texflags |= TEXF_ALPHA;
2037                                                         break;
2038                                         }
2039                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2040                                                 layer->texflags |= TEXF_MIPMAP;
2041                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2042                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2043                                         if (layer->clampmap)
2044                                                 layer->texflags |= TEXF_CLAMP;
2045                                         continue;
2046                                 }
2047                                 numparameters = 0;
2048                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2049                                 {
2050                                         if (j < TEXTURE_MAXFRAMES + 4)
2051                                         {
2052                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2053                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2054                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2055                                                 else
2056                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2057                                                 numparameters = j + 1;
2058                                         }
2059                                         if (!COM_ParseToken_QuakeC(&text, true))
2060                                                 break;
2061                                 }
2062                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2063                                 //      parameter[j][0] = 0;
2064                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2065                                         break;
2066                                 if (developer_insane.integer)
2067                                 {
2068                                         Con_DPrintf("%s: ", shader.name);
2069                                         for (j = 0;j < numparameters;j++)
2070                                                 Con_DPrintf(" %s", parameter[j]);
2071                                         Con_DPrint("\n");
2072                                 }
2073                                 if (numparameters < 1)
2074                                         continue;
2075                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2076                                 {
2077                                         if (!strcasecmp(parameter[1], "alphashadow"))
2078                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2079                                         else if (!strcasecmp(parameter[1], "areaportal"))
2080                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2081                                         else if (!strcasecmp(parameter[1], "botclip"))
2082                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2083                                         else if (!strcasecmp(parameter[1], "clusterportal"))
2084                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2085                                         else if (!strcasecmp(parameter[1], "detail"))
2086                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2087                                         else if (!strcasecmp(parameter[1], "donotenter"))
2088                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2089                                         else if (!strcasecmp(parameter[1], "dust"))
2090                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2091                                         else if (!strcasecmp(parameter[1], "hint"))
2092                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2093                                         else if (!strcasecmp(parameter[1], "fog"))
2094                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2095                                         else if (!strcasecmp(parameter[1], "lava"))
2096                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2097                                         else if (!strcasecmp(parameter[1], "lightfilter"))
2098                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2099                                         else if (!strcasecmp(parameter[1], "lightgrid"))
2100                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2101                                         else if (!strcasecmp(parameter[1], "metalsteps"))
2102                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2103                                         else if (!strcasecmp(parameter[1], "nodamage"))
2104                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2105                                         else if (!strcasecmp(parameter[1], "nodlight"))
2106                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2107                                         else if (!strcasecmp(parameter[1], "nodraw"))
2108                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2109                                         else if (!strcasecmp(parameter[1], "nodrop"))
2110                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2111                                         else if (!strcasecmp(parameter[1], "noimpact"))
2112                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2113                                         else if (!strcasecmp(parameter[1], "nolightmap"))
2114                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2115                                         else if (!strcasecmp(parameter[1], "nomarks"))
2116                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2117                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
2118                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2119                                         else if (!strcasecmp(parameter[1], "nonsolid"))
2120                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2121                                         else if (!strcasecmp(parameter[1], "origin"))
2122                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2123                                         else if (!strcasecmp(parameter[1], "playerclip"))
2124                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2125                                         else if (!strcasecmp(parameter[1], "sky"))
2126                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2127                                         else if (!strcasecmp(parameter[1], "slick"))
2128                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2129                                         else if (!strcasecmp(parameter[1], "slime"))
2130                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2131                                         else if (!strcasecmp(parameter[1], "structural"))
2132                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2133                                         else if (!strcasecmp(parameter[1], "trans"))
2134                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2135                                         else if (!strcasecmp(parameter[1], "water"))
2136                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2137                                         else if (!strcasecmp(parameter[1], "pointlight"))
2138                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2139                                         else if (!strcasecmp(parameter[1], "antiportal"))
2140                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2141                                         else
2142                                         {
2143                                                 // try custom surfaceparms
2144                                                 for (j = 0; j < numcustsurfaceparms; j++)
2145                                                 {
2146                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2147                                                         {
2148                                                                 shader.surfaceparms |= custsurfaceparms[j];
2149                                                                 break;
2150                                                         }
2151                                                 }
2152                                                 // failed all
2153                                                 if (j == numcustsurfaceparms)
2154                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2155                                         }
2156                                 }
2157                                 else if (!strcasecmp(parameter[0], "dpshadow"))
2158                                         shader.dpshadow = true;
2159                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2160                                         shader.dpnoshadow = true;
2161                                 else if (!strcasecmp(parameter[0], "dpnortlight"))
2162                                         shader.dpnortlight = true;
2163                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2164                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2165                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2166                                         shader.dpmeshcollisions = true;
2167                                 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2168                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2169                                 {
2170                                         if (Cvar_VariableValue(parameter[1]) == 0.0f)
2171                                                 shader.dpshaderkill = dpshaderkill;
2172                                 }
2173                                 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2174                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2175                                 {
2176                                         const char *op = NULL;
2177                                         if (numparameters >= 3)
2178                                                 op = parameter[2];
2179                                         if(!op)
2180                                         {
2181                                                 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2182                                                         shader.dpshaderkill = dpshaderkill;
2183                                         }
2184                                         else if (numparameters >= 4 && !strcmp(op, "=="))
2185                                         {
2186                                                 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2187                                                         shader.dpshaderkill = dpshaderkill;
2188                                         }
2189                                         else if (numparameters >= 4 && !strcmp(op, "!="))
2190                                         {
2191                                                 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2192                                                         shader.dpshaderkill = dpshaderkill;
2193                                         }
2194                                         else if (numparameters >= 4 && !strcmp(op, ">"))
2195                                         {
2196                                                 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2197                                                         shader.dpshaderkill = dpshaderkill;
2198                                         }
2199                                         else if (numparameters >= 4 && !strcmp(op, "<"))
2200                                         {
2201                                                 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2202                                                         shader.dpshaderkill = dpshaderkill;
2203                                         }
2204                                         else if (numparameters >= 4 && !strcmp(op, ">="))
2205                                         {
2206                                                 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2207                                                         shader.dpshaderkill = dpshaderkill;
2208                                         }
2209                                         else if (numparameters >= 4 && !strcmp(op, "<="))
2210                                         {
2211                                                 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2212                                                         shader.dpshaderkill = dpshaderkill;
2213                                         }
2214                                         else
2215                                         {
2216                                                 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2217                                         }
2218                                 }
2219                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2220                                 {
2221                                         // some q3 skies don't have the sky parm set
2222                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2223                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2224                                 }
2225                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2226                                 {
2227                                         // some q3 skies don't have the sky parm set
2228                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2229                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2230                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2231                                 }
2232                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2233                                 {
2234                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2235                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2236                                 }
2237                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2238                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2239                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2240                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2241                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2242                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2243                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2244                                 {
2245                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2246                                         if(numparameters >= 2)
2247                                         {
2248                                                 shader.biaspolygonfactor = atof(parameter[1]);
2249                                                 if(numparameters >= 3)
2250                                                         shader.biaspolygonoffset = atof(parameter[2]);
2251                                                 else
2252                                                         shader.biaspolygonoffset = 0;
2253                                         }
2254                                 }
2255                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2256                                 {
2257                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2258                                         shader.refractfactor = atof(parameter[1]);
2259                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2260                                 }
2261                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2262                                 {
2263                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2264                                         shader.reflectfactor = atof(parameter[1]);
2265                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2266                                 }
2267                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2268                                 {
2269                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2270                                 }
2271                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2272                                 {
2273                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2274                                         shader.reflectmin = atof(parameter[1]);
2275                                         shader.reflectmax = atof(parameter[2]);
2276                                         shader.refractfactor = atof(parameter[3]);
2277                                         shader.reflectfactor = atof(parameter[4]);
2278                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2279                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2280                                         shader.r_water_wateralpha = atof(parameter[11]);
2281                                 }
2282                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2283                                 {
2284                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2285                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2286                                 }
2287                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2288                                 {
2289                                         shader.specularscalemod = atof(parameter[1]);
2290                                 }
2291                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2292                                 {
2293                                         shader.specularpowermod = atof(parameter[1]);
2294                                 }
2295                                 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2296                                 {
2297                                         shader.rtlightambient = atof(parameter[1]);
2298                                 }
2299                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2300                                 {
2301                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2302                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2303                                         else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2304                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2305                                         else if (!strcasecmp(parameter[1], "linear"))
2306                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2307                                         else if (!strcasecmp(parameter[1], "relief"))
2308                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2309                                         if (numparameters >= 3)
2310                                                 shader.offsetscale = atof(parameter[2]);
2311                                         if (numparameters >= 5)
2312                                         {
2313                                                 if(!strcasecmp(parameter[3], "bias"))
2314                                                         shader.offsetbias = atof(parameter[4]);
2315                                                 else if(!strcasecmp(parameter[3], "match"))
2316                                                         shader.offsetbias = 1.0f - atof(parameter[4]);
2317                                                 else if(!strcasecmp(parameter[3], "match8"))
2318                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2319                                                 else if(!strcasecmp(parameter[3], "match16"))
2320                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2321                                         }
2322                                 }
2323                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2324                                 {
2325                                         int i, deformindex;
2326                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2327                                                 if (!shader.deforms[deformindex].deform)
2328                                                         break;
2329                                         if (deformindex < Q3MAXDEFORMS)
2330                                         {
2331                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2332                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2333                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2334                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2335                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2336                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2337                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2338                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2339                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2340                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2341                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2342                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2343                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2344                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2345                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2346                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2347                                                 {
2348                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2349                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2350                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2351                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2352                                                 }
2353                                                 else if (!strcasecmp(parameter[1], "move"            ))
2354                                                 {
2355                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2356                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2357                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2358                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2359                                                 }
2360                                         }
2361                                 }
2362                         }
2363                         // hide this shader if a cvar said it should be killed
2364                         if (shader.dpshaderkill)
2365                                 shader.numlayers = 0;
2366                         // pick the primary layer to render with
2367                         if (shader.numlayers)
2368                         {
2369                                 shader.backgroundlayer = -1;
2370                                 shader.primarylayer = 0;
2371                                 // if lightmap comes first this is definitely an ordinary texture
2372                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2373                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
2374                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2375                                 {
2376                                         shader.backgroundlayer = -1;
2377                                         shader.primarylayer = 1;
2378                                 }
2379                                 else if (shader.numlayers >= 2
2380                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2381                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
2382                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2383                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
2384                                 {
2385                                         // terrain blending or other effects
2386                                         shader.backgroundlayer = 0;
2387                                         shader.primarylayer = 1;
2388                                 }
2389                         }
2390                         // fix up multiple reflection types
2391                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2392                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2393
2394                         Q3Shader_AddToHash (&shader);
2395                 }
2396                 Mem_Free(f);
2397         }
2398         FS_FreeSearch(search);
2399         // free custinfoparm values
2400         for (j = 0; j < numcustsurfaceparms; j++)
2401                 Mem_Free(custsurfaceparmnames[j]);
2402 }
2403
2404 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2405 {
2406         unsigned short hash;
2407         q3shader_hash_entry_t* entry;
2408         if (!q3shaders_mem)
2409                 Mod_LoadQ3Shaders();
2410         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2411         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2412         while (entry != NULL)
2413         {
2414                 if (strcasecmp (entry->shader.name, name) == 0)
2415                         return &entry->shader;
2416                 entry = entry->chain;
2417         }
2418         return NULL;
2419 }
2420
2421 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2422 {
2423         int j;
2424         int texflagsmask, texflagsor;
2425         qboolean success = true;
2426         q3shaderinfo_t *shader;
2427         if (!name)
2428                 name = "";
2429         strlcpy(texture->name, name, sizeof(texture->name));
2430         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2431
2432         texflagsmask = ~0;
2433         if(!(defaulttexflags & TEXF_PICMIP))
2434                 texflagsmask &= ~TEXF_PICMIP;
2435         if(!(defaulttexflags & TEXF_COMPRESS))
2436                 texflagsmask &= ~TEXF_COMPRESS;
2437         texflagsor = 0;
2438         if(defaulttexflags & TEXF_ISWORLD)
2439                 texflagsor |= TEXF_ISWORLD;
2440         if(defaulttexflags & TEXF_ISSPRITE)
2441                 texflagsor |= TEXF_ISSPRITE;
2442         // unless later loaded from the shader
2443         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2444         texture->offsetscale = 1;
2445         texture->offsetbias = 0;
2446         texture->specularscalemod = 1;
2447         texture->specularpowermod = 1; 
2448         texture->rtlightambient = 0;
2449         // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2450         // HERE, AND Q1BSP LOADING
2451         // JUST GREP FOR "specularscalemod = 1".
2452
2453         if (shader)
2454         {
2455                 if (developer_loading.integer)
2456                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2457                 texture->surfaceparms = shader->surfaceparms;
2458
2459                 // allow disabling of picmip or compression by defaulttexflags
2460                 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2461
2462                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2463                 {
2464                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2465                         if (shader->skyboxname[0])
2466                         {
2467                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2468                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2469                         }
2470                 }
2471                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2472                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2473                 else
2474                         texture->basematerialflags = MATERIALFLAG_WALL;
2475
2476                 if (shader->layers[0].alphatest)
2477                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2478                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2479                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2480                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2481                 {
2482                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2483                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2484                 }
2485                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2486                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2487                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2488                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2489                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2490                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2491                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2492                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2493                 texture->customblendfunc[0] = GL_ONE;
2494                 texture->customblendfunc[1] = GL_ZERO;
2495                 if (shader->numlayers > 0)
2496                 {
2497                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2498                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2499 /*
2500 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2501 * additive               GL_ONE GL_ONE
2502 additive weird         GL_ONE GL_SRC_ALPHA
2503 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2504 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2505 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2506 brighten               GL_DST_COLOR GL_ONE
2507 brighten               GL_ONE GL_SRC_COLOR
2508 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2509 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2510 * modulate               GL_DST_COLOR GL_ZERO
2511 * modulate               GL_ZERO GL_SRC_COLOR
2512 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2513 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2514 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2515 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2516 * no blend               GL_ONE GL_ZERO
2517 nothing                GL_ZERO GL_ONE
2518 */
2519                         // if not opaque, figure out what blendfunc to use
2520                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2521                         {
2522                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2523                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2524                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2525                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2526                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2527                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2528                                 else
2529                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2530                         }
2531                 }
2532                 if (!shader->lighting)
2533                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2534                 if (shader->primarylayer >= 0)
2535                 {
2536                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2537                         // copy over many primarylayer parameters
2538                         texture->rgbgen = primarylayer->rgbgen;
2539                         texture->alphagen = primarylayer->alphagen;
2540                         texture->tcgen = primarylayer->tcgen;
2541                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2542                         // load the textures
2543                         texture->numskinframes = primarylayer->numframes;
2544                         texture->skinframerate = primarylayer->framerate;
2545                         for (j = 0;j < primarylayer->numframes;j++)
2546                         {
2547                                 if(cls.state == ca_dedicated)
2548                                 {
2549                                         texture->skinframes[j] = NULL;
2550                                 }
2551                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2552                                 {
2553                                         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);
2554                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2555                                 }
2556                         }
2557                 }
2558                 if (shader->backgroundlayer >= 0)
2559                 {
2560                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2561                         // copy over one secondarylayer parameter
2562                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2563                         // load the textures
2564                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2565                         texture->backgroundskinframerate = backgroundlayer->framerate;
2566                         for (j = 0;j < backgroundlayer->numframes;j++)
2567                         {
2568                                 if(cls.state == ca_dedicated)
2569                                 {
2570                                         texture->skinframes[j] = NULL;
2571                                 }
2572                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2573                                 {
2574                                         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);
2575                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2576                                 }
2577                         }
2578                 }
2579                 if (shader->dpshadow)
2580                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2581                 if (shader->dpnoshadow)
2582                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2583                 if (shader->dpnortlight)
2584                         texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2585                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2586                 texture->reflectmin = shader->reflectmin;
2587                 texture->reflectmax = shader->reflectmax;
2588                 texture->refractfactor = shader->refractfactor;
2589                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2590                 texture->reflectfactor = shader->reflectfactor;
2591                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2592                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2593                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2594                 texture->offsetmapping = shader->offsetmapping;
2595                 texture->offsetscale = shader->offsetscale;
2596                 texture->offsetbias = shader->offsetbias;
2597                 texture->specularscalemod = shader->specularscalemod;
2598                 texture->specularpowermod = shader->specularpowermod;
2599                 texture->rtlightambient = shader->rtlightambient;
2600                 if (shader->dpreflectcube[0])
2601                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2602
2603                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2604                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2605                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2606                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2607                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2608                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2609                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2610                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2611                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2612
2613         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2614         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2615         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2616         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2617                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2618         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2619                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2620         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2621         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2622         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2623         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2624         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2625                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2626         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2627         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2628         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2629         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2630                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2631         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2632                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2633                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2634         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2635                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2636         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2637         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2638                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2639         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2640         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2641         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2642                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2643         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2644         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2645
2646                 if (shader->dpmeshcollisions)
2647                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2648                 if (shader->dpshaderkill && developer_extra.integer)
2649                         Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2650         }
2651         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2652         {
2653                 if (developer_extra.integer)
2654                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2655                 texture->surfaceparms = 0;
2656                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2657         }
2658         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2659         {
2660                 if (developer_extra.integer)
2661                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2662                 texture->surfaceparms = 0;
2663                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2664                 texture->supercontents = SUPERCONTENTS_SOLID;
2665         }
2666         else
2667         {
2668                 if (developer_extra.integer)
2669                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2670                 texture->surfaceparms = 0;
2671                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2672                 {
2673                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2674                         texture->supercontents = SUPERCONTENTS_SOLID;
2675                 }
2676                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2677                 {
2678                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2679                         texture->supercontents = SUPERCONTENTS_SKY;
2680                 }
2681                 else
2682                 {
2683                         texture->basematerialflags |= MATERIALFLAG_WALL;
2684                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2685                 }
2686                 texture->numskinframes = 1;
2687                 if(cls.state == ca_dedicated)
2688                 {
2689                         texture->skinframes[0] = NULL;
2690                         success = false;
2691                 }
2692                 else
2693                 {
2694                         if (fallback)
2695                         {
2696                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2697                                 {
2698                                         if(texture->skinframes[0]->hasalpha)
2699                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2700                                 }
2701                                 else
2702                                         success = false;
2703                         }
2704                         else
2705                                 success = false;
2706                         if (!success && warnmissing)
2707                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2708                 }
2709         }
2710         // init the animation variables
2711         texture->currentframe = texture;
2712         if (texture->numskinframes < 1)
2713                 texture->numskinframes = 1;
2714         if (!texture->skinframes[0])
2715                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2716         texture->currentskinframe = texture->skinframes[0];
2717         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2718         return success;
2719 }
2720
2721 skinfile_t *Mod_LoadSkinFiles(void)
2722 {
2723         int i, words, line, wordsoverflow;
2724         char *text;
2725         const char *data;
2726         skinfile_t *skinfile = NULL, *first = NULL;
2727         skinfileitem_t *skinfileitem;
2728         char word[10][MAX_QPATH];
2729         char vabuf[1024];
2730
2731 /*
2732 sample file:
2733 U_bodyBox,models/players/Legoman/BikerA2.tga
2734 U_RArm,models/players/Legoman/BikerA1.tga
2735 U_LArm,models/players/Legoman/BikerA1.tga
2736 U_armor,common/nodraw
2737 U_sword,common/nodraw
2738 U_shield,common/nodraw
2739 U_homb,common/nodraw
2740 U_backpack,common/nodraw
2741 U_colcha,common/nodraw
2742 tag_head,
2743 tag_weapon,
2744 tag_torso,
2745 */
2746         memset(word, 0, sizeof(word));
2747         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2748         {
2749                 // If it's the first file we parse
2750                 if (skinfile == NULL)
2751                 {
2752                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2753                         first = skinfile;
2754                 }
2755                 else
2756                 {
2757                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2758                         skinfile = skinfile->next;
2759                 }
2760                 skinfile->next = NULL;
2761
2762                 for(line = 0;;line++)
2763                 {
2764                         // parse line
2765                         if (!COM_ParseToken_QuakeC(&data, true))
2766                                 break;
2767                         if (!strcmp(com_token, "\n"))
2768                                 continue;
2769                         words = 0;
2770                         wordsoverflow = false;
2771                         do
2772                         {
2773                                 if (words < 10)
2774                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2775                                 else
2776                                         wordsoverflow = true;
2777                         }
2778                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2779                         if (wordsoverflow)
2780                         {
2781                                 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);
2782                                 continue;
2783                         }
2784                         // words is always >= 1
2785                         if (!strcmp(word[0], "replace"))
2786                         {
2787                                 if (words == 3)
2788                                 {
2789                                         if (developer_loading.integer)
2790                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2791                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2792                                         skinfileitem->next = skinfile->items;
2793                                         skinfile->items = skinfileitem;
2794                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2795                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2796                                 }
2797                                 else
2798                                         Con_Printf("Mod_LoadSkinFiles: parsing error in file \"%s_%i.skin\" on line #%i: wrong number of parameters to command \"%s\", see documentation in DP_GFX_SKINFILES extension in dpextensions.qc\n", loadmodel->name, i, line, word[0]);
2799                         }
2800                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2801                         {
2802                                 // tag name, like "tag_weapon,"
2803                                 // not used for anything (not even in Quake3)
2804                         }
2805                         else if (words >= 2 && !strcmp(word[1], ","))
2806                         {
2807                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2808                                 if (developer_loading.integer)
2809                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2810                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2811                                 skinfileitem->next = skinfile->items;
2812                                 skinfile->items = skinfileitem;
2813                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2814                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2815                         }
2816                         else
2817                                 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);
2818                 }
2819                 Mem_Free(text);
2820         }
2821         if (i)
2822                 loadmodel->numskins = i;
2823         return first;
2824 }
2825
2826 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2827 {
2828         skinfile_t *next;
2829         skinfileitem_t *skinfileitem, *nextitem;
2830         for (;skinfile;skinfile = next)
2831         {
2832                 next = skinfile->next;
2833                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2834                 {
2835                         nextitem = skinfileitem->next;
2836                         Mem_Free(skinfileitem);
2837                 }
2838                 Mem_Free(skinfile);
2839         }
2840 }
2841
2842 int Mod_CountSkinFiles(skinfile_t *skinfile)
2843 {
2844         int i;
2845         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2846         return i;
2847 }
2848
2849 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2850 {
2851         int i;
2852         double isnap = 1.0 / snap;
2853         for (i = 0;i < numvertices*numcomponents;i++)
2854                 vertices[i] = floor(vertices[i]*isnap)*snap;
2855 }
2856
2857 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2858 {
2859         int i, outtriangles;
2860         float edgedir1[3], edgedir2[3], temp[3];
2861         // a degenerate triangle is one with no width (thickness, surface area)
2862         // these are characterized by having all 3 points colinear (along a line)
2863         // or having two points identical
2864         // the simplest check is to calculate the triangle's area
2865         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2866         {
2867                 // calculate first edge
2868                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2869                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2870                 CrossProduct(edgedir1, edgedir2, temp);
2871                 if (VectorLength2(temp) < 0.001f)
2872                         continue; // degenerate triangle (no area)
2873                 // valid triangle (has area)
2874                 VectorCopy(inelement3i, outelement3i);
2875                 outelement3i += 3;
2876                 outtriangles++;
2877         }
2878         return outtriangles;
2879 }
2880
2881 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2882 {
2883         int i, e;
2884         int firstvertex, lastvertex;
2885         if (numelements > 0 && elements)
2886         {
2887                 firstvertex = lastvertex = elements[0];
2888                 for (i = 1;i < numelements;i++)
2889                 {
2890                         e = elements[i];
2891                         firstvertex = min(firstvertex, e);
2892                         lastvertex = max(lastvertex, e);
2893                 }
2894         }
2895         else
2896                 firstvertex = lastvertex = 0;
2897         if (firstvertexpointer)
2898                 *firstvertexpointer = firstvertex;
2899         if (lastvertexpointer)
2900                 *lastvertexpointer = lastvertex;
2901 }
2902
2903 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2904 {
2905         // make an optimal set of texture-sorted batches to draw...
2906         int j, t;
2907         int *firstsurfacefortexture;
2908         int *numsurfacesfortexture;
2909         if (!mod->sortedmodelsurfaces)
2910                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2911         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2912         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2913         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2914         for (j = 0;j < mod->nummodelsurfaces;j++)
2915         {
2916                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2917                 int t = (int)(surface->texture - mod->data_textures);
2918                 numsurfacesfortexture[t]++;
2919         }
2920         j = 0;
2921         for (t = 0;t < mod->num_textures;t++)
2922         {
2923                 firstsurfacefortexture[t] = j;
2924                 j += numsurfacesfortexture[t];
2925         }
2926         for (j = 0;j < mod->nummodelsurfaces;j++)
2927         {
2928                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2929                 int t = (int)(surface->texture - mod->data_textures);
2930                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2931         }
2932         Mem_Free(firstsurfacefortexture);
2933         Mem_Free(numsurfacesfortexture);
2934 }
2935
2936 void Mod_BuildVBOs(void)
2937 {
2938         if (!loadmodel->surfmesh.num_vertices)
2939                 return;
2940
2941         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2942         {
2943                 int i;
2944                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2945                 {
2946                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2947                         {
2948                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2949                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2950                         }
2951                 }
2952         }
2953
2954         // build r_vertexmesh_t array
2955         // (compressed interleaved array for D3D)
2956         if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
2957         {
2958                 int vertexindex;
2959                 int numvertices = loadmodel->surfmesh.num_vertices;
2960                 r_vertexmesh_t *vertexmesh;
2961                 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2962                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2963                 {
2964                         VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2965                         VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2966                         VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2967                         VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2968                         if (loadmodel->surfmesh.data_lightmapcolor4f)
2969                                 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
2970                         Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2971                         if (loadmodel->surfmesh.data_texcoordlightmap2f)
2972                                 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2973                 }
2974         }
2975
2976         // upload r_vertexmesh_t array as a buffer
2977         if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2978                 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2979
2980         // upload vertex3f array as a buffer
2981         if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
2982                 loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
2983
2984         // upload short indices as a buffer
2985         if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2986                 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2987
2988         // upload int indices as a buffer
2989         if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2990                 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2991
2992         // only build a vbo if one has not already been created (this is important for brush models which load specially)
2993         // vertex buffer is several arrays and we put them in the same buffer
2994         //
2995         // is this wise?  the texcoordtexture2f array is used with dynamic
2996         // vertex/svector/tvector/normal when rendering animated models, on the
2997         // other hand animated models don't use a lot of vertices anyway...
2998         if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
2999         {
3000                 size_t size;
3001                 unsigned char *mem;
3002                 size = 0;
3003                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3004                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3005                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3006                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
3007                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3008                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3009                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
3010                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
3011                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3012                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3013                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3014                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3015                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3016                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3017                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3018                 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
3019                 Mem_Free(mem);
3020         }
3021 }
3022
3023 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3024 {
3025         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3026         int a, b, c;
3027         const char *texname;
3028         const int *e;
3029         const float *v, *vn, *vt;
3030         size_t l;
3031         size_t outbufferpos = 0;
3032         size_t outbuffermax = 0x100000;
3033         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3034         const msurface_t *surface;
3035         const int maxtextures = 256;
3036         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3037         dp_model_t *submodel;
3038
3039         // construct the mtllib file
3040         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3041         if (l > 0)
3042                 outbufferpos += l;
3043         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3044         {
3045                 countsurfaces++;
3046                 countvertices += surface->num_vertices;
3047                 countfaces += surface->num_triangles;
3048                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3049                 for (textureindex = 0;textureindex < counttextures;textureindex++)
3050                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3051                                 break;
3052                 if (textureindex < counttextures)
3053                         continue; // already wrote this material entry
3054                 if (textureindex >= maxtextures)
3055                         continue; // just a precaution
3056                 textureindex = counttextures++;
3057                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3058                 if (outbufferpos >= outbuffermax >> 1)
3059                 {
3060                         outbuffermax *= 2;
3061                         oldbuffer = outbuffer;
3062                         outbuffer = (char *) Z_Malloc(outbuffermax);
3063                         memcpy(outbuffer, oldbuffer, outbufferpos);
3064                         Z_Free(oldbuffer);
3065                 }
3066                 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");
3067                 if (l > 0)
3068                         outbufferpos += l;
3069         }
3070
3071         // write the mtllib file
3072         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3073
3074         // construct the obj file
3075         outbufferpos = 0;
3076         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);
3077         if (l > 0)
3078                 outbufferpos += l;
3079
3080         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)
3081         {
3082                 if (outbufferpos >= outbuffermax >> 1)
3083                 {
3084                         outbuffermax *= 2;
3085                         oldbuffer = outbuffer;
3086                         outbuffer = (char *) Z_Malloc(outbuffermax);
3087                         memcpy(outbuffer, oldbuffer, outbufferpos);
3088                         Z_Free(oldbuffer);
3089                 }
3090                 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]);
3091                 if (l > 0)
3092                         outbufferpos += l;
3093         }
3094
3095         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3096         {
3097                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3098                 if (l > 0)
3099                         outbufferpos += l;
3100                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3101                 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3102                 {
3103                         surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3104                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3105                         if (l > 0)
3106                                 outbufferpos += l;
3107                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3108                         {
3109                                 if (outbufferpos >= outbuffermax >> 1)
3110                                 {
3111                                         outbuffermax *= 2;
3112                                         oldbuffer = outbuffer;
3113                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3114                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3115                                         Z_Free(oldbuffer);
3116                                 }
3117                                 a = e[0]+1;
3118                                 b = e[1]+1;
3119                                 c = e[2]+1;
3120                                 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);
3121                                 if (l > 0)
3122                                         outbufferpos += l;
3123                         }
3124                 }
3125         }
3126
3127         // write the obj file
3128         FS_WriteFile(filename, outbuffer, outbufferpos);
3129
3130         // clean up
3131         Z_Free(outbuffer);
3132         Z_Free(texturenames);
3133
3134         // print some stats
3135         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3136 }
3137
3138 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3139 {
3140         int countnodes = 0, counttriangles = 0, countframes = 0;
3141         int surfaceindex;
3142         int triangleindex;
3143         int transformindex;
3144         int poseindex;
3145         int cornerindex;
3146         const int *e;
3147         size_t l;
3148         size_t outbufferpos = 0;
3149         size_t outbuffermax = 0x100000;
3150         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3151         const msurface_t *surface;
3152         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3153         if (l > 0)
3154                 outbufferpos += l;
3155         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3156         {
3157                 if (outbufferpos >= outbuffermax >> 1)
3158                 {
3159                         outbuffermax *= 2;
3160                         oldbuffer = outbuffer;
3161                         outbuffer = (char *) Z_Malloc(outbuffermax);
3162                         memcpy(outbuffer, oldbuffer, outbufferpos);
3163                         Z_Free(oldbuffer);
3164                 }
3165                 countnodes++;
3166                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3167                 if (l > 0)
3168                         outbufferpos += l;
3169         }
3170         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3171         if (l > 0)
3172                 outbufferpos += l;
3173         for (poseindex = 0;poseindex < numposes;poseindex++)
3174         {
3175                 countframes++;
3176                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3177                 if (l > 0)
3178                         outbufferpos += l;
3179                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3180                 {
3181                         float angles[3];
3182                         float mtest[4][3];
3183                         matrix4x4_t posematrix;
3184                         if (outbufferpos >= outbuffermax >> 1)
3185                         {
3186                                 outbuffermax *= 2;
3187                                 oldbuffer = outbuffer;
3188                                 outbuffer = (char *) Z_Malloc(outbuffermax);
3189                                 memcpy(outbuffer, oldbuffer, outbufferpos);
3190                                 Z_Free(oldbuffer);
3191                         }
3192
3193                         // strangely the smd angles are for a transposed matrix, so we
3194                         // have to generate a transposed matrix, then convert that...
3195                         Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3196                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3197                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
3198                         if (angles[0] >= 180) angles[0] -= 360;
3199                         if (angles[1] >= 180) angles[1] -= 360;
3200                         if (angles[2] >= 180) angles[2] -= 360;
3201
3202 #if 0
3203 {
3204                         float a = DEG2RAD(angles[ROLL]);
3205                         float b = DEG2RAD(angles[PITCH]);
3206                         float c = DEG2RAD(angles[YAW]);
3207                         float cy, sy, cp, sp, cr, sr;
3208                         float test[4][3];
3209                         // smd matrix construction, for comparing
3210                         sy = sin(c);
3211                         cy = cos(c);
3212                         sp = sin(b);
3213                         cp = cos(b);
3214                         sr = sin(a);
3215                         cr = cos(a);
3216
3217                         test[0][0] = cp*cy;
3218                         test[0][1] = cp*sy;
3219                         test[0][2] = -sp;
3220                         test[1][0] = sr*sp*cy+cr*-sy;
3221                         test[1][1] = sr*sp*sy+cr*cy;
3222                         test[1][2] = sr*cp;
3223                         test[2][0] = (cr*sp*cy+-sr*-sy);
3224                         test[2][1] = (cr*sp*sy+-sr*cy);
3225                         test[2][2] = cr*cp;
3226                         test[3][0] = pose[9];
3227                         test[3][1] = pose[10];
3228                         test[3][2] = pose[11];
3229 }
3230 #endif
3231                         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]));
3232                         if (l > 0)
3233                                 outbufferpos += l;
3234                 }
3235         }
3236         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3237         if (l > 0)
3238                 outbufferpos += l;
3239         if (writetriangles)
3240         {
3241                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3242                 if (l > 0)
3243                         outbufferpos += l;
3244                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3245                 {
3246                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3247                         {
3248                                 counttriangles++;
3249                                 if (outbufferpos >= outbuffermax >> 1)
3250                                 {
3251                                         outbuffermax *= 2;
3252                                         oldbuffer = outbuffer;
3253                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3254                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3255                                         Z_Free(oldbuffer);
3256                                 }
3257                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3258                                 if (l > 0)
3259                                         outbufferpos += l;
3260                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3261                                 {
3262                                         const int index = e[2-cornerindex];
3263                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
3264                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
3265                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3266                                         const int b = model->surfmesh.blends[index];
3267                                         if (b < model->num_bones)
3268                                                 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]);
3269                                         else
3270                                         {
3271                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3272                                                 const unsigned char *wi = w->index;
3273                                                 const unsigned char *wf = w->influence;
3274                                             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);
3275                                                 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);
3276                                                 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);
3277                                                 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]);
3278                                         }
3279                                         if (l > 0)
3280                                                 outbufferpos += l;
3281                                 }
3282                         }
3283                 }
3284                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3285                 if (l > 0)
3286                         outbufferpos += l;
3287         }
3288
3289         FS_WriteFile(filename, outbuffer, outbufferpos);
3290         Z_Free(outbuffer);
3291
3292         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3293 }
3294
3295 /*
3296 ================
3297 Mod_Decompile_f
3298
3299 decompiles a model to editable files
3300 ================
3301 */
3302 static void Mod_Decompile_f(void)
3303 {
3304         int i, j, k, l, first, count;
3305         dp_model_t *mod;
3306         char inname[MAX_QPATH];
3307         char outname[MAX_QPATH];
3308         char mtlname[MAX_QPATH];
3309         char basename[MAX_QPATH];
3310         char animname[MAX_QPATH];
3311         char animname2[MAX_QPATH];
3312         char zymtextbuffer[16384];
3313         char dpmtextbuffer[16384];
3314         char framegroupstextbuffer[16384];
3315         int zymtextsize = 0;
3316         int dpmtextsize = 0;
3317         int framegroupstextsize = 0;
3318         char vabuf[1024];
3319
3320         if (Cmd_Argc() != 2)
3321         {
3322                 Con_Print("usage: modeldecompile <filename>\n");
3323                 return;
3324         }
3325
3326         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3327         FS_StripExtension(inname, basename, sizeof(basename));
3328
3329         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3330         if (mod->brush.submodel)
3331         {
3332                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3333                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3334                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3335                 outname[0] = 0;
3336         }
3337         if (!mod)
3338         {
3339                 Con_Print("No such model\n");
3340                 return;
3341         }
3342         if (!mod->surfmesh.num_triangles)
3343         {
3344                 Con_Print("Empty model (or sprite)\n");
3345                 return;
3346         }
3347
3348         // export OBJ if possible (not on sprites)
3349         if (mod->surfmesh.num_triangles)
3350         {
3351                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3352                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3353                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3354         }
3355
3356         // export SMD if possible (only for skeletal models)
3357         if (mod->surfmesh.num_triangles && mod->num_bones)
3358         {
3359                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3360                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3361                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3362                 if (l > 0) zymtextsize += l;
3363                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3364                 if (l > 0) dpmtextsize += l;
3365                 for (i = 0;i < mod->numframes;i = j)
3366                 {
3367                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3368                         first = mod->animscenes[i].firstframe;
3369                         if (mod->animscenes[i].framecount > 1)
3370                         {
3371                                 // framegroup anim
3372                                 count = mod->animscenes[i].framecount;
3373                                 j = i + 1;
3374                         }
3375                         else
3376                         {
3377                                 // individual frame
3378                                 // check for additional frames with same name
3379                                 for (l = 0, k = strlen(animname);animname[l];l++)
3380                                         if(animname[l] < '0' || animname[l] > '9')
3381                                                 k = l + 1;
3382                                 if(k > 0 && animname[k-1] == '_')
3383                                         --k;
3384                                 animname[k] = 0;
3385                                 count = mod->num_poses - first;
3386                                 for (j = i + 1;j < mod->numframes;j++)
3387                                 {
3388                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3389                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
3390                                                 if(animname2[l] < '0' || animname2[l] > '9')
3391                                                         k = l + 1;
3392                                         if(k > 0 && animname[k-1] == '_')
3393                                                 --k;
3394                                         animname2[k] = 0;
3395                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3396                                         {
3397                                                 count = mod->animscenes[j].firstframe - first;
3398                                                 break;
3399                                         }
3400                                 }
3401                                 // if it's only one frame, use the original frame name
3402                                 if (j == i + 1)
3403                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3404                                 
3405                         }
3406                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3407                         Mod_Decompile_SMD(mod, outname, first, count, false);
3408                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3409                         {
3410                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3411                                 if (l > 0) zymtextsize += l;
3412                         }
3413                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3414                         {
3415                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3416                                 if (l > 0) dpmtextsize += l;
3417                         }
3418                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3419                         {
3420                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3421                                 if (l > 0) framegroupstextsize += l;
3422                         }
3423                 }
3424                 if (zymtextsize)
3425                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3426                 if (dpmtextsize)
3427                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3428                 if (framegroupstextsize)
3429                         FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3430         }
3431 }
3432
3433 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3434 {
3435         int y;
3436         memset(state, 0, sizeof(*state));
3437         state->width = width;
3438         state->height = height;
3439         state->currentY = 0;
3440         state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3441         for (y = 0;y < state->height;y++)
3442         {
3443                 state->rows[y].currentX = 0;
3444                 state->rows[y].rowY = -1;
3445         }
3446 }
3447
3448 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3449 {
3450         int y;
3451         state->currentY = 0;
3452         for (y = 0;y < state->height;y++)
3453         {
3454                 state->rows[y].currentX = 0;
3455                 state->rows[y].rowY = -1;
3456         }
3457 }
3458
3459 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3460 {
3461         if (state->rows)
3462                 Mem_Free(state->rows);
3463         memset(state, 0, sizeof(*state));
3464 }
3465
3466 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3467 {
3468         mod_alloclightmap_row_t *row;
3469         int y;
3470
3471         row = state->rows + blockheight;
3472         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3473         {
3474                 if (state->currentY + blockheight <= state->height)
3475                 {
3476                         // use the current allocation position
3477                         row->rowY = state->currentY;
3478                         row->currentX = 0;
3479                         state->currentY += blockheight;
3480                 }
3481                 else
3482                 {
3483                         // find another position
3484                         for (y = blockheight;y < state->height;y++)
3485                         {
3486                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3487                                 {
3488                                         row = state->rows + y;
3489                                         break;
3490                                 }
3491                         }
3492                         if (y == state->height)
3493                                 return false;
3494                 }
3495         }
3496         *outy = row->rowY;
3497         *outx = row->currentX;
3498         row->currentX += blockwidth;
3499
3500         return true;
3501 }
3502
3503 typedef struct lightmapsample_s
3504 {
3505         float pos[3];
3506         float sh1[4][3];
3507         float *vertex_color;
3508         unsigned char *lm_bgr;
3509         unsigned char *lm_dir;
3510 }
3511 lightmapsample_t;
3512
3513 typedef struct lightmapvertex_s
3514 {
3515         int index;
3516         float pos[3];
3517         float normal[3];
3518         float texcoordbase[2];
3519         float texcoordlightmap[2];
3520         float lightcolor[4];
3521 }
3522 lightmapvertex_t;
3523
3524 typedef struct lightmaptriangle_s
3525 {
3526         int triangleindex;
3527         int surfaceindex;
3528         int lightmapindex;
3529         int axis;
3530         int lmoffset[2];
3531         int lmsize[2];
3532         // 2D modelspace coordinates of min corner
3533         // snapped to lightmap grid but not in grid coordinates
3534         float lmbase[2];
3535         // 2D modelspace to lightmap coordinate scale
3536         float lmscale[2];
3537         float vertex[3][3];
3538         float mins[3];
3539         float maxs[3];
3540 }
3541 lightmaptriangle_t;
3542
3543 typedef struct lightmaplight_s
3544 {
3545         float origin[3];
3546         float radius;
3547         float iradius;
3548         float radius2;
3549         float color[3];
3550         svbsp_t svbsp;
3551 }
3552 lightmaplight_t;
3553
3554 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3555
3556 #define MAX_LIGHTMAPSAMPLES 64
3557 static int mod_generatelightmaps_numoffsets[3];
3558 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3559
3560 static int mod_generatelightmaps_numlights;
3561 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3562
3563 extern cvar_t r_shadow_lightattenuationdividebias;
3564 extern cvar_t r_shadow_lightattenuationlinearscale;
3565
3566 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3567 {
3568         int i;
3569         int index;
3570         int result;
3571         float relativepoint[3];
3572         float color[3];
3573         float dir[3];
3574         float dist;
3575         float dist2;
3576         float intensity;
3577         float sample[5*3];
3578         float lightorigin[3];
3579         float lightradius;
3580         float lightradius2;
3581         float lightiradius;
3582         float lightcolor[3];
3583         trace_t trace;
3584         for (i = 0;i < 5*3;i++)
3585                 sample[i] = 0.0f;
3586         for (index = 0;;index++)
3587         {
3588                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3589                 if (result < 0)
3590                         break;
3591                 if (result == 0)
3592                         continue;
3593                 lightradius2 = lightradius * lightradius;
3594                 VectorSubtract(lightorigin, pos, relativepoint);
3595                 dist2 = VectorLength2(relativepoint);
3596                 if (dist2 >= lightradius2)
3597                         continue;
3598                 lightiradius = 1.0f / lightradius;
3599                 dist = sqrt(dist2) * lightiradius;
3600                 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3601                 if (intensity <= 0.0f)
3602                         continue;
3603                 if (model && model->TraceLine)
3604                 {
3605                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3606                         if (trace.fraction < 1)
3607                                 continue;
3608                 }
3609                 // scale down intensity to add to both ambient and diffuse
3610                 //intensity *= 0.5f;
3611                 VectorNormalize(relativepoint);
3612                 VectorScale(lightcolor, intensity, color);
3613                 VectorMA(sample    , 0.5f            , color, sample    );
3614                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3615                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3616                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3617                 // calculate a weighted average light direction as well
3618                 intensity *= VectorLength(color);
3619                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3620         }
3621         // calculate the direction we'll use to reduce the sample to a directional light source
3622         VectorCopy(sample + 12, dir);
3623         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3624         VectorNormalize(dir);
3625         // extract the diffuse color along the chosen direction and scale it
3626         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3627         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3628         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3629         // subtract some of diffuse from ambient
3630         VectorMA(sample, -0.333f, diffuse, ambient);
3631         // store the normalized lightdir
3632         VectorCopy(dir, lightdir);
3633 }
3634
3635 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3636 {
3637         int surfaceindex;
3638         int triangleindex;
3639         const msurface_t *surface;
3640         const float *vertex3f = model->surfmesh.data_vertex3f;
3641         const int *element3i = model->surfmesh.data_element3i;
3642         const int *e;
3643         float v2[3][3];
3644         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3645         {
3646                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3647                         continue;
3648                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3649                         continue;
3650                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3651                 {
3652                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3653                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3654                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3655                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3656                 }
3657         }
3658 }
3659
3660 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3661 {
3662         int maxnodes = 1<<14;
3663         svbsp_node_t *nodes;
3664         float origin[3];
3665         float mins[3];
3666         float maxs[3];
3667         svbsp_t svbsp;
3668         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3669         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3670         VectorCopy(lightinfo->origin, origin);
3671         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3672         for (;;)
3673         {
3674                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3675                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3676                 if (svbsp.ranoutofnodes)
3677                 {
3678                         maxnodes *= 16;
3679                         if (maxnodes > 1<<22)
3680                         {
3681                                 Mem_Free(nodes);
3682                                 return;
3683                         }
3684                         Mem_Free(nodes);
3685                         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3686                 }
3687                 else
3688                         break;
3689         }
3690         if (svbsp.numnodes > 0)
3691         {
3692                 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3693                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3694                 lightinfo->svbsp = svbsp;
3695         }
3696         Mem_Free(nodes);
3697 }
3698
3699 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3700 {
3701         int index;
3702         int result;
3703         lightmaplight_t *lightinfo;
3704         float origin[3];
3705         float radius;
3706         float color[3];
3707         mod_generatelightmaps_numlights = 0;
3708         for (index = 0;;index++)
3709         {
3710                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3711                 if (result < 0)
3712                         break;
3713                 if (result > 0)
3714                         mod_generatelightmaps_numlights++;
3715         }
3716         if (mod_generatelightmaps_numlights > 0)
3717         {
3718                 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3719                 lightinfo = mod_generatelightmaps_lightinfo;
3720                 for (index = 0;;index++)
3721                 {
3722                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3723                         if (result < 0)
3724                                 break;
3725                         if (result > 0)
3726                                 lightinfo++;
3727                 }
3728         }
3729         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3730         {
3731                 lightinfo->iradius = 1.0f / lightinfo->radius;
3732                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3733                 // TODO: compute svbsp
3734                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3735         }
3736 }
3737
3738 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3739 {
3740         int i;
3741         if (mod_generatelightmaps_lightinfo)
3742         {
3743                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3744                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3745                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3746                 Mem_Free(mod_generatelightmaps_lightinfo);
3747         }
3748         mod_generatelightmaps_lightinfo = NULL;
3749         mod_generatelightmaps_numlights = 0;
3750 }
3751
3752 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3753 {
3754         const svbsp_node_t *node;
3755         const svbsp_node_t *nodes = svbsp->nodes;
3756         int num = 0;
3757         while (num >= 0)
3758         {
3759                 node = nodes + num;
3760                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3761         }
3762         return num == -1; // true if empty, false if solid (shadowed)
3763 }
3764
3765 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3766 {
3767         int i;
3768         float relativepoint[3];
3769         float color[3];
3770         float offsetpos[3];
3771         float dist;
3772         float dist2;
3773         float intensity;
3774         int offsetindex;
3775         int hits;
3776         int tests;
3777         const lightmaplight_t *lightinfo;
3778         trace_t trace;
3779         for (i = 0;i < 5*3;i++)
3780                 sample[i] = 0.0f;
3781         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3782         {
3783                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3784                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3785                 // don't accept light from behind a surface, it causes bad shading
3786                 if (normal && DotProduct(relativepoint, normal) <= 0)
3787                         continue;
3788                 dist2 = VectorLength2(relativepoint);
3789                 if (dist2 >= lightinfo->radius2)
3790                         continue;
3791                 dist = sqrt(dist2) * lightinfo->iradius;
3792                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3793                 if (intensity <= 0)
3794                         continue;
3795                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3796                 {
3797                         hits = 0;
3798                         tests = 1;
3799                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3800                                 hits++;
3801                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3802                         {
3803                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3804                                 if (!normal)
3805                                 {
3806                                         // for light grid we'd better check visibility of the offset point
3807                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3808                                         if (trace.fraction < 1)
3809                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3810                                 }
3811                                 tests++;
3812                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3813                                         hits++;
3814                         }
3815                         if (!hits)
3816                                 continue;
3817                         // scale intensity according to how many rays succeeded
3818                         // we know one test is valid, half of the rest will fail...
3819                         //if (normal && tests > 1)
3820                         //      intensity *= (tests - 1.0f) / tests;
3821                         intensity *= (float)hits / tests;
3822                 }
3823                 // scale down intensity to add to both ambient and diffuse
3824                 //intensity *= 0.5f;
3825                 VectorNormalize(relativepoint);
3826                 VectorScale(lightinfo->color, intensity, color);
3827                 VectorMA(sample    , 0.5f            , color, sample    );
3828                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3829                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3830                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3831                 // calculate a weighted average light direction as well
3832                 intensity *= VectorLength(color);
3833                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3834         }
3835 }
3836
3837 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3838 {
3839         float sample[5*3];
3840         float color[3];
3841         float dir[3];
3842         float f;
3843         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3844         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3845         VectorCopy(sample + 12, dir);
3846         VectorNormalize(dir);
3847         //VectorAdd(dir, normal, dir);
3848         //VectorNormalize(dir);
3849         f = DotProduct(dir, normal);
3850         f = max(0, f) * 255.0f;
3851         VectorScale(sample, f, color);
3852         //VectorCopy(normal, dir);
3853         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3854         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3855         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3856         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3857         lm_bgr[3] = 255;
3858         lm_dir[0] = (unsigned char)dir[2];
3859         lm_dir[1] = (unsigned char)dir[1];
3860         lm_dir[2] = (unsigned char)dir[0];
3861         lm_dir[3] = 255;
3862 }
3863
3864 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3865 {
3866         float sample[5*3];
3867         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3868         VectorCopy(sample, vertex_color);
3869 }
3870
3871 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3872 {
3873         float sample[5*3];
3874         float ambient[3];
3875         float diffuse[3];
3876         float dir[3];
3877         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3878         // calculate the direction we'll use to reduce the sample to a directional light source
3879         VectorCopy(sample + 12, dir);
3880         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3881         VectorNormalize(dir);
3882         // extract the diffuse color along the chosen direction and scale it
3883         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3884         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3885         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3886         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3887         VectorScale(sample, 127.5f, ambient);
3888         VectorMA(ambient, -0.333f, diffuse, ambient);
3889         // encode to the grid format
3890         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3891         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3892         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3893         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3894         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3895         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3896         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3897         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3898         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));}
3899 }
3900
3901 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3902 {
3903         float radius[3];
3904         float temp[3];
3905         int i, j;
3906         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3907         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3908         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3909         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3910         radius[0] = mod_generatelightmaps_lightmapradius.value;
3911         radius[1] = mod_generatelightmaps_vertexradius.value;
3912         radius[2] = mod_generatelightmaps_gridradius.value;
3913         for (i = 0;i < 3;i++)
3914         {
3915                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3916                 {
3917                         VectorRandom(temp);
3918                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3919                 }
3920         }
3921 }
3922
3923 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3924 {
3925         msurface_t *surface;
3926         int surfaceindex;
3927         int i;
3928         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3929         {
3930                 surface = model->data_surfaces + surfaceindex;
3931                 surface->lightmaptexture = NULL;
3932                 surface->deluxemaptexture = NULL;
3933         }
3934         if (model->brushq3.data_lightmaps)
3935         {
3936                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3937                         if (model->brushq3.data_lightmaps[i])
3938                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3939                 Mem_Free(model->brushq3.data_lightmaps);
3940                 model->brushq3.data_lightmaps = NULL;
3941         }
3942         if (model->brushq3.data_deluxemaps)
3943         {
3944                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3945                         if (model->brushq3.data_deluxemaps[i])
3946                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3947                 Mem_Free(model->brushq3.data_deluxemaps);
3948                 model->brushq3.data_deluxemaps = NULL;
3949         }
3950 }
3951
3952 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3953 {
3954         msurface_t *surface;
3955         int surfaceindex;
3956         int vertexindex;
3957         int outvertexindex;
3958         int i;
3959         const int *e;
3960         surfmesh_t oldsurfmesh;
3961         size_t size;
3962         unsigned char *data;
3963         oldsurfmesh = model->surfmesh;
3964         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3965         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3966         size = 0;
3967         size += model->surfmesh.num_vertices * sizeof(float[3]);
3968         size += model->surfmesh.num_vertices * sizeof(float[3]);
3969         size += model->surfmesh.num_vertices * sizeof(float[3]);
3970         size += model->surfmesh.num_vertices * sizeof(float[3]);
3971         size += model->surfmesh.num_vertices * sizeof(float[2]);
3972         size += model->surfmesh.num_vertices * sizeof(float[2]);
3973         size += model->surfmesh.num_vertices * sizeof(float[4]);
3974         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3975         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3976         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3977         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3978         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3979         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3980         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3981         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3982         if (model->surfmesh.num_vertices > 65536)
3983                 model->surfmesh.data_element3s = NULL;
3984
3985         if (model->surfmesh.vertexmesh)
3986                 Mem_Free(model->surfmesh.vertexmesh);
3987         model->surfmesh.vertexmesh = NULL;
3988         if (model->surfmesh.vertex3fbuffer)
3989                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
3990         model->surfmesh.vertex3fbuffer = NULL;
3991         if (model->surfmesh.vertexmeshbuffer)
3992                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3993         model->surfmesh.vertexmeshbuffer = NULL;
3994         if (model->surfmesh.data_element3i_indexbuffer)
3995                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3996         model->surfmesh.data_element3i_indexbuffer = NULL;
3997         if (model->surfmesh.data_element3s_indexbuffer)
3998                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3999         model->surfmesh.data_element3s_indexbuffer = NULL;
4000         if (model->surfmesh.vbo_vertexbuffer)
4001                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
4002         model->surfmesh.vbo_vertexbuffer = 0;
4003
4004         // convert all triangles to unique vertex data
4005         outvertexindex = 0;
4006         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4007         {
4008                 surface = model->data_surfaces + surfaceindex;
4009                 surface->num_firstvertex = outvertexindex;
4010                 surface->num_vertices = surface->num_triangles*3;
4011                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
4012                 for (i = 0;i < surface->num_triangles*3;i++)
4013                 {
4014                         vertexindex = e[i];
4015                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4016                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4017                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4018                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4019                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4020                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4021                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4022                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4023                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4024                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4025                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4026                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4027                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4028                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4029                         if (oldsurfmesh.data_texcoordlightmap2f)
4030                         {
4031                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4032                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4033                         }
4034                         if (oldsurfmesh.data_lightmapcolor4f)
4035                         {
4036                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4037                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4038                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4039                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4040                         }
4041                         else
4042                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4043                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4044                         outvertexindex++;
4045                 }
4046         }
4047         if (model->surfmesh.data_element3s)
4048                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4049                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4050
4051         // find and update all submodels to use this new surfmesh data
4052         for (i = 0;i < model->brush.numsubmodels;i++)
4053                 model->brush.submodels[i]->surfmesh = model->surfmesh;
4054 }
4055
4056 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4057 {
4058         msurface_t *surface;
4059         int surfaceindex;
4060         int i;
4061         int axis;
4062         float normal[3];
4063         const int *e;
4064         lightmaptriangle_t *triangle;
4065         // generate lightmap triangle structs
4066         mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4067         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4068         {
4069                 surface = model->data_surfaces + surfaceindex;
4070                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4071                 for (i = 0;i < surface->num_triangles;i++)
4072                 {
4073                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4074                         triangle->triangleindex = surface->num_firsttriangle+i;
4075                         triangle->surfaceindex = surfaceindex;
4076                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4077                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4078                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4079                         // calculate bounds of triangle
4080                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4081                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4082                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4083                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4084                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4085                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4086                         // pick an axial projection based on the triangle normal
4087                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4088                         axis = 0;
4089                         if (fabs(normal[1]) > fabs(normal[axis]))
4090                                 axis = 1;
4091                         if (fabs(normal[2]) > fabs(normal[axis]))
4092                                 axis = 2;
4093                         triangle->axis = axis;
4094                 }
4095         }
4096 }
4097
4098 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4099 {
4100         if (mod_generatelightmaps_lightmaptriangles)
4101                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4102         mod_generatelightmaps_lightmaptriangles = NULL;
4103 }
4104
4105 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4106
4107 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4108 {
4109         msurface_t *surface;
4110         int surfaceindex;
4111         int lightmapindex;
4112         int lightmapnumber;
4113         int i;
4114         int j;
4115         int k;
4116         int x;
4117         int y;
4118         int axis;
4119         int axis1;
4120         int axis2;
4121         int retry;
4122         int pixeloffset;
4123         float trianglenormal[3];
4124         float samplecenter[3];
4125         float samplenormal[3];
4126         float temp[3];
4127         float lmiscale[2];
4128         float slopex;
4129         float slopey;
4130         float slopebase;
4131         float lmscalepixels;
4132         float lmmins;
4133         float lmmaxs;
4134         float lm_basescalepixels;
4135         int lm_borderpixels;
4136         int lm_texturesize;
4137         //int lm_maxpixels;
4138         const int *e;
4139         lightmaptriangle_t *triangle;
4140         unsigned char *lightmappixels;
4141         unsigned char *deluxemappixels;
4142         mod_alloclightmap_state_t lmstate;
4143         char vabuf[1024];
4144
4145         // generate lightmap projection information for all triangles
4146         if (model->texturepool == NULL)
4147                 model->texturepool = R_AllocTexturePool();
4148         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4149         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4150         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4151         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4152         Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4153         lightmapnumber = 0;
4154         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4155         {
4156                 surface = model->data_surfaces + surfaceindex;
4157                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4158                 lmscalepixels = lm_basescalepixels;
4159                 for (retry = 0;retry < 30;retry++)
4160                 {
4161                         // after a couple failed attempts, degrade quality to make it fit
4162                         if (retry > 1)
4163                                 lmscalepixels *= 0.5f;
4164                         for (i = 0;i < surface->num_triangles;i++)
4165                         {
4166                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4167                                 triangle->lightmapindex = lightmapnumber;
4168                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4169                                 // pick two planar axes for projection
4170                                 // lightmap coordinates here are in pixels
4171                                 // lightmap projections are snapped to pixel grid explicitly, such
4172                                 // that two neighboring triangles sharing an edge and projection
4173                                 // axis will have identical sampl espacing along their shared edge
4174                                 k = 0;
4175                                 for (j = 0;j < 3;j++)
4176                                 {
4177                                         if (j == triangle->axis)
4178                                                 continue;
4179                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4180                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4181                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4182                                         triangle->lmbase[k] = lmmins/lmscalepixels;
4183                                         triangle->lmscale[k] = lmscalepixels;
4184                                         k++;
4185                                 }
4186                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4187                                         break;
4188                         }
4189                         // if all fit in this texture, we're done with this surface
4190                         if (i == surface->num_triangles)
4191                                 break;
4192                         // if we haven't maxed out the lightmap size yet, we retry the
4193                         // entire surface batch...
4194                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4195                         {
4196                                 lm_texturesize *= 2;
4197                                 surfaceindex = -1;
4198                                 lightmapnumber = 0;
4199                                 Mod_AllocLightmap_Free(&lmstate);
4200                                 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4201                                 break;
4202                         }
4203                         // if we have maxed out the lightmap size, and this triangle does
4204                         // not fit in the same texture as the rest of the surface, we have
4205                         // to retry the entire surface in a new texture (can only use one)
4206                         // with multiple retries, the lightmap quality degrades until it
4207                         // fits (or gives up)
4208                         if (surfaceindex > 0)
4209                                 lightmapnumber++;
4210                         Mod_AllocLightmap_Reset(&lmstate);
4211                 }
4212         }
4213         lightmapnumber++;
4214         Mod_AllocLightmap_Free(&lmstate);
4215
4216         // now put triangles together into lightmap textures, and do not allow
4217         // triangles of a surface to go into different textures (as that would
4218         // require rewriting the surface list)
4219         model->brushq3.deluxemapping_modelspace = true;
4220         model->brushq3.deluxemapping = true;
4221         model->brushq3.num_mergedlightmaps = lightmapnumber;
4222         model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4223         model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4224         lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4225         deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4226         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4227         {
4228                 surface = model->data_surfaces + surfaceindex;
4229                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4230                 for (i = 0;i < surface->num_triangles;i++)
4231                 {
4232                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4233                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4234                         VectorNormalize(trianglenormal);
4235                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4236                         axis = triangle->axis;
4237                         axis1 = axis == 0 ? 1 : 0;
4238                         axis2 = axis == 2 ? 1 : 2;
4239                         lmiscale[0] = 1.0f / triangle->lmscale[0];
4240                         lmiscale[1] = 1.0f / triangle->lmscale[1];
4241                         if (trianglenormal[axis] < 0)
4242                                 VectorNegate(trianglenormal, trianglenormal);
4243                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4244                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4245                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4246                         for (j = 0;j < 3;j++)
4247                         {
4248                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4249                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4250                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4251 #if 0
4252                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4253                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4254                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4255                                 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]);
4256 #endif
4257                         }
4258
4259 #if 0
4260                         switch (axis)
4261                         {
4262                         default:
4263                         case 0:
4264                                 forward[0] = 0;
4265                                 forward[1] = 1.0f / triangle->lmscale[0];
4266                                 forward[2] = 0;
4267                                 left[0] = 0;
4268                                 left[1] = 0;
4269                                 left[2] = 1.0f / triangle->lmscale[1];
4270                                 up[0] = 1.0f;
4271                                 up[1] = 0;
4272                                 up[2] = 0;
4273                                 origin[0] = 0;
4274                                 origin[1] = triangle->lmbase[0];
4275                                 origin[2] = triangle->lmbase[1];
4276                                 break;
4277                         case 1:
4278                                 forward[0] = 1.0f / triangle->lmscale[0];
4279                                 forward[1] = 0;
4280                                 forward[2] = 0;
4281                                 left[0] = 0;
4282                                 left[1] = 0;
4283                                 left[2] = 1.0f / triangle->lmscale[1];
4284                                 up[0] = 0;
4285                                 up[1] = 1.0f;
4286                                 up[2] = 0;
4287                                 origin[0] = triangle->lmbase[0];
4288                                 origin[1] = 0;
4289                                 origin[2] = triangle->lmbase[1];
4290                                 break;
4291                         case 2:
4292                                 forward[0] = 1.0f / triangle->lmscale[0];
4293                                 forward[1] = 0;
4294                                 forward[2] = 0;
4295                                 left[0] = 0;
4296                                 left[1] = 1.0f / triangle->lmscale[1];
4297                                 left[2] = 0;
4298                                 up[0] = 0;
4299                                 up[1] = 0;
4300                                 up[2] = 1.0f;
4301                                 origin[0] = triangle->lmbase[0];
4302                                 origin[1] = triangle->lmbase[1];
4303                                 origin[2] = 0;
4304                                 break;
4305                         }
4306                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4307 #endif
4308 #define LM_DIST_EPSILON (1.0f / 32.0f)
4309                         for (y = 0;y < triangle->lmsize[1];y++)
4310                         {
4311                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4312                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4313                                 {
4314                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4315                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4316                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4317                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4318                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4319                                 }
4320                         }
4321                 }
4322         }
4323
4324         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4325         {
4326                 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);
4327                 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);
4328         }
4329
4330         if (lightmappixels)
4331                 Mem_Free(lightmappixels);
4332         if (deluxemappixels)
4333                 Mem_Free(deluxemappixels);
4334
4335         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4336         {
4337                 surface = model->data_surfaces + surfaceindex;
4338                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4339                 if (!surface->num_triangles)
4340                         continue;
4341                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4342                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4343                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4344                 surface->lightmapinfo = NULL;
4345         }
4346
4347         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4348         model->brushq1.lightdata = NULL;
4349         model->brushq1.lightmapupdateflags = NULL;
4350         model->brushq1.firstrender = false;
4351         model->brushq1.num_lightstyles = 0;
4352         model->brushq1.data_lightstyleinfo = NULL;
4353         for (i = 0;i < model->brush.numsubmodels;i++)
4354         {
4355                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4356                 model->brush.submodels[i]->brushq1.firstrender = false;
4357                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4358                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4359         }
4360 }
4361
4362 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4363 {
4364         int i;
4365         for (i = 0;i < model->surfmesh.num_vertices;i++)
4366                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4367 }
4368
4369 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4370 {
4371         int x;
4372         int y;
4373         int z;
4374         int index = 0;
4375         float pos[3];
4376         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4377         {
4378                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4379                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4380                 {
4381                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4382                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4383                         {
4384                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4385                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4386                         }
4387                 }
4388         }
4389 }
4390
4391 extern cvar_t mod_q3bsp_nolightmaps;
4392 static void Mod_GenerateLightmaps(dp_model_t *model)
4393 {
4394         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4395         dp_model_t *oldloadmodel = loadmodel;
4396         loadmodel = model;
4397
4398         Mod_GenerateLightmaps_InitSampleOffsets(model);
4399         Mod_GenerateLightmaps_DestroyLightmaps(model);
4400         Mod_GenerateLightmaps_UnweldTriangles(model);
4401         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4402         Mod_GenerateLightmaps_CreateLights(model);
4403         if(!mod_q3bsp_nolightmaps.integer)
4404                 Mod_GenerateLightmaps_CreateLightmaps(model);
4405         Mod_GenerateLightmaps_UpdateVertexColors(model);
4406         Mod_GenerateLightmaps_UpdateLightGrid(model);
4407         Mod_GenerateLightmaps_DestroyLights(model);
4408         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4409
4410         loadmodel = oldloadmodel;
4411 }
4412
4413 static void Mod_GenerateLightmaps_f(void)
4414 {
4415         if (Cmd_Argc() != 1)
4416         {
4417                 Con_Printf("usage: mod_generatelightmaps\n");
4418                 return;
4419         }
4420         if (!cl.worldmodel)
4421         {
4422                 Con_Printf("no worldmodel loaded\n");
4423                 return;
4424         }
4425         Mod_GenerateLightmaps(cl.worldmodel);
4426 }