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cvar: r_mipnormalmaps
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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_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"};
31 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
32 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
33 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
34 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
35 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
36 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
37 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
38 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
39 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
40 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
41
42 dp_model_t *loadmodel;
43
44 static mempool_t *mod_mempool;
45 static memexpandablearray_t models;
46
47 static mempool_t* q3shaders_mem;
48 typedef struct q3shader_hash_entry_s
49 {
50   q3shaderinfo_t shader;
51   struct q3shader_hash_entry_s* chain;
52 } q3shader_hash_entry_t;
53 #define Q3SHADER_HASH_SIZE  1021
54 typedef struct q3shader_data_s
55 {
56   memexpandablearray_t hash_entries;
57   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
58   memexpandablearray_t char_ptrs;
59 } q3shader_data_t;
60 static q3shader_data_t* q3shader_data;
61
62 static void mod_start(void)
63 {
64         int i, count;
65         int nummodels = Mem_ExpandableArray_IndexRange(&models);
66         dp_model_t *mod;
67
68         SCR_PushLoadingScreen(false, "Loading models", 1.0);
69         count = 0;
70         for (i = 0;i < nummodels;i++)
71                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
72                         if (mod->used)
73                                 ++count;
74         for (i = 0;i < nummodels;i++)
75                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
76                         if (mod->used)
77                         {
78                                 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
79                                 Mod_LoadModel(mod, true, false);
80                                 SCR_PopLoadingScreen(false);
81                         }
82         SCR_PopLoadingScreen(false);
83 }
84
85 static void mod_shutdown(void)
86 {
87         int i;
88         int nummodels = Mem_ExpandableArray_IndexRange(&models);
89         dp_model_t *mod;
90
91         for (i = 0;i < nummodels;i++)
92                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
93                         Mod_UnloadModel(mod);
94
95         Mod_FreeQ3Shaders();
96         Mod_Skeletal_FreeBuffers();
97 }
98
99 static void mod_newmap(void)
100 {
101         msurface_t *surface;
102         int i, j, k, surfacenum, ssize, tsize;
103         int nummodels = Mem_ExpandableArray_IndexRange(&models);
104         dp_model_t *mod;
105
106         for (i = 0;i < nummodels;i++)
107         {
108                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
109                 {
110                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
111                         {
112                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
113                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
114                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
115                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
116                         }
117                         if (mod->brush.solidskyskinframe)
118                                 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
119                         if (mod->brush.alphaskyskinframe)
120                                 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
121                 }
122         }
123
124         if (!cl_stainmaps_clearonload.integer)
125                 return;
126
127         for (i = 0;i < nummodels;i++)
128         {
129                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
130                 {
131                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
132                         {
133                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
134                                 {
135                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
136                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
137                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
138                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
139                                 }
140                         }
141                 }
142         }
143 }
144
145 /*
146 ===============
147 Mod_Init
148 ===============
149 */
150 static void Mod_Print(void);
151 static void Mod_Precache (void);
152 static void Mod_Decompile_f(void);
153 static void Mod_GenerateLightmaps_f(void);
154 void Mod_Init (void)
155 {
156         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
157         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
158
159         Mod_BrushInit();
160         Mod_AliasInit();
161         Mod_SpriteInit();
162
163         Cvar_RegisterVariable(&r_mipskins);
164         Cvar_RegisterVariable(&r_mipnormalmaps);
165         Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
166         Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
167         Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
168
169         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
170         Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
171         Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
172         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
173         Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
174         Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
175
176         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
177         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
178         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
179         Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
180 }
181
182 void Mod_RenderInit(void)
183 {
184         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
185 }
186
187 void Mod_UnloadModel (dp_model_t *mod)
188 {
189         char name[MAX_QPATH];
190         qboolean used;
191         dp_model_t *parentmodel;
192
193         if (developer_loading.integer)
194                 Con_Printf("unloading model %s\n", mod->name);
195
196         strlcpy(name, mod->name, sizeof(name));
197         parentmodel = mod->brush.parentmodel;
198         used = mod->used;
199         if (mod->surfmesh.ebo3i)
200                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
201         if (mod->surfmesh.ebo3s)
202                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
203         if (mod->surfmesh.vbo)
204                 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
205         // free textures/memory attached to the model
206         R_FreeTexturePool(&mod->texturepool);
207         Mem_FreePool(&mod->mempool);
208         // clear the struct to make it available
209         memset(mod, 0, sizeof(dp_model_t));
210         // restore the fields we want to preserve
211         strlcpy(mod->name, name, sizeof(mod->name));
212         mod->brush.parentmodel = parentmodel;
213         mod->used = used;
214         mod->loaded = false;
215 }
216
217 void R_Model_Null_Draw(entity_render_t *ent)
218 {
219         return;
220 }
221
222
223 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
224
225 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
226 {
227         const char *bufptr;
228         int start, len;
229         float fps;
230         unsigned int i;
231         qboolean loop;
232
233         bufptr = buf;
234         i = 0;
235         for(;;)
236         {
237                 // an anim scene!
238                 if (!COM_ParseToken_Simple(&bufptr, true, false))
239                         break;
240                 if (!strcmp(com_token, "\n"))
241                         continue; // empty line
242                 start = atoi(com_token);
243                 if (!COM_ParseToken_Simple(&bufptr, true, false))
244                         break;
245                 if (!strcmp(com_token, "\n"))
246                 {
247                         Con_Printf("framegroups file: missing number of frames\n");
248                         continue;
249                 }
250                 len = atoi(com_token);
251                 if (!COM_ParseToken_Simple(&bufptr, true, false))
252                         break;
253                 // we default to looping as it's usually wanted, so to NOT loop you append a 0
254                 if (strcmp(com_token, "\n"))
255                 {
256                         fps = atof(com_token);
257                         if (!COM_ParseToken_Simple(&bufptr, true, false))
258                                 break;
259                         if (strcmp(com_token, "\n"))
260                                 loop = atoi(com_token) != 0;
261                         else
262                                 loop = true;
263                 }
264                 else
265                 {
266                         fps = 20;
267                         loop = true;
268                 }
269
270                 if(cb)
271                         cb(i, start, len, fps, loop, pass);
272                 ++i;
273         }
274
275         return i;
276 }
277
278 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
279 {
280         unsigned int *cnt = (unsigned int *) pass;
281         ++*cnt;
282 }
283
284 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
285 {
286         dp_model_t *mod = (dp_model_t *) pass;
287         animscene_t *anim = &mod->animscenes[i];
288         dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
289         anim->firstframe = bound(0, start, mod->num_poses - 1);
290         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
291         anim->framerate = max(1, fps);
292         anim->loop = !!loop;
293         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
294 }
295
296 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
297 {
298         unsigned int cnt;
299
300         // 0. count
301         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
302         if(!cnt)
303         {
304                 Con_Printf("no scene found in framegroups file, aborting\n");
305                 return;
306         }
307         mod->numframes = cnt;
308
309         // 1. reallocate
310         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
311         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
312
313         // 2. parse
314         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
315 }
316
317 void Mod_FindPotentialDeforms(dp_model_t *mod)
318 {
319         int i, j;
320         texture_t *texture;
321         mod->wantnormals = false;
322         mod->wanttangents = false;
323         for (i = 0;i < mod->num_textures;i++)
324         {
325                 texture = mod->data_textures + i;
326                 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
327                         mod->wantnormals = true;
328                 for (j = 0;j < Q3MAXDEFORMS;j++)
329                 {
330                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
331                         {
332                                 mod->wanttangents = true;
333                                 mod->wantnormals = true;
334                                 break;
335                         }
336                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
337                                 mod->wantnormals = true;
338                 }
339         }
340 }
341
342 /*
343 ==================
344 Mod_LoadModel
345
346 Loads a model
347 ==================
348 */
349 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
350 {
351         int num;
352         unsigned int crc;
353         void *buf;
354         fs_offset_t filesize;
355
356         mod->used = true;
357
358         if (mod->name[0] == '*') // submodel
359                 return mod;
360         
361         if (!strcmp(mod->name, "null"))
362         {
363                 if(mod->loaded)
364                         return mod;
365
366                 if (mod->loaded || mod->mempool)
367                         Mod_UnloadModel(mod);
368
369                 if (developer_loading.integer)
370                         Con_Printf("loading model %s\n", mod->name);
371
372                 mod->used = true;
373                 mod->crc = (unsigned int)-1;
374                 mod->loaded = false;
375
376                 VectorClear(mod->normalmins);
377                 VectorClear(mod->normalmaxs);
378                 VectorClear(mod->yawmins);
379                 VectorClear(mod->yawmaxs);
380                 VectorClear(mod->rotatedmins);
381                 VectorClear(mod->rotatedmaxs);
382
383                 mod->modeldatatypestring = "null";
384                 mod->type = mod_null;
385                 mod->Draw = R_Model_Null_Draw;
386                 mod->numframes = 2;
387                 mod->numskins = 1;
388
389                 // no fatal errors occurred, so this model is ready to use.
390                 mod->loaded = true;
391
392                 return mod;
393         }
394
395         crc = 0;
396         buf = NULL;
397
398         // even if the model is loaded it still may need reloading...
399
400         // if it is not loaded or checkdisk is true we need to calculate the crc
401         if (!mod->loaded || checkdisk)
402         {
403                 if (checkdisk && mod->loaded)
404                         Con_DPrintf("checking model %s\n", mod->name);
405                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
406                 if (buf)
407                 {
408                         crc = CRC_Block((unsigned char *)buf, filesize);
409                         // we need to reload the model if the crc does not match
410                         if (mod->crc != crc)
411                                 mod->loaded = false;
412                 }
413         }
414
415         // if the model is already loaded and checks passed, just return
416         if (mod->loaded)
417         {
418                 if (buf)
419                         Mem_Free(buf);
420                 return mod;
421         }
422
423         if (developer_loading.integer)
424                 Con_Printf("loading model %s\n", mod->name);
425         
426         SCR_PushLoadingScreen(true, mod->name, 1);
427
428         // LordHavoc: unload the existing model in this slot (if there is one)
429         if (mod->loaded || mod->mempool)
430                 Mod_UnloadModel(mod);
431
432         // load the model
433         mod->used = true;
434         mod->crc = crc;
435         // errors can prevent the corresponding mod->loaded = true;
436         mod->loaded = false;
437
438         // default model radius and bounding box (mainly for missing models)
439         mod->radius = 16;
440         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
441         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
442         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
443         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
444         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
445         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
446
447         if (!q3shaders_mem)
448         {
449                 // load q3 shaders for the first time, or after a level change
450                 Mod_LoadQ3Shaders();
451         }
452
453         if (buf)
454         {
455                 char *bufend = (char *)buf + filesize;
456
457                 // all models use memory, so allocate a memory pool
458                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
459
460                 num = LittleLong(*((int *)buf));
461                 // call the apropriate loader
462                 loadmodel = mod;
463                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
464                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
465                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
466                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
467                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
468                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
469                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
470                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
471                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
472                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
473                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
474                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
475                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
476                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
477                 Mem_Free(buf);
478
479                 Mod_FindPotentialDeforms(mod);
480                                         
481                 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
482                 if(buf)
483                 {
484                         Mod_FrameGroupify(mod, (const char *)buf);
485                         Mem_Free(buf);
486                 }
487
488                 Mod_BuildVBOs();
489         }
490         else if (crash)
491         {
492                 // LordHavoc: Sys_Error was *ANNOYING*
493                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
494         }
495
496         // no fatal errors occurred, so this model is ready to use.
497         mod->loaded = true;
498
499         SCR_PopLoadingScreen(false);
500
501         return mod;
502 }
503
504 void Mod_ClearUsed(void)
505 {
506         int i;
507         int nummodels = Mem_ExpandableArray_IndexRange(&models);
508         dp_model_t *mod;
509         for (i = 0;i < nummodels;i++)
510                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
511                         mod->used = false;
512 }
513
514 void Mod_PurgeUnused(void)
515 {
516         int i;
517         int nummodels = Mem_ExpandableArray_IndexRange(&models);
518         dp_model_t *mod;
519         for (i = 0;i < nummodels;i++)
520         {
521                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
522                 {
523                         Mod_UnloadModel(mod);
524                         Mem_ExpandableArray_FreeRecord(&models, mod);
525                 }
526         }
527 }
528
529 /*
530 ==================
531 Mod_FindName
532
533 ==================
534 */
535 dp_model_t *Mod_FindName(const char *name, const char *parentname)
536 {
537         int i;
538         int nummodels;
539         dp_model_t *mod;
540
541         if (!parentname)
542                 parentname = "";
543
544         // if we're not dedicatd, the renderer calls will crash without video
545         Host_StartVideo();
546
547         nummodels = Mem_ExpandableArray_IndexRange(&models);
548
549         if (!name[0])
550                 Host_Error ("Mod_ForName: NULL name");
551
552         // search the currently loaded models
553         for (i = 0;i < nummodels;i++)
554         {
555                 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))))
556                 {
557                         mod->used = true;
558                         return mod;
559                 }
560         }
561
562         // no match found, create a new one
563         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
564         strlcpy(mod->name, name, sizeof(mod->name));
565         if (parentname[0])
566                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
567         else
568                 mod->brush.parentmodel = NULL;
569         mod->loaded = false;
570         mod->used = true;
571         return mod;
572 }
573
574 /*
575 ==================
576 Mod_ForName
577
578 Loads in a model for the given name
579 ==================
580 */
581 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
582 {
583         dp_model_t *model;
584         model = Mod_FindName(name, parentname);
585         if (!model->loaded || checkdisk)
586                 Mod_LoadModel(model, crash, checkdisk);
587         return model;
588 }
589
590 /*
591 ==================
592 Mod_Reload
593
594 Reloads all models if they have changed
595 ==================
596 */
597 void Mod_Reload(void)
598 {
599         int i, count;
600         int nummodels = Mem_ExpandableArray_IndexRange(&models);
601         dp_model_t *mod;
602
603         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
604         count = 0;
605         for (i = 0;i < nummodels;i++)
606                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
607                         ++count;
608         for (i = 0;i < nummodels;i++)
609                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
610                 {
611                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
612                         Mod_LoadModel(mod, true, true);
613                         SCR_PopLoadingScreen(false);
614                 }
615         SCR_PopLoadingScreen(false);
616 }
617
618 unsigned char *mod_base;
619
620
621 //=============================================================================
622
623 /*
624 ================
625 Mod_Print
626 ================
627 */
628 static void Mod_Print(void)
629 {
630         int i;
631         int nummodels = Mem_ExpandableArray_IndexRange(&models);
632         dp_model_t *mod;
633
634         Con_Print("Loaded models:\n");
635         for (i = 0;i < nummodels;i++)
636         {
637                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
638                 {
639                         if (mod->brush.numsubmodels)
640                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
641                         else
642                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
643                 }
644         }
645 }
646
647 /*
648 ================
649 Mod_Precache
650 ================
651 */
652 static void Mod_Precache(void)
653 {
654         if (Cmd_Argc() == 2)
655                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
656         else
657                 Con_Print("usage: modelprecache <filename>\n");
658 }
659
660 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
661 {
662         int i, count;
663         unsigned char *used;
664         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
665         memset(used, 0, numvertices);
666         for (i = 0;i < numelements;i++)
667                 used[elements[i]] = 1;
668         for (i = 0, count = 0;i < numvertices;i++)
669                 remapvertices[i] = used[i] ? count++ : -1;
670         Mem_Free(used);
671         return count;
672 }
673
674 #if 1
675 // fast way, using an edge hash
676 #define TRIANGLEEDGEHASH 8192
677 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
678 {
679         int i, j, p, e1, e2, *n, hashindex, count, match;
680         const int *e;
681         typedef struct edgehashentry_s
682         {
683                 struct edgehashentry_s *next;
684                 int triangle;
685                 int element[2];
686         }
687         edgehashentry_t;
688         static edgehashentry_t **edgehash;
689         edgehashentry_t *edgehashentries, *hash;
690         if (!numtriangles)
691                 return;
692         edgehash = Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
693         // if there are too many triangles for the stack array, allocate larger buffer
694         edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
695         // find neighboring triangles
696         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
697         {
698                 for (j = 0, p = 2;j < 3;p = j, j++)
699                 {
700                         e1 = e[p];
701                         e2 = e[j];
702                         // this hash index works for both forward and backward edges
703                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
704                         hash = edgehashentries + i * 3 + j;
705                         hash->next = edgehash[hashindex];
706                         edgehash[hashindex] = hash;
707                         hash->triangle = i;
708                         hash->element[0] = e1;
709                         hash->element[1] = e2;
710                 }
711         }
712         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
713         {
714                 for (j = 0, p = 2;j < 3;p = j, j++)
715                 {
716                         e1 = e[p];
717                         e2 = e[j];
718                         // this hash index works for both forward and backward edges
719                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
720                         count = 0;
721                         match = -1;
722                         for (hash = edgehash[hashindex];hash;hash = hash->next)
723                         {
724                                 if (hash->element[0] == e2 && hash->element[1] == e1)
725                                 {
726                                         if (hash->triangle != i)
727                                                 match = hash->triangle;
728                                         count++;
729                                 }
730                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
731                                         count++;
732                         }
733                         // detect edges shared by three triangles and make them seams
734                         if (count > 2)
735                                 match = -1;
736                         n[p] = match;
737                 }
738
739                 // also send a keepalive here (this can take a while too!)
740                 CL_KeepaliveMessage(false);
741         }
742         // free the allocated buffer
743         Mem_Free(edgehashentries);
744         Mem_Free(edgehash);
745 }
746 #else
747 // very slow but simple way
748 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
749 {
750         int i, match, count;
751         count = 0;
752         match = -1;
753         for (i = 0;i < numtriangles;i++, elements += 3)
754         {
755                      if ((elements[0] == start && elements[1] == end)
756                       || (elements[1] == start && elements[2] == end)
757                       || (elements[2] == start && elements[0] == end))
758                 {
759                         if (i != ignore)
760                                 match = i;
761                         count++;
762                 }
763                 else if ((elements[1] == start && elements[0] == end)
764                       || (elements[2] == start && elements[1] == end)
765                       || (elements[0] == start && elements[2] == end))
766                         count++;
767         }
768         // detect edges shared by three triangles and make them seams
769         if (count > 2)
770                 match = -1;
771         return match;
772 }
773
774 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
775 {
776         int i, *n;
777         const int *e;
778         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
779         {
780                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
781                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
782                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
783         }
784 }
785 #endif
786
787 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
788 {
789         int i, warned = false, endvertex = firstvertex + numverts;
790         for (i = 0;i < numtriangles * 3;i++)
791         {
792                 if (elements[i] < firstvertex || elements[i] >= endvertex)
793                 {
794                         if (!warned)
795                         {
796                                 warned = true;
797                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
798                         }
799                         elements[i] = firstvertex;
800                 }
801         }
802 }
803
804 // warning: this is an expensive function!
805 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
806 {
807         int i, j;
808         const int *element;
809         float *vectorNormal;
810         float areaNormal[3];
811         // clear the vectors
812         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
813         // process each vertex of each triangle and accumulate the results
814         // use area-averaging, to make triangles with a big area have a bigger
815         // weighting on the vertex normal than triangles with a small area
816         // to do so, just add the 'normals' together (the bigger the area
817         // the greater the length of the normal is
818         element = elements;
819         for (i = 0; i < numtriangles; i++, element += 3)
820         {
821                 TriangleNormal(
822                         vertex3f + element[0] * 3,
823                         vertex3f + element[1] * 3,
824                         vertex3f + element[2] * 3,
825                         areaNormal
826                         );
827
828                 if (!areaweighting)
829                         VectorNormalize(areaNormal);
830
831                 for (j = 0;j < 3;j++)
832                 {
833                         vectorNormal = normal3f + element[j] * 3;
834                         vectorNormal[0] += areaNormal[0];
835                         vectorNormal[1] += areaNormal[1];
836                         vectorNormal[2] += areaNormal[2];
837                 }
838         }
839         // and just normalize the accumulated vertex normal in the end
840         vectorNormal = normal3f + 3 * firstvertex;
841         for (i = 0; i < numvertices; i++, vectorNormal += 3)
842                 VectorNormalize(vectorNormal);
843 }
844
845 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)
846 {
847         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
848         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
849         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
850
851         // 6 multiply, 9 subtract
852         VectorSubtract(v1, v0, v10);
853         VectorSubtract(v2, v0, v20);
854         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
855         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
856         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
857         // 12 multiply, 10 subtract
858         tc10[1] = tc1[1] - tc0[1];
859         tc20[1] = tc2[1] - tc0[1];
860         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
861         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
862         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
863         tc10[0] = tc1[0] - tc0[0];
864         tc20[0] = tc2[0] - tc0[0];
865         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
866         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
867         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
868         // 12 multiply, 4 add, 6 subtract
869         f = DotProduct(svector3f, normal3f);
870         svector3f[0] -= f * normal3f[0];
871         svector3f[1] -= f * normal3f[1];
872         svector3f[2] -= f * normal3f[2];
873         f = DotProduct(tvector3f, normal3f);
874         tvector3f[0] -= f * normal3f[0];
875         tvector3f[1] -= f * normal3f[1];
876         tvector3f[2] -= f * normal3f[2];
877         // if texture is mapped the wrong way (counterclockwise), the tangents
878         // have to be flipped, this is detected by calculating a normal from the
879         // two tangents, and seeing if it is opposite the surface normal
880         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
881         CrossProduct(tvector3f, svector3f, tangentcross);
882         if (DotProduct(tangentcross, normal3f) < 0)
883         {
884                 VectorNegate(svector3f, svector3f);
885                 VectorNegate(tvector3f, tvector3f);
886         }
887 }
888
889 // warning: this is a very expensive function!
890 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)
891 {
892         int i, tnum;
893         float sdir[3], tdir[3], normal[3], *sv, *tv;
894         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
895         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
896         const int *e;
897         // clear the vectors
898         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
899         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
900         // process each vertex of each triangle and accumulate the results
901         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
902         {
903                 v0 = vertex3f + e[0] * 3;
904                 v1 = vertex3f + e[1] * 3;
905                 v2 = vertex3f + e[2] * 3;
906                 tc0 = texcoord2f + e[0] * 2;
907                 tc1 = texcoord2f + e[1] * 2;
908                 tc2 = texcoord2f + e[2] * 2;
909
910                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
911                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
912
913                 // calculate the edge directions and surface normal
914                 // 6 multiply, 9 subtract
915                 VectorSubtract(v1, v0, v10);
916                 VectorSubtract(v2, v0, v20);
917                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
918                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
919                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
920
921                 // calculate the tangents
922                 // 12 multiply, 10 subtract
923                 tc10[1] = tc1[1] - tc0[1];
924                 tc20[1] = tc2[1] - tc0[1];
925                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
926                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
927                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
928                 tc10[0] = tc1[0] - tc0[0];
929                 tc20[0] = tc2[0] - tc0[0];
930                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
931                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
932                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
933
934                 // if texture is mapped the wrong way (counterclockwise), the tangents
935                 // have to be flipped, this is detected by calculating a normal from the
936                 // two tangents, and seeing if it is opposite the surface normal
937                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
938                 CrossProduct(tdir, sdir, tangentcross);
939                 if (DotProduct(tangentcross, normal) < 0)
940                 {
941                         VectorNegate(sdir, sdir);
942                         VectorNegate(tdir, tdir);
943                 }
944
945                 if (!areaweighting)
946                 {
947                         VectorNormalize(sdir);
948                         VectorNormalize(tdir);
949                 }
950                 for (i = 0;i < 3;i++)
951                 {
952                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
953                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
954                 }
955         }
956         // make the tangents completely perpendicular to the surface normal, and
957         // then normalize them
958         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
959         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
960         {
961                 f = -DotProduct(sv, n);
962                 VectorMA(sv, f, n, sv);
963                 VectorNormalize(sv);
964                 f = -DotProduct(tv, n);
965                 VectorMA(tv, f, n, tv);
966                 VectorNormalize(tv);
967         }
968 }
969
970 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
971 {
972         unsigned char *data;
973         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));
974         loadmodel->surfmesh.num_vertices = numvertices;
975         loadmodel->surfmesh.num_triangles = numtriangles;
976         if (loadmodel->surfmesh.num_vertices)
977         {
978                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
979                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
980                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
981                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
982                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
983                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
984                 if (vertexcolors)
985                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
986                 if (lightmapoffsets)
987                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
988         }
989         if (loadmodel->surfmesh.num_triangles)
990         {
991                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
992                 if (neighbors)
993                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
994                 if (loadmodel->surfmesh.num_vertices <= 65536)
995                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
996         }
997 }
998
999 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)
1000 {
1001         shadowmesh_t *newmesh;
1002         unsigned char *data;
1003         int size;
1004         size = sizeof(shadowmesh_t);
1005         size += maxverts * sizeof(float[3]);
1006         if (light)
1007                 size += maxverts * sizeof(float[11]);
1008         size += maxtriangles * sizeof(int[3]);
1009         if (maxverts <= 65536)
1010                 size += maxtriangles * sizeof(unsigned short[3]);
1011         if (neighbors)
1012                 size += maxtriangles * sizeof(int[3]);
1013         if (expandable)
1014                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1015         data = (unsigned char *)Mem_Alloc(mempool, size);
1016         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1017         newmesh->map_diffuse = map_diffuse;
1018         newmesh->map_specular = map_specular;
1019         newmesh->map_normal = map_normal;
1020         newmesh->maxverts = maxverts;
1021         newmesh->maxtriangles = maxtriangles;
1022         newmesh->numverts = 0;
1023         newmesh->numtriangles = 0;
1024         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1025         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1026
1027         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1028         if (light)
1029         {
1030                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1031                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1032                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1033                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1034         }
1035         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1036         if (neighbors)
1037         {
1038                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1039         }
1040         if (expandable)
1041         {
1042                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1043                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1044         }
1045         if (maxverts <= 65536)
1046                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1047         return newmesh;
1048 }
1049
1050 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1051 {
1052         shadowmesh_t *newmesh;
1053         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1054         newmesh->numverts = oldmesh->numverts;
1055         newmesh->numtriangles = oldmesh->numtriangles;
1056         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1057         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1058
1059         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1060         if (newmesh->svector3f && oldmesh->svector3f)
1061         {
1062                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1063                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1064                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1065                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1066         }
1067         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1068         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1069                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1070         return newmesh;
1071 }
1072
1073 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1074 {
1075         int hashindex, vnum;
1076         shadowmeshvertexhash_t *hash;
1077         // this uses prime numbers intentionally
1078         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1079         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1080         {
1081                 vnum = (hash - mesh->vertexhashentries);
1082                 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]))
1083                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1084                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1085                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1086                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1087                         return hash - mesh->vertexhashentries;
1088         }
1089         vnum = mesh->numverts++;
1090         hash = mesh->vertexhashentries + vnum;
1091         hash->next = mesh->vertexhashtable[hashindex];
1092         mesh->vertexhashtable[hashindex] = hash;
1093         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1094         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1095         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1096         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1097         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1098         return vnum;
1099 }
1100
1101 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1102 {
1103         if (mesh->numtriangles == 0)
1104         {
1105                 // set the properties on this empty mesh to be more favorable...
1106                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1107                 mesh->map_diffuse = map_diffuse;
1108                 mesh->map_specular = map_specular;
1109                 mesh->map_normal = map_normal;
1110         }
1111         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)
1112         {
1113                 if (mesh->next == NULL)
1114                         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);
1115                 mesh = mesh->next;
1116         }
1117         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1118         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1119         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1120         mesh->numtriangles++;
1121 }
1122
1123 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)
1124 {
1125         int i, j, e;
1126         float vbuf[3*14], *v;
1127         memset(vbuf, 0, sizeof(vbuf));
1128         for (i = 0;i < numtris;i++)
1129         {
1130                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1131                 {
1132                         e = *element3i++;
1133                         if (vertex3f)
1134                         {
1135                                 v[0] = vertex3f[e * 3 + 0];
1136                                 v[1] = vertex3f[e * 3 + 1];
1137                                 v[2] = vertex3f[e * 3 + 2];
1138                         }
1139                         if (svector3f)
1140                         {
1141                                 v[3] = svector3f[e * 3 + 0];
1142                                 v[4] = svector3f[e * 3 + 1];
1143                                 v[5] = svector3f[e * 3 + 2];
1144                         }
1145                         if (tvector3f)
1146                         {
1147                                 v[6] = tvector3f[e * 3 + 0];
1148                                 v[7] = tvector3f[e * 3 + 1];
1149                                 v[8] = tvector3f[e * 3 + 2];
1150                         }
1151                         if (normal3f)
1152                         {
1153                                 v[9] = normal3f[e * 3 + 0];
1154                                 v[10] = normal3f[e * 3 + 1];
1155                                 v[11] = normal3f[e * 3 + 2];
1156                         }
1157                         if (texcoord2f)
1158                         {
1159                                 v[12] = texcoord2f[e * 2 + 0];
1160                                 v[13] = texcoord2f[e * 2 + 1];
1161                         }
1162                 }
1163                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1164         }
1165
1166         // the triangle calculation can take a while, so let's do a keepalive here
1167         CL_KeepaliveMessage(false);
1168 }
1169
1170 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)
1171 {
1172         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1173         CL_KeepaliveMessage(false);
1174
1175         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1176 }
1177
1178 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1179 {
1180         if (!vid.support.arb_vertex_buffer_object)
1181                 return;
1182         if (mesh->vbo)
1183                 return;
1184
1185         // element buffer is easy because it's just one array
1186         if (mesh->numtriangles)
1187         {
1188                 if (mesh->element3s)
1189                         mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1190                 else
1191                         mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1192         }
1193
1194         // vertex buffer is several arrays and we put them in the same buffer
1195         //
1196         // is this wise?  the texcoordtexture2f array is used with dynamic
1197         // vertex/svector/tvector/normal when rendering animated models, on the
1198         // other hand animated models don't use a lot of vertices anyway...
1199         if (mesh->numverts)
1200         {
1201                 size_t size;
1202                 unsigned char *mem;
1203                 size = 0;
1204                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1205                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1206                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1207                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1208                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1209                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1210                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1211                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1212                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1213                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1214                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1215                 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1216                 Mem_Free(mem);
1217         }
1218 }
1219
1220 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1221 {
1222         shadowmesh_t *mesh, *newmesh, *nextmesh;
1223         // reallocate meshs to conserve space
1224         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1225         {
1226                 nextmesh = mesh->next;
1227                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1228                 {
1229                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1230                         newmesh->next = firstmesh;
1231                         firstmesh = newmesh;
1232                         if (newmesh->element3s)
1233                         {
1234                                 int i;
1235                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1236                                         newmesh->element3s[i] = newmesh->element3i[i];
1237                         }
1238                         if (createvbo)
1239                                 Mod_ShadowMesh_CreateVBOs(newmesh);
1240                 }
1241                 Mem_Free(mesh);
1242         }
1243
1244         // this can take a while, so let's do a keepalive here
1245         CL_KeepaliveMessage(false);
1246
1247         return firstmesh;
1248 }
1249
1250 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1251 {
1252         int i;
1253         shadowmesh_t *mesh;
1254         vec3_t nmins, nmaxs, ncenter, temp;
1255         float nradius2, dist2, *v;
1256         VectorClear(nmins);
1257         VectorClear(nmaxs);
1258         // calculate bbox
1259         for (mesh = firstmesh;mesh;mesh = mesh->next)
1260         {
1261                 if (mesh == firstmesh)
1262                 {
1263                         VectorCopy(mesh->vertex3f, nmins);
1264                         VectorCopy(mesh->vertex3f, nmaxs);
1265                 }
1266                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1267                 {
1268                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1269                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1270                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1271                 }
1272         }
1273         // calculate center and radius
1274         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1275         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1276         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1277         nradius2 = 0;
1278         for (mesh = firstmesh;mesh;mesh = mesh->next)
1279         {
1280                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1281                 {
1282                         VectorSubtract(v, ncenter, temp);
1283                         dist2 = DotProduct(temp, temp);
1284                         if (nradius2 < dist2)
1285                                 nradius2 = dist2;
1286                 }
1287         }
1288         // return data
1289         if (mins)
1290                 VectorCopy(nmins, mins);
1291         if (maxs)
1292                 VectorCopy(nmaxs, maxs);
1293         if (center)
1294                 VectorCopy(ncenter, center);
1295         if (radius)
1296                 *radius = sqrt(nradius2);
1297 }
1298
1299 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1300 {
1301         shadowmesh_t *nextmesh;
1302         for (;mesh;mesh = nextmesh)
1303         {
1304                 if (mesh->ebo3i)
1305                         R_Mesh_DestroyBufferObject(mesh->ebo3i);
1306                 if (mesh->ebo3s)
1307                         R_Mesh_DestroyBufferObject(mesh->ebo3s);
1308                 if (mesh->vbo)
1309                         R_Mesh_DestroyBufferObject(mesh->vbo);
1310                 nextmesh = mesh->next;
1311                 Mem_Free(mesh);
1312         }
1313 }
1314
1315 void Mod_CreateCollisionMesh(dp_model_t *mod)
1316 {
1317         int k;
1318         int numcollisionmeshtriangles;
1319         const msurface_t *surface;
1320         mempool_t *mempool = mod->mempool;
1321         if (!mempool && mod->brush.parentmodel)
1322                 mempool = mod->brush.parentmodel->mempool;
1323         // make a single combined collision mesh for physics engine use
1324         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1325         numcollisionmeshtriangles = 0;
1326         for (k = 0;k < mod->nummodelsurfaces;k++)
1327         {
1328                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1329                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1330                         continue;
1331                 numcollisionmeshtriangles += surface->num_triangles;
1332         }
1333         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1334         for (k = 0;k < mod->nummodelsurfaces;k++)
1335         {
1336                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1337                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1338                         continue;
1339                 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));
1340         }
1341         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
1342 }
1343
1344 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)
1345 {
1346         float v[3], tc[3];
1347         v[0] = ix;
1348         v[1] = iy;
1349         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1350                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1351         else
1352                 v[2] = 0;
1353         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1354         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1355         texcoord2f[0] = tc[0];
1356         texcoord2f[1] = tc[1];
1357 }
1358
1359 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)
1360 {
1361         float vup[3], vdown[3], vleft[3], vright[3];
1362         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1363         float sv[3], tv[3], nl[3];
1364         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1365         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1366         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1367         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1368         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1369         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1370         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1371         VectorAdd(svector3f, sv, svector3f);
1372         VectorAdd(tvector3f, tv, tvector3f);
1373         VectorAdd(normal3f, nl, normal3f);
1374         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1375         VectorAdd(svector3f, sv, svector3f);
1376         VectorAdd(tvector3f, tv, tvector3f);
1377         VectorAdd(normal3f, nl, normal3f);
1378         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1379         VectorAdd(svector3f, sv, svector3f);
1380         VectorAdd(tvector3f, tv, tvector3f);
1381         VectorAdd(normal3f, nl, normal3f);
1382 }
1383
1384 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)
1385 {
1386         int x, y, ix, iy, *e;
1387         e = element3i;
1388         for (y = 0;y < height;y++)
1389         {
1390                 for (x = 0;x < width;x++)
1391                 {
1392                         e[0] = (y + 1) * (width + 1) + (x + 0);
1393                         e[1] = (y + 0) * (width + 1) + (x + 0);
1394                         e[2] = (y + 1) * (width + 1) + (x + 1);
1395                         e[3] = (y + 0) * (width + 1) + (x + 0);
1396                         e[4] = (y + 0) * (width + 1) + (x + 1);
1397                         e[5] = (y + 1) * (width + 1) + (x + 1);
1398                         e += 6;
1399                 }
1400         }
1401         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1402         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1403                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1404                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1405 }
1406
1407 #if 0
1408 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1409 {
1410         float mins[3];
1411         float maxs[3];
1412         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1413         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1414         float viewvector[3];
1415         unsigned int firstvertex;
1416         unsigned int *e;
1417         float *v;
1418         if (chunkwidth < 2 || chunkheight < 2)
1419                 return;
1420         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]);
1421         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]);
1422         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1423         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1424         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1425         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1426         {
1427                 // too close for this stepsize, emit as 4 chunks instead
1428                 stepsize /= 2;
1429                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1430                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1431                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1432                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1433                 return;
1434         }
1435         // emit the geometry at stepsize into our vertex buffer / index buffer
1436         // we add two columns and two rows for skirt
1437         outwidth = chunkwidth+2;
1438         outheight = chunkheight+2;
1439         outwidth2 = outwidth-1;
1440         outheight2 = outheight-1;
1441         outwidth3 = outwidth+1;
1442         outheight3 = outheight+1;
1443         firstvertex = numvertices;
1444         e = model->terrain.element3i + numtriangles;
1445         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1446         v = model->terrain.vertex3f + numvertices;
1447         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1448         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1449         for (ty = 0;ty < outheight;ty++)
1450         {
1451                 for (tx = 0;tx < outwidth;tx++)
1452                 {
1453                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1454                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1455                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1456                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1457                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1458                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1459                 }
1460         }
1461         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1462         for (ty = 0;ty <= outheight;ty++)
1463         {
1464                 skirtrow = ty == 0 || ty == outheight;
1465                 ry = y+bound(1, ty, outheight)*stepsize;
1466                 for (tx = 0;tx <= outwidth;tx++)
1467                 {
1468                         skirt = skirtrow || tx == 0 || tx == outwidth;
1469                         rx = x+bound(1, tx, outwidth)*stepsize;
1470                         v[0] = rx*scale[0];
1471                         v[1] = ry*scale[1];
1472                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1473                         v += 3;
1474                 }
1475         }
1476         // TODO: emit skirt vertices
1477 }
1478
1479 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1480 {
1481         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1482         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1483         Mod_Terrain_BuildChunk(model, 
1484 }
1485 #endif
1486
1487 int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1488 {
1489         int offset = 0;
1490         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1491         {
1492                 offset = bound(0, s[4] - '0', 9);
1493                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1494                 s += 4;
1495                 if(*s)
1496                         ++s;
1497         }
1498         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1499         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1500         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1501         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1502         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1503         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1504         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1505         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1506         return offset | Q3WAVEFUNC_NONE;
1507 }
1508
1509 void Mod_FreeQ3Shaders(void)
1510 {
1511         Mem_FreePool(&q3shaders_mem);
1512 }
1513
1514 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1515 {
1516         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1517         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1518         q3shader_hash_entry_t* lastEntry = NULL;
1519         while (entry != NULL)
1520         {
1521                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1522                 {
1523                         unsigned char *start, *end, *start2;
1524                         start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1525                         end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1526                         start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1527                         if(memcmp(start, start2, end - start))
1528                                 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1529                         else
1530                                 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1531                         return;
1532                 }
1533                 lastEntry = entry;
1534                 entry = entry->chain;
1535         }
1536         if (entry == NULL)
1537         {
1538                 if (lastEntry->shader.name[0] != 0)
1539                 {
1540                         /* Add to chain */
1541                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1542                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1543
1544                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1545                         lastEntry->chain = newEntry;
1546                         newEntry->chain = NULL;
1547                         lastEntry = newEntry;
1548                 }
1549                 /* else: head of chain, in hash entry array */
1550                 entry = lastEntry;
1551         }
1552         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1553 }
1554
1555 extern cvar_t mod_q3shader_default_offsetmapping;
1556 void Mod_LoadQ3Shaders(void)
1557 {
1558         int j;
1559         int fileindex;
1560         fssearch_t *search;
1561         char *f;
1562         const char *text;
1563         q3shaderinfo_t shader;
1564         q3shaderinfo_layer_t *layer;
1565         int numparameters;
1566         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1567         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1568         unsigned long custsurfaceparms[256]; 
1569         int numcustsurfaceparms;
1570
1571         Mod_FreeQ3Shaders();
1572
1573         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1574         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1575                 sizeof (q3shader_data_t));
1576         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1577                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1578         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1579                 q3shaders_mem, sizeof (char**), 256);
1580
1581         // parse custinfoparms.txt
1582         numcustsurfaceparms = 0;
1583         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1584         {
1585                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1586                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1587                 else
1588                 {
1589                         while (COM_ParseToken_QuakeC(&text, false))
1590                                 if (!strcasecmp(com_token, "}"))
1591                                         break;
1592                         // custom surfaceflags section
1593                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1594                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1595                         else
1596                         {
1597                                 while(COM_ParseToken_QuakeC(&text, false))
1598                                 {
1599                                         if (!strcasecmp(com_token, "}"))
1600                                                 break;  
1601                                         // register surfaceflag
1602                                         if (numcustsurfaceparms >= 256)
1603                                         {
1604                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1605                                                 break;
1606                                         }
1607                                         // name
1608                                         j = strlen(com_token)+1;
1609                                         custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1610                                         strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1611                                         // value
1612                                         if (COM_ParseToken_QuakeC(&text, false))
1613                                                 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1614                                         else
1615                                                 custsurfaceparms[numcustsurfaceparms] = 0;
1616                                         numcustsurfaceparms++;
1617                                 }
1618                         }
1619                 }
1620                 Mem_Free(f);
1621         }
1622
1623         // parse shaders
1624         search = FS_Search("scripts/*.shader", true, false);
1625         if (!search)
1626                 return;
1627         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1628         {
1629                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1630                 if (!f)
1631                         continue;
1632                 while (COM_ParseToken_QuakeC(&text, false))
1633                 {
1634                         memset (&shader, 0, sizeof(shader));
1635                         shader.reflectmin = 0;
1636                         shader.reflectmax = 1;
1637                         shader.refractfactor = 1;
1638                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1639                         shader.reflectfactor = 1;
1640                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1641                         shader.r_water_wateralpha = 1;
1642                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1643                         shader.offsetscale = 1;
1644                         shader.specularscalemod = 1;
1645                         shader.specularpowermod = 1;
1646
1647                         strlcpy(shader.name, com_token, sizeof(shader.name));
1648                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1649                         {
1650                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1651                                 break;
1652                         }
1653                         while (COM_ParseToken_QuakeC(&text, false))
1654                         {
1655                                 if (!strcasecmp(com_token, "}"))
1656                                         break;
1657                                 if (!strcasecmp(com_token, "{"))
1658                                 {
1659                                         static q3shaderinfo_layer_t dummy;
1660                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1661                                         {
1662                                                 layer = shader.layers + shader.numlayers++;
1663                                         }
1664                                         else
1665                                         {
1666                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1667                                                 memset(&dummy, 0, sizeof(dummy));
1668                                                 layer = &dummy;
1669                                         }
1670                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1671                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1672                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1673                                         layer->blendfunc[0] = GL_ONE;
1674                                         layer->blendfunc[1] = GL_ZERO;
1675                                         while (COM_ParseToken_QuakeC(&text, false))
1676                                         {
1677                                                 if (!strcasecmp(com_token, "}"))
1678                                                         break;
1679                                                 if (!strcasecmp(com_token, "\n"))
1680                                                         continue;
1681                                                 numparameters = 0;
1682                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1683                                                 {
1684                                                         if (j < TEXTURE_MAXFRAMES + 4)
1685                                                         {
1686                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1687                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1688                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1689                                                                 else
1690                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1691                                                                 numparameters = j + 1;
1692                                                         }
1693                                                         if (!COM_ParseToken_QuakeC(&text, true))
1694                                                                 break;
1695                                                 }
1696                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1697                                                 //      parameter[j][0] = 0;
1698                                                 if (developer_insane.integer)
1699                                                 {
1700                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1701                                                         for (j = 0;j < numparameters;j++)
1702                                                                 Con_DPrintf(" %s", parameter[j]);
1703                                                         Con_DPrint("\n");
1704                                                 }
1705                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1706                                                 {
1707                                                         if (numparameters == 2)
1708                                                         {
1709                                                                 if (!strcasecmp(parameter[1], "add"))
1710                                                                 {
1711                                                                         layer->blendfunc[0] = GL_ONE;
1712                                                                         layer->blendfunc[1] = GL_ONE;
1713                                                                 }
1714                                                                 else if (!strcasecmp(parameter[1], "filter"))
1715                                                                 {
1716                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1717                                                                         layer->blendfunc[1] = GL_ZERO;
1718                                                                 }
1719                                                                 else if (!strcasecmp(parameter[1], "blend"))
1720                                                                 {
1721                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1722                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1723                                                                 }
1724                                                         }
1725                                                         else if (numparameters == 3)
1726                                                         {
1727                                                                 int k;
1728                                                                 for (k = 0;k < 2;k++)
1729                                                                 {
1730                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1731                                                                                 layer->blendfunc[k] = GL_ONE;
1732                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1733                                                                                 layer->blendfunc[k] = GL_ZERO;
1734                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1735                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1736                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1737                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1738                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1739                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1740                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1741                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1742                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1743                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1744                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1745                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1746                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1747                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1748                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1749                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1750                                                                         else
1751                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1752                                                                 }
1753                                                         }
1754                                                 }
1755                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1756                                                         layer->alphatest = true;
1757                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1758                                                 {
1759                                                         if (!strcasecmp(parameter[0], "clampmap"))
1760                                                                 layer->clampmap = true;
1761                                                         layer->numframes = 1;
1762                                                         layer->framerate = 1;
1763                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1764                                                                 &q3shader_data->char_ptrs);
1765                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1766                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1767                                                                 shader.lighting = true;
1768                                                 }
1769                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1770                                                 {
1771                                                         int i;
1772                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1773                                                         layer->framerate = atof(parameter[1]);
1774                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1775                                                         for (i = 0;i < layer->numframes;i++)
1776                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1777                                                 }
1778                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1779                                                 {
1780                                                         int i;
1781                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1782                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1783                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1784                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1785                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1786                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1787                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1788                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1789                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1790                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1791                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1792                                                         else if (!strcasecmp(parameter[1], "wave"))
1793                                                         {
1794                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1795                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1796                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1797                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1798                                                         }
1799                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1800                                                 }
1801                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1802                                                 {
1803                                                         int i;
1804                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1805                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1806                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1807                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1808                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1809                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1810                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1811                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1812                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1813                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1814                                                         else if (!strcasecmp(parameter[1], "wave"))
1815                                                         {
1816                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1817                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1818                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1819                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1820                                                         }
1821                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1822                                                 }
1823                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1824                                                 {
1825                                                         int i;
1826                                                         // observed values: tcgen environment
1827                                                         // no other values have been observed in real shaders
1828                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1829                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1830                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1831                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1832                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1833                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1834                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1835                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1836                                                 }
1837                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1838                                                 {
1839                                                         int i, tcmodindex;
1840                                                         // observed values:
1841                                                         // tcmod rotate #
1842                                                         // tcmod scale # #
1843                                                         // tcmod scroll # #
1844                                                         // tcmod stretch sin # # # #
1845                                                         // tcmod stretch triangle # # # #
1846                                                         // tcmod transform # # # # # #
1847                                                         // tcmod turb # # # #
1848                                                         // tcmod turb sin # # # #  (this is bogus)
1849                                                         // no other values have been observed in real shaders
1850                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1851                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1852                                                                         break;
1853                                                         if (tcmodindex < Q3MAXTCMODS)
1854                                                         {
1855                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1856                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1857                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1858                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1859                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1860                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1861                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1862                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1863                                                                 {
1864                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1865                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1866                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1867                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1868                                                                 }
1869                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1870                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1871                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1872                                                         }
1873                                                         else
1874                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1875                                                 }
1876                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1877                                                 if (!strcasecmp(com_token, "}"))
1878                                                         break;
1879                                         }
1880                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1881                                                 shader.lighting = true;
1882                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1883                                         {
1884                                                 if (layer == shader.layers + 0)
1885                                                 {
1886                                                         // vertex controlled transparency
1887                                                         shader.vertexalpha = true;
1888                                                 }
1889                                                 else
1890                                                 {
1891                                                         // multilayer terrain shader or similar
1892                                                         shader.textureblendalpha = true;
1893                                                 }
1894                                         }
1895                                         layer->texflags = TEXF_ALPHA;
1896                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1897                                                 layer->texflags |= TEXF_MIPMAP;
1898                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1899                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1900                                         if (layer->clampmap)
1901                                                 layer->texflags |= TEXF_CLAMP;
1902                                         continue;
1903                                 }
1904                                 numparameters = 0;
1905                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1906                                 {
1907                                         if (j < TEXTURE_MAXFRAMES + 4)
1908                                         {
1909                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1910                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1911                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1912                                                 else
1913                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1914                                                 numparameters = j + 1;
1915                                         }
1916                                         if (!COM_ParseToken_QuakeC(&text, true))
1917                                                 break;
1918                                 }
1919                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1920                                 //      parameter[j][0] = 0;
1921                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1922                                         break;
1923                                 if (developer_insane.integer)
1924                                 {
1925                                         Con_DPrintf("%s: ", shader.name);
1926                                         for (j = 0;j < numparameters;j++)
1927                                                 Con_DPrintf(" %s", parameter[j]);
1928                                         Con_DPrint("\n");
1929                                 }
1930                                 if (numparameters < 1)
1931                                         continue;
1932                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1933                                 {
1934                                         if (!strcasecmp(parameter[1], "alphashadow"))
1935                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1936                                         else if (!strcasecmp(parameter[1], "areaportal"))
1937                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1938                                         else if (!strcasecmp(parameter[1], "botclip"))
1939                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1940                                         else if (!strcasecmp(parameter[1], "clusterportal"))
1941                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1942                                         else if (!strcasecmp(parameter[1], "detail"))
1943                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1944                                         else if (!strcasecmp(parameter[1], "donotenter"))
1945                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1946                                         else if (!strcasecmp(parameter[1], "dust"))
1947                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1948                                         else if (!strcasecmp(parameter[1], "hint"))
1949                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1950                                         else if (!strcasecmp(parameter[1], "fog"))
1951                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1952                                         else if (!strcasecmp(parameter[1], "lava"))
1953                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1954                                         else if (!strcasecmp(parameter[1], "lightfilter"))
1955                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1956                                         else if (!strcasecmp(parameter[1], "lightgrid"))
1957                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1958                                         else if (!strcasecmp(parameter[1], "metalsteps"))
1959                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1960                                         else if (!strcasecmp(parameter[1], "nodamage"))
1961                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1962                                         else if (!strcasecmp(parameter[1], "nodlight"))
1963                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1964                                         else if (!strcasecmp(parameter[1], "nodraw"))
1965                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1966                                         else if (!strcasecmp(parameter[1], "nodrop"))
1967                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1968                                         else if (!strcasecmp(parameter[1], "noimpact"))
1969                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1970                                         else if (!strcasecmp(parameter[1], "nolightmap"))
1971                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1972                                         else if (!strcasecmp(parameter[1], "nomarks"))
1973                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1974                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
1975                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1976                                         else if (!strcasecmp(parameter[1], "nonsolid"))
1977                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1978                                         else if (!strcasecmp(parameter[1], "origin"))
1979                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1980                                         else if (!strcasecmp(parameter[1], "playerclip"))
1981                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1982                                         else if (!strcasecmp(parameter[1], "sky"))
1983                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1984                                         else if (!strcasecmp(parameter[1], "slick"))
1985                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1986                                         else if (!strcasecmp(parameter[1], "slime"))
1987                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1988                                         else if (!strcasecmp(parameter[1], "structural"))
1989                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1990                                         else if (!strcasecmp(parameter[1], "trans"))
1991                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1992                                         else if (!strcasecmp(parameter[1], "water"))
1993                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1994                                         else if (!strcasecmp(parameter[1], "pointlight"))
1995                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1996                                         else if (!strcasecmp(parameter[1], "antiportal"))
1997                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1998                                         else
1999                                         {
2000                                                 // try custom surfaceparms
2001                                                 for (j = 0; j < numcustsurfaceparms; j++)
2002                                                 {
2003                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2004                                                         {
2005                                                                 shader.surfaceparms |= custsurfaceparms[j];
2006                                                                 break;
2007                                                         }
2008                                                 }
2009                                                 // failed all
2010                                                 if (j == numcustsurfaceparms)
2011                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2012                                         }
2013                                 }
2014                                 else if (!strcasecmp(parameter[0], "dpshadow"))
2015                                         shader.dpshadow = true;
2016                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2017                                         shader.dpnoshadow = true;
2018                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2019                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2020                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2021                                         shader.dpmeshcollisions = true;
2022                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2023                                 {
2024                                         // some q3 skies don't have the sky parm set
2025                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2026                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2027                                 }
2028                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2029                                 {
2030                                         // some q3 skies don't have the sky parm set
2031                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2032                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2033                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2034                                 }
2035                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2036                                 {
2037                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2038                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2039                                 }
2040                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2041                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2042                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2043                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2044                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2045                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2046                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2047                                 {
2048                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2049                                         shader.refractfactor = atof(parameter[1]);
2050                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2051                                 }
2052                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2053                                 {
2054                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2055                                         shader.reflectfactor = atof(parameter[1]);
2056                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2057                                 }
2058                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2059                                 {
2060                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2061                                 }
2062                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2063                                 {
2064                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2065                                         shader.reflectmin = atof(parameter[1]);
2066                                         shader.reflectmax = atof(parameter[2]);
2067                                         shader.refractfactor = atof(parameter[3]);
2068                                         shader.reflectfactor = atof(parameter[4]);
2069                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2070                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2071                                         shader.r_water_wateralpha = atof(parameter[11]);
2072                                 }
2073                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2074                                 {
2075                                         shader.specularscalemod = atof(parameter[1]);
2076                                 }
2077                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2078                                 {
2079                                         shader.specularpowermod = atof(parameter[1]);
2080                                 }
2081                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
2082                                 {
2083                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2084                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2085                                         else if (!strcasecmp(parameter[1], "default"))
2086                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2087                                         else if (!strcasecmp(parameter[1], "linear"))
2088                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2089                                         else if (!strcasecmp(parameter[1], "relief"))
2090                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2091                                         shader.offsetscale = atof(parameter[2]);
2092                                 }
2093                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2094                                 {
2095                                         int i, deformindex;
2096                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2097                                                 if (!shader.deforms[deformindex].deform)
2098                                                         break;
2099                                         if (deformindex < Q3MAXDEFORMS)
2100                                         {
2101                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2102                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2103                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2104                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2105                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2106                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2107                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2108                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2109                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2110                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2111                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2112                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2113                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2114                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2115                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2116                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2117                                                 {
2118                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2119                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2120                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2121                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2122                                                 }
2123                                                 else if (!strcasecmp(parameter[1], "move"            ))
2124                                                 {
2125                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2126                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2127                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2128                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2129                                                 }
2130                                         }
2131                                 }
2132                         }
2133                         // pick the primary layer to render with
2134                         if (shader.numlayers)
2135                         {
2136                                 shader.backgroundlayer = -1;
2137                                 shader.primarylayer = 0;
2138                                 // if lightmap comes first this is definitely an ordinary texture
2139                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2140                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
2141                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2142                                 {
2143                                         shader.backgroundlayer = -1;
2144                                         shader.primarylayer = 1;
2145                                 }
2146                                 else if (shader.numlayers >= 2
2147                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2148                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
2149                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2150                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
2151                                 {
2152                                         // terrain blending or other effects
2153                                         shader.backgroundlayer = 0;
2154                                         shader.primarylayer = 1;
2155                                 }
2156                         }
2157                         // fix up multiple reflection types
2158                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2159                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2160
2161                         Q3Shader_AddToHash (&shader);
2162                 }
2163                 Mem_Free(f);
2164         }
2165         FS_FreeSearch(search);
2166         // free custinfoparm values
2167         for (j = 0; j < numcustsurfaceparms; j++)
2168                 Mem_Free(custsurfaceparmnames[j]);
2169 }
2170
2171 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2172 {
2173         unsigned short hash;
2174         q3shader_hash_entry_t* entry;
2175         if (!q3shaders_mem)
2176                 Mod_LoadQ3Shaders();
2177         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2178         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2179         while (entry != NULL)
2180         {
2181                 if (strcasecmp (entry->shader.name, name) == 0)
2182                         return &entry->shader;
2183                 entry = entry->chain;
2184         }
2185         return NULL;
2186 }
2187
2188 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2189 {
2190         int j;
2191         int texflagsmask, texflagsor;
2192         qboolean success = true;
2193         q3shaderinfo_t *shader;
2194         if (!name)
2195                 name = "";
2196         strlcpy(texture->name, name, sizeof(texture->name));
2197         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2198
2199         texflagsmask = ~0;
2200         if(!(defaulttexflags & TEXF_PICMIP))
2201                 texflagsmask &= ~TEXF_PICMIP;
2202         if(!(defaulttexflags & TEXF_COMPRESS))
2203                 texflagsmask &= ~TEXF_COMPRESS;
2204         texflagsor = 0;
2205         if(defaulttexflags & TEXF_ISWORLD)
2206                 texflagsor |= TEXF_ISWORLD;
2207         if(defaulttexflags & TEXF_ISSPRITE)
2208                 texflagsor |= TEXF_ISSPRITE;
2209         // unless later loaded from the shader
2210         texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2211         texture->offsetscale = 1;
2212         texture->specularscalemod = 1;
2213         texture->specularpowermod = 1; 
2214         // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2215         // HERE, AND Q1BSP LOADING
2216         // JUST GREP FOR "specularscalemod = 1".
2217
2218         if (shader)
2219         {
2220                 if (developer_loading.integer)
2221                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2222                 texture->surfaceparms = shader->surfaceparms;
2223
2224                 // allow disabling of picmip or compression by defaulttexflags
2225                 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2226
2227                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2228                 {
2229                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2230                         if (shader->skyboxname[0])
2231                         {
2232                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2233                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2234                         }
2235                 }
2236                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2237                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2238                 else
2239                         texture->basematerialflags = MATERIALFLAG_WALL;
2240
2241                 if (shader->layers[0].alphatest)
2242                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2243                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2244                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2245                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2246                         texture->biaspolygonoffset -= 2;
2247                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2248                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2249                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2250                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2251                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2252                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2253                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2254                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2255                 texture->customblendfunc[0] = GL_ONE;
2256                 texture->customblendfunc[1] = GL_ZERO;
2257                 if (shader->numlayers > 0)
2258                 {
2259                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2260                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2261 /*
2262 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2263 * additive               GL_ONE GL_ONE
2264 additive weird         GL_ONE GL_SRC_ALPHA
2265 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2266 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2267 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2268 brighten               GL_DST_COLOR GL_ONE
2269 brighten               GL_ONE GL_SRC_COLOR
2270 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2271 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2272 * modulate               GL_DST_COLOR GL_ZERO
2273 * modulate               GL_ZERO GL_SRC_COLOR
2274 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2275 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2276 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2277 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2278 * no blend               GL_ONE GL_ZERO
2279 nothing                GL_ZERO GL_ONE
2280 */
2281                         // if not opaque, figure out what blendfunc to use
2282                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2283                         {
2284                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2285                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2286                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2287                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2288                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2289                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2290                                 else
2291                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2292                         }
2293                 }
2294                 if (!shader->lighting)
2295                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2296                 if (shader->primarylayer >= 0)
2297                 {
2298                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2299                         // copy over many primarylayer parameters
2300                         texture->rgbgen = primarylayer->rgbgen;
2301                         texture->alphagen = primarylayer->alphagen;
2302                         texture->tcgen = primarylayer->tcgen;
2303                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2304                         // load the textures
2305                         texture->numskinframes = primarylayer->numframes;
2306                         texture->skinframerate = primarylayer->framerate;
2307                         for (j = 0;j < primarylayer->numframes;j++)
2308                         {
2309                                 if(cls.state == ca_dedicated)
2310                                 {
2311                                         texture->skinframes[j] = NULL;
2312                                 }
2313                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2314                                 {
2315                                         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);
2316                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2317                                 }
2318                         }
2319                 }
2320                 if (shader->backgroundlayer >= 0)
2321                 {
2322                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2323                         // copy over one secondarylayer parameter
2324                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2325                         // load the textures
2326                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2327                         texture->backgroundskinframerate = backgroundlayer->framerate;
2328                         for (j = 0;j < backgroundlayer->numframes;j++)
2329                         {
2330                                 if(cls.state == ca_dedicated)
2331                                 {
2332                                         texture->skinframes[j] = NULL;
2333                                 }
2334                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2335                                 {
2336                                         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);
2337                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2338                                 }
2339                         }
2340                 }
2341                 if (shader->dpshadow)
2342                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2343                 if (shader->dpnoshadow)
2344                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2345                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2346                 texture->reflectmin = shader->reflectmin;
2347                 texture->reflectmax = shader->reflectmax;
2348                 texture->refractfactor = shader->refractfactor;
2349                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2350                 texture->reflectfactor = shader->reflectfactor;
2351                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2352                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2353                 texture->offsetmapping = shader->offsetmapping;
2354                 texture->offsetscale = shader->offsetscale;
2355                 texture->specularscalemod = shader->specularscalemod;
2356                 texture->specularpowermod = shader->specularpowermod;
2357                 if (shader->dpreflectcube[0])
2358                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2359
2360                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2361                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2362                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2363                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2364                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2365                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2366                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2367                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2368                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2369
2370         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2371         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2372         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2373         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2374                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2375         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2376                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2377         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2378         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2379         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2380         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2381         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2382                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2383         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2384         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2385         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2386         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2387                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2388         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2389                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2390                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2391         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2392                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2393         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2394         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2395                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2396         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2397         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2398         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2399                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2400         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2401         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2402
2403                 if (shader->dpmeshcollisions)
2404                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2405         }
2406         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2407         {
2408                 if (developer_extra.integer)
2409                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2410                 texture->surfaceparms = 0;
2411                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2412         }
2413         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2414         {
2415                 if (developer_extra.integer)
2416                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2417                 texture->surfaceparms = 0;
2418                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2419                 texture->supercontents = SUPERCONTENTS_SOLID;
2420         }
2421         else
2422         {
2423                 if (developer_extra.integer)
2424                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2425                 texture->surfaceparms = 0;
2426                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2427                 {
2428                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2429                         texture->supercontents = SUPERCONTENTS_SOLID;
2430                 }
2431                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2432                 {
2433                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2434                         texture->supercontents = SUPERCONTENTS_SKY;
2435                 }
2436                 else
2437                 {
2438                         texture->basematerialflags |= MATERIALFLAG_WALL;
2439                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2440                 }
2441                 texture->numskinframes = 1;
2442                 if(cls.state == ca_dedicated)
2443                 {
2444                         texture->skinframes[0] = NULL;
2445                 }
2446                 else
2447                 {
2448                         if (fallback)
2449                         {
2450                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2451                                 {
2452                                         if(texture->skinframes[0]->hasalpha)
2453                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2454                                 }
2455                                 else
2456                                         success = false;
2457                         }
2458                         else
2459                                 success = false;
2460                         if (!success && warnmissing)
2461                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2462                 }
2463         }
2464         // init the animation variables
2465         texture->currentframe = texture;
2466         if (texture->numskinframes < 1)
2467                 texture->numskinframes = 1;
2468         if (!texture->skinframes[0])
2469                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2470         texture->currentskinframe = texture->skinframes[0];
2471         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2472         return success;
2473 }
2474
2475 skinfile_t *Mod_LoadSkinFiles(void)
2476 {
2477         int i, words, line, wordsoverflow;
2478         char *text;
2479         const char *data;
2480         skinfile_t *skinfile = NULL, *first = NULL;
2481         skinfileitem_t *skinfileitem;
2482         char word[10][MAX_QPATH];
2483
2484 /*
2485 sample file:
2486 U_bodyBox,models/players/Legoman/BikerA2.tga
2487 U_RArm,models/players/Legoman/BikerA1.tga
2488 U_LArm,models/players/Legoman/BikerA1.tga
2489 U_armor,common/nodraw
2490 U_sword,common/nodraw
2491 U_shield,common/nodraw
2492 U_homb,common/nodraw
2493 U_backpack,common/nodraw
2494 U_colcha,common/nodraw
2495 tag_head,
2496 tag_weapon,
2497 tag_torso,
2498 */
2499         memset(word, 0, sizeof(word));
2500         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2501         {
2502                 // If it's the first file we parse
2503                 if (skinfile == NULL)
2504                 {
2505                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2506                         first = skinfile;
2507                 }
2508                 else
2509                 {
2510                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2511                         skinfile = skinfile->next;
2512                 }
2513                 skinfile->next = NULL;
2514
2515                 for(line = 0;;line++)
2516                 {
2517                         // parse line
2518                         if (!COM_ParseToken_QuakeC(&data, true))
2519                                 break;
2520                         if (!strcmp(com_token, "\n"))
2521                                 continue;
2522                         words = 0;
2523                         wordsoverflow = false;
2524                         do
2525                         {
2526                                 if (words < 10)
2527                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2528                                 else
2529                                         wordsoverflow = true;
2530                         }
2531                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2532                         if (wordsoverflow)
2533                         {
2534                                 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);
2535                                 continue;
2536                         }
2537                         // words is always >= 1
2538                         if (!strcmp(word[0], "replace"))
2539                         {
2540                                 if (words == 3)
2541                                 {
2542                                         if (developer_loading.integer)
2543                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2544                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2545                                         skinfileitem->next = skinfile->items;
2546                                         skinfile->items = skinfileitem;
2547                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2548                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2549                                 }
2550                                 else
2551                                         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]);
2552                         }
2553                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2554                         {
2555                                 // tag name, like "tag_weapon,"
2556                                 // not used for anything (not even in Quake3)
2557                         }
2558                         else if (words >= 2 && !strcmp(word[1], ","))
2559                         {
2560                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2561                                 if (developer_loading.integer)
2562                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2563                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2564                                 skinfileitem->next = skinfile->items;
2565                                 skinfile->items = skinfileitem;
2566                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2567                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2568                         }
2569                         else
2570                                 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);
2571                 }
2572                 Mem_Free(text);
2573         }
2574         if (i)
2575                 loadmodel->numskins = i;
2576         return first;
2577 }
2578
2579 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2580 {
2581         skinfile_t *next;
2582         skinfileitem_t *skinfileitem, *nextitem;
2583         for (;skinfile;skinfile = next)
2584         {
2585                 next = skinfile->next;
2586                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2587                 {
2588                         nextitem = skinfileitem->next;
2589                         Mem_Free(skinfileitem);
2590                 }
2591                 Mem_Free(skinfile);
2592         }
2593 }
2594
2595 int Mod_CountSkinFiles(skinfile_t *skinfile)
2596 {
2597         int i;
2598         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2599         return i;
2600 }
2601
2602 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2603 {
2604         int i;
2605         double isnap = 1.0 / snap;
2606         for (i = 0;i < numvertices*numcomponents;i++)
2607                 vertices[i] = floor(vertices[i]*isnap)*snap;
2608 }
2609
2610 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2611 {
2612         int i, outtriangles;
2613         float edgedir1[3], edgedir2[3], temp[3];
2614         // a degenerate triangle is one with no width (thickness, surface area)
2615         // these are characterized by having all 3 points colinear (along a line)
2616         // or having two points identical
2617         // the simplest check is to calculate the triangle's area
2618         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2619         {
2620                 // calculate first edge
2621                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2622                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2623                 CrossProduct(edgedir1, edgedir2, temp);
2624                 if (VectorLength2(temp) < 0.001f)
2625                         continue; // degenerate triangle (no area)
2626                 // valid triangle (has area)
2627                 VectorCopy(inelement3i, outelement3i);
2628                 outelement3i += 3;
2629                 outtriangles++;
2630         }
2631         return outtriangles;
2632 }
2633
2634 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2635 {
2636         int i, e;
2637         int firstvertex, lastvertex;
2638         if (numelements > 0 && elements)
2639         {
2640                 firstvertex = lastvertex = elements[0];
2641                 for (i = 1;i < numelements;i++)
2642                 {
2643                         e = elements[i];
2644                         firstvertex = min(firstvertex, e);
2645                         lastvertex = max(lastvertex, e);
2646                 }
2647         }
2648         else
2649                 firstvertex = lastvertex = 0;
2650         if (firstvertexpointer)
2651                 *firstvertexpointer = firstvertex;
2652         if (lastvertexpointer)
2653                 *lastvertexpointer = lastvertex;
2654 }
2655
2656 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2657 {
2658         // make an optimal set of texture-sorted batches to draw...
2659         int j, t;
2660         int *firstsurfacefortexture;
2661         int *numsurfacesfortexture;
2662         if (!mod->sortedmodelsurfaces)
2663                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2664         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2665         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2666         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2667         for (j = 0;j < mod->nummodelsurfaces;j++)
2668         {
2669                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2670                 int t = (int)(surface->texture - mod->data_textures);
2671                 numsurfacesfortexture[t]++;
2672         }
2673         j = 0;
2674         for (t = 0;t < mod->num_textures;t++)
2675         {
2676                 firstsurfacefortexture[t] = j;
2677                 j += numsurfacesfortexture[t];
2678         }
2679         for (j = 0;j < mod->nummodelsurfaces;j++)
2680         {
2681                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2682                 int t = (int)(surface->texture - mod->data_textures);
2683                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2684         }
2685         Mem_Free(firstsurfacefortexture);
2686         Mem_Free(numsurfacesfortexture);
2687 }
2688
2689 void Mod_BuildVBOs(void)
2690 {
2691         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2692         {
2693                 int i;
2694                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2695                 {
2696                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2697                         {
2698                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2699                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2700                         }
2701                 }
2702         }
2703
2704         if (!vid.support.arb_vertex_buffer_object)
2705                 return;
2706         // only build a vbo if one has not already been created (this is important for brush models which load specially)
2707         if (loadmodel->surfmesh.vbo)
2708                 return;
2709
2710         // element buffer is easy because it's just one array
2711         if (loadmodel->surfmesh.num_triangles)
2712         {
2713                 if (loadmodel->surfmesh.data_element3s)
2714                         loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
2715                 else
2716                         loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
2717         }
2718
2719         // vertex buffer is several arrays and we put them in the same buffer
2720         //
2721         // is this wise?  the texcoordtexture2f array is used with dynamic
2722         // vertex/svector/tvector/normal when rendering animated models, on the
2723         // other hand animated models don't use a lot of vertices anyway...
2724         if (loadmodel->surfmesh.num_vertices)
2725         {
2726                 size_t size;
2727                 unsigned char *mem;
2728                 size = 0;
2729                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2730                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2731                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2732                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2733                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2734                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2735                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2736                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2737                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2738                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2739                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2740                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2741                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2742                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2743                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2744                 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2745                 Mem_Free(mem);
2746         }
2747 }
2748
2749 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2750 {
2751         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2752         int a, b, c;
2753         const char *texname;
2754         const int *e;
2755         const float *v, *vn, *vt;
2756         size_t l;
2757         size_t outbufferpos = 0;
2758         size_t outbuffermax = 0x100000;
2759         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2760         const msurface_t *surface;
2761         const int maxtextures = 256;
2762         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2763         dp_model_t *submodel;
2764
2765         // construct the mtllib file
2766         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2767         if (l > 0)
2768                 outbufferpos += l;
2769         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2770         {
2771                 countsurfaces++;
2772                 countvertices += surface->num_vertices;
2773                 countfaces += surface->num_triangles;
2774                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2775                 for (textureindex = 0;textureindex < counttextures;textureindex++)
2776                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2777                                 break;
2778                 if (textureindex < counttextures)
2779                         continue; // already wrote this material entry
2780                 if (textureindex >= maxtextures)
2781                         continue; // just a precaution
2782                 textureindex = counttextures++;
2783                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2784                 if (outbufferpos >= outbuffermax >> 1)
2785                 {
2786                         outbuffermax *= 2;
2787                         oldbuffer = outbuffer;
2788                         outbuffer = (char *) Z_Malloc(outbuffermax);
2789                         memcpy(outbuffer, oldbuffer, outbufferpos);
2790                         Z_Free(oldbuffer);
2791                 }
2792                 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");
2793                 if (l > 0)
2794                         outbufferpos += l;
2795         }
2796
2797         // write the mtllib file
2798         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2799
2800         // construct the obj file
2801         outbufferpos = 0;
2802         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);
2803         if (l > 0)
2804                 outbufferpos += l;
2805
2806         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)
2807         {
2808                 if (outbufferpos >= outbuffermax >> 1)
2809                 {
2810                         outbuffermax *= 2;
2811                         oldbuffer = outbuffer;
2812                         outbuffer = (char *) Z_Malloc(outbuffermax);
2813                         memcpy(outbuffer, oldbuffer, outbufferpos);
2814                         Z_Free(oldbuffer);
2815                 }
2816                 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]);
2817                 if (l > 0)
2818                         outbufferpos += l;
2819         }
2820
2821         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
2822         {
2823                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
2824                 if (l > 0)
2825                         outbufferpos += l;
2826                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
2827                 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
2828                 {
2829                         surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
2830                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2831                         if (l > 0)
2832                                 outbufferpos += l;
2833                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2834                         {
2835                                 if (outbufferpos >= outbuffermax >> 1)
2836                                 {
2837                                         outbuffermax *= 2;
2838                                         oldbuffer = outbuffer;
2839                                         outbuffer = (char *) Z_Malloc(outbuffermax);
2840                                         memcpy(outbuffer, oldbuffer, outbufferpos);
2841                                         Z_Free(oldbuffer);
2842                                 }
2843                                 a = e[0]+1;
2844                                 b = e[1]+1;
2845                                 c = e[2]+1;
2846                                 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);
2847                                 if (l > 0)
2848                                         outbufferpos += l;
2849                         }
2850                 }
2851         }
2852
2853         // write the obj file
2854         FS_WriteFile(filename, outbuffer, outbufferpos);
2855
2856         // clean up
2857         Z_Free(outbuffer);
2858         Z_Free(texturenames);
2859
2860         // print some stats
2861         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2862 }
2863
2864 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2865 {
2866         int countnodes = 0, counttriangles = 0, countframes = 0;
2867         int surfaceindex;
2868         int triangleindex;
2869         int transformindex;
2870         int poseindex;
2871         int cornerindex;
2872         const int *e;
2873         size_t l;
2874         size_t outbufferpos = 0;
2875         size_t outbuffermax = 0x100000;
2876         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2877         const msurface_t *surface;
2878         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2879         if (l > 0)
2880                 outbufferpos += l;
2881         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2882         {
2883                 if (outbufferpos >= outbuffermax >> 1)
2884                 {
2885                         outbuffermax *= 2;
2886                         oldbuffer = outbuffer;
2887                         outbuffer = (char *) Z_Malloc(outbuffermax);
2888                         memcpy(outbuffer, oldbuffer, outbufferpos);
2889                         Z_Free(oldbuffer);
2890                 }
2891                 countnodes++;
2892                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2893                 if (l > 0)
2894                         outbufferpos += l;
2895         }
2896         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2897         if (l > 0)
2898                 outbufferpos += l;
2899         for (poseindex = 0;poseindex < numposes;poseindex++)
2900         {
2901                 countframes++;
2902                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2903                 if (l > 0)
2904                         outbufferpos += l;
2905                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2906                 {
2907                         float angles[3];
2908                         float mtest[4][3];
2909                         matrix4x4_t posematrix;
2910                         if (outbufferpos >= outbuffermax >> 1)
2911                         {
2912                                 outbuffermax *= 2;
2913                                 oldbuffer = outbuffer;
2914                                 outbuffer = (char *) Z_Malloc(outbuffermax);
2915                                 memcpy(outbuffer, oldbuffer, outbufferpos);
2916                                 Z_Free(oldbuffer);
2917                         }
2918
2919                         // strangely the smd angles are for a transposed matrix, so we
2920                         // have to generate a transposed matrix, then convert that...
2921                         Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
2922                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
2923                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
2924                         if (angles[0] >= 180) angles[0] -= 360;
2925                         if (angles[1] >= 180) angles[1] -= 360;
2926                         if (angles[2] >= 180) angles[2] -= 360;
2927
2928 #if 0
2929 {
2930                         float a = DEG2RAD(angles[ROLL]);
2931                         float b = DEG2RAD(angles[PITCH]);
2932                         float c = DEG2RAD(angles[YAW]);
2933                         float cy, sy, cp, sp, cr, sr;
2934                         float test[4][3];
2935                         // smd matrix construction, for comparing
2936                         sy = sin(c);
2937                         cy = cos(c);
2938                         sp = sin(b);
2939                         cp = cos(b);
2940                         sr = sin(a);
2941                         cr = cos(a);
2942
2943                         test[0][0] = cp*cy;
2944                         test[0][1] = cp*sy;
2945                         test[0][2] = -sp;
2946                         test[1][0] = sr*sp*cy+cr*-sy;
2947                         test[1][1] = sr*sp*sy+cr*cy;
2948                         test[1][2] = sr*cp;
2949                         test[2][0] = (cr*sp*cy+-sr*-sy);
2950                         test[2][1] = (cr*sp*sy+-sr*cy);
2951                         test[2][2] = cr*cp;
2952                         test[3][0] = pose[9];
2953                         test[3][1] = pose[10];
2954                         test[3][2] = pose[11];
2955 }
2956 #endif
2957                         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]));
2958                         if (l > 0)
2959                                 outbufferpos += l;
2960                 }
2961         }
2962         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2963         if (l > 0)
2964                 outbufferpos += l;
2965         if (writetriangles)
2966         {
2967                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2968                 if (l > 0)
2969                         outbufferpos += l;
2970                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2971                 {
2972                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2973                         {
2974                                 counttriangles++;
2975                                 if (outbufferpos >= outbuffermax >> 1)
2976                                 {
2977                                         outbuffermax *= 2;
2978                                         oldbuffer = outbuffer;
2979                                         outbuffer = (char *) Z_Malloc(outbuffermax);
2980                                         memcpy(outbuffer, oldbuffer, outbufferpos);
2981                                         Z_Free(oldbuffer);
2982                                 }
2983                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2984                                 if (l > 0)
2985                                         outbufferpos += l;
2986                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2987                                 {
2988                                         const int index = e[2-cornerindex];
2989                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
2990                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
2991                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2992                                         const int b = model->surfmesh.blends[index];
2993                                         if (b < model->num_bones)
2994                                                 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]);
2995                                         else
2996                                         {
2997                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
2998                                                 const unsigned char *wi = w->index;
2999                                                 const unsigned char *wf = w->influence;
3000                                             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);
3001                                                 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);
3002                                                 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);
3003                                                 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]);
3004                                         }
3005                                         if (l > 0)
3006                                                 outbufferpos += l;
3007                                 }
3008                         }
3009                 }
3010                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3011                 if (l > 0)
3012                         outbufferpos += l;
3013         }
3014
3015         FS_WriteFile(filename, outbuffer, outbufferpos);
3016         Z_Free(outbuffer);
3017
3018         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3019 }
3020
3021 /*
3022 ================
3023 Mod_Decompile_f
3024
3025 decompiles a model to editable files
3026 ================
3027 */
3028 static void Mod_Decompile_f(void)
3029 {
3030         int i, j, k, l, first, count;
3031         dp_model_t *mod;
3032         char inname[MAX_QPATH];
3033         char outname[MAX_QPATH];
3034         char mtlname[MAX_QPATH];
3035         char basename[MAX_QPATH];
3036         char animname[MAX_QPATH];
3037         char animname2[MAX_QPATH];
3038         char zymtextbuffer[16384];
3039         char dpmtextbuffer[16384];
3040         char framegroupstextbuffer[16384];
3041         int zymtextsize = 0;
3042         int dpmtextsize = 0;
3043         int framegroupstextsize = 0;
3044
3045         if (Cmd_Argc() != 2)
3046         {
3047                 Con_Print("usage: modeldecompile <filename>\n");
3048                 return;
3049         }
3050
3051         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3052         FS_StripExtension(inname, basename, sizeof(basename));
3053
3054         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3055         if (mod->brush.submodel)
3056         {
3057                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3058                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3059                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3060                 outname[0] = 0;
3061         }
3062         if (!mod)
3063         {
3064                 Con_Print("No such model\n");
3065                 return;
3066         }
3067         if (!mod->surfmesh.num_triangles)
3068         {
3069                 Con_Print("Empty model (or sprite)\n");
3070                 return;
3071         }
3072
3073         // export OBJ if possible (not on sprites)
3074         if (mod->surfmesh.num_triangles)
3075         {
3076                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3077                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3078                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3079         }
3080
3081         // export SMD if possible (only for skeletal models)
3082         if (mod->surfmesh.num_triangles && mod->num_bones)
3083         {
3084                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3085                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3086                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3087                 if (l > 0) zymtextsize += l;
3088                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3089                 if (l > 0) dpmtextsize += l;
3090                 for (i = 0;i < mod->numframes;i = j)
3091                 {
3092                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3093                         first = mod->animscenes[i].firstframe;
3094                         if (mod->animscenes[i].framecount > 1)
3095                         {
3096                                 // framegroup anim
3097                                 count = mod->animscenes[i].framecount;
3098                                 j = i + 1;
3099                         }
3100                         else
3101                         {
3102                                 // individual frame
3103                                 // check for additional frames with same name
3104                                 for (l = 0, k = strlen(animname);animname[l];l++)
3105                                         if(animname[l] < '0' || animname[l] > '9')
3106                                                 k = l + 1;
3107                                 if(k > 0 && animname[k-1] == '_')
3108                                         --k;
3109                                 animname[k] = 0;
3110                                 count = mod->num_poses - first;
3111                                 for (j = i + 1;j < mod->numframes;j++)
3112                                 {
3113                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3114                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
3115                                                 if(animname2[l] < '0' || animname2[l] > '9')
3116                                                         k = l + 1;
3117                                         if(k > 0 && animname[k-1] == '_')
3118                                                 --k;
3119                                         animname2[k] = 0;
3120                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3121                                         {
3122                                                 count = mod->animscenes[j].firstframe - first;
3123                                                 break;
3124                                         }
3125                                 }
3126                                 // if it's only one frame, use the original frame name
3127                                 if (j == i + 1)
3128                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3129                                 
3130                         }
3131                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3132                         Mod_Decompile_SMD(mod, outname, first, count, false);
3133                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3134                         {
3135                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3136                                 if (l > 0) zymtextsize += l;
3137                         }
3138                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3139                         {
3140                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3141                                 if (l > 0) dpmtextsize += l;
3142                         }
3143                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3144                         {
3145                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3146                                 if (l > 0) framegroupstextsize += l;
3147                         }
3148                 }
3149                 if (zymtextsize)
3150                         FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3151                 if (dpmtextsize)
3152                         FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3153                 if (framegroupstextsize)
3154                         FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3155         }
3156 }
3157
3158 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3159 {
3160         int y;
3161         memset(state, 0, sizeof(*state));
3162         state->width = width;
3163         state->height = height;
3164         state->currentY = 0;
3165         state->rows = Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3166         for (y = 0;y < state->height;y++)
3167         {
3168                 state->rows[y].currentX = 0;
3169                 state->rows[y].rowY = -1;
3170         }
3171 }
3172
3173 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3174 {
3175         int y;
3176         state->currentY = 0;
3177         for (y = 0;y < state->height;y++)
3178         {
3179                 state->rows[y].currentX = 0;
3180                 state->rows[y].rowY = -1;
3181         }
3182 }
3183
3184 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3185 {
3186         if (state->rows)
3187                 Mem_Free(state->rows);
3188         memset(state, 0, sizeof(*state));
3189 }
3190
3191 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3192 {
3193         mod_alloclightmap_row_t *row;
3194         int y;
3195
3196         row = state->rows + blockheight;
3197         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3198         {
3199                 if (state->currentY + blockheight <= state->height)
3200                 {
3201                         // use the current allocation position
3202                         row->rowY = state->currentY;
3203                         row->currentX = 0;
3204                         state->currentY += blockheight;
3205                 }
3206                 else
3207                 {
3208                         // find another position
3209                         for (y = blockheight;y < state->height;y++)
3210                         {
3211                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3212                                 {
3213                                         row = state->rows + y;
3214                                         break;
3215                                 }
3216                         }
3217                         if (y == state->height)
3218                                 return false;
3219                 }
3220         }
3221         *outy = row->rowY;
3222         *outx = row->currentX;
3223         row->currentX += blockwidth;
3224
3225         return true;
3226 }
3227
3228 typedef struct lightmapsample_s
3229 {
3230         float pos[3];
3231         float sh1[4][3];
3232         float *vertex_color;
3233         unsigned char *lm_bgr;
3234         unsigned char *lm_dir;
3235 }
3236 lightmapsample_t;
3237
3238 typedef struct lightmapvertex_s
3239 {
3240         int index;
3241         float pos[3];
3242         float normal[3];
3243         float texcoordbase[2];
3244         float texcoordlightmap[2];
3245         float lightcolor[4];
3246 }
3247 lightmapvertex_t;
3248
3249 typedef struct lightmaptriangle_s
3250 {
3251         int triangleindex;
3252         int surfaceindex;
3253         int lightmapindex;
3254         int axis;
3255         int lmoffset[2];
3256         int lmsize[2];
3257         // 2D modelspace coordinates of min corner
3258         // snapped to lightmap grid but not in grid coordinates
3259         float lmbase[2];
3260         // 2D modelspace to lightmap coordinate scale
3261         float lmscale[2];
3262         float vertex[3][3];
3263         float mins[3];
3264         float maxs[3];
3265 }
3266 lightmaptriangle_t;
3267
3268 typedef struct lightmaplight_s
3269 {
3270         float origin[3];
3271         float radius;
3272         float iradius;
3273         float radius2;
3274         float color[3];
3275         svbsp_t svbsp;
3276 }
3277 lightmaplight_t;
3278
3279 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3280
3281 #define MAX_LIGHTMAPSAMPLES 64
3282 static int mod_generatelightmaps_numoffsets[3];
3283 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3284
3285 static int mod_generatelightmaps_numlights;
3286 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3287
3288 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3289 extern cvar_t r_shadow_lightattenuationdividebias;
3290 extern cvar_t r_shadow_lightattenuationlinearscale;
3291
3292 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3293 {
3294         int i;
3295         int index;
3296         int result;
3297         float relativepoint[3];
3298         float color[3];
3299         float dir[3];
3300         float dist;
3301         float dist2;
3302         float intensity;
3303         float sample[5*3];
3304         float lightorigin[3];
3305         float lightradius;
3306         float lightradius2;
3307         float lightiradius;
3308         float lightcolor[3];
3309         trace_t trace;
3310         for (i = 0;i < 5*3;i++)
3311                 sample[i] = 0.0f;
3312         for (index = 0;;index++)
3313         {
3314                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3315                 if (result < 0)
3316                         break;
3317                 if (result == 0)
3318                         continue;
3319                 lightradius2 = lightradius * lightradius;
3320                 VectorSubtract(lightorigin, pos, relativepoint);
3321                 dist2 = VectorLength2(relativepoint);
3322                 if (dist2 >= lightradius2)
3323                         continue;
3324                 lightiradius = 1.0f / lightradius;
3325                 dist = sqrt(dist2) * lightiradius;
3326                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3327                 if (intensity <= 0)
3328                         continue;
3329                 if (model && model->TraceLine)
3330                 {
3331                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3332                         if (trace.fraction < 1)
3333                                 continue;
3334                 }
3335                 // scale down intensity to add to both ambient and diffuse
3336                 //intensity *= 0.5f;
3337                 VectorNormalize(relativepoint);
3338                 VectorScale(lightcolor, intensity, color);
3339                 VectorMA(sample    , 0.5f            , color, sample    );
3340                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3341                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3342                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3343                 // calculate a weighted average light direction as well
3344                 intensity *= VectorLength(color);
3345                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3346         }
3347         // calculate the direction we'll use to reduce the sample to a directional light source
3348         VectorCopy(sample + 12, dir);
3349         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3350         VectorNormalize(dir);
3351         // extract the diffuse color along the chosen direction and scale it
3352         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3353         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3354         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3355         // subtract some of diffuse from ambient
3356         VectorMA(sample, -0.333f, diffuse, ambient);
3357         // store the normalized lightdir
3358         VectorCopy(dir, lightdir);
3359 }
3360
3361 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3362 {
3363         int surfaceindex;
3364         int triangleindex;
3365         const msurface_t *surface;
3366         const float *vertex3f = model->surfmesh.data_vertex3f;
3367         const int *element3i = model->surfmesh.data_element3i;
3368         const int *e;
3369         float v2[3][3];
3370         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3371         {
3372                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3373                         continue;
3374                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3375                         continue;
3376                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3377                 {
3378                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3379                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3380                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3381                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3382                 }
3383         }
3384 }
3385
3386 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3387 {
3388         int maxnodes = 1<<14;
3389         svbsp_node_t *nodes;
3390         float origin[3];
3391         float mins[3];
3392         float maxs[3];
3393         svbsp_t svbsp;
3394         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3395         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3396         VectorCopy(lightinfo->origin, origin);
3397         nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3398         for (;;)
3399         {
3400                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3401                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3402                 if (svbsp.ranoutofnodes)
3403                 {
3404                         maxnodes *= 16;
3405                         if (maxnodes > 1<<22)
3406                         {
3407                                 Mem_Free(nodes);
3408                                 return;
3409                         }
3410                         Mem_Free(nodes);
3411                         nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3412                 }
3413                 else
3414                         break;
3415         }
3416         if (svbsp.numnodes > 0)
3417         {
3418                 svbsp.nodes = Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3419                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3420                 lightinfo->svbsp = svbsp;
3421         }
3422         Mem_Free(nodes);
3423 }
3424
3425 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3426 {
3427         int index;
3428         int result;
3429         lightmaplight_t *lightinfo;
3430         float origin[3];
3431         float radius;
3432         float color[3];
3433         mod_generatelightmaps_numlights = 0;
3434         for (index = 0;;index++)
3435         {
3436                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3437                 if (result < 0)
3438                         break;
3439                 if (result > 0)
3440                         mod_generatelightmaps_numlights++;
3441         }
3442         if (mod_generatelightmaps_numlights > 0)
3443         {
3444                 mod_generatelightmaps_lightinfo = Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3445                 lightinfo = mod_generatelightmaps_lightinfo;
3446                 for (index = 0;;index++)
3447                 {
3448                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3449                         if (result < 0)
3450                                 break;
3451                         if (result > 0)
3452                                 lightinfo++;
3453                 }
3454         }
3455         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3456         {
3457                 lightinfo->iradius = 1.0f / lightinfo->radius;
3458                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3459                 // TODO: compute svbsp
3460                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3461         }
3462 }
3463
3464 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3465 {
3466         int i;
3467         if (mod_generatelightmaps_lightinfo)
3468         {
3469                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3470                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3471                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3472                 Mem_Free(mod_generatelightmaps_lightinfo);
3473         }
3474         mod_generatelightmaps_lightinfo = NULL;
3475         mod_generatelightmaps_numlights = 0;
3476 }
3477
3478 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3479 {
3480         const svbsp_node_t *node;
3481         const svbsp_node_t *nodes = svbsp->nodes;
3482         int num = 0;
3483         while (num >= 0)
3484         {
3485                 node = nodes + num;
3486                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3487         }
3488         return num == -1; // true if empty, false if solid (shadowed)
3489 }
3490
3491 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3492 {
3493         int i;
3494         float relativepoint[3];
3495         float color[3];
3496         float offsetpos[3];
3497         float dist;
3498         float dist2;
3499         float intensity;
3500         int offsetindex;
3501         int hits;
3502         int tests;
3503         const lightmaplight_t *lightinfo;
3504         trace_t trace;
3505         for (i = 0;i < 5*3;i++)
3506                 sample[i] = 0.0f;
3507         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3508         {
3509                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3510                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3511                 // don't accept light from behind a surface, it causes bad shading
3512                 if (normal && DotProduct(relativepoint, normal) <= 0)
3513                         continue;
3514                 dist2 = VectorLength2(relativepoint);
3515                 if (dist2 >= lightinfo->radius2)
3516                         continue;
3517                 dist = sqrt(dist2) * lightinfo->iradius;
3518                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3519                 if (intensity <= 0)
3520                         continue;
3521                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3522                 {
3523                         hits = 0;
3524                         tests = 1;
3525                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3526                                 hits++;
3527                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3528                         {
3529                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3530                                 if (!normal)
3531                                 {
3532                                         // for light grid we'd better check visibility of the offset point
3533                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3534                                         if (trace.fraction < 1)
3535                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3536                                 }
3537                                 tests++;
3538                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3539                                         hits++;
3540                         }
3541                         if (!hits)
3542                                 continue;
3543                         // scale intensity according to how many rays succeeded
3544                         // we know one test is valid, half of the rest will fail...
3545                         //if (normal && tests > 1)
3546                         //      intensity *= (tests - 1.0f) / tests;
3547                         intensity *= (float)hits / tests;
3548                 }
3549                 // scale down intensity to add to both ambient and diffuse
3550                 //intensity *= 0.5f;
3551                 VectorNormalize(relativepoint);
3552                 VectorScale(lightinfo->color, intensity, color);
3553                 VectorMA(sample    , 0.5f            , color, sample    );
3554                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3555                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3556                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3557                 // calculate a weighted average light direction as well
3558                 intensity *= VectorLength(color);
3559                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3560         }
3561 }
3562
3563 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3564 {
3565         float sample[5*3];
3566         float color[3];
3567         float dir[3];
3568         float f;
3569         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3570         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3571         VectorCopy(sample + 12, dir);
3572         VectorNormalize(dir);
3573         //VectorAdd(dir, normal, dir);
3574         //VectorNormalize(dir);
3575         f = DotProduct(dir, normal);
3576         f = max(0, f) * 255.0f;
3577         VectorScale(sample, f, color);
3578         //VectorCopy(normal, dir);
3579         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3580         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3581         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3582         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3583         lm_bgr[3] = 255;
3584         lm_dir[0] = (unsigned char)dir[2];
3585         lm_dir[1] = (unsigned char)dir[1];
3586         lm_dir[2] = (unsigned char)dir[0];
3587         lm_dir[3] = 255;
3588 }
3589
3590 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3591 {
3592         float sample[5*3];
3593         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3594         VectorCopy(sample, vertex_color);
3595 }
3596
3597 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3598 {
3599         float sample[5*3];
3600         float ambient[3];
3601         float diffuse[3];
3602         float dir[3];
3603         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3604         // calculate the direction we'll use to reduce the sample to a directional light source
3605         VectorCopy(sample + 12, dir);
3606         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3607         VectorNormalize(dir);
3608         // extract the diffuse color along the chosen direction and scale it
3609         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3610         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3611         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3612         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3613         VectorScale(sample, 127.5f, ambient);
3614         VectorMA(ambient, -0.333f, diffuse, ambient);
3615         // encode to the grid format
3616         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3617         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3618         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3619         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3620         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3621         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3622         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3623         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3624         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));}
3625 }
3626
3627 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3628 {
3629         float radius[3];
3630         float temp[3];
3631         int i, j;
3632         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3633         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3634         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3635         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3636         radius[0] = mod_generatelightmaps_lightmapradius.value;
3637         radius[1] = mod_generatelightmaps_vertexradius.value;
3638         radius[2] = mod_generatelightmaps_gridradius.value;
3639         for (i = 0;i < 3;i++)
3640         {
3641                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3642                 {
3643                         VectorRandom(temp);
3644                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3645                 }
3646         }
3647 }
3648
3649 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3650 {
3651         msurface_t *surface;
3652         int surfaceindex;
3653         int i;
3654         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3655         {
3656                 surface = model->data_surfaces + surfaceindex;
3657                 surface->lightmaptexture = NULL;
3658                 surface->deluxemaptexture = NULL;
3659         }
3660         if (model->brushq3.data_lightmaps)
3661         {
3662                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3663                         if (model->brushq3.data_lightmaps[i])
3664                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3665                 Mem_Free(model->brushq3.data_lightmaps);
3666                 model->brushq3.data_lightmaps = NULL;
3667         }
3668         if (model->brushq3.data_deluxemaps)
3669         {
3670                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3671                         if (model->brushq3.data_deluxemaps[i])
3672                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3673                 Mem_Free(model->brushq3.data_deluxemaps);
3674                 model->brushq3.data_deluxemaps = NULL;
3675         }
3676 }
3677
3678 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3679 {
3680         msurface_t *surface;
3681         int surfaceindex;
3682         int vertexindex;
3683         int outvertexindex;
3684         int i;
3685         const int *e;
3686         surfmesh_t oldsurfmesh;
3687         size_t size;
3688         unsigned char *data;
3689         oldsurfmesh = model->surfmesh;
3690         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3691         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3692         size = 0;
3693         size += model->surfmesh.num_vertices * sizeof(float[3]);
3694         size += model->surfmesh.num_vertices * sizeof(float[3]);
3695         size += model->surfmesh.num_vertices * sizeof(float[3]);
3696         size += model->surfmesh.num_vertices * sizeof(float[3]);
3697         size += model->surfmesh.num_vertices * sizeof(float[2]);
3698         size += model->surfmesh.num_vertices * sizeof(float[2]);
3699         size += model->surfmesh.num_vertices * sizeof(float[4]);
3700         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3701         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3702         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3703         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3704         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3705         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3706         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3707         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3708         if (model->surfmesh.num_vertices > 65536)
3709                 model->surfmesh.data_element3s = NULL;
3710
3711         if (model->surfmesh.vbo)
3712                 R_Mesh_DestroyBufferObject(model->surfmesh.vbo);
3713         model->surfmesh.vbo = 0;
3714         if (model->surfmesh.ebo3i)
3715                 R_Mesh_DestroyBufferObject(model->surfmesh.ebo3i);
3716         model->surfmesh.ebo3i = 0;
3717         if (model->surfmesh.ebo3s)
3718                 R_Mesh_DestroyBufferObject(model->surfmesh.ebo3s);
3719         model->surfmesh.ebo3s = 0;
3720
3721         // convert all triangles to unique vertex data
3722         outvertexindex = 0;
3723         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3724         {
3725                 surface = model->data_surfaces + surfaceindex;
3726                 surface->num_firstvertex = outvertexindex;
3727                 surface->num_vertices = surface->num_triangles*3;
3728                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3729                 for (i = 0;i < surface->num_triangles*3;i++)
3730                 {
3731                         vertexindex = e[i];
3732                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3733                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3734                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3735                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3736                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3737                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3738                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3739                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3740                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3741                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3742                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3743                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3744                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3745                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3746                         if (oldsurfmesh.data_texcoordlightmap2f)
3747                         {
3748                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3749                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3750                         }
3751                         if (oldsurfmesh.data_lightmapcolor4f)
3752                         {
3753                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3754                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3755                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3756                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3757                         }
3758                         else
3759                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3760                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3761                         outvertexindex++;
3762                 }
3763         }
3764         if (model->surfmesh.data_element3s)
3765                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3766                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
3767
3768         // find and update all submodels to use this new surfmesh data
3769         for (i = 0;i < model->brush.numsubmodels;i++)
3770                 model->brush.submodels[i]->surfmesh = model->surfmesh;
3771 }
3772
3773 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
3774 {
3775         msurface_t *surface;
3776         int surfaceindex;
3777         int i;
3778         int axis;
3779         float normal[3];
3780         const int *e;
3781         lightmaptriangle_t *triangle;
3782         // generate lightmap triangle structs
3783         mod_generatelightmaps_lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3784         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3785         {
3786                 surface = model->data_surfaces + surfaceindex;
3787                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3788                 for (i = 0;i < surface->num_triangles;i++)
3789                 {
3790                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3791                         triangle->triangleindex = surface->num_firsttriangle+i;
3792                         triangle->surfaceindex = surfaceindex;
3793                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
3794                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
3795                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
3796                         // calculate bounds of triangle
3797                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
3798                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
3799                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
3800                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
3801                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
3802                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
3803                         // pick an axial projection based on the triangle normal
3804                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
3805                         axis = 0;
3806                         if (fabs(normal[1]) > fabs(normal[axis]))
3807                                 axis = 1;
3808                         if (fabs(normal[2]) > fabs(normal[axis]))
3809                                 axis = 2;
3810                         triangle->axis = axis;
3811                 }
3812         }
3813 }
3814
3815 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
3816 {
3817         if (mod_generatelightmaps_lightmaptriangles)
3818                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
3819         mod_generatelightmaps_lightmaptriangles = NULL;
3820 }
3821
3822 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
3823
3824 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
3825 {
3826         msurface_t *surface;
3827         int surfaceindex;
3828         int lightmapindex;
3829         int lightmapnumber;
3830         int i;
3831         int j;
3832         int k;
3833         int x;
3834         int y;
3835         int axis;
3836         int axis1;
3837         int axis2;
3838         int retry;
3839         int pixeloffset;
3840         float trianglenormal[3];
3841         float samplecenter[3];
3842         float samplenormal[3];
3843         float temp[3];
3844         float lmiscale[2];
3845         float slopex;
3846         float slopey;
3847         float slopebase;
3848         float lmscalepixels;
3849         float lmmins;
3850         float lmmaxs;
3851         float lm_basescalepixels;
3852         int lm_borderpixels;
3853         int lm_texturesize;
3854         //int lm_maxpixels;
3855         const int *e;
3856         lightmaptriangle_t *triangle;
3857         unsigned char *lightmappixels;
3858         unsigned char *deluxemappixels;
3859         mod_alloclightmap_state_t lmstate;
3860
3861         // generate lightmap projection information for all triangles
3862         if (model->texturepool == NULL)
3863                 model->texturepool = R_AllocTexturePool();
3864         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
3865         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
3866         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
3867         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
3868         Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3869         lightmapnumber = 0;
3870         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3871         {
3872                 surface = model->data_surfaces + surfaceindex;
3873                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3874                 lmscalepixels = lm_basescalepixels;
3875                 for (retry = 0;retry < 30;retry++)
3876                 {
3877                         // after a couple failed attempts, degrade quality to make it fit
3878                         if (retry > 1)
3879                                 lmscalepixels *= 0.5f;
3880                         for (i = 0;i < surface->num_triangles;i++)
3881                         {
3882                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3883                                 triangle->lightmapindex = lightmapnumber;
3884                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
3885                                 // pick two planar axes for projection
3886                                 // lightmap coordinates here are in pixels
3887                                 // lightmap projections are snapped to pixel grid explicitly, such
3888                                 // that two neighboring triangles sharing an edge and projection
3889                                 // axis will have identical sampl espacing along their shared edge
3890                                 k = 0;
3891                                 for (j = 0;j < 3;j++)
3892                                 {
3893                                         if (j == triangle->axis)
3894                                                 continue;
3895                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
3896                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
3897                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
3898                                         triangle->lmbase[k] = lmmins/lmscalepixels;
3899                                         triangle->lmscale[k] = lmscalepixels;
3900                                         k++;
3901                                 }
3902                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
3903                                         break;
3904                         }
3905                         // if all fit in this texture, we're done with this surface
3906                         if (i == surface->num_triangles)
3907                                 break;
3908                         // if we haven't maxed out the lightmap size yet, we retry the
3909                         // entire surface batch...
3910                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
3911                         {
3912                                 lm_texturesize *= 2;
3913                                 surfaceindex = -1;
3914                                 lightmapnumber = 0;
3915                                 Mod_AllocLightmap_Free(&lmstate);
3916                                 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3917                                 break;
3918                         }
3919                         // if we have maxed out the lightmap size, and this triangle does
3920                         // not fit in the same texture as the rest of the surface, we have
3921                         // to retry the entire surface in a new texture (can only use one)
3922                         // with multiple retries, the lightmap quality degrades until it
3923                         // fits (or gives up)
3924                         if (surfaceindex > 0)
3925                                 lightmapnumber++;
3926                         Mod_AllocLightmap_Reset(&lmstate);
3927                 }
3928         }
3929         lightmapnumber++;
3930         Mod_AllocLightmap_Free(&lmstate);
3931
3932         // now put triangles together into lightmap textures, and do not allow
3933         // triangles of a surface to go into different textures (as that would
3934         // require rewriting the surface list)
3935         model->brushq3.deluxemapping_modelspace = true;
3936         model->brushq3.deluxemapping = true;
3937         model->brushq3.num_mergedlightmaps = lightmapnumber;
3938         model->brushq3.data_lightmaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
3939         model->brushq3.data_deluxemaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
3940         lightmappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
3941         deluxemappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
3942         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3943         {
3944                 surface = model->data_surfaces + surfaceindex;
3945                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3946                 for (i = 0;i < surface->num_triangles;i++)
3947                 {
3948                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3949                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
3950                         VectorNormalize(trianglenormal);
3951                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
3952                         axis = triangle->axis;
3953                         axis1 = axis == 0 ? 1 : 0;
3954                         axis2 = axis == 2 ? 1 : 2;
3955                         lmiscale[0] = 1.0f / triangle->lmscale[0];
3956                         lmiscale[1] = 1.0f / triangle->lmscale[1];
3957                         if (trianglenormal[axis] < 0)
3958                                 VectorNegate(trianglenormal, trianglenormal);
3959                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
3960                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
3961                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
3962                         for (j = 0;j < 3;j++)
3963                         {
3964                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
3965                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
3966                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
3967 #if 0
3968                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
3969                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
3970                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
3971                                 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]);
3972 #endif
3973                         }
3974
3975 #if 0
3976                         switch (axis)
3977                         {
3978                         default:
3979                         case 0:
3980                                 forward[0] = 0;
3981                                 forward[1] = 1.0f / triangle->lmscale[0];
3982                                 forward[2] = 0;
3983                                 left[0] = 0;
3984                                 left[1] = 0;
3985                                 left[2] = 1.0f / triangle->lmscale[1];
3986                                 up[0] = 1.0f;
3987                                 up[1] = 0;
3988                                 up[2] = 0;
3989                                 origin[0] = 0;
3990                                 origin[1] = triangle->lmbase[0];
3991                                 origin[2] = triangle->lmbase[1];
3992                                 break;
3993                         case 1:
3994                                 forward[0] = 1.0f / triangle->lmscale[0];
3995                                 forward[1] = 0;
3996                                 forward[2] = 0;
3997                                 left[0] = 0;
3998                                 left[1] = 0;
3999                                 left[2] = 1.0f / triangle->lmscale[1];
4000                                 up[0] = 0;
4001                                 up[1] = 1.0f;
4002                                 up[2] = 0;
4003                                 origin[0] = triangle->lmbase[0];
4004                                 origin[1] = 0;
4005                                 origin[2] = triangle->lmbase[1];
4006                                 break;
4007                         case 2:
4008                                 forward[0] = 1.0f / triangle->lmscale[0];
4009                                 forward[1] = 0;
4010                                 forward[2] = 0;
4011                                 left[0] = 0;
4012                                 left[1] = 1.0f / triangle->lmscale[1];
4013                                 left[2] = 0;
4014                                 up[0] = 0;
4015                                 up[1] = 0;
4016                                 up[2] = 1.0f;
4017                                 origin[0] = triangle->lmbase[0];
4018                                 origin[1] = triangle->lmbase[1];
4019                                 origin[2] = 0;
4020                                 break;
4021                         }
4022                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4023 #endif
4024 #define LM_DIST_EPSILON (1.0f / 32.0f)
4025                         for (y = 0;y < triangle->lmsize[1];y++)
4026                         {
4027                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4028                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4029                                 {
4030                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4031                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4032                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4033                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4034                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4035                                 }
4036                         }
4037                 }
4038         }
4039
4040         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4041         {
4042                 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);
4043                 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);
4044         }
4045
4046         if (lightmappixels)
4047                 Mem_Free(lightmappixels);
4048         if (deluxemappixels)
4049                 Mem_Free(deluxemappixels);
4050
4051         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4052         {
4053                 surface = model->data_surfaces + surfaceindex;
4054                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4055                 if (!surface->num_triangles)
4056                         continue;
4057                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4058                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4059                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4060                 surface->lightmapinfo = NULL;
4061         }
4062
4063         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4064         model->brushq1.lightdata = NULL;
4065         model->brushq1.lightmapupdateflags = NULL;
4066         model->brushq1.firstrender = false;
4067         model->brushq1.num_lightstyles = 0;
4068         model->brushq1.data_lightstyleinfo = NULL;
4069         for (i = 0;i < model->brush.numsubmodels;i++)
4070         {
4071                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4072                 model->brush.submodels[i]->brushq1.firstrender = false;
4073                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4074                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4075         }
4076 }
4077
4078 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4079 {
4080         int i;
4081         for (i = 0;i < model->surfmesh.num_vertices;i++)
4082                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4083 }
4084
4085 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4086 {
4087         int x;
4088         int y;
4089         int z;
4090         int index = 0;
4091         float pos[3];
4092         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4093         {
4094                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4095                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4096                 {
4097                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4098                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4099                         {
4100                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4101                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4102                         }
4103                 }
4104         }
4105 }
4106
4107 extern cvar_t mod_q3bsp_nolightmaps;
4108 static void Mod_GenerateLightmaps(dp_model_t *model)
4109 {
4110         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4111         dp_model_t *oldloadmodel = loadmodel;
4112         loadmodel = model;
4113
4114         Mod_GenerateLightmaps_InitSampleOffsets(model);
4115         Mod_GenerateLightmaps_DestroyLightmaps(model);
4116         Mod_GenerateLightmaps_UnweldTriangles(model);
4117         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4118         Mod_GenerateLightmaps_CreateLights(model);
4119         if(!mod_q3bsp_nolightmaps.integer)
4120                 Mod_GenerateLightmaps_CreateLightmaps(model);
4121         Mod_GenerateLightmaps_UpdateVertexColors(model);
4122         Mod_GenerateLightmaps_UpdateLightGrid(model);
4123         Mod_GenerateLightmaps_DestroyLights(model);
4124         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4125
4126         loadmodel = oldloadmodel;
4127 }
4128
4129 static void Mod_GenerateLightmaps_f(void)
4130 {
4131         if (Cmd_Argc() != 1)
4132         {
4133                 Con_Printf("usage: mod_generatelightmaps\n");
4134                 return;
4135         }
4136         if (!cl.worldmodel)
4137         {
4138                 Con_Printf("no worldmodel loaded\n");
4139                 return;
4140         }
4141         Mod_GenerateLightmaps(cl.worldmodel);
4142 }