]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
vid_null: Fix compiler warning on Windows build
[xonotic/darkplaces.git] / model_brush.c
index a40c8687132880be87500fdc9f5fe9afae57cedd..82eca27ce476872558c5c427ff1858d0582439f3 100644 (file)
@@ -471,7 +471,7 @@ typedef struct findnonsolidlocationinfo_s
 }
 findnonsolidlocationinfo_t;
 
-static void Mod_Q1BSP_FindNonSolidLocation_r_Triangle(findnonsolidlocationinfo_t *info, msurface_t *surface, int k)
+static void Mod_BSP_FindNonSolidLocation_r_Triangle(findnonsolidlocationinfo_t *info, msurface_t *surface, int k)
 {
        int i, *tri;
        float dist, f, vert[3][3], edge[3][3], facenormal[3], edgenormal[3][3], point[3];
@@ -559,7 +559,7 @@ static void Mod_Q1BSP_FindNonSolidLocation_r_Triangle(findnonsolidlocationinfo_t
        }
 }
 
-static void Mod_Q1BSP_FindNonSolidLocation_r_Leaf(findnonsolidlocationinfo_t *info, mleaf_t *leaf)
+static void Mod_BSP_FindNonSolidLocation_r_Leaf(findnonsolidlocationinfo_t *info, mleaf_t *leaf)
 {
        int surfacenum, k, *mark;
        msurface_t *surface;
@@ -572,26 +572,26 @@ static void Mod_Q1BSP_FindNonSolidLocation_r_Leaf(findnonsolidlocationinfo_t *in
                {
                        for (k = 0;k < surface->num_triangles;k++)
                        {
-                               Mod_Q1BSP_FindNonSolidLocation_r_Triangle(info, surface, k);
+                               Mod_BSP_FindNonSolidLocation_r_Triangle(info, surface, k);
                        }
                }
        }
 }
 
-static void Mod_Q1BSP_FindNonSolidLocation_r(findnonsolidlocationinfo_t *info, mnode_t *node)
+static void Mod_BSP_FindNonSolidLocation_r(findnonsolidlocationinfo_t *info, mnode_t *node)
 {
        if (node->plane)
        {
                float f = PlaneDiff(info->center, node->plane);
                if (f >= -info->bestdist)
-                       Mod_Q1BSP_FindNonSolidLocation_r(info, node->children[0]);
+                       Mod_BSP_FindNonSolidLocation_r(info, node->children[0]);
                if (f <= info->bestdist)
-                       Mod_Q1BSP_FindNonSolidLocation_r(info, node->children[1]);
+                       Mod_BSP_FindNonSolidLocation_r(info, node->children[1]);
        }
        else
        {
                if (((mleaf_t *)node)->numleafsurfaces)
-                       Mod_Q1BSP_FindNonSolidLocation_r_Leaf(info, (mleaf_t *)node);
+                       Mod_BSP_FindNonSolidLocation_r_Leaf(info, (mleaf_t *)node);
        }
 }
 
@@ -620,7 +620,7 @@ static void Mod_BSP_FindNonSolidLocation(model_t *model, const vec3_t in, vec3_t
                info.absmax[0] += info.radius + 1;
                info.absmax[1] += info.radius + 1;
                info.absmax[2] += info.radius + 1;
-               Mod_Q1BSP_FindNonSolidLocation_r(&info, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode);
+               Mod_BSP_FindNonSolidLocation_r(&info, model->brush.data_nodes + model->brushq1.hulls[0].firstclipnode);
                VectorAdd(info.center, info.nudge, info.center);
        }
        while (info.bestdist < radius && ++i < 10);
@@ -3375,15 +3375,15 @@ portal_t;
 
 static memexpandablearray_t portalarray;
 
-static void Mod_Q1BSP_RecursiveRecalcNodeBBox(mnode_t *node)
+static void Mod_BSP_RecursiveRecalcNodeBBox(mnode_t *node)
 {
        // process only nodes (leafs already had their box calculated)
        if (!node->plane)
                return;
 
        // calculate children first
-       Mod_Q1BSP_RecursiveRecalcNodeBBox(node->children[0]);
-       Mod_Q1BSP_RecursiveRecalcNodeBBox(node->children[1]);
+       Mod_BSP_RecursiveRecalcNodeBBox(node->children[0]);
+       Mod_BSP_RecursiveRecalcNodeBBox(node->children[1]);
 
        // make combined bounding box from children
        node->mins[0] = min(node->children[0]->mins[0], node->children[1]->mins[0]);
@@ -3517,7 +3517,7 @@ static void Mod_BSP_FinalizePortals(void)
        }
        // now recalculate the node bounding boxes from the leafs
        if (mod_recalculatenodeboxes.integer)
-               Mod_Q1BSP_RecursiveRecalcNodeBBox(loadmodel->brush.data_nodes + loadmodel->brushq1.hulls[0].firstclipnode);
+               Mod_BSP_RecursiveRecalcNodeBBox(loadmodel->brush.data_nodes + loadmodel->brushq1.hulls[0].firstclipnode);
 }
 
 /*
@@ -3636,7 +3636,7 @@ static void Mod_BSP_RecursiveNodePortals(mnode_t *node)
        // TODO: calculate node bounding boxes during recursion and calculate a maximum plane size accordingly to improve precision (as most maps do not need 1 billion unit plane polygons)
        PolygonD_QuadForPlane(nodeportal->points, nodeportal->plane.normal[0], nodeportal->plane.normal[1], nodeportal->plane.normal[2], nodeportal->plane.dist, 1024.0*1024.0*1024.0);
        nodeportal->numpoints = 4;
-       // side = 0;    // shut up compiler warning -> should be no longer needed, Host_Error is declared noreturn now
+
        for (portal = (portal_t *)node->portals;portal;portal = portal->next[side])
        {
                clipplane = portal->plane;
@@ -4123,26 +4123,10 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
                mod->radius = modelradius;
                mod->radius2 = modelradius * modelradius;
 
-               // this gets altered below if sky or water is used
-               mod->DrawSky = NULL;
-               mod->DrawAddWaterPlanes = NULL;
+               Mod_SetDrawSkyAndWater(mod);
 
-               // scan surfaces for sky and water and flag the submodel as possessing these features or not
-               // build lightstyle lists for quick marking of dirty lightmaps when lightstyles flicker
                if (mod->submodelsurfaces_start < mod->submodelsurfaces_end)
                {
-                       for (j = mod->submodelsurfaces_start; j < mod->submodelsurfaces_end; j++)
-                               if (mod->data_surfaces[j].texture->basematerialflags & MATERIALFLAG_SKY)
-                                       break;
-                       if (j < mod->submodelsurfaces_end)
-                               mod->DrawSky = R_Mod_DrawSky;
-
-                       for (j = mod->submodelsurfaces_start;j < mod->submodelsurfaces_end;j++)
-                               if (mod->data_surfaces[j].texture && mod->data_surfaces[j].texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
-                                       break;
-                       if (j < mod->submodelsurfaces_end)
-                               mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
-
                        // build lightstyle update chains
                        // (used to rapidly mark lightmapupdateflags on many surfaces
                        // when d_lightstylevalue changes)
@@ -5066,26 +5050,11 @@ static void Mod_Q2BSP_Load(model_t *mod, void *buffer, void *bufferend)
                mod->radius = modelradius;
                mod->radius2 = modelradius * modelradius;
 
-               // this gets altered below if sky or water is used
-               mod->DrawSky = NULL;
-               mod->DrawAddWaterPlanes = NULL;
+               Mod_SetDrawSkyAndWater(mod);
 
-               // scan surfaces for sky and water and flag the submodel as possessing these features or not
                // build lightstyle lists for quick marking of dirty lightmaps when lightstyles flicker
                if (mod->submodelsurfaces_start < mod->submodelsurfaces_end)
                {
-                       for (j = mod->submodelsurfaces_start;j < mod->submodelsurfaces_end;j++)
-                               if (mod->data_surfaces[j].texture && (mod->data_surfaces[j].texture->basematerialflags & MATERIALFLAG_SKY))
-                                       break;
-                       if (j < mod->submodelsurfaces_end)
-                               mod->DrawSky = R_Mod_DrawSky;
-
-                       for (j = mod->submodelsurfaces_start;j < mod->submodelsurfaces_end;j++)
-                               if (mod->data_surfaces[j].texture && (mod->data_surfaces[j].texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
-                                       break;
-                       if (j < mod->submodelsurfaces_end)
-                               mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
-
                        // build lightstyle update chains
                        // (used to rapidly mark lightmapupdateflags on many surfaces
                        // when d_lightstylevalue changes)
@@ -7564,6 +7533,7 @@ static void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
                loadmodel->brush.submodels = (model_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brush.numsubmodels * sizeof(model_t *));
 
        mod = loadmodel;
+       mod->modelsurfaces_sorted = (int*)Mem_Alloc(loadmodel->mempool, mod->num_surfaces * sizeof(*mod->modelsurfaces_sorted));
        for (i = 0;i < loadmodel->brush.numsubmodels;i++)
        {
                if (i > 0)
@@ -7598,7 +7568,6 @@ static void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
                mod->submodelsurfaces_end = mod->brushq3.data_models[i].firstface + mod->brushq3.data_models[i].numfaces;
                mod->firstmodelbrush = mod->brushq3.data_models[i].firstbrush;
                mod->nummodelbrushes = mod->brushq3.data_models[i].numbrushes;
-               mod->modelsurfaces_sorted = (int *)Mem_Alloc(loadmodel->mempool, mod->num_surfaces * sizeof(*mod->modelsurfaces_sorted));
 
                VectorCopy(mod->brushq3.data_models[i].mins, mod->normalmins);
                VectorCopy(mod->brushq3.data_models[i].maxs, mod->normalmaxs);
@@ -7610,7 +7579,7 @@ static void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
                //printf("Editing model %d... BEFORE re-bounding: %f %f %f - %f %f %f\n", i, mod->normalmins[0], mod->normalmins[1], mod->normalmins[2], mod->normalmaxs[0], mod->normalmaxs[1], mod->normalmaxs[2]);
                for (j = mod->submodelsurfaces_start;j < mod->submodelsurfaces_end;j++)
                {
-                       const msurface_t *surface = mod->data_surfaces + j + mod->submodelsurfaces_start;
+                       const msurface_t *surface = mod->data_surfaces + j;
                        const float *v = mod->surfmesh.data_vertex3f + 3 * surface->num_firstvertex;
                        int k;
                        if (!surface->num_vertices)
@@ -7640,22 +7609,7 @@ static void Mod_Q3BSP_Load(model_t *mod, void *buffer, void *bufferend)
                mod->radius = modelradius;
                mod->radius2 = modelradius * modelradius;
 
-               // this gets altered below if sky or water is used
-               mod->DrawSky = NULL;
-               mod->DrawAddWaterPlanes = NULL;
-
-               for (j = mod->submodelsurfaces_start;j < mod->submodelsurfaces_end;j++)
-                       if (mod->data_surfaces[j].texture && mod->data_surfaces[j].texture->basematerialflags & MATERIALFLAG_SKY)
-                               break;
-               if (j < mod->submodelsurfaces_end)
-                       mod->DrawSky = R_Mod_DrawSky;
-
-               for (j = mod->submodelsurfaces_start; j < mod->submodelsurfaces_end; j++)
-                       if (mod->data_surfaces[j].texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
-                               break;
-               if (j < mod->submodelsurfaces_end)
-                       mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
-
+               Mod_SetDrawSkyAndWater(mod);
                Mod_MakeCollisionBIH(mod, false, &mod->collision_bih);
                Mod_MakeCollisionBIH(mod, true, &mod->render_bih);
 
@@ -7706,6 +7660,518 @@ void Mod_IBSP_Load(model_t *mod, void *buffer, void *bufferend)
                Host_Error("Mod_IBSP_Load: unknown/unsupported version %i", i);
 }
 
+static void Mod_VBSP_LoadEntities(sizebuf_t *sb)
+{
+       loadmodel->brush.entities = NULL;
+       if (!sb->cursize)
+               return;
+       loadmodel->brush.entities = (char *)Mem_Alloc(loadmodel->mempool, sb->cursize + 1);
+       MSG_ReadBytes(sb, sb->cursize, (unsigned char *)loadmodel->brush.entities);
+       loadmodel->brush.entities[sb->cursize] = 0;
+}
+
+static void Mod_VBSP_LoadVertexes(sizebuf_t *sb)
+{
+       mvertex_t       *out;
+       int                     i, count;
+       int                     structsize = 12;
+
+       if (sb->cursize % structsize)
+               Host_Error("Mod_VBSP_LoadVertexes: funny lump size in %s",loadmodel->name);
+       count = sb->cursize / structsize;
+       out = (mvertex_t *)Mem_Alloc(loadmodel->mempool, count*sizeof(*out));
+
+       loadmodel->brushq1.vertexes = out;
+       loadmodel->brushq1.numvertexes = count;
+
+       for ( i=0 ; i<count ; i++, out++)
+       {
+               out->position[0] = MSG_ReadLittleFloat(sb);
+               out->position[1] = MSG_ReadLittleFloat(sb);
+               out->position[2] = MSG_ReadLittleFloat(sb);
+       }
+}
+
+static void Mod_VBSP_LoadEdges(sizebuf_t *sb)
+{
+       medge_t *out;
+       int     i, count;
+       int             structsize = 4;
+
+       if (sb->cursize % structsize)
+               Host_Error("Mod_VBSP_LoadEdges: funny lump size in %s",loadmodel->name);
+       count = sb->cursize / structsize;
+       out = (medge_t *)Mem_Alloc(loadmodel->mempool, count * sizeof(*out));
+
+       loadmodel->brushq1.edges = out;
+       loadmodel->brushq1.numedges = count;
+
+       for ( i=0 ; i<count ; i++, out++)
+       {
+               out->v[0] = (unsigned short)MSG_ReadLittleShort(sb);
+               out->v[1] = (unsigned short)MSG_ReadLittleShort(sb);
+               
+               if ((int)out->v[0] >= loadmodel->brushq1.numvertexes || (int)out->v[1] >= loadmodel->brushq1.numvertexes)
+               {
+                       Con_Printf("Mod_VBSP_LoadEdges: %s has invalid vertex indices in edge %i (vertices %i %i >= numvertices %i)\n", loadmodel->name, i, out->v[0], out->v[1], loadmodel->brushq1.numvertexes);
+                       if(!loadmodel->brushq1.numvertexes)
+                               Host_Error("Mod_VBSP_LoadEdges: %s has edges but no vertexes, cannot fix\n", loadmodel->name);
+                               
+                       out->v[0] = 0;
+                       out->v[1] = 0;
+               }
+       }
+}
+
+static void Mod_VBSP_LoadSurfedges(sizebuf_t *sb)
+{
+       int             i;
+       int structsize = 4;
+
+       if (sb->cursize % structsize)
+               Host_Error("Mod_VBSP_LoadSurfedges: funny lump size in %s",loadmodel->name);
+       loadmodel->brushq1.numsurfedges = sb->cursize / structsize;
+       loadmodel->brushq1.surfedges = (int *)Mem_Alloc(loadmodel->mempool, loadmodel->brushq1.numsurfedges * sizeof(int));
+
+       for (i = 0;i < loadmodel->brushq1.numsurfedges;i++)
+               loadmodel->brushq1.surfedges[i] = MSG_ReadLittleLong(sb);
+}
+
+static void Mod_VBSP_LoadTextures(sizebuf_t *sb)
+{
+       Con_Printf(CON_WARN "Mod_VBSP_LoadTextures: Don't know how to do this yet\n");
+}
+
+static void Mod_VBSP_LoadPlanes(sizebuf_t *sb)
+{
+       int                     i;
+       mplane_t        *out;
+       int structsize = 20;
+
+       if (sb->cursize % structsize)
+               Host_Error("Mod_VBSP_LoadPlanes: funny lump size in %s", loadmodel->name);
+       loadmodel->brush.num_planes = sb->cursize / structsize;
+       loadmodel->brush.data_planes = out = (mplane_t *)Mem_Alloc(loadmodel->mempool, loadmodel->brush.num_planes * sizeof(*out));
+
+       for (i = 0;i < loadmodel->brush.num_planes;i++, out++)
+       {
+               out->normal[0] = MSG_ReadLittleFloat(sb);
+               out->normal[1] = MSG_ReadLittleFloat(sb);
+               out->normal[2] = MSG_ReadLittleFloat(sb);
+               out->dist = MSG_ReadLittleFloat(sb);
+               MSG_ReadLittleLong(sb); // type is not used, we use PlaneClassify
+               PlaneClassify(out);
+       }
+}
+
+static void Mod_VBSP_LoadTexinfo(sizebuf_t *sb)
+{
+       mtexinfo_t *out;
+       int i, j, k, count, miptex;
+       int structsize = 72;
+
+       if (sb->cursize % structsize)
+               Host_Error("Mod_VBSP_LoadTexinfo: funny lump size in %s",loadmodel->name);
+       count = sb->cursize / structsize;
+       out = (mtexinfo_t *)Mem_Alloc(loadmodel->mempool, count * sizeof(*out));
+
+       loadmodel->brushq1.texinfo = out;
+       loadmodel->brushq1.numtexinfo = count;
+
+       for (i = 0;i < count;i++, out++)
+       {
+               for (k = 0;k < 2;k++)
+                       for (j = 0;j < 4;j++)
+                               out->vecs[k][j] = MSG_ReadLittleFloat(sb);
+
+               for (k = 0;k < 2;k++)
+                       for (j = 0;j < 4;j++)
+                               MSG_ReadLittleFloat(sb); // TODO lightmapVecs
+
+               out->q1flags = MSG_ReadLittleLong(sb);
+               miptex = MSG_ReadLittleLong(sb);
+
+               if (out->q1flags & TEX_SPECIAL)
+               {
+                       // if texture chosen is NULL or the shader needs a lightmap,
+                       // force to notexture water shader
+                       out->textureindex = loadmodel->num_textures - 1;
+               }
+               else
+               {
+                       // if texture chosen is NULL, force to notexture
+                       out->textureindex = loadmodel->num_textures - 2;
+               }
+               // see if the specified miptex is valid and try to use it instead
+               if (loadmodel->data_textures)
+               {
+                       if ((unsigned int) miptex >= (unsigned int) loadmodel->num_textures)
+                               Con_Printf("error in model \"%s\": invalid miptex index %i(of %i)\n", loadmodel->name, miptex, loadmodel->num_textures);
+                       else
+                               out->textureindex = miptex;
+               }
+       }
+}
+
+static void Mod_VBSP_LoadFaces(sizebuf_t *sb)
+{
+       msurface_t *surface;
+       int i, j, count, surfacenum, planenum, smax, tmax, ssize, tsize, firstedge, numedges, totalverts, totaltris, lightmapnumber, lightmapsize, totallightmapsamples, lightmapoffset, texinfoindex;
+       float texmins[2], texmaxs[2], val;
+       rtexture_t *lightmaptexture, *deluxemaptexture;
+       char vabuf[1024];
+       int structsize =  56;
+
+       if (sb->cursize % structsize)
+               Host_Error("Mod_VBSP_LoadFaces: funny lump size in %s",loadmodel->name);
+       count = sb->cursize / structsize;
+       loadmodel->data_surfaces = (msurface_t *)Mem_Alloc(loadmodel->mempool, count*sizeof(msurface_t));
+       loadmodel->data_surfaces_lightmapinfo = (msurface_lightmapinfo_t *)Mem_Alloc(loadmodel->mempool, count*sizeof(msurface_lightmapinfo_t));
+
+       loadmodel->num_surfaces = count;
+
+       loadmodel->brushq1.firstrender = true;
+       loadmodel->brushq1.lightmapupdateflags = (unsigned char *)Mem_Alloc(loadmodel->mempool, count*sizeof(unsigned char));
+
+       totalverts = 0;
+       totaltris = 0;
+       for (surfacenum = 0;surfacenum < count;surfacenum++)
+       {
+               numedges = BuffLittleShort(sb->data + structsize * surfacenum + 8);
+               totalverts += numedges;
+               totaltris += numedges - 2;
+       }
+
+       Mod_AllocSurfMesh(loadmodel->mempool, totalverts, totaltris, true, false);
+
+       lightmaptexture = NULL;
+       deluxemaptexture = r_texture_blanknormalmap;
+       lightmapnumber = 0;
+       lightmapsize = bound(256, gl_max_lightmapsize.integer, (int)vid.maxtexturesize_2d);
+       totallightmapsamples = 0;
+
+       totalverts = 0;
+       totaltris = 0;
+       for (surfacenum = 0, surface = loadmodel->data_surfaces;surfacenum < count;surfacenum++, surface++)
+       {
+               surface->lightmapinfo = loadmodel->data_surfaces_lightmapinfo + surfacenum;
+               planenum = (unsigned short)MSG_ReadLittleShort(sb);
+               /*side = */MSG_ReadLittleShort(sb); // TODO support onNode?
+               firstedge = MSG_ReadLittleLong(sb);
+               numedges = (unsigned short)MSG_ReadLittleShort(sb);
+               texinfoindex = (unsigned short)MSG_ReadLittleShort(sb);
+               MSG_ReadLittleLong(sb); // skipping over dispinfo and surfaceFogVolumeID, both short
+               for (i = 0;i < MAXLIGHTMAPS;i++)
+                       surface->lightmapinfo->styles[i] = MSG_ReadByte(sb);
+               lightmapoffset = MSG_ReadLittleLong(sb);
+
+               // FIXME: validate edges, texinfo, etc?
+               if ((unsigned int) firstedge > (unsigned int) loadmodel->brushq1.numsurfedges || (unsigned int) numedges > (unsigned int) loadmodel->brushq1.numsurfedges || (unsigned int) firstedge + (unsigned int) numedges > (unsigned int) loadmodel->brushq1.numsurfedges)
+                       Host_Error("Mod_VBSP_LoadFaces: invalid edge range (firstedge %i, numedges %i, model edges %i)", firstedge, numedges, loadmodel->brushq1.numsurfedges);
+               if ((unsigned int) texinfoindex >= (unsigned int) loadmodel->brushq1.numtexinfo)
+                       Host_Error("Mod_VBSP_LoadFaces: invalid texinfo index %i(model has %i texinfos)", texinfoindex, loadmodel->brushq1.numtexinfo);
+               if ((unsigned int) planenum >= (unsigned int) loadmodel->brush.num_planes)
+                       Host_Error("Mod_VBSP_LoadFaces: invalid plane index %i (model has %i planes)", planenum, loadmodel->brush.num_planes);
+
+               surface->lightmapinfo->texinfo = loadmodel->brushq1.texinfo + texinfoindex;
+               surface->texture = loadmodel->data_textures + surface->lightmapinfo->texinfo->textureindex;
+
+               // Q2BSP doesn't use lightmaps on sky or warped surfaces (water), but still has a lightofs of 0
+               if (lightmapoffset == 0 && (surface->texture->q2flags & (Q2SURF_SKY | Q2SURF_WARP)))
+                       lightmapoffset = -1;
+
+               //surface->flags = surface->texture->flags;
+               //if (LittleShort(in->side))
+               //      surface->flags |= SURF_PLANEBACK;
+               //surface->plane = loadmodel->brush.data_planes + planenum;
+
+               surface->num_firstvertex = totalverts;
+               surface->num_vertices = numedges;
+               surface->num_firsttriangle = totaltris;
+               surface->num_triangles = numedges - 2;
+               totalverts += numedges;
+               totaltris += numedges - 2;
+
+               // convert edges back to a normal polygon
+               for (i = 0;i < surface->num_vertices;i++)
+               {
+                       int lindex = loadmodel->brushq1.surfedges[firstedge + i];
+                       float s, t;
+                       // note: the q1bsp format does not allow a 0 surfedge (it would have no negative counterpart)
+                       if (lindex >= 0)
+                               VectorCopy(loadmodel->brushq1.vertexes[loadmodel->brushq1.edges[lindex].v[0]].position, (loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3);
+                       else
+                               VectorCopy(loadmodel->brushq1.vertexes[loadmodel->brushq1.edges[-lindex].v[1]].position, (loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3);
+                       s = DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3];
+                       t = DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3];
+                       (loadmodel->surfmesh.data_texcoordtexture2f + 2 * surface->num_firstvertex)[i * 2 + 0] = s / surface->texture->width;
+                       (loadmodel->surfmesh.data_texcoordtexture2f + 2 * surface->num_firstvertex)[i * 2 + 1] = t / surface->texture->height;
+                       (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 0] = 0;
+                       (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 1] = 0;
+                       (loadmodel->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i] = 0;
+               }
+
+               for (i = 0;i < surface->num_triangles;i++)
+               {
+                       (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle)[i * 3 + 0] = 0 + surface->num_firstvertex;
+                       (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle)[i * 3 + 1] = i + 1 + surface->num_firstvertex;
+                       (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle)[i * 3 + 2] = i + 2 + surface->num_firstvertex;
+               }
+
+               // compile additional data about the surface geometry
+               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, loadmodel->surfmesh.data_vertex3f, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle), loadmodel->surfmesh.data_normal3f, r_smoothnormals_areaweighting.integer != 0);
+               Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.data_texcoordtexture2f, loadmodel->surfmesh.data_normal3f, (loadmodel->surfmesh.data_element3i + 3 * surface->num_firsttriangle), loadmodel->surfmesh.data_svector3f, loadmodel->surfmesh.data_tvector3f, r_smoothnormals_areaweighting.integer != 0);
+               BoxFromPoints(surface->mins, surface->maxs, surface->num_vertices, (loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex));
+
+               // generate surface extents information
+               texmins[0] = texmaxs[0] = DotProduct((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3];
+               texmins[1] = texmaxs[1] = DotProduct((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3];
+               for (i = 1;i < surface->num_vertices;i++)
+               {
+                       for (j = 0;j < 2;j++)
+                       {
+                               val = DotProduct((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3, surface->lightmapinfo->texinfo->vecs[j]) + surface->lightmapinfo->texinfo->vecs[j][3];
+                               texmins[j] = min(texmins[j], val);
+                               texmaxs[j] = max(texmaxs[j], val);
+                       }
+               }
+               for (i = 0;i < 2;i++)
+               {
+                       surface->lightmapinfo->texturemins[i] = (int) floor(texmins[i] / 16.0) * 16;
+                       surface->lightmapinfo->extents[i] = (int) ceil(texmaxs[i] / 16.0) * 16 - surface->lightmapinfo->texturemins[i];
+               }
+
+               smax = surface->lightmapinfo->extents[0] >> 4;
+               tmax = surface->lightmapinfo->extents[1] >> 4;
+               ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
+               tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
+
+               // lighting info
+               surface->lightmaptexture = NULL;
+               surface->deluxemaptexture = r_texture_blanknormalmap;
+               if (lightmapoffset == -1)
+               {
+                       surface->lightmapinfo->samples = NULL;
+#if 1
+                       // give non-lightmapped water a 1x white lightmap
+                       if (!loadmodel->brush.isq2bsp && surface->texture->name[0] == '*' && (surface->lightmapinfo->texinfo->q1flags & TEX_SPECIAL) && ssize <= 256 && tsize <= 256)
+                       {
+                               surface->lightmapinfo->samples = (unsigned char *)Mem_Alloc(loadmodel->mempool, ssize * tsize * 3);
+                               surface->lightmapinfo->styles[0] = 0;
+                               memset(surface->lightmapinfo->samples, 128, ssize * tsize * 3);
+                       }
+#endif
+               }
+               else
+                       surface->lightmapinfo->samples = loadmodel->brushq1.lightdata + lightmapoffset;
+
+               // check if we should apply a lightmap to this
+               if (!(surface->lightmapinfo->texinfo->q1flags & TEX_SPECIAL) || surface->lightmapinfo->samples)
+               {
+                       if (ssize > 256 || tsize > 256)
+                               Host_Error("Bad surface extents");
+
+                       if (lightmapsize < ssize)
+                               lightmapsize = ssize;
+                       if (lightmapsize < tsize)
+                               lightmapsize = tsize;
+
+                       totallightmapsamples += ssize*tsize;
+
+                       // force lightmap upload on first time seeing the surface
+                       //
+                       // additionally this is used by the later code to see if a
+                       // lightmap is needed on this surface (rather than duplicating the
+                       // logic above)
+                       loadmodel->brushq1.lightmapupdateflags[surfacenum] = true;
+                       loadmodel->lit = true;
+               }
+       }
+
+       // small maps (such as ammo boxes especially) don't need big lightmap
+       // textures, so this code tries to guess a good size based on
+       // totallightmapsamples (size of the lightmaps lump basically), as well as
+       // trying to max out the size if there is a lot of lightmap data to store
+       // additionally, never choose a lightmapsize that is smaller than the
+       // largest surface encountered (as it would fail)
+       i = lightmapsize;
+       for (lightmapsize = 64; (lightmapsize < i) && (lightmapsize < bound(128, gl_max_lightmapsize.integer, (int)vid.maxtexturesize_2d)) && (totallightmapsamples > lightmapsize*lightmapsize); lightmapsize*=2)
+               ;
+
+       // now that we've decided the lightmap texture size, we can do the rest
+       if (cls.state != ca_dedicated)
+       {
+               int stainmapsize = 0;
+               mod_alloclightmap_state_t allocState;
+
+               Mod_AllocLightmap_Init(&allocState, loadmodel->mempool, lightmapsize, lightmapsize);
+               for (surfacenum = 0, surface = loadmodel->data_surfaces;surfacenum < count;surfacenum++, surface++)
+               {
+                       int iu, iv, lightmapx = 0, lightmapy = 0;
+                       float u, v, ubase, vbase, uscale, vscale;
+
+                       if (!loadmodel->brushq1.lightmapupdateflags[surfacenum])
+                               continue;
+
+                       smax = surface->lightmapinfo->extents[0] >> 4;
+                       tmax = surface->lightmapinfo->extents[1] >> 4;
+                       ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
+                       tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
+                       stainmapsize += ssize * tsize * 3;
+
+                       if (!lightmaptexture || !Mod_AllocLightmap_Block(&allocState, ssize, tsize, &lightmapx, &lightmapy))
+                       {
+                               // allocate a texture pool if we need it
+                               if (loadmodel->texturepool == NULL)
+                                       loadmodel->texturepool = R_AllocTexturePool();
+                               // could not find room, make a new lightmap
+                               loadmodel->brushq3.num_mergedlightmaps = lightmapnumber + 1;
+                               loadmodel->brushq3.data_lightmaps = (rtexture_t **)Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_lightmaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_lightmaps[0]));
+                               loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Realloc(loadmodel->mempool, loadmodel->brushq3.data_deluxemaps, loadmodel->brushq3.num_mergedlightmaps * sizeof(loadmodel->brushq3.data_deluxemaps[0]));
+                               loadmodel->brushq3.data_lightmaps[lightmapnumber] = lightmaptexture = R_LoadTexture2D(loadmodel->texturepool, va(vabuf, sizeof(vabuf), "lightmap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, -1, NULL);
+                               if (loadmodel->brushq1.nmaplightdata)
+                                       loadmodel->brushq3.data_deluxemaps[lightmapnumber] = deluxemaptexture = R_LoadTexture2D(loadmodel->texturepool, va(vabuf, sizeof(vabuf), "deluxemap%i", lightmapnumber), lightmapsize, lightmapsize, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_ALLOWUPDATES, -1, NULL);
+                               lightmapnumber++;
+                               Mod_AllocLightmap_Reset(&allocState);
+                               Mod_AllocLightmap_Block(&allocState, ssize, tsize, &lightmapx, &lightmapy);
+                       }
+                       surface->lightmaptexture = lightmaptexture;
+                       surface->deluxemaptexture = deluxemaptexture;
+                       surface->lightmapinfo->lightmaporigin[0] = lightmapx;
+                       surface->lightmapinfo->lightmaporigin[1] = lightmapy;
+
+                       uscale = 1.0f / (float)lightmapsize;
+                       vscale = 1.0f / (float)lightmapsize;
+                       ubase = lightmapx * uscale;
+                       vbase = lightmapy * vscale;
+
+                       for (i = 0;i < surface->num_vertices;i++)
+                       {
+                               u = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[0]) + surface->lightmapinfo->texinfo->vecs[0][3]) + 8 - surface->lightmapinfo->texturemins[0]) * (1.0 / 16.0);
+                               v = ((DotProduct(((loadmodel->surfmesh.data_vertex3f + 3 * surface->num_firstvertex) + i * 3), surface->lightmapinfo->texinfo->vecs[1]) + surface->lightmapinfo->texinfo->vecs[1][3]) + 8 - surface->lightmapinfo->texturemins[1]) * (1.0 / 16.0);
+                               (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 0] = u * uscale + ubase;
+                               (loadmodel->surfmesh.data_texcoordlightmap2f + 2 * surface->num_firstvertex)[i * 2 + 1] = v * vscale + vbase;
+                               // LadyHavoc: calc lightmap data offset for vertex lighting to use
+                               iu = (int) u;
+                               iv = (int) v;
+                               (loadmodel->surfmesh.data_lightmapoffsets + surface->num_firstvertex)[i] = (bound(0, iv, tmax) * ssize + bound(0, iu, smax)) * 3;
+                       }
+               }
+
+               if (cl_stainmaps.integer)
+               {
+                       // allocate stainmaps for permanent marks on walls and clear white
+                       unsigned char *stainsamples = NULL;
+                       stainsamples = (unsigned char *)Mem_Alloc(loadmodel->mempool, stainmapsize);
+                       memset(stainsamples, 255, stainmapsize);
+                       // assign pointers
+                       for (surfacenum = 0, surface = loadmodel->data_surfaces;surfacenum < count;surfacenum++, surface++)
+                       {
+                               if (!loadmodel->brushq1.lightmapupdateflags[surfacenum])
+                                       continue;
+                               ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
+                               tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
+                               surface->lightmapinfo->stainsamples = stainsamples;
+                               stainsamples += ssize * tsize * 3;
+                       }
+               }
+       }
+
+       // generate ushort elements array if possible
+       if (loadmodel->surfmesh.data_element3s)
+               for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
+                       loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
+}
+
+// Valve BSP loader
+// Cloudwalk: Wasn't sober when I wrote this. I screamed and ran away at the face loader
+void Mod_VBSP_Load(model_t *mod, void *buffer, void *bufferend)
+{
+       static cvar_t *testing = NULL; // TEMPORARY
+       int i;
+       sizebuf_t sb;
+       sizebuf_t lumpsb[HL2HEADER_LUMPS];
+
+       if(!testing || !testing->integer)
+       {
+               if(!testing)
+                       testing = Cvar_Get(&cvars_all, "mod_bsp_vbsptest", "0", CF_CLIENT | CF_SERVER, "uhhh");
+               Host_Error("Mod_VBSP_Load: not yet fully implemented. Change the now-generated \"mod_bsp_vbsptest\" to 1 if you wish to test this");
+       }
+       else
+       {
+
+               MSG_InitReadBuffer(&sb, (unsigned char *)buffer, (unsigned char *)bufferend - (unsigned char *)buffer);
+
+               mod->type = mod_brushhl2;
+
+               MSG_ReadLittleLong(&sb);
+               MSG_ReadLittleLong(&sb); // TODO version check
+
+               mod->modeldatatypestring = "VBSP";
+
+               // read lumps
+               for (i = 0; i < HL2HEADER_LUMPS; i++)
+               {
+                       int offset = MSG_ReadLittleLong(&sb);
+                       int size = MSG_ReadLittleLong(&sb);
+                       MSG_ReadLittleLong(&sb); // TODO support version
+                       MSG_ReadLittleLong(&sb); // TODO support ident
+                       if (offset < 0 || offset + size > sb.cursize)
+                               Host_Error("Mod_VBSP_Load: %s has invalid lump %i (offset %i, size %i, file size %i)\n", mod->name, i, offset, size, (int)sb.cursize);
+                       MSG_InitReadBuffer(&lumpsb[i], sb.data + offset, size);
+               }
+
+               MSG_ReadLittleLong(&sb); // TODO support revision field
+
+               mod->soundfromcenter = true;
+               mod->TraceBox = Mod_CollisionBIH_TraceBox;
+               mod->TraceBrush = Mod_CollisionBIH_TraceBrush;
+               mod->TraceLine = Mod_CollisionBIH_TraceLine;
+               mod->TracePoint = Mod_CollisionBIH_TracePoint;
+               mod->PointSuperContents = Mod_CollisionBIH_PointSuperContents;
+               mod->TraceLineAgainstSurfaces = Mod_CollisionBIH_TraceLine;
+               mod->brush.TraceLineOfSight = Mod_Q3BSP_TraceLineOfSight; // probably not correct
+               mod->brush.SuperContentsFromNativeContents = Mod_Q3BSP_SuperContentsFromNativeContents; // probably not correct
+               mod->brush.NativeContentsFromSuperContents = Mod_Q3BSP_NativeContentsFromSuperContents; // probably not correct
+               mod->brush.GetPVS = Mod_BSP_GetPVS;
+               mod->brush.FatPVS = Mod_BSP_FatPVS;
+               mod->brush.BoxTouchingPVS = Mod_BSP_BoxTouchingPVS;
+               mod->brush.BoxTouchingLeafPVS = Mod_BSP_BoxTouchingLeafPVS;
+               mod->brush.BoxTouchingVisibleLeafs = Mod_BSP_BoxTouchingVisibleLeafs;
+               mod->brush.FindBoxClusters = Mod_BSP_FindBoxClusters;
+               mod->brush.LightPoint = Mod_Q3BSP_LightPoint; // probably not correct
+               mod->brush.FindNonSolidLocation = Mod_BSP_FindNonSolidLocation;
+               mod->brush.AmbientSoundLevelsForPoint = NULL;
+               mod->brush.RoundUpToHullSize = NULL;
+               mod->brush.PointInLeaf = Mod_BSP_PointInLeaf;
+               mod->Draw = R_Mod_Draw;
+               mod->DrawDepth = R_Mod_DrawDepth;
+               mod->DrawDebug = R_Mod_DrawDebug;
+               mod->DrawPrepass = R_Mod_DrawPrepass;
+               mod->GetLightInfo = R_Mod_GetLightInfo;
+               mod->CompileShadowMap = R_Mod_CompileShadowMap;
+               mod->DrawShadowMap = R_Mod_DrawShadowMap;
+               mod->DrawLight = R_Mod_DrawLight;
+
+               // allocate a texture pool if we need it
+               if (mod->texturepool == NULL)
+                       mod->texturepool = R_AllocTexturePool();
+
+               Mod_VBSP_LoadEntities(&lumpsb[HL2LUMP_ENTITIES]);
+               Mod_VBSP_LoadVertexes(&lumpsb[HL2LUMP_VERTEXES]);
+               Mod_VBSP_LoadEdges(&lumpsb[HL2LUMP_EDGES]);
+               Mod_VBSP_LoadSurfedges(&lumpsb[HL2LUMP_SURFEDGES]);
+               Mod_VBSP_LoadTextures(&lumpsb[HL2LUMP_TEXDATA/*?*/]);
+               //Mod_VBSP_LoadLighting(&lumpsb[HL2LUMP_LIGHTING]);
+               Mod_VBSP_LoadPlanes(&lumpsb[HL2LUMP_PLANES]);
+               Mod_VBSP_LoadTexinfo(&lumpsb[HL2LUMP_TEXINFO]);
+
+               // AHHHHHHH
+               Mod_VBSP_LoadFaces(&lumpsb[HL2LUMP_FACES]);
+       }
+}
+
 void Mod_MAP_Load(model_t *mod, void *buffer, void *bufferend)
 {
        Host_Error("Mod_MAP_Load: not yet implemented");
@@ -8291,21 +8757,7 @@ void Mod_OBJ_Load(model_t *mod, void *buffer, void *bufferend)
                mod->radius = modelradius;
                mod->radius2 = modelradius * modelradius;
 
-               // this gets altered below if sky or water is used
-               mod->DrawSky = NULL;
-               mod->DrawAddWaterPlanes = NULL;
-
-               for (j = mod->submodelsurfaces_start; j < mod->submodelsurfaces_end; j++)
-                       if (mod->data_surfaces[j].texture->basematerialflags & MATERIALFLAG_SKY)
-                               break;
-               if (j < mod->submodelsurfaces_end)
-                       mod->DrawSky = R_Mod_DrawSky;
-
-               for (j = mod->submodelsurfaces_start; j < mod->submodelsurfaces_end; j++)
-                       if (mod->data_surfaces[j].texture->basematerialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))
-                               break;
-               if (j < mod->submodelsurfaces_end)
-                       mod->DrawAddWaterPlanes = R_Mod_DrawAddWaterPlanes;
+               Mod_SetDrawSkyAndWater(mod);
 
                Mod_MakeCollisionBIH(mod, true, &mod->collision_bih);
                mod->render_bih = mod->collision_bih;