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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 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 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
240 {
241         const char *bufptr;
242         const char *name;
243         int start, len;
244         float fps;
245         unsigned int i;
246         qboolean loop;
247
248         bufptr = buf;
249         i = 0;
250         for(;;)
251         {
252                 // an anim scene!
253                 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
254                         break;
255                 if (!strcmp(com_token, "\n"))
256                         continue; // empty line
257                 start = atoi(com_token);
258                 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
259                         break;
260                 if (!strcmp(com_token, "\n"))
261                 {
262                         Con_Printf("framegroups file: missing number of frames\n");
263                         continue;
264                 }
265                 len = atoi(com_token);
266                 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
267                         break;
268                 // we default to looping as it's usually wanted, so to NOT loop you append a 0
269                 if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
270                 {
271                         fps = atof(com_token);
272                         if (!COM_ParseToken_Simple(&bufptr, true, false, false))
273                                 break;
274                         if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
275                                 loop = atoi(com_token) != 0;
276                         else
277                                 loop = true;
278                 }
279                 else
280                 {
281                         fps = 20;
282                         loop = true;
283                 }
284
285                 name = NULL;
286                 if(!strcmp(com_token, "//"))
287                 {
288                         if (COM_ParseToken_Simple(&bufptr, true, false, false))
289                         {
290                                 if(strcmp(com_token, "\n"))
291                                 {
292                                         name = com_token;
293                                         // skip to EOL
294                                         while (*bufptr && *bufptr != '\n' && *bufptr != '\r')
295                                                 bufptr++;
296                                 }
297                         }
298                 }
299
300                 if(cb)
301                         cb(i, start, len, fps, loop, name, pass);
302                 ++i;
303         }
304
305         return i;
306 }
307
308 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
309 {
310         dp_model_t *mod = (dp_model_t *) pass;
311         animscene_t *anim = &mod->animscenes[i];
312         if(name)
313                 strlcpy(anim->name, name, sizeof(anim[i].name));
314         else
315                 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
316         anim->firstframe = bound(0, start, mod->num_poses - 1);
317         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
318         anim->framerate = max(1, fps);
319         anim->loop = !!loop;
320         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
321 }
322
323 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
324 {
325         unsigned int cnt;
326
327         // 0. count
328         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
329         if(!cnt)
330         {
331                 Con_Printf("no scene found in framegroups file, aborting\n");
332                 return;
333         }
334         mod->numframes = cnt;
335
336         // 1. reallocate
337         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
338         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
339
340         // 2. parse
341         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
342 }
343
344 void Mod_FindPotentialDeforms(dp_model_t *mod)
345 {
346         int i, j;
347         texture_t *texture;
348         mod->wantnormals = false;
349         mod->wanttangents = false;
350         for (i = 0;i < mod->num_textures;i++)
351         {
352                 texture = mod->data_textures + i;
353                 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
354                         mod->wantnormals = true;
355                 for (j = 0;j < Q3MAXDEFORMS;j++)
356                 {
357                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
358                         {
359                                 mod->wanttangents = true;
360                                 mod->wantnormals = true;
361                                 break;
362                         }
363                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
364                                 mod->wantnormals = true;
365                 }
366         }
367 }
368
369 /*
370 ==================
371 Mod_LoadModel
372
373 Loads a model
374 ==================
375 */
376 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
377 {
378         int num;
379         unsigned int crc;
380         void *buf;
381         fs_offset_t filesize = 0;
382
383         mod->used = true;
384
385         if (mod->name[0] == '*') // submodel
386                 return mod;
387         
388         if (!strcmp(mod->name, "null"))
389         {
390                 if(mod->loaded)
391                         return mod;
392
393                 if (mod->loaded || mod->mempool)
394                         Mod_UnloadModel(mod);
395
396                 if (developer_loading.integer)
397                         Con_Printf("loading model %s\n", mod->name);
398
399                 mod->used = true;
400                 mod->crc = (unsigned int)-1;
401                 mod->loaded = false;
402
403                 VectorClear(mod->normalmins);
404                 VectorClear(mod->normalmaxs);
405                 VectorClear(mod->yawmins);
406                 VectorClear(mod->yawmaxs);
407                 VectorClear(mod->rotatedmins);
408                 VectorClear(mod->rotatedmaxs);
409
410                 mod->modeldatatypestring = "null";
411                 mod->type = mod_null;
412                 mod->Draw = R_Model_Null_Draw;
413                 mod->numframes = 2;
414                 mod->numskins = 1;
415
416                 // no fatal errors occurred, so this model is ready to use.
417                 mod->loaded = true;
418
419                 return mod;
420         }
421
422         crc = 0;
423         buf = NULL;
424
425         // even if the model is loaded it still may need reloading...
426
427         // if it is not loaded or checkdisk is true we need to calculate the crc
428         if (!mod->loaded || checkdisk)
429         {
430                 if (checkdisk && mod->loaded)
431                         Con_DPrintf("checking model %s\n", mod->name);
432                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
433                 if (buf)
434                 {
435                         crc = CRC_Block((unsigned char *)buf, filesize);
436                         // we need to reload the model if the crc does not match
437                         if (mod->crc != crc)
438                                 mod->loaded = false;
439                 }
440         }
441
442         // if the model is already loaded and checks passed, just return
443         if (mod->loaded)
444         {
445                 if (buf)
446                         Mem_Free(buf);
447                 return mod;
448         }
449
450         if (developer_loading.integer)
451                 Con_Printf("loading model %s\n", mod->name);
452         
453         SCR_PushLoadingScreen(true, mod->name, 1);
454
455         // LordHavoc: unload the existing model in this slot (if there is one)
456         if (mod->loaded || mod->mempool)
457                 Mod_UnloadModel(mod);
458
459         // load the model
460         mod->used = true;
461         mod->crc = crc;
462         // errors can prevent the corresponding mod->loaded = true;
463         mod->loaded = false;
464
465         // default model radius and bounding box (mainly for missing models)
466         mod->radius = 16;
467         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
468         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
469         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
470         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
471         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
472         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
473
474         if (!q3shaders_mem)
475         {
476                 // load q3 shaders for the first time, or after a level change
477                 Mod_LoadQ3Shaders();
478         }
479
480         if (buf)
481         {
482                 char *bufend = (char *)buf + filesize;
483
484                 // all models use memory, so allocate a memory pool
485                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
486
487                 num = LittleLong(*((int *)buf));
488                 // call the apropriate loader
489                 loadmodel = mod;
490                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
491                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
492                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
493                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
494                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
495                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
496                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
497                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
498                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
499                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
500                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
501                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
502                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
503                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
504                 Mem_Free(buf);
505
506                 Mod_FindPotentialDeforms(mod);
507                                         
508                 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
509                 if(buf)
510                 {
511                         Mod_FrameGroupify(mod, (const char *)buf);
512                         Mem_Free(buf);
513                 }
514
515                 Mod_BuildVBOs();
516         }
517         else if (crash)
518         {
519                 // LordHavoc: Sys_Error was *ANNOYING*
520                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
521         }
522
523         // no fatal errors occurred, so this model is ready to use.
524         mod->loaded = true;
525
526         SCR_PopLoadingScreen(false);
527
528         return mod;
529 }
530
531 void Mod_ClearUsed(void)
532 {
533         int i;
534         int nummodels = Mem_ExpandableArray_IndexRange(&models);
535         dp_model_t *mod;
536         for (i = 0;i < nummodels;i++)
537                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
538                         mod->used = false;
539 }
540
541 void Mod_PurgeUnused(void)
542 {
543         int i;
544         int nummodels = Mem_ExpandableArray_IndexRange(&models);
545         dp_model_t *mod;
546         for (i = 0;i < nummodels;i++)
547         {
548                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
549                 {
550                         Mod_UnloadModel(mod);
551                         Mem_ExpandableArray_FreeRecord(&models, mod);
552                 }
553         }
554 }
555
556 /*
557 ==================
558 Mod_FindName
559
560 ==================
561 */
562 dp_model_t *Mod_FindName(const char *name, const char *parentname)
563 {
564         int i;
565         int nummodels;
566         dp_model_t *mod;
567
568         if (!parentname)
569                 parentname = "";
570
571         // if we're not dedicatd, the renderer calls will crash without video
572         Host_StartVideo();
573
574         nummodels = Mem_ExpandableArray_IndexRange(&models);
575
576         if (!name[0])
577                 Host_Error ("Mod_ForName: NULL name");
578
579         // search the currently loaded models
580         for (i = 0;i < nummodels;i++)
581         {
582                 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))))
583                 {
584                         mod->used = true;
585                         return mod;
586                 }
587         }
588
589         // no match found, create a new one
590         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
591         strlcpy(mod->name, name, sizeof(mod->name));
592         if (parentname[0])
593                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
594         else
595                 mod->brush.parentmodel = NULL;
596         mod->loaded = false;
597         mod->used = true;
598         return mod;
599 }
600
601 /*
602 ==================
603 Mod_ForName
604
605 Loads in a model for the given name
606 ==================
607 */
608 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
609 {
610         dp_model_t *model;
611         model = Mod_FindName(name, parentname);
612         if (!model->loaded || checkdisk)
613                 Mod_LoadModel(model, crash, checkdisk);
614         return model;
615 }
616
617 /*
618 ==================
619 Mod_Reload
620
621 Reloads all models if they have changed
622 ==================
623 */
624 void Mod_Reload(void)
625 {
626         int i, count;
627         int nummodels = Mem_ExpandableArray_IndexRange(&models);
628         dp_model_t *mod;
629
630         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
631         count = 0;
632         for (i = 0;i < nummodels;i++)
633                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
634                         ++count;
635         for (i = 0;i < nummodels;i++)
636                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
637                 {
638                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
639                         Mod_LoadModel(mod, true, true);
640                         SCR_PopLoadingScreen(false);
641                 }
642         SCR_PopLoadingScreen(false);
643 }
644
645 unsigned char *mod_base;
646
647
648 //=============================================================================
649
650 /*
651 ================
652 Mod_Print
653 ================
654 */
655 static void Mod_Print(void)
656 {
657         int i;
658         int nummodels = Mem_ExpandableArray_IndexRange(&models);
659         dp_model_t *mod;
660
661         Con_Print("Loaded models:\n");
662         for (i = 0;i < nummodels;i++)
663         {
664                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
665                 {
666                         if (mod->brush.numsubmodels)
667                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
668                         else
669                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
670                 }
671         }
672 }
673
674 /*
675 ================
676 Mod_Precache
677 ================
678 */
679 static void Mod_Precache(void)
680 {
681         if (Cmd_Argc() == 2)
682                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
683         else
684                 Con_Print("usage: modelprecache <filename>\n");
685 }
686
687 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
688 {
689         int i, count;
690         unsigned char *used;
691         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
692         memset(used, 0, numvertices);
693         for (i = 0;i < numelements;i++)
694                 used[elements[i]] = 1;
695         for (i = 0, count = 0;i < numvertices;i++)
696                 remapvertices[i] = used[i] ? count++ : -1;
697         Mem_Free(used);
698         return count;
699 }
700
701 #if 1
702 // fast way, using an edge hash
703 #define TRIANGLEEDGEHASH 8192
704 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
705 {
706         int i, j, p, e1, e2, *n, hashindex, count, match;
707         const int *e;
708         typedef struct edgehashentry_s
709         {
710                 struct edgehashentry_s *next;
711                 int triangle;
712                 int element[2];
713         }
714         edgehashentry_t;
715         static edgehashentry_t **edgehash;
716         edgehashentry_t *edgehashentries, *hash;
717         if (!numtriangles)
718                 return;
719         edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
720         // if there are too many triangles for the stack array, allocate larger buffer
721         edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
722         // find neighboring triangles
723         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
724         {
725                 for (j = 0, p = 2;j < 3;p = j, j++)
726                 {
727                         e1 = e[p];
728                         e2 = e[j];
729                         // this hash index works for both forward and backward edges
730                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
731                         hash = edgehashentries + i * 3 + j;
732                         hash->next = edgehash[hashindex];
733                         edgehash[hashindex] = hash;
734                         hash->triangle = i;
735                         hash->element[0] = e1;
736                         hash->element[1] = e2;
737                 }
738         }
739         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
740         {
741                 for (j = 0, p = 2;j < 3;p = j, j++)
742                 {
743                         e1 = e[p];
744                         e2 = e[j];
745                         // this hash index works for both forward and backward edges
746                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
747                         count = 0;
748                         match = -1;
749                         for (hash = edgehash[hashindex];hash;hash = hash->next)
750                         {
751                                 if (hash->element[0] == e2 && hash->element[1] == e1)
752                                 {
753                                         if (hash->triangle != i)
754                                                 match = hash->triangle;
755                                         count++;
756                                 }
757                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
758                                         count++;
759                         }
760                         // detect edges shared by three triangles and make them seams
761                         if (count > 2)
762                                 match = -1;
763                         n[p] = match;
764                 }
765
766                 // also send a keepalive here (this can take a while too!)
767                 CL_KeepaliveMessage(false);
768         }
769         // free the allocated buffer
770         Mem_Free(edgehashentries);
771         Mem_Free(edgehash);
772 }
773 #else
774 // very slow but simple way
775 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
776 {
777         int i, match, count;
778         count = 0;
779         match = -1;
780         for (i = 0;i < numtriangles;i++, elements += 3)
781         {
782                      if ((elements[0] == start && elements[1] == end)
783                       || (elements[1] == start && elements[2] == end)
784                       || (elements[2] == start && elements[0] == end))
785                 {
786                         if (i != ignore)
787                                 match = i;
788                         count++;
789                 }
790                 else if ((elements[1] == start && elements[0] == end)
791                       || (elements[2] == start && elements[1] == end)
792                       || (elements[0] == start && elements[2] == end))
793                         count++;
794         }
795         // detect edges shared by three triangles and make them seams
796         if (count > 2)
797                 match = -1;
798         return match;
799 }
800
801 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
802 {
803         int i, *n;
804         const int *e;
805         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
806         {
807                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
808                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
809                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
810         }
811 }
812 #endif
813
814 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
815 {
816         int i, warned = false, endvertex = firstvertex + numverts;
817         for (i = 0;i < numtriangles * 3;i++)
818         {
819                 if (elements[i] < firstvertex || elements[i] >= endvertex)
820                 {
821                         if (!warned)
822                         {
823                                 warned = true;
824                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
825                         }
826                         elements[i] = firstvertex;
827                 }
828         }
829 }
830
831 // warning: this is an expensive function!
832 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
833 {
834         int i, j;
835         const int *element;
836         float *vectorNormal;
837         float areaNormal[3];
838         // clear the vectors
839         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
840         // process each vertex of each triangle and accumulate the results
841         // use area-averaging, to make triangles with a big area have a bigger
842         // weighting on the vertex normal than triangles with a small area
843         // to do so, just add the 'normals' together (the bigger the area
844         // the greater the length of the normal is
845         element = elements;
846         for (i = 0; i < numtriangles; i++, element += 3)
847         {
848                 TriangleNormal(
849                         vertex3f + element[0] * 3,
850                         vertex3f + element[1] * 3,
851                         vertex3f + element[2] * 3,
852                         areaNormal
853                         );
854
855                 if (!areaweighting)
856                         VectorNormalize(areaNormal);
857
858                 for (j = 0;j < 3;j++)
859                 {
860                         vectorNormal = normal3f + element[j] * 3;
861                         vectorNormal[0] += areaNormal[0];
862                         vectorNormal[1] += areaNormal[1];
863                         vectorNormal[2] += areaNormal[2];
864                 }
865         }
866         // and just normalize the accumulated vertex normal in the end
867         vectorNormal = normal3f + 3 * firstvertex;
868         for (i = 0; i < numvertices; i++, vectorNormal += 3)
869                 VectorNormalize(vectorNormal);
870 }
871
872 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)
873 {
874         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
875         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
876         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
877
878         // 6 multiply, 9 subtract
879         VectorSubtract(v1, v0, v10);
880         VectorSubtract(v2, v0, v20);
881         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
882         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
883         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
884         // 12 multiply, 10 subtract
885         tc10[1] = tc1[1] - tc0[1];
886         tc20[1] = tc2[1] - tc0[1];
887         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
888         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
889         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
890         tc10[0] = tc1[0] - tc0[0];
891         tc20[0] = tc2[0] - tc0[0];
892         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
893         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
894         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
895         // 12 multiply, 4 add, 6 subtract
896         f = DotProduct(svector3f, normal3f);
897         svector3f[0] -= f * normal3f[0];
898         svector3f[1] -= f * normal3f[1];
899         svector3f[2] -= f * normal3f[2];
900         f = DotProduct(tvector3f, normal3f);
901         tvector3f[0] -= f * normal3f[0];
902         tvector3f[1] -= f * normal3f[1];
903         tvector3f[2] -= f * normal3f[2];
904         // if texture is mapped the wrong way (counterclockwise), the tangents
905         // have to be flipped, this is detected by calculating a normal from the
906         // two tangents, and seeing if it is opposite the surface normal
907         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
908         CrossProduct(tvector3f, svector3f, tangentcross);
909         if (DotProduct(tangentcross, normal3f) < 0)
910         {
911                 VectorNegate(svector3f, svector3f);
912                 VectorNegate(tvector3f, tvector3f);
913         }
914 }
915
916 // warning: this is a very expensive function!
917 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)
918 {
919         int i, tnum;
920         float sdir[3], tdir[3], normal[3], *sv, *tv;
921         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
922         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
923         const int *e;
924         // clear the vectors
925         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
926         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
927         // process each vertex of each triangle and accumulate the results
928         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
929         {
930                 v0 = vertex3f + e[0] * 3;
931                 v1 = vertex3f + e[1] * 3;
932                 v2 = vertex3f + e[2] * 3;
933                 tc0 = texcoord2f + e[0] * 2;
934                 tc1 = texcoord2f + e[1] * 2;
935                 tc2 = texcoord2f + e[2] * 2;
936
937                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
938                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
939
940                 // calculate the edge directions and surface normal
941                 // 6 multiply, 9 subtract
942                 VectorSubtract(v1, v0, v10);
943                 VectorSubtract(v2, v0, v20);
944                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
945                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
946                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
947
948                 // calculate the tangents
949                 // 12 multiply, 10 subtract
950                 tc10[1] = tc1[1] - tc0[1];
951                 tc20[1] = tc2[1] - tc0[1];
952                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
953                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
954                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
955                 tc10[0] = tc1[0] - tc0[0];
956                 tc20[0] = tc2[0] - tc0[0];
957                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
958                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
959                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
960
961                 // if texture is mapped the wrong way (counterclockwise), the tangents
962                 // have to be flipped, this is detected by calculating a normal from the
963                 // two tangents, and seeing if it is opposite the surface normal
964                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
965                 CrossProduct(tdir, sdir, tangentcross);
966                 if (DotProduct(tangentcross, normal) < 0)
967                 {
968                         VectorNegate(sdir, sdir);
969                         VectorNegate(tdir, tdir);
970                 }
971
972                 if (!areaweighting)
973                 {
974                         VectorNormalize(sdir);
975                         VectorNormalize(tdir);
976                 }
977                 for (i = 0;i < 3;i++)
978                 {
979                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
980                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
981                 }
982         }
983         // make the tangents completely perpendicular to the surface normal, and
984         // then normalize them
985         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
986         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
987         {
988                 f = -DotProduct(sv, n);
989                 VectorMA(sv, f, n, sv);
990                 VectorNormalize(sv);
991                 f = -DotProduct(tv, n);
992                 VectorMA(tv, f, n, tv);
993                 VectorNormalize(tv);
994         }
995 }
996
997 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
998 {
999         unsigned char *data;
1000         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));
1001         loadmodel->surfmesh.num_vertices = numvertices;
1002         loadmodel->surfmesh.num_triangles = numtriangles;
1003         if (loadmodel->surfmesh.num_vertices)
1004         {
1005                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1006                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1007                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1008                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1009                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1010                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1011                 if (vertexcolors)
1012                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1013                 if (lightmapoffsets)
1014                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1015         }
1016         if (loadmodel->surfmesh.num_triangles)
1017         {
1018                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1019                 if (neighbors)
1020                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1021                 if (loadmodel->surfmesh.num_vertices <= 65536)
1022                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1023         }
1024 }
1025
1026 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)
1027 {
1028         shadowmesh_t *newmesh;
1029         unsigned char *data;
1030         int size;
1031         size = sizeof(shadowmesh_t);
1032         size += maxverts * sizeof(float[3]);
1033         if (light)
1034                 size += maxverts * sizeof(float[11]);
1035         size += maxtriangles * sizeof(int[3]);
1036         if (maxverts <= 65536)
1037                 size += maxtriangles * sizeof(unsigned short[3]);
1038         if (neighbors)
1039                 size += maxtriangles * sizeof(int[3]);
1040         if (expandable)
1041                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1042         data = (unsigned char *)Mem_Alloc(mempool, size);
1043         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1044         newmesh->map_diffuse = map_diffuse;
1045         newmesh->map_specular = map_specular;
1046         newmesh->map_normal = map_normal;
1047         newmesh->maxverts = maxverts;
1048         newmesh->maxtriangles = maxtriangles;
1049         newmesh->numverts = 0;
1050         newmesh->numtriangles = 0;
1051         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1052         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1053
1054         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1055         if (light)
1056         {
1057                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1058                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1059                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1060                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1061         }
1062         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1063         if (neighbors)
1064         {
1065                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1066         }
1067         if (expandable)
1068         {
1069                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1070                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1071         }
1072         if (maxverts <= 65536)
1073                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1074         return newmesh;
1075 }
1076
1077 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1078 {
1079         shadowmesh_t *newmesh;
1080         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1081         newmesh->numverts = oldmesh->numverts;
1082         newmesh->numtriangles = oldmesh->numtriangles;
1083         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1084         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1085
1086         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1087         if (newmesh->svector3f && oldmesh->svector3f)
1088         {
1089                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1090                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1091                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1092                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1093         }
1094         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1095         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1096                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1097         return newmesh;
1098 }
1099
1100 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1101 {
1102         int hashindex, vnum;
1103         shadowmeshvertexhash_t *hash;
1104         // this uses prime numbers intentionally
1105         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1106         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1107         {
1108                 vnum = (hash - mesh->vertexhashentries);
1109                 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]))
1110                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1111                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1112                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1113                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1114                         return hash - mesh->vertexhashentries;
1115         }
1116         vnum = mesh->numverts++;
1117         hash = mesh->vertexhashentries + vnum;
1118         hash->next = mesh->vertexhashtable[hashindex];
1119         mesh->vertexhashtable[hashindex] = hash;
1120         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1121         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1122         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1123         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1124         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1125         return vnum;
1126 }
1127
1128 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1129 {
1130         if (mesh->numtriangles == 0)
1131         {
1132                 // set the properties on this empty mesh to be more favorable...
1133                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1134                 mesh->map_diffuse = map_diffuse;
1135                 mesh->map_specular = map_specular;
1136                 mesh->map_normal = map_normal;
1137         }
1138         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)
1139         {
1140                 if (mesh->next == NULL)
1141                         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);
1142                 mesh = mesh->next;
1143         }
1144         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1145         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1146         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1147         mesh->numtriangles++;
1148 }
1149
1150 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)
1151 {
1152         int i, j, e;
1153         float vbuf[3*14], *v;
1154         memset(vbuf, 0, sizeof(vbuf));
1155         for (i = 0;i < numtris;i++)
1156         {
1157                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1158                 {
1159                         e = *element3i++;
1160                         if (vertex3f)
1161                         {
1162                                 v[0] = vertex3f[e * 3 + 0];
1163                                 v[1] = vertex3f[e * 3 + 1];
1164                                 v[2] = vertex3f[e * 3 + 2];
1165                         }
1166                         if (svector3f)
1167                         {
1168                                 v[3] = svector3f[e * 3 + 0];
1169                                 v[4] = svector3f[e * 3 + 1];
1170                                 v[5] = svector3f[e * 3 + 2];
1171                         }
1172                         if (tvector3f)
1173                         {
1174                                 v[6] = tvector3f[e * 3 + 0];
1175                                 v[7] = tvector3f[e * 3 + 1];
1176                                 v[8] = tvector3f[e * 3 + 2];
1177                         }
1178                         if (normal3f)
1179                         {
1180                                 v[9] = normal3f[e * 3 + 0];
1181                                 v[10] = normal3f[e * 3 + 1];
1182                                 v[11] = normal3f[e * 3 + 2];
1183                         }
1184                         if (texcoord2f)
1185                         {
1186                                 v[12] = texcoord2f[e * 2 + 0];
1187                                 v[13] = texcoord2f[e * 2 + 1];
1188                         }
1189                 }
1190                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1191         }
1192
1193         // the triangle calculation can take a while, so let's do a keepalive here
1194         CL_KeepaliveMessage(false);
1195 }
1196
1197 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)
1198 {
1199         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1200         CL_KeepaliveMessage(false);
1201
1202         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1203 }
1204
1205 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1206 {
1207         if (!mesh->numverts)
1208                 return;
1209
1210         // build r_vertexmesh_t array
1211         // (compressed interleaved array for D3D)
1212         if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1213         {
1214                 int vertexindex;
1215                 int numvertices = mesh->numverts;
1216                 r_vertexmesh_t *vertexmesh;
1217                 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1218                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1219                 {
1220                         VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1221                         VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1222                         VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1223                         VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1224                         Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1225                 }
1226         }
1227
1228         // upload r_vertexmesh_t array as a buffer
1229         if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1230                 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1231
1232         // upload vertex3f array as a buffer
1233         if (mesh->vertex3f && !mesh->vertex3fbuffer)
1234                 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1235
1236         // upload short indices as a buffer
1237         if (mesh->element3s && !mesh->element3s_indexbuffer)
1238                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1239
1240         // upload int indices as a buffer
1241         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1242                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1243
1244         // vertex buffer is several arrays and we put them in the same buffer
1245         //
1246         // is this wise?  the texcoordtexture2f array is used with dynamic
1247         // vertex/svector/tvector/normal when rendering animated models, on the
1248         // other hand animated models don't use a lot of vertices anyway...
1249         if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1250         {
1251                 size_t size;
1252                 unsigned char *mem;
1253                 size = 0;
1254                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1255                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1256                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1257                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1258                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1259                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1260                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1261                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1262                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1263                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1264                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1265                 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1266                 Mem_Free(mem);
1267         }
1268 }
1269
1270 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1271 {
1272         shadowmesh_t *mesh, *newmesh, *nextmesh;
1273         // reallocate meshs to conserve space
1274         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1275         {
1276                 nextmesh = mesh->next;
1277                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1278                 {
1279                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1280                         newmesh->next = firstmesh;
1281                         firstmesh = newmesh;
1282                         if (newmesh->element3s)
1283                         {
1284                                 int i;
1285                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1286                                         newmesh->element3s[i] = newmesh->element3i[i];
1287                         }
1288                         if (createvbo)
1289                                 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1290                 }
1291                 Mem_Free(mesh);
1292         }
1293
1294         // this can take a while, so let's do a keepalive here
1295         CL_KeepaliveMessage(false);
1296
1297         return firstmesh;
1298 }
1299
1300 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1301 {
1302         int i;
1303         shadowmesh_t *mesh;
1304         vec3_t nmins, nmaxs, ncenter, temp;
1305         float nradius2, dist2, *v;
1306         VectorClear(nmins);
1307         VectorClear(nmaxs);
1308         // calculate bbox
1309         for (mesh = firstmesh;mesh;mesh = mesh->next)
1310         {
1311                 if (mesh == firstmesh)
1312                 {
1313                         VectorCopy(mesh->vertex3f, nmins);
1314                         VectorCopy(mesh->vertex3f, nmaxs);
1315                 }
1316                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1317                 {
1318                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1319                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1320                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1321                 }
1322         }
1323         // calculate center and radius
1324         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1325         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1326         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1327         nradius2 = 0;
1328         for (mesh = firstmesh;mesh;mesh = mesh->next)
1329         {
1330                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1331                 {
1332                         VectorSubtract(v, ncenter, temp);
1333                         dist2 = DotProduct(temp, temp);
1334                         if (nradius2 < dist2)
1335                                 nradius2 = dist2;
1336                 }
1337         }
1338         // return data
1339         if (mins)
1340                 VectorCopy(nmins, mins);
1341         if (maxs)
1342                 VectorCopy(nmaxs, maxs);
1343         if (center)
1344                 VectorCopy(ncenter, center);
1345         if (radius)
1346                 *radius = sqrt(nradius2);
1347 }
1348
1349 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1350 {
1351         shadowmesh_t *nextmesh;
1352         for (;mesh;mesh = nextmesh)
1353         {
1354                 if (mesh->vertex3fbuffer)
1355                         R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1356                 if (mesh->vertexmeshbuffer)
1357                         R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1358                 if (mesh->element3i_indexbuffer)
1359                         R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1360                 if (mesh->element3s_indexbuffer)
1361                         R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1362                 if (mesh->vbo_vertexbuffer)
1363                         R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1364                 nextmesh = mesh->next;
1365                 Mem_Free(mesh);
1366         }
1367 }
1368
1369 void Mod_CreateCollisionMesh(dp_model_t *mod)
1370 {
1371         int k, numcollisionmeshtriangles;
1372         qboolean usesinglecollisionmesh = false;
1373         const msurface_t *surface = NULL;
1374
1375         mempool_t *mempool = mod->mempool;
1376         if (!mempool && mod->brush.parentmodel)
1377                 mempool = mod->brush.parentmodel->mempool;
1378         // make a single combined collision mesh for physics engine use
1379         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1380         numcollisionmeshtriangles = 0;
1381         for (k = 0;k < mod->nummodelsurfaces;k++)
1382         {
1383                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1384                 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1385                 {
1386                         usesinglecollisionmesh = true;
1387                         numcollisionmeshtriangles = surface->num_triangles;
1388                         break;
1389                 }
1390                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1391                         continue;
1392                 numcollisionmeshtriangles += surface->num_triangles;
1393         }
1394         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1395         if (usesinglecollisionmesh)
1396                 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));
1397         else
1398         {
1399                 for (k = 0;k < mod->nummodelsurfaces;k++)
1400                 {
1401                         surface = mod->data_surfaces + mod->firstmodelsurface + k;
1402                         if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1403                                 continue;
1404                         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));
1405                 }
1406         }
1407         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1408 }
1409
1410 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)
1411 {
1412         float v[3], tc[3];
1413         v[0] = ix;
1414         v[1] = iy;
1415         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1416                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1417         else
1418                 v[2] = 0;
1419         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1420         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1421         texcoord2f[0] = tc[0];
1422         texcoord2f[1] = tc[1];
1423 }
1424
1425 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)
1426 {
1427         float vup[3], vdown[3], vleft[3], vright[3];
1428         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1429         float sv[3], tv[3], nl[3];
1430         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1431         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1432         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1433         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1434         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1435         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1436         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1437         VectorAdd(svector3f, sv, svector3f);
1438         VectorAdd(tvector3f, tv, tvector3f);
1439         VectorAdd(normal3f, nl, normal3f);
1440         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1441         VectorAdd(svector3f, sv, svector3f);
1442         VectorAdd(tvector3f, tv, tvector3f);
1443         VectorAdd(normal3f, nl, normal3f);
1444         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1445         VectorAdd(svector3f, sv, svector3f);
1446         VectorAdd(tvector3f, tv, tvector3f);
1447         VectorAdd(normal3f, nl, normal3f);
1448 }
1449
1450 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)
1451 {
1452         int x, y, ix, iy, *e;
1453         e = element3i;
1454         for (y = 0;y < height;y++)
1455         {
1456                 for (x = 0;x < width;x++)
1457                 {
1458                         e[0] = (y + 1) * (width + 1) + (x + 0);
1459                         e[1] = (y + 0) * (width + 1) + (x + 0);
1460                         e[2] = (y + 1) * (width + 1) + (x + 1);
1461                         e[3] = (y + 0) * (width + 1) + (x + 0);
1462                         e[4] = (y + 0) * (width + 1) + (x + 1);
1463                         e[5] = (y + 1) * (width + 1) + (x + 1);
1464                         e += 6;
1465                 }
1466         }
1467         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1468         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1469                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1470                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1471 }
1472
1473 #if 0
1474 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1475 {
1476         float mins[3];
1477         float maxs[3];
1478         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1479         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1480         float viewvector[3];
1481         unsigned int firstvertex;
1482         unsigned int *e;
1483         float *v;
1484         if (chunkwidth < 2 || chunkheight < 2)
1485                 return;
1486         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]);
1487         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]);
1488         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1489         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1490         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1491         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1492         {
1493                 // too close for this stepsize, emit as 4 chunks instead
1494                 stepsize /= 2;
1495                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1496                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1497                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1498                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1499                 return;
1500         }
1501         // emit the geometry at stepsize into our vertex buffer / index buffer
1502         // we add two columns and two rows for skirt
1503         outwidth = chunkwidth+2;
1504         outheight = chunkheight+2;
1505         outwidth2 = outwidth-1;
1506         outheight2 = outheight-1;
1507         outwidth3 = outwidth+1;
1508         outheight3 = outheight+1;
1509         firstvertex = numvertices;
1510         e = model->terrain.element3i + numtriangles;
1511         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1512         v = model->terrain.vertex3f + numvertices;
1513         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1514         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1515         for (ty = 0;ty < outheight;ty++)
1516         {
1517                 for (tx = 0;tx < outwidth;tx++)
1518                 {
1519                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1520                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1521                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1522                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1523                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1524                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1525                 }
1526         }
1527         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1528         for (ty = 0;ty <= outheight;ty++)
1529         {
1530                 skirtrow = ty == 0 || ty == outheight;
1531                 ry = y+bound(1, ty, outheight)*stepsize;
1532                 for (tx = 0;tx <= outwidth;tx++)
1533                 {
1534                         skirt = skirtrow || tx == 0 || tx == outwidth;
1535                         rx = x+bound(1, tx, outwidth)*stepsize;
1536                         v[0] = rx*scale[0];
1537                         v[1] = ry*scale[1];
1538                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1539                         v += 3;
1540                 }
1541         }
1542         // TODO: emit skirt vertices
1543 }
1544
1545 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1546 {
1547         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1548         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1549         Mod_Terrain_BuildChunk(model, 
1550 }
1551 #endif
1552
1553 int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1554 {
1555         int offset = 0;
1556         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1557         {
1558                 offset = bound(0, s[4] - '0', 9);
1559                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1560                 s += 4;
1561                 if(*s)
1562                         ++s;
1563         }
1564         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1565         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1566         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1567         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1568         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1569         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1570         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1571         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1572         return offset | Q3WAVEFUNC_NONE;
1573 }
1574
1575 void Mod_FreeQ3Shaders(void)
1576 {
1577         Mem_FreePool(&q3shaders_mem);
1578 }
1579
1580 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1581 {
1582         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1583         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1584         q3shader_hash_entry_t* lastEntry = NULL;
1585         while (entry != NULL)
1586         {
1587                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1588                 {
1589                         // redeclaration
1590                         if(shader->dpshaderkill)
1591                         {
1592                                 // killed shader is a redeclarion? we can safely ignore it
1593                                 return;
1594                         }
1595                         else if(entry->shader.dpshaderkill)
1596                         {
1597                                 // replace the old shader!
1598                                 // this will skip the entry allocating part
1599                                 // below and just replace the shader
1600                                 break;
1601                         }
1602                         else
1603                         {
1604                                 unsigned char *start, *end, *start2;
1605                                 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1606                                 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1607                                 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1608                                 if(memcmp(start, start2, end - start))
1609                                         Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1610                                 else
1611                                         Con_DPrintf("Shader '%s' already defined\n", shader->name);
1612                                 return;
1613                         }
1614                 }
1615                 lastEntry = entry;
1616                 entry = entry->chain;
1617         }
1618         if (entry == NULL)
1619         {
1620                 if (lastEntry->shader.name[0] != 0)
1621                 {
1622                         /* Add to chain */
1623                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1624                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1625
1626                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1627                         lastEntry->chain = newEntry;
1628                         newEntry->chain = NULL;
1629                         lastEntry = newEntry;
1630                 }
1631                 /* else: head of chain, in hash entry array */
1632                 entry = lastEntry;
1633         }
1634         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1635 }
1636
1637 extern cvar_t mod_noshader_default_offsetmapping;
1638 extern cvar_t mod_q3shader_default_offsetmapping;
1639 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1640 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1641 extern cvar_t mod_q3shader_default_polygonoffset;
1642 extern cvar_t mod_q3shader_default_polygonfactor;
1643 extern cvar_t mod_q3shader_force_addalpha;
1644 void Mod_LoadQ3Shaders(void)
1645 {
1646         int j;
1647         int fileindex;
1648         fssearch_t *search;
1649         char *f;
1650         const char *text;
1651         q3shaderinfo_t shader;
1652         q3shaderinfo_layer_t *layer;
1653         int numparameters;
1654         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1655         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1656         unsigned long custsurfaceparms[256]; 
1657         int numcustsurfaceparms;
1658         qboolean dpshaderkill;
1659
1660         Mod_FreeQ3Shaders();
1661
1662         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1663         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1664                 sizeof (q3shader_data_t));
1665         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1666                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1667         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1668                 q3shaders_mem, sizeof (char**), 256);
1669
1670         // parse custinfoparms.txt
1671         numcustsurfaceparms = 0;
1672         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1673         {
1674                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1675                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1676                 else
1677                 {
1678                         while (COM_ParseToken_QuakeC(&text, false))
1679                                 if (!strcasecmp(com_token, "}"))
1680                                         break;
1681                         // custom surfaceflags section
1682                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1683                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1684                         else
1685                         {
1686                                 while(COM_ParseToken_QuakeC(&text, false))
1687                                 {
1688                                         if (!strcasecmp(com_token, "}"))
1689                                                 break;  
1690                                         // register surfaceflag
1691                                         if (numcustsurfaceparms >= 256)
1692                                         {
1693                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1694                                                 break;
1695                                         }
1696                                         // name
1697                                         j = strlen(com_token)+1;
1698                                         custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1699                                         strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1700                                         // value
1701                                         if (COM_ParseToken_QuakeC(&text, false))
1702                                                 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1703                                         else
1704                                                 custsurfaceparms[numcustsurfaceparms] = 0;
1705                                         numcustsurfaceparms++;
1706                                 }
1707                         }
1708                 }
1709                 Mem_Free(f);
1710         }
1711
1712         // parse shaders
1713         search = FS_Search("scripts/*.shader", true, false);
1714         if (!search)
1715                 return;
1716         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1717         {
1718                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1719                 if (!f)
1720                         continue;
1721                 while (COM_ParseToken_QuakeC(&text, false))
1722                 {
1723                         memset (&shader, 0, sizeof(shader));
1724                         shader.reflectmin = 0;
1725                         shader.reflectmax = 1;
1726                         shader.refractfactor = 1;
1727                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1728                         shader.reflectfactor = 1;
1729                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1730                         shader.r_water_wateralpha = 1;
1731                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1732                         shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1733                         shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1734                         shader.specularscalemod = 1;
1735                         shader.specularpowermod = 1;
1736                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1737                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1738
1739                         strlcpy(shader.name, com_token, sizeof(shader.name));
1740                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1741                         {
1742                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1743                                 break;
1744                         }
1745                         while (COM_ParseToken_QuakeC(&text, false))
1746                         {
1747                                 if (!strcasecmp(com_token, "}"))
1748                                         break;
1749                                 if (!strcasecmp(com_token, "{"))
1750                                 {
1751                                         static q3shaderinfo_layer_t dummy;
1752                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1753                                         {
1754                                                 layer = shader.layers + shader.numlayers++;
1755                                         }
1756                                         else
1757                                         {
1758                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1759                                                 memset(&dummy, 0, sizeof(dummy));
1760                                                 layer = &dummy;
1761                                         }
1762                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1763                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1764                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1765                                         layer->blendfunc[0] = GL_ONE;
1766                                         layer->blendfunc[1] = GL_ZERO;
1767                                         while (COM_ParseToken_QuakeC(&text, false))
1768                                         {
1769                                                 if (!strcasecmp(com_token, "}"))
1770                                                         break;
1771                                                 if (!strcasecmp(com_token, "\n"))
1772                                                         continue;
1773                                                 numparameters = 0;
1774                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1775                                                 {
1776                                                         if (j < TEXTURE_MAXFRAMES + 4)
1777                                                         {
1778                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1779                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1780                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1781                                                                 else
1782                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1783                                                                 numparameters = j + 1;
1784                                                         }
1785                                                         if (!COM_ParseToken_QuakeC(&text, true))
1786                                                                 break;
1787                                                 }
1788                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1789                                                 //      parameter[j][0] = 0;
1790                                                 if (developer_insane.integer)
1791                                                 {
1792                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1793                                                         for (j = 0;j < numparameters;j++)
1794                                                                 Con_DPrintf(" %s", parameter[j]);
1795                                                         Con_DPrint("\n");
1796                                                 }
1797                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1798                                                 {
1799                                                         if (numparameters == 2)
1800                                                         {
1801                                                                 if (!strcasecmp(parameter[1], "add"))
1802                                                                 {
1803                                                                         layer->blendfunc[0] = GL_ONE;
1804                                                                         layer->blendfunc[1] = GL_ONE;
1805                                                                 }
1806                                                                 else if (!strcasecmp(parameter[1], "addalpha"))
1807                                                                 {
1808                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1809                                                                         layer->blendfunc[1] = GL_ONE;
1810                                                                 }
1811                                                                 else if (!strcasecmp(parameter[1], "filter"))
1812                                                                 {
1813                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1814                                                                         layer->blendfunc[1] = GL_ZERO;
1815                                                                 }
1816                                                                 else if (!strcasecmp(parameter[1], "blend"))
1817                                                                 {
1818                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1819                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1820                                                                 }
1821                                                         }
1822                                                         else if (numparameters == 3)
1823                                                         {
1824                                                                 int k;
1825                                                                 for (k = 0;k < 2;k++)
1826                                                                 {
1827                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1828                                                                                 layer->blendfunc[k] = GL_ONE;
1829                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1830                                                                                 layer->blendfunc[k] = GL_ZERO;
1831                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1832                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1833                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1834                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1835                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1836                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1837                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1838                                                                                 layer->blendfunc[k] = GL_DST_ALPHA;
1839                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1840                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1841                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1842                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1843                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1844                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1845                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1846                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1847                                                                         else
1848                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1849                                                                 }
1850                                                         }
1851                                                 }
1852                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1853                                                         layer->alphatest = true;
1854                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1855                                                 {
1856                                                         if (!strcasecmp(parameter[0], "clampmap"))
1857                                                                 layer->clampmap = true;
1858                                                         layer->numframes = 1;
1859                                                         layer->framerate = 1;
1860                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1861                                                                 &q3shader_data->char_ptrs);
1862                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1863                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1864                                                                 shader.lighting = true;
1865                                                 }
1866                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1867                                                 {
1868                                                         int i;
1869                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1870                                                         layer->framerate = atof(parameter[1]);
1871                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1872                                                         for (i = 0;i < layer->numframes;i++)
1873                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1874                                                 }
1875                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1876                                                 {
1877                                                         int i;
1878                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1879                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1880                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1881                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1882                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1883                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1884                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1885                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1886                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1887                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1888                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1889                                                         else if (!strcasecmp(parameter[1], "wave"))
1890                                                         {
1891                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1892                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1893                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1894                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1895                                                         }
1896                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1897                                                 }
1898                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1899                                                 {
1900                                                         int i;
1901                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1902                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1903                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1904                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1905                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1906                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1907                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1908                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1909                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1910                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1911                                                         else if (!strcasecmp(parameter[1], "wave"))
1912                                                         {
1913                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1914                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1915                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1916                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1917                                                         }
1918                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1919                                                 }
1920                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1921                                                 {
1922                                                         int i;
1923                                                         // observed values: tcgen environment
1924                                                         // no other values have been observed in real shaders
1925                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1926                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1927                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1928                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1929                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1930                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1931                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1932                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1933                                                 }
1934                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1935                                                 {
1936                                                         int i, tcmodindex;
1937                                                         // observed values:
1938                                                         // tcmod rotate #
1939                                                         // tcmod scale # #
1940                                                         // tcmod scroll # #
1941                                                         // tcmod stretch sin # # # #
1942                                                         // tcmod stretch triangle # # # #
1943                                                         // tcmod transform # # # # # #
1944                                                         // tcmod turb # # # #
1945                                                         // tcmod turb sin # # # #  (this is bogus)
1946                                                         // no other values have been observed in real shaders
1947                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1948                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1949                                                                         break;
1950                                                         if (tcmodindex < Q3MAXTCMODS)
1951                                                         {
1952                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1953                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1954                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1955                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1956                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1957                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1958                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1959                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1960                                                                 {
1961                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1962                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1963                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1964                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1965                                                                 }
1966                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1967                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1968                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1969                                                         }
1970                                                         else
1971                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1972                                                 }
1973                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1974                                                 if (!strcasecmp(com_token, "}"))
1975                                                         break;
1976                                         }
1977                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1978                                                 shader.lighting = true;
1979                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1980                                         {
1981                                                 if (layer == shader.layers + 0)
1982                                                 {
1983                                                         // vertex controlled transparency
1984                                                         shader.vertexalpha = true;
1985                                                 }
1986                                                 else
1987                                                 {
1988                                                         // multilayer terrain shader or similar
1989                                                         shader.textureblendalpha = true;
1990                                                 }
1991                                         }
1992
1993                                         if(mod_q3shader_force_addalpha.integer)
1994                                         {
1995                                                 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
1996                                                 // this cvar brings back this behaviour
1997                                                 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
1998                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1999                                         }
2000
2001                                         layer->texflags = 0;
2002                                         if (layer->alphatest)
2003                                                 layer->texflags |= TEXF_ALPHA;
2004                                         switch(layer->blendfunc[0])
2005                                         {
2006                                                 case GL_SRC_ALPHA:
2007                                                 case GL_ONE_MINUS_SRC_ALPHA:
2008                                                         layer->texflags |= TEXF_ALPHA;
2009                                                         break;
2010                                         }
2011                                         switch(layer->blendfunc[1])
2012                                         {
2013                                                 case GL_SRC_ALPHA:
2014                                                 case GL_ONE_MINUS_SRC_ALPHA:
2015                                                         layer->texflags |= TEXF_ALPHA;
2016                                                         break;
2017                                         }
2018                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2019                                                 layer->texflags |= TEXF_MIPMAP;
2020                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2021                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2022                                         if (layer->clampmap)
2023                                                 layer->texflags |= TEXF_CLAMP;
2024                                         continue;
2025                                 }
2026                                 numparameters = 0;
2027                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2028                                 {
2029                                         if (j < TEXTURE_MAXFRAMES + 4)
2030                                         {
2031                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2032                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2033                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2034                                                 else
2035                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2036                                                 numparameters = j + 1;
2037                                         }
2038                                         if (!COM_ParseToken_QuakeC(&text, true))
2039                                                 break;
2040                                 }
2041                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2042                                 //      parameter[j][0] = 0;
2043                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2044                                         break;
2045                                 if (developer_insane.integer)
2046                                 {
2047                                         Con_DPrintf("%s: ", shader.name);
2048                                         for (j = 0;j < numparameters;j++)
2049                                                 Con_DPrintf(" %s", parameter[j]);
2050                                         Con_DPrint("\n");
2051                                 }
2052                                 if (numparameters < 1)
2053                                         continue;
2054                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2055                                 {
2056                                         if (!strcasecmp(parameter[1], "alphashadow"))
2057                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2058                                         else if (!strcasecmp(parameter[1], "areaportal"))
2059                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2060                                         else if (!strcasecmp(parameter[1], "botclip"))
2061                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2062                                         else if (!strcasecmp(parameter[1], "clusterportal"))
2063                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2064                                         else if (!strcasecmp(parameter[1], "detail"))
2065                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2066                                         else if (!strcasecmp(parameter[1], "donotenter"))
2067                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2068                                         else if (!strcasecmp(parameter[1], "dust"))
2069                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2070                                         else if (!strcasecmp(parameter[1], "hint"))
2071                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2072                                         else if (!strcasecmp(parameter[1], "fog"))
2073                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2074                                         else if (!strcasecmp(parameter[1], "lava"))
2075                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2076                                         else if (!strcasecmp(parameter[1], "lightfilter"))
2077                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2078                                         else if (!strcasecmp(parameter[1], "lightgrid"))
2079                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2080                                         else if (!strcasecmp(parameter[1], "metalsteps"))
2081                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2082                                         else if (!strcasecmp(parameter[1], "nodamage"))
2083                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2084                                         else if (!strcasecmp(parameter[1], "nodlight"))
2085                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2086                                         else if (!strcasecmp(parameter[1], "nodraw"))
2087                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2088                                         else if (!strcasecmp(parameter[1], "nodrop"))
2089                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2090                                         else if (!strcasecmp(parameter[1], "noimpact"))
2091                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2092                                         else if (!strcasecmp(parameter[1], "nolightmap"))
2093                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2094                                         else if (!strcasecmp(parameter[1], "nomarks"))
2095                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2096                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
2097                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2098                                         else if (!strcasecmp(parameter[1], "nonsolid"))
2099                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2100                                         else if (!strcasecmp(parameter[1], "origin"))
2101                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2102                                         else if (!strcasecmp(parameter[1], "playerclip"))
2103                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2104                                         else if (!strcasecmp(parameter[1], "sky"))
2105                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2106                                         else if (!strcasecmp(parameter[1], "slick"))
2107                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2108                                         else if (!strcasecmp(parameter[1], "slime"))
2109                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2110                                         else if (!strcasecmp(parameter[1], "structural"))
2111                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2112                                         else if (!strcasecmp(parameter[1], "trans"))
2113                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2114                                         else if (!strcasecmp(parameter[1], "water"))
2115                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2116                                         else if (!strcasecmp(parameter[1], "pointlight"))
2117                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2118                                         else if (!strcasecmp(parameter[1], "antiportal"))
2119                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2120                                         else
2121                                         {
2122                                                 // try custom surfaceparms
2123                                                 for (j = 0; j < numcustsurfaceparms; j++)
2124                                                 {
2125                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2126                                                         {
2127                                                                 shader.surfaceparms |= custsurfaceparms[j];
2128                                                                 break;
2129                                                         }
2130                                                 }
2131                                                 // failed all
2132                                                 if (j == numcustsurfaceparms)
2133                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2134                                         }
2135                                 }
2136                                 else if (!strcasecmp(parameter[0], "dpshadow"))
2137                                         shader.dpshadow = true;
2138                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2139                                         shader.dpnoshadow = true;
2140                                 else if (!strcasecmp(parameter[0], "dpnortlight"))
2141                                         shader.dpnortlight = true;
2142                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2143                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2144                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2145                                         shader.dpmeshcollisions = true;
2146                                 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2147                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2148                                 {
2149                                         if (Cvar_VariableValue(parameter[1]) == 0.0f)
2150                                                 shader.dpshaderkill = dpshaderkill;
2151                                 }
2152                                 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2153                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2154                                 {
2155                                         const char *op = NULL;
2156                                         if (numparameters >= 3)
2157                                                 op = parameter[2];
2158                                         if(!op)
2159                                         {
2160                                                 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2161                                                         shader.dpshaderkill = dpshaderkill;
2162                                         }
2163                                         else if (numparameters >= 4 && !strcmp(op, "=="))
2164                                         {
2165                                                 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2166                                                         shader.dpshaderkill = dpshaderkill;
2167                                         }
2168                                         else if (numparameters >= 4 && !strcmp(op, "!="))
2169                                         {
2170                                                 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2171                                                         shader.dpshaderkill = dpshaderkill;
2172                                         }
2173                                         else if (numparameters >= 4 && !strcmp(op, ">"))
2174                                         {
2175                                                 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2176                                                         shader.dpshaderkill = dpshaderkill;
2177                                         }
2178                                         else if (numparameters >= 4 && !strcmp(op, "<"))
2179                                         {
2180                                                 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2181                                                         shader.dpshaderkill = dpshaderkill;
2182                                         }
2183                                         else if (numparameters >= 4 && !strcmp(op, ">="))
2184                                         {
2185                                                 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2186                                                         shader.dpshaderkill = dpshaderkill;
2187                                         }
2188                                         else if (numparameters >= 4 && !strcmp(op, "<="))
2189                                         {
2190                                                 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2191                                                         shader.dpshaderkill = dpshaderkill;
2192                                         }
2193                                         else
2194                                         {
2195                                                 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2196                                         }
2197                                 }
2198                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2199                                 {
2200                                         // some q3 skies don't have the sky parm set
2201                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2202                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2203                                 }
2204                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2205                                 {
2206                                         // some q3 skies don't have the sky parm set
2207                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2208                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2209                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2210                                 }
2211                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2212                                 {
2213                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2214                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2215                                 }
2216                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2217                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2218                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2219                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2220                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2221                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2222                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2223                                 {
2224                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2225                                         if(numparameters >= 2)
2226                                         {
2227                                                 shader.biaspolygonfactor = atof(parameter[1]);
2228                                                 if(numparameters >= 3)
2229                                                         shader.biaspolygonoffset = atof(parameter[2]);
2230                                                 else
2231                                                         shader.biaspolygonoffset = 0;
2232                                         }
2233                                 }
2234                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2235                                 {
2236                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2237                                         shader.refractfactor = atof(parameter[1]);
2238                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2239                                 }
2240                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2241                                 {
2242                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2243                                         shader.reflectfactor = atof(parameter[1]);
2244                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2245                                 }
2246                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2247                                 {
2248                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2249                                 }
2250                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2251                                 {
2252                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2253                                         shader.reflectmin = atof(parameter[1]);
2254                                         shader.reflectmax = atof(parameter[2]);
2255                                         shader.refractfactor = atof(parameter[3]);
2256                                         shader.reflectfactor = atof(parameter[4]);
2257                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2258                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2259                                         shader.r_water_wateralpha = atof(parameter[11]);
2260                                 }
2261                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2262                                 {
2263                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2264                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2265                                 }
2266                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2267                                 {
2268                                         shader.specularscalemod = atof(parameter[1]);
2269                                 }
2270                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2271                                 {
2272                                         shader.specularpowermod = atof(parameter[1]);
2273                                 }
2274                                 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2275                                 {
2276                                         shader.rtlightambient = atof(parameter[1]);
2277                                 }
2278                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2279                                 {
2280                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2281                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2282                                         else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2283                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2284                                         else if (!strcasecmp(parameter[1], "linear"))
2285                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2286                                         else if (!strcasecmp(parameter[1], "relief"))
2287                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2288                                         if (numparameters >= 3)
2289                                                 shader.offsetscale = atof(parameter[2]);
2290                                         if (numparameters >= 5)
2291                                         {
2292                                                 if(!strcasecmp(parameter[3], "bias"))
2293                                                         shader.offsetbias = atof(parameter[4]);
2294                                                 else if(!strcasecmp(parameter[3], "match"))
2295                                                         shader.offsetbias = 1.0f - atof(parameter[4]);
2296                                                 else if(!strcasecmp(parameter[3], "match8"))
2297                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2298                                                 else if(!strcasecmp(parameter[3], "match16"))
2299                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2300                                         }
2301                                 }
2302                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2303                                 {
2304                                         int i, deformindex;
2305                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2306                                                 if (!shader.deforms[deformindex].deform)
2307                                                         break;
2308                                         if (deformindex < Q3MAXDEFORMS)
2309                                         {
2310                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2311                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2312                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2313                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2314                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2315                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2316                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2317                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2318                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2319                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2320                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2321                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2322                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2323                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2324                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2325                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2326                                                 {
2327                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2328                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2329                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2330                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2331                                                 }
2332                                                 else if (!strcasecmp(parameter[1], "move"            ))
2333                                                 {
2334                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2335                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2336                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2337                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2338                                                 }
2339                                         }
2340                                 }
2341                         }
2342                         // hide this shader if a cvar said it should be killed
2343                         if (shader.dpshaderkill)
2344                                 shader.numlayers = 0;
2345                         // pick the primary layer to render with
2346                         if (shader.numlayers)
2347                         {
2348                                 shader.backgroundlayer = -1;
2349                                 shader.primarylayer = 0;
2350                                 // if lightmap comes first this is definitely an ordinary texture
2351                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2352                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
2353                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2354                                 {
2355                                         shader.backgroundlayer = -1;
2356                                         shader.primarylayer = 1;
2357                                 }
2358                                 else if (shader.numlayers >= 2
2359                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2360                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
2361                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2362                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
2363                                 {
2364                                         // terrain blending or other effects
2365                                         shader.backgroundlayer = 0;
2366                                         shader.primarylayer = 1;
2367                                 }
2368                         }
2369                         // fix up multiple reflection types
2370                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2371                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2372
2373                         Q3Shader_AddToHash (&shader);
2374                 }
2375                 Mem_Free(f);
2376         }
2377         FS_FreeSearch(search);
2378         // free custinfoparm values
2379         for (j = 0; j < numcustsurfaceparms; j++)
2380                 Mem_Free(custsurfaceparmnames[j]);
2381 }
2382
2383 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2384 {
2385         unsigned short hash;
2386         q3shader_hash_entry_t* entry;
2387         if (!q3shaders_mem)
2388                 Mod_LoadQ3Shaders();
2389         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2390         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2391         while (entry != NULL)
2392         {
2393                 if (strcasecmp (entry->shader.name, name) == 0)
2394                         return &entry->shader;
2395                 entry = entry->chain;
2396         }
2397         return NULL;
2398 }
2399
2400 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2401 {
2402         int j;
2403         int texflagsmask, texflagsor;
2404         qboolean success = true;
2405         q3shaderinfo_t *shader;
2406         if (!name)
2407                 name = "";
2408         strlcpy(texture->name, name, sizeof(texture->name));
2409         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2410
2411         texflagsmask = ~0;
2412         if(!(defaulttexflags & TEXF_PICMIP))
2413                 texflagsmask &= ~TEXF_PICMIP;
2414         if(!(defaulttexflags & TEXF_COMPRESS))
2415                 texflagsmask &= ~TEXF_COMPRESS;
2416         texflagsor = 0;
2417         if(defaulttexflags & TEXF_ISWORLD)
2418                 texflagsor |= TEXF_ISWORLD;
2419         if(defaulttexflags & TEXF_ISSPRITE)
2420                 texflagsor |= TEXF_ISSPRITE;
2421         // unless later loaded from the shader
2422         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2423         texture->offsetscale = 1;
2424         texture->offsetbias = 0;
2425         texture->specularscalemod = 1;
2426         texture->specularpowermod = 1; 
2427         texture->rtlightambient = 0;
2428         // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2429         // HERE, AND Q1BSP LOADING
2430         // JUST GREP FOR "specularscalemod = 1".
2431
2432         if (shader)
2433         {
2434                 if (developer_loading.integer)
2435                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2436                 texture->surfaceparms = shader->surfaceparms;
2437
2438                 // allow disabling of picmip or compression by defaulttexflags
2439                 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2440
2441                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2442                 {
2443                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2444                         if (shader->skyboxname[0])
2445                         {
2446                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2447                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2448                         }
2449                 }
2450                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2451                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2452                 else
2453                         texture->basematerialflags = MATERIALFLAG_WALL;
2454
2455                 if (shader->layers[0].alphatest)
2456                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2457                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2458                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2459                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2460                 {
2461                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2462                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2463                 }
2464                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2465                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2466                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2467                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2468                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2469                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2470                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2471                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2472                 texture->customblendfunc[0] = GL_ONE;
2473                 texture->customblendfunc[1] = GL_ZERO;
2474                 if (shader->numlayers > 0)
2475                 {
2476                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2477                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2478 /*
2479 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2480 * additive               GL_ONE GL_ONE
2481 additive weird         GL_ONE GL_SRC_ALPHA
2482 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2483 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2484 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2485 brighten               GL_DST_COLOR GL_ONE
2486 brighten               GL_ONE GL_SRC_COLOR
2487 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2488 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2489 * modulate               GL_DST_COLOR GL_ZERO
2490 * modulate               GL_ZERO GL_SRC_COLOR
2491 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2492 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2493 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2494 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2495 * no blend               GL_ONE GL_ZERO
2496 nothing                GL_ZERO GL_ONE
2497 */
2498                         // if not opaque, figure out what blendfunc to use
2499                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2500                         {
2501                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2502                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2503                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2504                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2505                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2506                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2507                                 else
2508                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2509                         }
2510                 }
2511                 if (!shader->lighting)
2512                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2513                 if (shader->primarylayer >= 0)
2514                 {
2515                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2516                         // copy over many primarylayer parameters
2517                         texture->rgbgen = primarylayer->rgbgen;
2518                         texture->alphagen = primarylayer->alphagen;
2519                         texture->tcgen = primarylayer->tcgen;
2520                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2521                         // load the textures
2522                         texture->numskinframes = primarylayer->numframes;
2523                         texture->skinframerate = primarylayer->framerate;
2524                         for (j = 0;j < primarylayer->numframes;j++)
2525                         {
2526                                 if(cls.state == ca_dedicated)
2527                                 {
2528                                         texture->skinframes[j] = NULL;
2529                                 }
2530                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2531                                 {
2532                                         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);
2533                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2534                                 }
2535                         }
2536                 }
2537                 if (shader->backgroundlayer >= 0)
2538                 {
2539                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2540                         // copy over one secondarylayer parameter
2541                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2542                         // load the textures
2543                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2544                         texture->backgroundskinframerate = backgroundlayer->framerate;
2545                         for (j = 0;j < backgroundlayer->numframes;j++)
2546                         {
2547                                 if(cls.state == ca_dedicated)
2548                                 {
2549                                         texture->skinframes[j] = NULL;
2550                                 }
2551                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2552                                 {
2553                                         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);
2554                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2555                                 }
2556                         }
2557                 }
2558                 if (shader->dpshadow)
2559                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2560                 if (shader->dpnoshadow)
2561                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2562                 if (shader->dpnortlight)
2563                         texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2564                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2565                 texture->reflectmin = shader->reflectmin;
2566                 texture->reflectmax = shader->reflectmax;
2567                 texture->refractfactor = shader->refractfactor;
2568                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2569                 texture->reflectfactor = shader->reflectfactor;
2570                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2571                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2572                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2573                 texture->offsetmapping = shader->offsetmapping;
2574                 texture->offsetscale = shader->offsetscale;
2575                 texture->offsetbias = shader->offsetbias;
2576                 texture->specularscalemod = shader->specularscalemod;
2577                 texture->specularpowermod = shader->specularpowermod;
2578                 texture->rtlightambient = shader->rtlightambient;
2579                 if (shader->dpreflectcube[0])
2580                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2581
2582                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2583                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2584                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2585                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2586                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2587                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2588                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2589                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2590                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2591
2592         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2593         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2594         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2595         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2596                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2597         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2598                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2599         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2600         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2601         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2602         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2603         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2604                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2605         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2606         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2607         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2608         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2609                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2610         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2611                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2612                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2613         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2614                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2615         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2616         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2617                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2618         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2619         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2620         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2621                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2622         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2623         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2624
2625                 if (shader->dpmeshcollisions)
2626                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2627                 if (shader->dpshaderkill && developer_extra.integer)
2628                         Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2629         }
2630         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2631         {
2632                 if (developer_extra.integer)
2633                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2634                 texture->surfaceparms = 0;
2635                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2636         }
2637         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2638         {
2639                 if (developer_extra.integer)
2640                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2641                 texture->surfaceparms = 0;
2642                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2643                 texture->supercontents = SUPERCONTENTS_SOLID;
2644         }
2645         else
2646         {
2647                 if (developer_extra.integer)
2648                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2649                 texture->surfaceparms = 0;
2650                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2651                 {
2652                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2653                         texture->supercontents = SUPERCONTENTS_SOLID;
2654                 }
2655                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2656                 {
2657                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2658                         texture->supercontents = SUPERCONTENTS_SKY;
2659                 }
2660                 else
2661                 {
2662                         texture->basematerialflags |= MATERIALFLAG_WALL;
2663                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2664                 }
2665                 texture->numskinframes = 1;
2666                 if(cls.state == ca_dedicated)
2667                 {
2668                         texture->skinframes[0] = NULL;
2669                         success = false;
2670                 }
2671                 else
2672                 {
2673                         if (fallback)
2674                         {
2675                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2676                                 {
2677                                         if(texture->skinframes[0]->hasalpha)
2678                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2679                                 }
2680                                 else
2681                                         success = false;
2682                         }
2683                         else
2684                                 success = false;
2685                         if (!success && warnmissing)
2686                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2687                 }
2688         }
2689         // init the animation variables
2690         texture->currentframe = texture;
2691         if (texture->numskinframes < 1)
2692                 texture->numskinframes = 1;
2693         if (!texture->skinframes[0])
2694                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2695         texture->currentskinframe = texture->skinframes[0];
2696         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2697         return success;
2698 }
2699
2700 skinfile_t *Mod_LoadSkinFiles(void)
2701 {
2702         int i, words, line, wordsoverflow;
2703         char *text;
2704         const char *data;
2705         skinfile_t *skinfile = NULL, *first = NULL;
2706         skinfileitem_t *skinfileitem;
2707         char word[10][MAX_QPATH];
2708
2709 /*
2710 sample file:
2711 U_bodyBox,models/players/Legoman/BikerA2.tga
2712 U_RArm,models/players/Legoman/BikerA1.tga
2713 U_LArm,models/players/Legoman/BikerA1.tga
2714 U_armor,common/nodraw
2715 U_sword,common/nodraw
2716 U_shield,common/nodraw
2717 U_homb,common/nodraw
2718 U_backpack,common/nodraw
2719 U_colcha,common/nodraw
2720 tag_head,
2721 tag_weapon,
2722 tag_torso,
2723 */
2724         memset(word, 0, sizeof(word));
2725         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2726         {
2727                 // If it's the first file we parse
2728                 if (skinfile == NULL)
2729                 {
2730                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2731                         first = skinfile;
2732                 }
2733                 else
2734                 {
2735                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2736                         skinfile = skinfile->next;
2737                 }
2738                 skinfile->next = NULL;
2739
2740                 for(line = 0;;line++)
2741                 {
2742                         // parse line
2743                         if (!COM_ParseToken_QuakeC(&data, true))
2744                                 break;
2745                         if (!strcmp(com_token, "\n"))
2746                                 continue;
2747                         words = 0;
2748                         wordsoverflow = false;
2749                         do
2750                         {
2751                                 if (words < 10)
2752                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2753                                 else
2754                                         wordsoverflow = true;
2755                         }
2756                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2757                         if (wordsoverflow)
2758                         {
2759                                 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);
2760                                 continue;
2761                         }
2762                         // words is always >= 1
2763                         if (!strcmp(word[0], "replace"))
2764                         {
2765                                 if (words == 3)
2766                                 {
2767                                         if (developer_loading.integer)
2768                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2769                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2770                                         skinfileitem->next = skinfile->items;
2771                                         skinfile->items = skinfileitem;
2772                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2773                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2774                                 }
2775                                 else
2776                                         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]);
2777                         }
2778                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2779                         {
2780                                 // tag name, like "tag_weapon,"
2781                                 // not used for anything (not even in Quake3)
2782                         }
2783                         else if (words >= 2 && !strcmp(word[1], ","))
2784                         {
2785                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2786                                 if (developer_loading.integer)
2787                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2788                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2789                                 skinfileitem->next = skinfile->items;
2790                                 skinfile->items = skinfileitem;
2791                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2792                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2793                         }
2794                         else
2795                                 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);
2796                 }
2797                 Mem_Free(text);
2798         }
2799         if (i)
2800                 loadmodel->numskins = i;
2801         return first;
2802 }
2803
2804 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2805 {
2806         skinfile_t *next;
2807         skinfileitem_t *skinfileitem, *nextitem;
2808         for (;skinfile;skinfile = next)
2809         {
2810                 next = skinfile->next;
2811                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2812                 {
2813                         nextitem = skinfileitem->next;
2814                         Mem_Free(skinfileitem);
2815                 }
2816                 Mem_Free(skinfile);
2817         }
2818 }
2819
2820 int Mod_CountSkinFiles(skinfile_t *skinfile)
2821 {
2822         int i;
2823         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2824         return i;
2825 }
2826
2827 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2828 {
2829         int i;
2830         double isnap = 1.0 / snap;
2831         for (i = 0;i < numvertices*numcomponents;i++)
2832                 vertices[i] = floor(vertices[i]*isnap)*snap;
2833 }
2834
2835 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2836 {
2837         int i, outtriangles;
2838         float edgedir1[3], edgedir2[3], temp[3];
2839         // a degenerate triangle is one with no width (thickness, surface area)
2840         // these are characterized by having all 3 points colinear (along a line)
2841         // or having two points identical
2842         // the simplest check is to calculate the triangle's area
2843         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2844         {
2845                 // calculate first edge
2846                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2847                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2848                 CrossProduct(edgedir1, edgedir2, temp);
2849                 if (VectorLength2(temp) < 0.001f)
2850                         continue; // degenerate triangle (no area)
2851                 // valid triangle (has area)
2852                 VectorCopy(inelement3i, outelement3i);
2853                 outelement3i += 3;
2854                 outtriangles++;
2855         }
2856         return outtriangles;
2857 }
2858
2859 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2860 {
2861         int i, e;
2862         int firstvertex, lastvertex;
2863         if (numelements > 0 && elements)
2864         {
2865                 firstvertex = lastvertex = elements[0];
2866                 for (i = 1;i < numelements;i++)
2867                 {
2868                         e = elements[i];
2869                         firstvertex = min(firstvertex, e);
2870                         lastvertex = max(lastvertex, e);
2871                 }
2872         }
2873         else
2874                 firstvertex = lastvertex = 0;
2875         if (firstvertexpointer)
2876                 *firstvertexpointer = firstvertex;
2877         if (lastvertexpointer)
2878                 *lastvertexpointer = lastvertex;
2879 }
2880
2881 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2882 {
2883         // make an optimal set of texture-sorted batches to draw...
2884         int j, t;
2885         int *firstsurfacefortexture;
2886         int *numsurfacesfortexture;
2887         if (!mod->sortedmodelsurfaces)
2888                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2889         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2890         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2891         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2892         for (j = 0;j < mod->nummodelsurfaces;j++)
2893         {
2894                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2895                 int t = (int)(surface->texture - mod->data_textures);
2896                 numsurfacesfortexture[t]++;
2897         }
2898         j = 0;
2899         for (t = 0;t < mod->num_textures;t++)
2900         {
2901                 firstsurfacefortexture[t] = j;
2902                 j += numsurfacesfortexture[t];
2903         }
2904         for (j = 0;j < mod->nummodelsurfaces;j++)
2905         {
2906                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2907                 int t = (int)(surface->texture - mod->data_textures);
2908                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2909         }
2910         Mem_Free(firstsurfacefortexture);
2911         Mem_Free(numsurfacesfortexture);
2912 }
2913
2914 void Mod_BuildVBOs(void)
2915 {
2916         if (!loadmodel->surfmesh.num_vertices)
2917                 return;
2918
2919         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2920         {
2921                 int i;
2922                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2923                 {
2924                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2925                         {
2926                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2927                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2928                         }
2929                 }
2930         }
2931
2932         // build r_vertexmesh_t array
2933         // (compressed interleaved array for D3D)
2934         if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
2935         {
2936                 int vertexindex;
2937                 int numvertices = loadmodel->surfmesh.num_vertices;
2938                 r_vertexmesh_t *vertexmesh;
2939                 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2940                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2941                 {
2942                         VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2943                         VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2944                         VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2945                         VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2946                         if (loadmodel->surfmesh.data_lightmapcolor4f)
2947                                 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
2948                         Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2949                         if (loadmodel->surfmesh.data_texcoordlightmap2f)
2950                                 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2951                 }
2952         }
2953
2954         // upload r_vertexmesh_t array as a buffer
2955         if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2956                 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2957
2958         // upload vertex3f array as a buffer
2959         if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
2960                 loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
2961
2962         // upload short indices as a buffer
2963         if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2964                 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2965
2966         // upload int indices as a buffer
2967         if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2968                 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2969
2970         // only build a vbo if one has not already been created (this is important for brush models which load specially)
2971         // vertex buffer is several arrays and we put them in the same buffer
2972         //
2973         // is this wise?  the texcoordtexture2f array is used with dynamic
2974         // vertex/svector/tvector/normal when rendering animated models, on the
2975         // other hand animated models don't use a lot of vertices anyway...
2976         if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
2977         {
2978                 size_t size;
2979                 unsigned char *mem;
2980                 size = 0;
2981                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2982                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2983                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2984                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2985                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2986                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2987                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2988                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2989                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2990                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2991                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2992                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2993                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2994                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2995                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2996                 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
2997                 Mem_Free(mem);
2998         }
2999 }
3000
3001 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3002 {
3003         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3004         int a, b, c;
3005         const char *texname;
3006         const int *e;
3007         const float *v, *vn, *vt;
3008         size_t l;
3009         size_t outbufferpos = 0;
3010         size_t outbuffermax = 0x100000;
3011         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3012         const msurface_t *surface;
3013         const int maxtextures = 256;
3014         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3015         dp_model_t *submodel;
3016
3017         // construct the mtllib file
3018         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3019         if (l > 0)
3020                 outbufferpos += l;
3021         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3022         {
3023                 countsurfaces++;
3024                 countvertices += surface->num_vertices;
3025                 countfaces += surface->num_triangles;
3026                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3027                 for (textureindex = 0;textureindex < counttextures;textureindex++)
3028                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3029                                 break;
3030                 if (textureindex < counttextures)
3031                         continue; // already wrote this material entry
3032                 if (textureindex >= maxtextures)
3033                         continue; // just a precaution
3034                 textureindex = counttextures++;
3035                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3036                 if (outbufferpos >= outbuffermax >> 1)
3037                 {
3038                         outbuffermax *= 2;
3039                         oldbuffer = outbuffer;
3040                         outbuffer = (char *) Z_Malloc(outbuffermax);
3041                         memcpy(outbuffer, oldbuffer, outbufferpos);
3042                         Z_Free(oldbuffer);
3043                 }
3044                 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");
3045                 if (l > 0)
3046                         outbufferpos += l;
3047         }
3048
3049         // write the mtllib file
3050         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3051
3052         // construct the obj file
3053         outbufferpos = 0;
3054         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);
3055         if (l > 0)
3056                 outbufferpos += l;
3057
3058         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)
3059         {
3060                 if (outbufferpos >= outbuffermax >> 1)
3061                 {
3062                         outbuffermax *= 2;
3063                         oldbuffer = outbuffer;
3064                         outbuffer = (char *) Z_Malloc(outbuffermax);
3065                         memcpy(outbuffer, oldbuffer, outbufferpos);
3066                         Z_Free(oldbuffer);
3067                 }
3068                 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]);
3069                 if (l > 0)
3070                         outbufferpos += l;
3071         }
3072
3073         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3074         {
3075                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3076                 if (l > 0)
3077                         outbufferpos += l;
3078                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3079                 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3080                 {
3081                         surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3082                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3083                         if (l > 0)
3084                                 outbufferpos += l;
3085                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3086                         {
3087                                 if (outbufferpos >= outbuffermax >> 1)
3088                                 {
3089                                         outbuffermax *= 2;
3090                                         oldbuffer = outbuffer;
3091                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3092                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3093                                         Z_Free(oldbuffer);
3094                                 }
3095                                 a = e[0]+1;
3096                                 b = e[1]+1;
3097                                 c = e[2]+1;
3098                                 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);
3099                                 if (l > 0)
3100                                         outbufferpos += l;
3101                         }
3102                 }
3103         }
3104
3105         // write the obj file
3106         FS_WriteFile(filename, outbuffer, outbufferpos);
3107
3108         // clean up
3109         Z_Free(outbuffer);
3110         Z_Free(texturenames);
3111
3112         // print some stats
3113         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3114 }
3115
3116 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3117 {
3118         int countnodes = 0, counttriangles = 0, countframes = 0;
3119         int surfaceindex;
3120         int triangleindex;
3121         int transformindex;
3122         int poseindex;
3123         int cornerindex;
3124         const int *e;
3125         size_t l;
3126         size_t outbufferpos = 0;
3127         size_t outbuffermax = 0x100000;
3128         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3129         const msurface_t *surface;
3130         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3131         if (l > 0)
3132                 outbufferpos += l;
3133         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3134         {
3135                 if (outbufferpos >= outbuffermax >> 1)
3136                 {
3137                         outbuffermax *= 2;
3138                         oldbuffer = outbuffer;
3139                         outbuffer = (char *) Z_Malloc(outbuffermax);
3140                         memcpy(outbuffer, oldbuffer, outbufferpos);
3141                         Z_Free(oldbuffer);
3142                 }
3143                 countnodes++;
3144                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3145                 if (l > 0)
3146                         outbufferpos += l;
3147         }
3148         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3149         if (l > 0)
3150                 outbufferpos += l;
3151         for (poseindex = 0;poseindex < numposes;poseindex++)
3152         {
3153                 countframes++;
3154                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3155                 if (l > 0)
3156                         outbufferpos += l;
3157                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3158                 {
3159                         float angles[3];
3160                         float mtest[4][3];
3161                         matrix4x4_t posematrix;
3162                         if (outbufferpos >= outbuffermax >> 1)
3163                         {
3164                                 outbuffermax *= 2;
3165                                 oldbuffer = outbuffer;
3166                                 outbuffer = (char *) Z_Malloc(outbuffermax);
3167                                 memcpy(outbuffer, oldbuffer, outbufferpos);
3168                                 Z_Free(oldbuffer);
3169                         }
3170
3171                         // strangely the smd angles are for a transposed matrix, so we
3172                         // have to generate a transposed matrix, then convert that...
3173                         Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3174                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3175                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
3176                         if (angles[0] >= 180) angles[0] -= 360;
3177                         if (angles[1] >= 180) angles[1] -= 360;
3178                         if (angles[2] >= 180) angles[2] -= 360;
3179
3180 #if 0
3181 {
3182                         float a = DEG2RAD(angles[ROLL]);
3183                         float b = DEG2RAD(angles[PITCH]);
3184                         float c = DEG2RAD(angles[YAW]);
3185                         float cy, sy, cp, sp, cr, sr;
3186                         float test[4][3];
3187                         // smd matrix construction, for comparing
3188                         sy = sin(c);
3189                         cy = cos(c);
3190                         sp = sin(b);
3191                         cp = cos(b);
3192                         sr = sin(a);
3193                         cr = cos(a);
3194
3195                         test[0][0] = cp*cy;
3196                         test[0][1] = cp*sy;
3197                         test[0][2] = -sp;
3198                         test[1][0] = sr*sp*cy+cr*-sy;
3199                         test[1][1] = sr*sp*sy+cr*cy;
3200                         test[1][2] = sr*cp;
3201                         test[2][0] = (cr*sp*cy+-sr*-sy);
3202                         test[2][1] = (cr*sp*sy+-sr*cy);
3203                         test[2][2] = cr*cp;
3204                         test[3][0] = pose[9];
3205                         test[3][1] = pose[10];
3206                         test[3][2] = pose[11];
3207 }
3208 #endif
3209                         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]));
3210                         if (l > 0)
3211                                 outbufferpos += l;
3212                 }
3213         }
3214         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3215         if (l > 0)
3216                 outbufferpos += l;
3217         if (writetriangles)
3218         {
3219                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3220                 if (l > 0)
3221                         outbufferpos += l;
3222                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3223                 {
3224                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3225                         {
3226                                 counttriangles++;
3227                                 if (outbufferpos >= outbuffermax >> 1)
3228                                 {
3229                                         outbuffermax *= 2;
3230                                         oldbuffer = outbuffer;
3231                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3232                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3233                                         Z_Free(oldbuffer);
3234                                 }
3235                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3236                                 if (l > 0)
3237                                         outbufferpos += l;
3238                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3239                                 {
3240                                         const int index = e[2-cornerindex];
3241                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
3242                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
3243                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3244                                         const int b = model->surfmesh.blends[index];
3245                                         if (b < model->num_bones)
3246                                                 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]);
3247                                         else
3248                                         {
3249                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3250                                                 const unsigned char *wi = w->index;
3251                                                 const unsigned char *wf = w->influence;
3252                                             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);
3253                                                 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);
3254                                                 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);
3255                                                 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]);
3256                                         }
3257                                         if (l > 0)
3258                                                 outbufferpos += l;
3259                                 }
3260                         }
3261                 }
3262                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3263                 if (l > 0)
3264                         outbufferpos += l;
3265         }
3266
3267         FS_WriteFile(filename, outbuffer, outbufferpos);
3268         Z_Free(outbuffer);
3269
3270         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3271 }
3272
3273 /*
3274 ================
3275 Mod_Decompile_f
3276
3277 decompiles a model to editable files
3278 ================
3279 */
3280 static void Mod_Decompile_f(void)
3281 {
3282         int i, j, k, l, first, count;
3283         dp_model_t *mod;
3284         char inname[MAX_QPATH];
3285         char outname[MAX_QPATH];
3286         char mtlname[MAX_QPATH];
3287         char basename[MAX_QPATH];
3288         char animname[MAX_QPATH];
3289         char animname2[MAX_QPATH];
3290         char zymtextbuffer[16384];
3291         char dpmtextbuffer[16384];
3292         char framegroupstextbuffer[16384];
3293         int zymtextsize = 0;
3294         int dpmtextsize = 0;
3295         int framegroupstextsize = 0;
3296
3297         if (Cmd_Argc() != 2)
3298         {
3299                 Con_Print("usage: modeldecompile <filename>\n");
3300                 return;
3301         }
3302
3303         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3304         FS_StripExtension(inname, basename, sizeof(basename));
3305
3306         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3307         if (mod->brush.submodel)
3308         {
3309                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3310                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3311                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3312                 outname[0] = 0;
3313         }
3314         if (!mod)
3315         {
3316                 Con_Print("No such model\n");
3317                 return;
3318         }
3319         if (!mod->surfmesh.num_triangles)
3320         {
3321                 Con_Print("Empty model (or sprite)\n");
3322                 return;
3323         }
3324
3325         // export OBJ if possible (not on sprites)
3326         if (mod->surfmesh.num_triangles)
3327         {
3328                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3329                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3330                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3331         }
3332
3333         // export SMD if possible (only for skeletal models)
3334         if (mod->surfmesh.num_triangles && mod->num_bones)
3335         {
3336                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3337                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3338                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3339                 if (l > 0) zymtextsize += l;
3340                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3341                 if (l > 0) dpmtextsize += l;
3342                 for (i = 0;i < mod->numframes;i = j)
3343                 {
3344                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3345                         first = mod->animscenes[i].firstframe;
3346                         if (mod->animscenes[i].framecount > 1)
3347                         {
3348                                 // framegroup anim
3349                                 count = mod->animscenes[i].framecount;
3350                                 j = i + 1;
3351                         }
3352                         else
3353                         {
3354                                 // individual frame
3355                                 // check for additional frames with same name
3356                                 for (l = 0, k = strlen(animname);animname[l];l++)
3357                                         if(animname[l] < '0' || animname[l] > '9')
3358                                                 k = l + 1;
3359                                 if(k > 0 && animname[k-1] == '_')
3360                                         --k;
3361                                 animname[k] = 0;
3362                                 count = mod->num_poses - first;
3363                                 for (j = i + 1;j < mod->numframes;j++)
3364                                 {
3365                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3366                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
3367                                                 if(animname2[l] < '0' || animname2[l] > '9')
3368                                                         k = l + 1;
3369                                         if(k > 0 && animname[k-1] == '_')
3370                                                 --k;
3371                                         animname2[k] = 0;
3372                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3373                                         {
3374                                                 count = mod->animscenes[j].firstframe - first;
3375                                                 break;
3376                                         }
3377                                 }
3378                                 // if it's only one frame, use the original frame name
3379                                 if (j == i + 1)
3380                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3381                                 
3382                         }
3383                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3384                         Mod_Decompile_SMD(mod, outname, first, count, false);
3385                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3386                         {
3387                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3388                                 if (l > 0) zymtextsize += l;
3389                         }
3390                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3391                         {
3392                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3393                                 if (l > 0) dpmtextsize += l;
3394                         }
3395                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3396                         {
3397                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3398                                 if (l > 0) framegroupstextsize += l;
3399                         }
3400                 }
3401                 if (zymtextsize)
3402                         FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3403                 if (dpmtextsize)
3404                         FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3405                 if (framegroupstextsize)
3406                         FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3407         }
3408 }
3409
3410 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3411 {
3412         int y;
3413         memset(state, 0, sizeof(*state));
3414         state->width = width;
3415         state->height = height;
3416         state->currentY = 0;
3417         state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3418         for (y = 0;y < state->height;y++)
3419         {
3420                 state->rows[y].currentX = 0;
3421                 state->rows[y].rowY = -1;
3422         }
3423 }
3424
3425 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3426 {
3427         int y;
3428         state->currentY = 0;
3429         for (y = 0;y < state->height;y++)
3430         {
3431                 state->rows[y].currentX = 0;
3432                 state->rows[y].rowY = -1;
3433         }
3434 }
3435
3436 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3437 {
3438         if (state->rows)
3439                 Mem_Free(state->rows);
3440         memset(state, 0, sizeof(*state));
3441 }
3442
3443 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3444 {
3445         mod_alloclightmap_row_t *row;
3446         int y;
3447
3448         row = state->rows + blockheight;
3449         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3450         {
3451                 if (state->currentY + blockheight <= state->height)
3452                 {
3453                         // use the current allocation position
3454                         row->rowY = state->currentY;
3455                         row->currentX = 0;
3456                         state->currentY += blockheight;
3457                 }
3458                 else
3459                 {
3460                         // find another position
3461                         for (y = blockheight;y < state->height;y++)
3462                         {
3463                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3464                                 {
3465                                         row = state->rows + y;
3466                                         break;
3467                                 }
3468                         }
3469                         if (y == state->height)
3470                                 return false;
3471                 }
3472         }
3473         *outy = row->rowY;
3474         *outx = row->currentX;
3475         row->currentX += blockwidth;
3476
3477         return true;
3478 }
3479
3480 typedef struct lightmapsample_s
3481 {
3482         float pos[3];
3483         float sh1[4][3];
3484         float *vertex_color;
3485         unsigned char *lm_bgr;
3486         unsigned char *lm_dir;
3487 }
3488 lightmapsample_t;
3489
3490 typedef struct lightmapvertex_s
3491 {
3492         int index;
3493         float pos[3];
3494         float normal[3];
3495         float texcoordbase[2];
3496         float texcoordlightmap[2];
3497         float lightcolor[4];
3498 }
3499 lightmapvertex_t;
3500
3501 typedef struct lightmaptriangle_s
3502 {
3503         int triangleindex;
3504         int surfaceindex;
3505         int lightmapindex;
3506         int axis;
3507         int lmoffset[2];
3508         int lmsize[2];
3509         // 2D modelspace coordinates of min corner
3510         // snapped to lightmap grid but not in grid coordinates
3511         float lmbase[2];
3512         // 2D modelspace to lightmap coordinate scale
3513         float lmscale[2];
3514         float vertex[3][3];
3515         float mins[3];
3516         float maxs[3];
3517 }
3518 lightmaptriangle_t;
3519
3520 typedef struct lightmaplight_s
3521 {
3522         float origin[3];
3523         float radius;
3524         float iradius;
3525         float radius2;
3526         float color[3];
3527         svbsp_t svbsp;
3528 }
3529 lightmaplight_t;
3530
3531 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3532
3533 #define MAX_LIGHTMAPSAMPLES 64
3534 static int mod_generatelightmaps_numoffsets[3];
3535 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3536
3537 static int mod_generatelightmaps_numlights;
3538 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3539
3540 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3541 extern cvar_t r_shadow_lightattenuationdividebias;
3542 extern cvar_t r_shadow_lightattenuationlinearscale;
3543
3544 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3545 {
3546         int i;
3547         int index;
3548         int result;
3549         float relativepoint[3];
3550         float color[3];
3551         float dir[3];
3552         float dist;
3553         float dist2;
3554         float intensity;
3555         float sample[5*3];
3556         float lightorigin[3];
3557         float lightradius;
3558         float lightradius2;
3559         float lightiradius;
3560         float lightcolor[3];
3561         trace_t trace;
3562         for (i = 0;i < 5*3;i++)
3563                 sample[i] = 0.0f;
3564         for (index = 0;;index++)
3565         {
3566                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3567                 if (result < 0)
3568                         break;
3569                 if (result == 0)
3570                         continue;
3571                 lightradius2 = lightradius * lightradius;
3572                 VectorSubtract(lightorigin, pos, relativepoint);
3573                 dist2 = VectorLength2(relativepoint);
3574                 if (dist2 >= lightradius2)
3575                         continue;
3576                 lightiradius = 1.0f / lightradius;
3577                 dist = sqrt(dist2) * lightiradius;
3578                 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3579                 if (intensity <= 0.0f)
3580                         continue;
3581                 if (model && model->TraceLine)
3582                 {
3583                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3584                         if (trace.fraction < 1)
3585                                 continue;
3586                 }
3587                 // scale down intensity to add to both ambient and diffuse
3588                 //intensity *= 0.5f;
3589                 VectorNormalize(relativepoint);
3590                 VectorScale(lightcolor, intensity, color);
3591                 VectorMA(sample    , 0.5f            , color, sample    );
3592                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3593                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3594                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3595                 // calculate a weighted average light direction as well
3596                 intensity *= VectorLength(color);
3597                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3598         }
3599         // calculate the direction we'll use to reduce the sample to a directional light source
3600         VectorCopy(sample + 12, dir);
3601         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3602         VectorNormalize(dir);
3603         // extract the diffuse color along the chosen direction and scale it
3604         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3605         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3606         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3607         // subtract some of diffuse from ambient
3608         VectorMA(sample, -0.333f, diffuse, ambient);
3609         // store the normalized lightdir
3610         VectorCopy(dir, lightdir);
3611 }
3612
3613 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3614 {
3615         int surfaceindex;
3616         int triangleindex;
3617         const msurface_t *surface;
3618         const float *vertex3f = model->surfmesh.data_vertex3f;
3619         const int *element3i = model->surfmesh.data_element3i;
3620         const int *e;
3621         float v2[3][3];
3622         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3623         {
3624                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3625                         continue;
3626                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3627                         continue;
3628                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3629                 {
3630                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3631                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3632                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3633                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3634                 }
3635         }
3636 }
3637
3638 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3639 {
3640         int maxnodes = 1<<14;
3641         svbsp_node_t *nodes;
3642         float origin[3];
3643         float mins[3];
3644         float maxs[3];
3645         svbsp_t svbsp;
3646         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3647         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3648         VectorCopy(lightinfo->origin, origin);
3649         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3650         for (;;)
3651         {
3652                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3653                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3654                 if (svbsp.ranoutofnodes)
3655                 {
3656                         maxnodes *= 16;
3657                         if (maxnodes > 1<<22)
3658                         {
3659                                 Mem_Free(nodes);
3660                                 return;
3661                         }
3662                         Mem_Free(nodes);
3663                         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3664                 }
3665                 else
3666                         break;
3667         }
3668         if (svbsp.numnodes > 0)
3669         {
3670                 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3671                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3672                 lightinfo->svbsp = svbsp;
3673         }
3674         Mem_Free(nodes);
3675 }
3676
3677 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3678 {
3679         int index;
3680         int result;
3681         lightmaplight_t *lightinfo;
3682         float origin[3];
3683         float radius;
3684         float color[3];
3685         mod_generatelightmaps_numlights = 0;
3686         for (index = 0;;index++)
3687         {
3688                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3689                 if (result < 0)
3690                         break;
3691                 if (result > 0)
3692                         mod_generatelightmaps_numlights++;
3693         }
3694         if (mod_generatelightmaps_numlights > 0)
3695         {
3696                 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3697                 lightinfo = mod_generatelightmaps_lightinfo;
3698                 for (index = 0;;index++)
3699                 {
3700                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3701                         if (result < 0)
3702                                 break;
3703                         if (result > 0)
3704                                 lightinfo++;
3705                 }
3706         }
3707         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3708         {
3709                 lightinfo->iradius = 1.0f / lightinfo->radius;
3710                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3711                 // TODO: compute svbsp
3712                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3713         }
3714 }
3715
3716 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3717 {
3718         int i;
3719         if (mod_generatelightmaps_lightinfo)
3720         {
3721                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3722                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3723                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3724                 Mem_Free(mod_generatelightmaps_lightinfo);
3725         }
3726         mod_generatelightmaps_lightinfo = NULL;
3727         mod_generatelightmaps_numlights = 0;
3728 }
3729
3730 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3731 {
3732         const svbsp_node_t *node;
3733         const svbsp_node_t *nodes = svbsp->nodes;
3734         int num = 0;
3735         while (num >= 0)
3736         {
3737                 node = nodes + num;
3738                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3739         }
3740         return num == -1; // true if empty, false if solid (shadowed)
3741 }
3742
3743 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3744 {
3745         int i;
3746         float relativepoint[3];
3747         float color[3];
3748         float offsetpos[3];
3749         float dist;
3750         float dist2;
3751         float intensity;
3752         int offsetindex;
3753         int hits;
3754         int tests;
3755         const lightmaplight_t *lightinfo;
3756         trace_t trace;
3757         for (i = 0;i < 5*3;i++)
3758                 sample[i] = 0.0f;
3759         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3760         {
3761                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3762                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3763                 // don't accept light from behind a surface, it causes bad shading
3764                 if (normal && DotProduct(relativepoint, normal) <= 0)
3765                         continue;
3766                 dist2 = VectorLength2(relativepoint);
3767                 if (dist2 >= lightinfo->radius2)
3768                         continue;
3769                 dist = sqrt(dist2) * lightinfo->iradius;
3770                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3771                 if (intensity <= 0)
3772                         continue;
3773                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3774                 {
3775                         hits = 0;
3776                         tests = 1;
3777                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3778                                 hits++;
3779                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3780                         {
3781                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3782                                 if (!normal)
3783                                 {
3784                                         // for light grid we'd better check visibility of the offset point
3785                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3786                                         if (trace.fraction < 1)
3787                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3788                                 }
3789                                 tests++;
3790                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3791                                         hits++;
3792                         }
3793                         if (!hits)
3794                                 continue;
3795                         // scale intensity according to how many rays succeeded
3796                         // we know one test is valid, half of the rest will fail...
3797                         //if (normal && tests > 1)
3798                         //      intensity *= (tests - 1.0f) / tests;
3799                         intensity *= (float)hits / tests;
3800                 }
3801                 // scale down intensity to add to both ambient and diffuse
3802                 //intensity *= 0.5f;
3803                 VectorNormalize(relativepoint);
3804                 VectorScale(lightinfo->color, intensity, color);
3805                 VectorMA(sample    , 0.5f            , color, sample    );
3806                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3807                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3808                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3809                 // calculate a weighted average light direction as well
3810                 intensity *= VectorLength(color);
3811                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3812         }
3813 }
3814
3815 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3816 {
3817         float sample[5*3];
3818         float color[3];
3819         float dir[3];
3820         float f;
3821         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3822         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3823         VectorCopy(sample + 12, dir);
3824         VectorNormalize(dir);
3825         //VectorAdd(dir, normal, dir);
3826         //VectorNormalize(dir);
3827         f = DotProduct(dir, normal);
3828         f = max(0, f) * 255.0f;
3829         VectorScale(sample, f, color);
3830         //VectorCopy(normal, dir);
3831         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3832         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3833         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3834         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3835         lm_bgr[3] = 255;
3836         lm_dir[0] = (unsigned char)dir[2];
3837         lm_dir[1] = (unsigned char)dir[1];
3838         lm_dir[2] = (unsigned char)dir[0];
3839         lm_dir[3] = 255;
3840 }
3841
3842 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3843 {
3844         float sample[5*3];
3845         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3846         VectorCopy(sample, vertex_color);
3847 }
3848
3849 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3850 {
3851         float sample[5*3];
3852         float ambient[3];
3853         float diffuse[3];
3854         float dir[3];
3855         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3856         // calculate the direction we'll use to reduce the sample to a directional light source
3857         VectorCopy(sample + 12, dir);
3858         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3859         VectorNormalize(dir);
3860         // extract the diffuse color along the chosen direction and scale it
3861         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3862         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3863         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3864         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3865         VectorScale(sample, 127.5f, ambient);
3866         VectorMA(ambient, -0.333f, diffuse, ambient);
3867         // encode to the grid format
3868         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3869         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3870         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3871         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3872         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3873         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3874         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3875         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3876         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));}
3877 }
3878
3879 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3880 {
3881         float radius[3];
3882         float temp[3];
3883         int i, j;
3884         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3885         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3886         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3887         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3888         radius[0] = mod_generatelightmaps_lightmapradius.value;
3889         radius[1] = mod_generatelightmaps_vertexradius.value;
3890         radius[2] = mod_generatelightmaps_gridradius.value;
3891         for (i = 0;i < 3;i++)
3892         {
3893                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3894                 {
3895                         VectorRandom(temp);
3896                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3897                 }
3898         }
3899 }
3900
3901 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3902 {
3903         msurface_t *surface;
3904         int surfaceindex;
3905         int i;
3906         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3907         {
3908                 surface = model->data_surfaces + surfaceindex;
3909                 surface->lightmaptexture = NULL;
3910                 surface->deluxemaptexture = NULL;
3911         }
3912         if (model->brushq3.data_lightmaps)
3913         {
3914                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3915                         if (model->brushq3.data_lightmaps[i])
3916                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3917                 Mem_Free(model->brushq3.data_lightmaps);
3918                 model->brushq3.data_lightmaps = NULL;
3919         }
3920         if (model->brushq3.data_deluxemaps)
3921         {
3922                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3923                         if (model->brushq3.data_deluxemaps[i])
3924                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3925                 Mem_Free(model->brushq3.data_deluxemaps);
3926                 model->brushq3.data_deluxemaps = NULL;
3927         }
3928 }
3929
3930 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3931 {
3932         msurface_t *surface;
3933         int surfaceindex;
3934         int vertexindex;
3935         int outvertexindex;
3936         int i;
3937         const int *e;
3938         surfmesh_t oldsurfmesh;
3939         size_t size;
3940         unsigned char *data;
3941         oldsurfmesh = model->surfmesh;
3942         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3943         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3944         size = 0;
3945         size += model->surfmesh.num_vertices * sizeof(float[3]);
3946         size += model->surfmesh.num_vertices * sizeof(float[3]);
3947         size += model->surfmesh.num_vertices * sizeof(float[3]);
3948         size += model->surfmesh.num_vertices * sizeof(float[3]);
3949         size += model->surfmesh.num_vertices * sizeof(float[2]);
3950         size += model->surfmesh.num_vertices * sizeof(float[2]);
3951         size += model->surfmesh.num_vertices * sizeof(float[4]);
3952         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3953         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3954         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3955         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3956         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3957         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3958         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3959         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3960         if (model->surfmesh.num_vertices > 65536)
3961                 model->surfmesh.data_element3s = NULL;
3962
3963         if (model->surfmesh.vertexmesh)
3964                 Mem_Free(model->surfmesh.vertexmesh);
3965         model->surfmesh.vertexmesh = NULL;
3966         if (model->surfmesh.vertex3fbuffer)
3967                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
3968         model->surfmesh.vertex3fbuffer = NULL;
3969         if (model->surfmesh.vertexmeshbuffer)
3970                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3971         model->surfmesh.vertexmeshbuffer = NULL;
3972         if (model->surfmesh.data_element3i_indexbuffer)
3973                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3974         model->surfmesh.data_element3i_indexbuffer = NULL;
3975         if (model->surfmesh.data_element3s_indexbuffer)
3976                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3977         model->surfmesh.data_element3s_indexbuffer = NULL;
3978         if (model->surfmesh.vbo_vertexbuffer)
3979                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
3980         model->surfmesh.vbo_vertexbuffer = 0;
3981
3982         // convert all triangles to unique vertex data
3983         outvertexindex = 0;
3984         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3985         {
3986                 surface = model->data_surfaces + surfaceindex;
3987                 surface->num_firstvertex = outvertexindex;
3988                 surface->num_vertices = surface->num_triangles*3;
3989                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3990                 for (i = 0;i < surface->num_triangles*3;i++)
3991                 {
3992                         vertexindex = e[i];
3993                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3994                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3995                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3996                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3997                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3998                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3999                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4000                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4001                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4002                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4003                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4004                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4005                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4006                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4007                         if (oldsurfmesh.data_texcoordlightmap2f)
4008                         {
4009                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4010                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4011                         }
4012                         if (oldsurfmesh.data_lightmapcolor4f)
4013                         {
4014                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4015                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4016                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4017                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4018                         }
4019                         else
4020                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4021                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4022                         outvertexindex++;
4023                 }
4024         }
4025         if (model->surfmesh.data_element3s)
4026                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4027                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4028
4029         // find and update all submodels to use this new surfmesh data
4030         for (i = 0;i < model->brush.numsubmodels;i++)
4031                 model->brush.submodels[i]->surfmesh = model->surfmesh;
4032 }
4033
4034 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4035 {
4036         msurface_t *surface;
4037         int surfaceindex;
4038         int i;
4039         int axis;
4040         float normal[3];
4041         const int *e;
4042         lightmaptriangle_t *triangle;
4043         // generate lightmap triangle structs
4044         mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4045         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4046         {
4047                 surface = model->data_surfaces + surfaceindex;
4048                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4049                 for (i = 0;i < surface->num_triangles;i++)
4050                 {
4051                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4052                         triangle->triangleindex = surface->num_firsttriangle+i;
4053                         triangle->surfaceindex = surfaceindex;
4054                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4055                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4056                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4057                         // calculate bounds of triangle
4058                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4059                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4060                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4061                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4062                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4063                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4064                         // pick an axial projection based on the triangle normal
4065                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4066                         axis = 0;
4067                         if (fabs(normal[1]) > fabs(normal[axis]))
4068                                 axis = 1;
4069                         if (fabs(normal[2]) > fabs(normal[axis]))
4070                                 axis = 2;
4071                         triangle->axis = axis;
4072                 }
4073         }
4074 }
4075
4076 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4077 {
4078         if (mod_generatelightmaps_lightmaptriangles)
4079                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4080         mod_generatelightmaps_lightmaptriangles = NULL;
4081 }
4082
4083 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4084
4085 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4086 {
4087         msurface_t *surface;
4088         int surfaceindex;
4089         int lightmapindex;
4090         int lightmapnumber;
4091         int i;
4092         int j;
4093         int k;
4094         int x;
4095         int y;
4096         int axis;
4097         int axis1;
4098         int axis2;
4099         int retry;
4100         int pixeloffset;
4101         float trianglenormal[3];
4102         float samplecenter[3];
4103         float samplenormal[3];
4104         float temp[3];
4105         float lmiscale[2];
4106         float slopex;
4107         float slopey;
4108         float slopebase;
4109         float lmscalepixels;
4110         float lmmins;
4111         float lmmaxs;
4112         float lm_basescalepixels;
4113         int lm_borderpixels;
4114         int lm_texturesize;
4115         //int lm_maxpixels;
4116         const int *e;
4117         lightmaptriangle_t *triangle;
4118         unsigned char *lightmappixels;
4119         unsigned char *deluxemappixels;
4120         mod_alloclightmap_state_t lmstate;
4121
4122         // generate lightmap projection information for all triangles
4123         if (model->texturepool == NULL)
4124                 model->texturepool = R_AllocTexturePool();
4125         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4126         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4127         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4128         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4129         Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4130         lightmapnumber = 0;
4131         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4132         {
4133                 surface = model->data_surfaces + surfaceindex;
4134                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4135                 lmscalepixels = lm_basescalepixels;
4136                 for (retry = 0;retry < 30;retry++)
4137                 {
4138                         // after a couple failed attempts, degrade quality to make it fit
4139                         if (retry > 1)
4140                                 lmscalepixels *= 0.5f;
4141                         for (i = 0;i < surface->num_triangles;i++)
4142                         {
4143                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4144                                 triangle->lightmapindex = lightmapnumber;
4145                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4146                                 // pick two planar axes for projection
4147                                 // lightmap coordinates here are in pixels
4148                                 // lightmap projections are snapped to pixel grid explicitly, such
4149                                 // that two neighboring triangles sharing an edge and projection
4150                                 // axis will have identical sampl espacing along their shared edge
4151                                 k = 0;
4152                                 for (j = 0;j < 3;j++)
4153                                 {
4154                                         if (j == triangle->axis)
4155                                                 continue;
4156                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4157                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4158                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4159                                         triangle->lmbase[k] = lmmins/lmscalepixels;
4160                                         triangle->lmscale[k] = lmscalepixels;
4161                                         k++;
4162                                 }
4163                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4164                                         break;
4165                         }
4166                         // if all fit in this texture, we're done with this surface
4167                         if (i == surface->num_triangles)
4168                                 break;
4169                         // if we haven't maxed out the lightmap size yet, we retry the
4170                         // entire surface batch...
4171                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4172                         {
4173                                 lm_texturesize *= 2;
4174                                 surfaceindex = -1;
4175                                 lightmapnumber = 0;
4176                                 Mod_AllocLightmap_Free(&lmstate);
4177                                 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4178                                 break;
4179                         }
4180                         // if we have maxed out the lightmap size, and this triangle does
4181                         // not fit in the same texture as the rest of the surface, we have
4182                         // to retry the entire surface in a new texture (can only use one)
4183                         // with multiple retries, the lightmap quality degrades until it
4184                         // fits (or gives up)
4185                         if (surfaceindex > 0)
4186                                 lightmapnumber++;
4187                         Mod_AllocLightmap_Reset(&lmstate);
4188                 }
4189         }
4190         lightmapnumber++;
4191         Mod_AllocLightmap_Free(&lmstate);
4192
4193         // now put triangles together into lightmap textures, and do not allow
4194         // triangles of a surface to go into different textures (as that would
4195         // require rewriting the surface list)
4196         model->brushq3.deluxemapping_modelspace = true;
4197         model->brushq3.deluxemapping = true;
4198         model->brushq3.num_mergedlightmaps = lightmapnumber;
4199         model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4200         model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4201         lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4202         deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4203         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4204         {
4205                 surface = model->data_surfaces + surfaceindex;
4206                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4207                 for (i = 0;i < surface->num_triangles;i++)
4208                 {
4209                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4210                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4211                         VectorNormalize(trianglenormal);
4212                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4213                         axis = triangle->axis;
4214                         axis1 = axis == 0 ? 1 : 0;
4215                         axis2 = axis == 2 ? 1 : 2;
4216                         lmiscale[0] = 1.0f / triangle->lmscale[0];
4217                         lmiscale[1] = 1.0f / triangle->lmscale[1];
4218                         if (trianglenormal[axis] < 0)
4219                                 VectorNegate(trianglenormal, trianglenormal);
4220                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4221                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4222                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4223                         for (j = 0;j < 3;j++)
4224                         {
4225                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4226                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4227                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4228 #if 0
4229                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4230                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4231                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4232                                 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]);
4233 #endif
4234                         }
4235
4236 #if 0
4237                         switch (axis)
4238                         {
4239                         default:
4240                         case 0:
4241                                 forward[0] = 0;
4242                                 forward[1] = 1.0f / triangle->lmscale[0];
4243                                 forward[2] = 0;
4244                                 left[0] = 0;
4245                                 left[1] = 0;
4246                                 left[2] = 1.0f / triangle->lmscale[1];
4247                                 up[0] = 1.0f;
4248                                 up[1] = 0;
4249                                 up[2] = 0;
4250                                 origin[0] = 0;
4251                                 origin[1] = triangle->lmbase[0];
4252                                 origin[2] = triangle->lmbase[1];
4253                                 break;
4254                         case 1:
4255                                 forward[0] = 1.0f / triangle->lmscale[0];
4256                                 forward[1] = 0;
4257                                 forward[2] = 0;
4258                                 left[0] = 0;
4259                                 left[1] = 0;
4260                                 left[2] = 1.0f / triangle->lmscale[1];
4261                                 up[0] = 0;
4262                                 up[1] = 1.0f;
4263                                 up[2] = 0;
4264                                 origin[0] = triangle->lmbase[0];
4265                                 origin[1] = 0;
4266                                 origin[2] = triangle->lmbase[1];
4267                                 break;
4268                         case 2:
4269                                 forward[0] = 1.0f / triangle->lmscale[0];
4270                                 forward[1] = 0;
4271                                 forward[2] = 0;
4272                                 left[0] = 0;
4273                                 left[1] = 1.0f / triangle->lmscale[1];
4274                                 left[2] = 0;
4275                                 up[0] = 0;
4276                                 up[1] = 0;
4277                                 up[2] = 1.0f;
4278                                 origin[0] = triangle->lmbase[0];
4279                                 origin[1] = triangle->lmbase[1];
4280                                 origin[2] = 0;
4281                                 break;
4282                         }
4283                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4284 #endif
4285 #define LM_DIST_EPSILON (1.0f / 32.0f)
4286                         for (y = 0;y < triangle->lmsize[1];y++)
4287                         {
4288                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4289                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4290                                 {
4291                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4292                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4293                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4294                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4295                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4296                                 }
4297                         }
4298                 }
4299         }
4300
4301         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4302         {
4303                 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4304                 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4305         }
4306
4307         if (lightmappixels)
4308                 Mem_Free(lightmappixels);
4309         if (deluxemappixels)
4310                 Mem_Free(deluxemappixels);
4311
4312         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4313         {
4314                 surface = model->data_surfaces + surfaceindex;
4315                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4316                 if (!surface->num_triangles)
4317                         continue;
4318                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4319                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4320                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4321                 surface->lightmapinfo = NULL;
4322         }
4323
4324         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4325         model->brushq1.lightdata = NULL;
4326         model->brushq1.lightmapupdateflags = NULL;
4327         model->brushq1.firstrender = false;
4328         model->brushq1.num_lightstyles = 0;
4329         model->brushq1.data_lightstyleinfo = NULL;
4330         for (i = 0;i < model->brush.numsubmodels;i++)
4331         {
4332                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4333                 model->brush.submodels[i]->brushq1.firstrender = false;
4334                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4335                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4336         }
4337 }
4338
4339 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4340 {
4341         int i;
4342         for (i = 0;i < model->surfmesh.num_vertices;i++)
4343                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4344 }
4345
4346 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4347 {
4348         int x;
4349         int y;
4350         int z;
4351         int index = 0;
4352         float pos[3];
4353         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4354         {
4355                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4356                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4357                 {
4358                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4359                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4360                         {
4361                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4362                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4363                         }
4364                 }
4365         }
4366 }
4367
4368 extern cvar_t mod_q3bsp_nolightmaps;
4369 static void Mod_GenerateLightmaps(dp_model_t *model)
4370 {
4371         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4372         dp_model_t *oldloadmodel = loadmodel;
4373         loadmodel = model;
4374
4375         Mod_GenerateLightmaps_InitSampleOffsets(model);
4376         Mod_GenerateLightmaps_DestroyLightmaps(model);
4377         Mod_GenerateLightmaps_UnweldTriangles(model);
4378         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4379         Mod_GenerateLightmaps_CreateLights(model);
4380         if(!mod_q3bsp_nolightmaps.integer)
4381                 Mod_GenerateLightmaps_CreateLightmaps(model);
4382         Mod_GenerateLightmaps_UpdateVertexColors(model);
4383         Mod_GenerateLightmaps_UpdateLightGrid(model);
4384         Mod_GenerateLightmaps_DestroyLights(model);
4385         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4386
4387         loadmodel = oldloadmodel;
4388 }
4389
4390 static void Mod_GenerateLightmaps_f(void)
4391 {
4392         if (Cmd_Argc() != 1)
4393         {
4394                 Con_Printf("usage: mod_generatelightmaps\n");
4395                 return;
4396         }
4397         if (!cl.worldmodel)
4398         {
4399                 Con_Printf("no worldmodel loaded\n");
4400                 return;
4401         }
4402         Mod_GenerateLightmaps(cl.worldmodel);
4403 }