]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
added dpmeshcollisions keyword in shader parsing, this causes all
[xonotic/darkplaces.git] / model_shared.c
index 8e2d2a6424c19ee50d42cbd4c50e463564bbc016..3d2b877c5b405c2635d5065afca1e9c624713dd2 100644 (file)
@@ -92,6 +92,7 @@ static void mod_shutdown(void)
                        Mod_UnloadModel(mod);
 
        Mod_FreeQ3Shaders();
+       Mod_Skeletal_FreeBuffers();
 }
 
 static void mod_newmap(void)
@@ -148,7 +149,6 @@ Mod_Init
 static void Mod_Print(void);
 static void Mod_Precache (void);
 static void Mod_Decompile_f(void);
-static void Mod_BuildVBOs(void);
 static void Mod_GenerateLightmaps_f(void);
 void Mod_Init (void)
 {
@@ -312,6 +312,31 @@ void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
        Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
 }
 
+void Mod_FindPotentialDeforms(dp_model_t *mod)
+{
+       int i, j;
+       texture_t *texture;
+       mod->wantnormals = false;
+       mod->wanttangents = false;
+       for (i = 0;i < mod->num_textures;i++)
+       {
+               texture = mod->data_textures + i;
+               if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
+                       mod->wantnormals = true;
+               for (j = 0;j < Q3MAXDEFORMS;j++)
+               {
+                       if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
+                       {
+                               mod->wanttangents = true;
+                               mod->wantnormals = true;
+                               break;
+                       }
+                       if (texture->deforms[j].deform != Q3DEFORM_NONE)
+                               mod->wantnormals = true;
+               }
+       }
+}
+
 /*
 ==================
 Mod_LoadModel
@@ -448,6 +473,8 @@ dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
                else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
                Mem_Free(buf);
 
+               Mod_FindPotentialDeforms(mod);
+                                       
                buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
                if(buf)
                {
@@ -1149,6 +1176,8 @@ static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
 {
        if (!vid.support.arb_vertex_buffer_object)
                return;
+       if (mesh->vbo)
+               return;
 
        // element buffer is easy because it's just one array
        if (mesh->numtriangles)
@@ -1511,6 +1540,7 @@ static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
 }
 
 extern cvar_t r_picmipworld;
+extern cvar_t mod_q3shader_default_offsetmapping;
 void Mod_LoadQ3Shaders(void)
 {
        int j;
@@ -1551,6 +1581,8 @@ void Mod_LoadQ3Shaders(void)
                        shader.reflectfactor = 1;
                        Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
                        shader.r_water_wateralpha = 1;
+                       shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
+                       shader.offsetscale = 1;
                        shader.specularscalemod = 1;
                        shader.specularpowermod = 1;
 
@@ -1593,7 +1625,11 @@ void Mod_LoadQ3Shaders(void)
                                                {
                                                        if (j < TEXTURE_MAXFRAMES + 4)
                                                        {
-                                                               strlcpy(parameter[j], com_token, sizeof(parameter[j]));
+                                                               // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
+                                                               if(j == 0 && !strncasecmp(com_token, "dp_", 3))
+                                                                       dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
+                                                               else
+                                                                       strlcpy(parameter[j], com_token, sizeof(parameter[j]));
                                                                numparameters = j + 1;
                                                        }
                                                        if (!COM_ParseToken_QuakeC(&text, true))
@@ -1812,7 +1848,11 @@ void Mod_LoadQ3Shaders(void)
                                {
                                        if (j < TEXTURE_MAXFRAMES + 4)
                                        {
-                                               strlcpy(parameter[j], com_token, sizeof(parameter[j]));
+                                               // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
+                                               if(j == 0 && !strncasecmp(com_token, "dp_", 3))
+                                                       dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
+                                               else
+                                                       strlcpy(parameter[j], com_token, sizeof(parameter[j]));
                                                numparameters = j + 1;
                                        }
                                        if (!COM_ParseToken_QuakeC(&text, true))
@@ -1904,6 +1944,10 @@ void Mod_LoadQ3Shaders(void)
                                        shader.dpshadow = true;
                                else if (!strcasecmp(parameter[0], "dpnoshadow"))
                                        shader.dpnoshadow = true;
+                               else if (!strcasecmp(parameter[0], "dpreflectcube"))
+                                       strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
+                               else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
+                                       shader.dpmeshcollisions = true;
                                else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
                                {
                                        // some q3 skies don't have the sky parm set
@@ -1928,19 +1972,19 @@ void Mod_LoadQ3Shaders(void)
                                        shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
                                else if (!strcasecmp(parameter[0], "polygonoffset"))
                                        shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
-                               else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
+                               else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
                                {
                                        shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
                                        shader.refractfactor = atof(parameter[1]);
                                        Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
                                }
-                               else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
+                               else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
                                {
                                        shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
                                        shader.reflectfactor = atof(parameter[1]);
                                        Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
                                }
-                               else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
+                               else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
                                {
                                        shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
                                        shader.reflectmin = atof(parameter[1]);
@@ -1951,14 +1995,26 @@ void Mod_LoadQ3Shaders(void)
                                        Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
                                        shader.r_water_wateralpha = atof(parameter[11]);
                                }
-                               else if (!strcasecmp(parameter[0], "dp_glossintensitymod") && numparameters >= 2)
+                               else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
                                {
                                        shader.specularscalemod = atof(parameter[1]);
                                }
-                               else if (!strcasecmp(parameter[0], "dp_glossexponentmod") && numparameters >= 2)
+                               else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
                                {
                                        shader.specularpowermod = atof(parameter[1]);
                                }
+                               else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
+                               {
+                                       if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
+                                               shader.offsetmapping = OFFSETMAPPING_OFF;
+                                       else if (!strcasecmp(parameter[1], "default"))
+                                               shader.offsetmapping = OFFSETMAPPING_DEFAULT;
+                                       else if (!strcasecmp(parameter[1], "linear"))
+                                               shader.offsetmapping = OFFSETMAPPING_LINEAR;
+                                       else if (!strcasecmp(parameter[1], "relief"))
+                                               shader.offsetmapping = OFFSETMAPPING_RELIEF;
+                                       shader.offsetscale = atof(parameter[2]);
+                               }
                                else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
                                {
                                        int i, deformindex;
@@ -2067,8 +2123,11 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                texflagsmask &= ~TEXF_PICMIP;
        if(!(defaulttexflags & TEXF_COMPRESS))
                texflagsmask &= ~TEXF_COMPRESS;
-       texture->specularscalemod = 1; // unless later loaded from the shader
-       texture->specularpowermod = 1; // unless later loaded from the shader
+       // unless later loaded from the shader
+       texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
+       texture->offsetscale = 1;
+       texture->specularscalemod = 1;
+       texture->specularpowermod = 1; 
        // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
        // HERE, AND Q1BSP LOADING
        // JUST GREP FOR "specularscalemod = 1".
@@ -2206,14 +2265,65 @@ nothing                GL_ZERO GL_ONE
                texture->reflectfactor = shader->reflectfactor;
                Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
                texture->r_water_wateralpha = shader->r_water_wateralpha;
+               texture->offsetmapping = shader->offsetmapping;
+               texture->offsetscale = shader->offsetscale;
                texture->specularscalemod = shader->specularscalemod;
                texture->specularpowermod = shader->specularpowermod;
+               if (shader->dpreflectcube[0])
+                       texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
+
+               // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
+               texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
+               if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
+               if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
+               if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
+               if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
+               if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
+               if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
+
+       //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
+               if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
+               if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
+               if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
+               if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
+               if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
+               if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
+               if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
+               if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
+       //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
+
+               if (shader->dpmeshcollisions)
+                       texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
        }
        else if (!strcmp(texture->name, "noshader") || !texture->name[0])
        {
                if (developer_extra.integer)
                        Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
                texture->surfaceparms = 0;
+               texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
        }
        else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
        {
@@ -2221,6 +2331,7 @@ nothing                GL_ZERO GL_ONE
                        Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
                texture->surfaceparms = 0;
                texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+               texture->supercontents = SUPERCONTENTS_SOLID;
        }
        else
        {
@@ -2228,11 +2339,20 @@ nothing                GL_ZERO GL_ONE
                        Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
                texture->surfaceparms = 0;
                if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
+               {
                        texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
+                       texture->supercontents = SUPERCONTENTS_SOLID;
+               }
                else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
+               {
                        texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+                       texture->supercontents = SUPERCONTENTS_SKY;
+               }
                else
+               {
                        texture->basematerialflags |= MATERIALFLAG_WALL;
+                       texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
+               }
                texture->numskinframes = 1;
                if(cls.state == ca_dedicated)
                {
@@ -2481,7 +2601,7 @@ void Mod_MakeSortedSurfaces(dp_model_t *mod)
        Mem_Free(numsurfacesfortexture);
 }
 
-static void Mod_BuildVBOs(void)
+void Mod_BuildVBOs(void)
 {
        if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
        {
@@ -2498,6 +2618,9 @@ static void Mod_BuildVBOs(void)
 
        if (!vid.support.arb_vertex_buffer_object)
                return;
+       // only build a vbo if one has not already been created (this is important for brush models which load specially)
+       if (loadmodel->surfmesh.vbo)
+               return;
 
        // element buffer is easy because it's just one array
        if (loadmodel->surfmesh.num_triangles)
@@ -2651,9 +2774,6 @@ static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int first
        int poseindex;
        int cornerindex;
        const int *e;
-#if 0
-       const float *pose;
-#endif
        size_t l;
        size_t outbufferpos = 0;
        size_t outbuffermax = 0x100000;
@@ -2686,9 +2806,8 @@ static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int first
                l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
                if (l > 0)
                        outbufferpos += l;
-               for (transformindex = 0;transformindex < model->num_bones;transformindex++ /*, pose += 12 */)
+               for (transformindex = 0;transformindex < model->num_bones;transformindex++)
                {
-                       float a, b, c;
                        float angles[3];
                        float mtest[4][3];
                        matrix4x4_t posematrix;
@@ -2710,12 +2829,11 @@ static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int first
                        if (angles[1] >= 180) angles[1] -= 360;
                        if (angles[2] >= 180) angles[2] -= 360;
 
-                       a = DEG2RAD(angles[ROLL]);
-                       b = DEG2RAD(angles[PITCH]);
-                       c = DEG2RAD(angles[YAW]);
-
 #if 0
 {
+                       float a = DEG2RAD(angles[ROLL]);
+                       float b = DEG2RAD(angles[PITCH]);
+                       float c = DEG2RAD(angles[YAW]);
                        float cy, sy, cp, sp, cr, sr;
                        float test[4][3];
                        // smd matrix construction, for comparing
@@ -2775,12 +2893,19 @@ static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int first
                                        const float *v = model->surfmesh.data_vertex3f + index * 3;
                                        const float *vn = model->surfmesh.data_normal3f + index * 3;
                                        const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
-                                       const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
-                                       const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
-                                            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], wi[1], wf[1], wi[2], wf[2], wi[3], wf[3]);
-                                       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], wi[1], wf[1], wi[2], wf[2]);
-                                       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], wi[1], wf[1]);
-                                       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]);
+                                       const int b = model->surfmesh.blends[index];
+                                       if (b < model->num_bones)
+                                               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]);
+                                       else
+                                       {
+                                               const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
+                                               const unsigned char *wi = w->index;
+                                               const unsigned char *wf = w->influence;
+                                           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);
+                                               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);
+                                               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);
+                                               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]);
+                                       }
                                        if (l > 0)
                                                outbufferpos += l;
                                }
@@ -3051,6 +3176,79 @@ static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
 static int mod_generatelightmaps_numlights;
 static lightmaplight_t *mod_generatelightmaps_lightinfo;
 
+extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
+extern cvar_t r_shadow_lightattenuationdividebias;
+extern cvar_t r_shadow_lightattenuationlinearscale;
+
+static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
+{
+       int i;
+       int index;
+       int result;
+       float relativepoint[3];
+       float color[3];
+       float dir[3];
+       float dist;
+       float dist2;
+       float intensity;
+       float sample[5*3];
+       float lightorigin[3];
+       float lightradius;
+       float lightradius2;
+       float lightiradius;
+       float lightcolor[3];
+       trace_t trace;
+       for (i = 0;i < 5*3;i++)
+               sample[i] = 0.0f;
+       for (index = 0;;index++)
+       {
+               result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
+               if (result < 0)
+                       break;
+               if (result == 0)
+                       continue;
+               lightradius2 = lightradius * lightradius;
+               VectorSubtract(lightorigin, pos, relativepoint);
+               dist2 = VectorLength2(relativepoint);
+               if (dist2 >= lightradius2)
+                       continue;
+               lightiradius = 1.0f / lightradius;
+               dist = sqrt(dist2) * lightiradius;
+               intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
+               if (intensity <= 0)
+                       continue;
+               if (model && model->TraceLine)
+               {
+                       model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
+                       if (trace.fraction < 1)
+                               continue;
+               }
+               // scale down intensity to add to both ambient and diffuse
+               //intensity *= 0.5f;
+               VectorNormalize(relativepoint);
+               VectorScale(lightcolor, intensity, color);
+               VectorMA(sample    , 0.5f            , color, sample    );
+               VectorMA(sample + 3, relativepoint[0], color, sample + 3);
+               VectorMA(sample + 6, relativepoint[1], color, sample + 6);
+               VectorMA(sample + 9, relativepoint[2], color, sample + 9);
+               // calculate a weighted average light direction as well
+               intensity *= VectorLength(color);
+               VectorMA(sample + 12, intensity, relativepoint, sample + 12);
+       }
+       // calculate the direction we'll use to reduce the sample to a directional light source
+       VectorCopy(sample + 12, dir);
+       //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
+       VectorNormalize(dir);
+       // extract the diffuse color along the chosen direction and scale it
+       diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
+       diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
+       diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
+       // subtract some of diffuse from ambient
+       VectorMA(sample, -0.333f, diffuse, ambient);
+       // store the normalized lightdir
+       VectorCopy(dir, lightdir);
+}
+
 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
 {
        int surfaceindex;
@@ -3064,7 +3262,7 @@ static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const
        {
                if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
                        continue;
-               if (R_GetCurrentTexture(surface->texture)->currentmaterialflags & MATERIALFLAG_NOSHADOW)
+               if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
                        continue;
                for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
                {
@@ -3115,7 +3313,6 @@ static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, l
        Mem_Free(nodes);
 }
 
-extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
 {
        int index;
@@ -3182,8 +3379,6 @@ static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, co
        return num == -1; // true if empty, false if solid (shadowed)
 }
 
-extern cvar_t r_shadow_lightattenuationdividebias;
-extern cvar_t r_shadow_lightattenuationlinearscale;
 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
 {
        int i;
@@ -3356,14 +3551,16 @@ static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
        if (model->brushq3.data_lightmaps)
        {
                for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
-                       R_FreeTexture(model->brushq3.data_lightmaps[i]);
+                       if (model->brushq3.data_lightmaps[i])
+                               R_FreeTexture(model->brushq3.data_lightmaps[i]);
                Mem_Free(model->brushq3.data_lightmaps);
                model->brushq3.data_lightmaps = NULL;
        }
        if (model->brushq3.data_deluxemaps)
        {
                for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
-                       R_FreeTexture(model->brushq3.data_deluxemaps[i]);
+                       if (model->brushq3.data_deluxemaps[i])
+                               R_FreeTexture(model->brushq3.data_deluxemaps[i]);
                Mem_Free(model->brushq3.data_deluxemaps);
                model->brushq3.data_deluxemaps = NULL;
        }
@@ -3437,12 +3634,20 @@ static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
                        model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
                        model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
                        model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
-                       model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
-                       model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
-                       model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
-                       model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
-                       model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
-                       model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
+                       if (oldsurfmesh.data_texcoordlightmap2f)
+                       {
+                               model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
+                               model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
+                       }
+                       if (oldsurfmesh.data_lightmapcolor4f)
+                       {
+                               model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
+                               model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
+                               model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
+                               model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
+                       }
+                       else
+                               Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
                        model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
                        outvertexindex++;
                }
@@ -3537,7 +3742,7 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
        float lm_basescalepixels;
        int lm_borderpixels;
        int lm_texturesize;
-       int lm_maxpixels;
+       //int lm_maxpixels;
        const int *e;
        lightmaptriangle_t *triangle;
        unsigned char *lightmappixels;
@@ -3550,7 +3755,7 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
        lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
        lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
        lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
-       lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
+       //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
        Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
        lightmapnumber = 0;
        for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
@@ -3615,7 +3820,9 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
        lightmapnumber++;
        Mod_AllocLightmap_Free(&lmstate);
 
-       // now together lightmap textures
+       // now put triangles together into lightmap textures, and do not allow
+       // triangles of a surface to go into different textures (as that would
+       // require rewriting the surface list)
        model->brushq3.deluxemapping_modelspace = true;
        model->brushq3.deluxemapping = true;
        model->brushq3.num_mergedlightmaps = lightmapnumber;
@@ -3741,6 +3948,21 @@ static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
                lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
                surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
                surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
+               surface->lightmapinfo = NULL;
+       }
+
+       model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
+       model->brushq1.lightdata = NULL;
+       model->brushq1.lightmapupdateflags = NULL;
+       model->brushq1.firstrender = false;
+       model->brushq1.num_lightstyles = 0;
+       model->brushq1.data_lightstyleinfo = NULL;
+       for (i = 0;i < model->brush.numsubmodels;i++)
+       {
+               model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
+               model->brush.submodels[i]->brushq1.firstrender = false;
+               model->brush.submodels[i]->brushq1.num_lightstyles = 0;
+               model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
        }
 }