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more parsing fix
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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28 #include "polygon.h"
29
30 cvar_t r_enableshadowvolumes = {CVAR_SAVE, "r_enableshadowvolumes", "1", "Enables use of Stencil Shadow Volume shadowing methods, saves some memory if turned off"};
31 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
32 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
33 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
34 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
35 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
36 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
37 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
38 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
39 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
40 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
41 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
42
43 dp_model_t *loadmodel;
44
45 static mempool_t *mod_mempool;
46 static memexpandablearray_t models;
47
48 static mempool_t* q3shaders_mem;
49 typedef struct q3shader_hash_entry_s
50 {
51   q3shaderinfo_t shader;
52   struct q3shader_hash_entry_s* chain;
53 } q3shader_hash_entry_t;
54 #define Q3SHADER_HASH_SIZE  1021
55 typedef struct q3shader_data_s
56 {
57   memexpandablearray_t hash_entries;
58   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
59   memexpandablearray_t char_ptrs;
60 } q3shader_data_t;
61 static q3shader_data_t* q3shader_data;
62
63 static void mod_start(void)
64 {
65         int i, count;
66         int nummodels = Mem_ExpandableArray_IndexRange(&models);
67         dp_model_t *mod;
68
69         SCR_PushLoadingScreen(false, "Loading models", 1.0);
70         count = 0;
71         for (i = 0;i < nummodels;i++)
72                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
73                         if (mod->used)
74                                 ++count;
75         for (i = 0;i < nummodels;i++)
76                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
77                         if (mod->used)
78                         {
79                                 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
80                                 Mod_LoadModel(mod, true, false);
81                                 SCR_PopLoadingScreen(false);
82                         }
83         SCR_PopLoadingScreen(false);
84 }
85
86 static void mod_shutdown(void)
87 {
88         int i;
89         int nummodels = Mem_ExpandableArray_IndexRange(&models);
90         dp_model_t *mod;
91
92         for (i = 0;i < nummodels;i++)
93                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
94                         Mod_UnloadModel(mod);
95
96         Mod_FreeQ3Shaders();
97         Mod_Skeletal_FreeBuffers();
98 }
99
100 static void mod_newmap(void)
101 {
102         msurface_t *surface;
103         int i, j, k, surfacenum, ssize, tsize;
104         int nummodels = Mem_ExpandableArray_IndexRange(&models);
105         dp_model_t *mod;
106
107         for (i = 0;i < nummodels;i++)
108         {
109                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
110                 {
111                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
112                         {
113                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
114                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
115                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
116                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
117                         }
118                         if (mod->brush.solidskyskinframe)
119                                 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
120                         if (mod->brush.alphaskyskinframe)
121                                 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
122                 }
123         }
124
125         if (!cl_stainmaps_clearonload.integer)
126                 return;
127
128         for (i = 0;i < nummodels;i++)
129         {
130                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
131                 {
132                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
133                         {
134                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
135                                 {
136                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
137                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
138                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
139                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
140                                 }
141                         }
142                 }
143         }
144 }
145
146 /*
147 ===============
148 Mod_Init
149 ===============
150 */
151 static void Mod_Print(void);
152 static void Mod_Precache (void);
153 static void Mod_Decompile_f(void);
154 static void Mod_GenerateLightmaps_f(void);
155 void Mod_Init (void)
156 {
157         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
158         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
159
160         Mod_BrushInit();
161         Mod_AliasInit();
162         Mod_SpriteInit();
163
164         Cvar_RegisterVariable(&r_enableshadowvolumes);
165         Cvar_RegisterVariable(&r_mipskins);
166         Cvar_RegisterVariable(&r_mipnormalmaps);
167         Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
168         Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
169         Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
170
171         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
172         Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
173         Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
174         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
175         Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
176         Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
177
178         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
179         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
180         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
181         Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
182 }
183
184 void Mod_RenderInit(void)
185 {
186         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
187 }
188
189 void Mod_UnloadModel (dp_model_t *mod)
190 {
191         char name[MAX_QPATH];
192         qboolean used;
193         dp_model_t *parentmodel;
194
195         if (developer_loading.integer)
196                 Con_Printf("unloading model %s\n", mod->name);
197
198         strlcpy(name, mod->name, sizeof(name));
199         parentmodel = mod->brush.parentmodel;
200         used = mod->used;
201         if (mod->mempool)
202         {
203                 if (mod->surfmesh.vertex3fbuffer)
204                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertex3fbuffer);
205                 mod->surfmesh.vertex3fbuffer = NULL;
206                 if (mod->surfmesh.vertexmeshbuffer)
207                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
208                 mod->surfmesh.vertexmeshbuffer = NULL;
209                 if (mod->surfmesh.data_element3i_indexbuffer)
210                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
211                 mod->surfmesh.data_element3i_indexbuffer = NULL;
212                 if (mod->surfmesh.data_element3s_indexbuffer)
213                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
214                 mod->surfmesh.data_element3s_indexbuffer = NULL;
215                 if (mod->surfmesh.vbo_vertexbuffer)
216                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
217                 mod->surfmesh.vbo_vertexbuffer = NULL;
218         }
219         // free textures/memory attached to the model
220         R_FreeTexturePool(&mod->texturepool);
221         Mem_FreePool(&mod->mempool);
222         // clear the struct to make it available
223         memset(mod, 0, sizeof(dp_model_t));
224         // restore the fields we want to preserve
225         strlcpy(mod->name, name, sizeof(mod->name));
226         mod->brush.parentmodel = parentmodel;
227         mod->used = used;
228         mod->loaded = false;
229 }
230
231 void R_Model_Null_Draw(entity_render_t *ent)
232 {
233         return;
234 }
235
236
237 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass);
238
239 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
240 {
241         const char *bufptr;
242         const char *name;
243         int start, len;
244         float fps;
245         unsigned int i;
246         qboolean loop;
247
248         bufptr = buf;
249         i = 0;
250         for(;;)
251         {
252                 // an anim scene!
253                 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
254                         break;
255                 if (!strcmp(com_token, "\n"))
256                         continue; // empty line
257                 start = atoi(com_token);
258                 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
259                         break;
260                 if (!strcmp(com_token, "\n"))
261                 {
262                         Con_Printf("framegroups file: missing number of frames\n");
263                         continue;
264                 }
265                 len = atoi(com_token);
266                 if (!COM_ParseToken_Simple(&bufptr, true, false, false))
267                         break;
268                 // we default to looping as it's usually wanted, so to NOT loop you append a 0
269                 if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
270                 {
271                         fps = atof(com_token);
272                         if (!COM_ParseToken_Simple(&bufptr, true, false, false))
273                                 break;
274                         if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
275                                 loop = atoi(com_token) != 0;
276                         else
277                                 loop = true;
278                 }
279                 else
280                 {
281                         fps = 20;
282                         loop = true;
283                 }
284
285                 if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
286                 {
287                         while (COM_ParseToken_Simple(&bufptr, true, false, false)) // fetch newline
288                         {
289                                 if (strcmp(com_token, "\n") && strcmp(com_token, "//"))
290                                         Con_Printf("framegroups file: extra data (%s) found, skipped\n", com_token);
291                                 else
292                                         break;
293                         }
294                 }
295
296                 name = NULL;
297                 if(!strcmp(com_token, "//"))
298                 {
299                         if (COM_ParseToken_Simple(&bufptr, true, false, false))
300                         {
301                                 if(strcmp(com_token, "\n"))
302                                 {
303                                         name = com_token;
304                                         // skip to EOL
305                                         while (*bufptr && !(*bufptr == '\n' || *bufptr == '\r'))
306                                                 bufptr++;
307                                         while (*bufptr && (*bufptr == '\n' || *bufptr == '\r'))
308                                                 bufptr++;
309                                 }
310                         }
311                 }
312                 Con_Printf("data: %d %d %d %f %d (%s)\n", i, start, len, fps, loop, name);
313
314                 if(cb)
315                         cb(i, start, len, fps, loop, name, pass);
316                 ++i;
317         }
318
319         return i;
320 }
321
322 static void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, const char *name, void *pass)
323 {
324         dp_model_t *mod = (dp_model_t *) pass;
325         animscene_t *anim = &mod->animscenes[i];
326         if(name)
327                 strlcpy(anim->name, name, sizeof(anim[i].name));
328         else
329                 dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
330         anim->firstframe = bound(0, start, mod->num_poses - 1);
331         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
332         anim->framerate = max(1, fps);
333         anim->loop = !!loop;
334         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
335 }
336
337 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
338 {
339         unsigned int cnt;
340
341         // 0. count
342         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
343         if(!cnt)
344         {
345                 Con_Printf("no scene found in framegroups file, aborting\n");
346                 return;
347         }
348         mod->numframes = cnt;
349
350         // 1. reallocate
351         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
352         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
353
354         // 2. parse
355         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
356 }
357
358 void Mod_FindPotentialDeforms(dp_model_t *mod)
359 {
360         int i, j;
361         texture_t *texture;
362         mod->wantnormals = false;
363         mod->wanttangents = false;
364         for (i = 0;i < mod->num_textures;i++)
365         {
366                 texture = mod->data_textures + i;
367                 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
368                         mod->wantnormals = true;
369                 for (j = 0;j < Q3MAXDEFORMS;j++)
370                 {
371                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
372                         {
373                                 mod->wanttangents = true;
374                                 mod->wantnormals = true;
375                                 break;
376                         }
377                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
378                                 mod->wantnormals = true;
379                 }
380         }
381 }
382
383 /*
384 ==================
385 Mod_LoadModel
386
387 Loads a model
388 ==================
389 */
390 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
391 {
392         int num;
393         unsigned int crc;
394         void *buf;
395         fs_offset_t filesize = 0;
396
397         mod->used = true;
398
399         if (mod->name[0] == '*') // submodel
400                 return mod;
401         
402         if (!strcmp(mod->name, "null"))
403         {
404                 if(mod->loaded)
405                         return mod;
406
407                 if (mod->loaded || mod->mempool)
408                         Mod_UnloadModel(mod);
409
410                 if (developer_loading.integer)
411                         Con_Printf("loading model %s\n", mod->name);
412
413                 mod->used = true;
414                 mod->crc = (unsigned int)-1;
415                 mod->loaded = false;
416
417                 VectorClear(mod->normalmins);
418                 VectorClear(mod->normalmaxs);
419                 VectorClear(mod->yawmins);
420                 VectorClear(mod->yawmaxs);
421                 VectorClear(mod->rotatedmins);
422                 VectorClear(mod->rotatedmaxs);
423
424                 mod->modeldatatypestring = "null";
425                 mod->type = mod_null;
426                 mod->Draw = R_Model_Null_Draw;
427                 mod->numframes = 2;
428                 mod->numskins = 1;
429
430                 // no fatal errors occurred, so this model is ready to use.
431                 mod->loaded = true;
432
433                 return mod;
434         }
435
436         crc = 0;
437         buf = NULL;
438
439         // even if the model is loaded it still may need reloading...
440
441         // if it is not loaded or checkdisk is true we need to calculate the crc
442         if (!mod->loaded || checkdisk)
443         {
444                 if (checkdisk && mod->loaded)
445                         Con_DPrintf("checking model %s\n", mod->name);
446                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
447                 if (buf)
448                 {
449                         crc = CRC_Block((unsigned char *)buf, filesize);
450                         // we need to reload the model if the crc does not match
451                         if (mod->crc != crc)
452                                 mod->loaded = false;
453                 }
454         }
455
456         // if the model is already loaded and checks passed, just return
457         if (mod->loaded)
458         {
459                 if (buf)
460                         Mem_Free(buf);
461                 return mod;
462         }
463
464         if (developer_loading.integer)
465                 Con_Printf("loading model %s\n", mod->name);
466         
467         SCR_PushLoadingScreen(true, mod->name, 1);
468
469         // LordHavoc: unload the existing model in this slot (if there is one)
470         if (mod->loaded || mod->mempool)
471                 Mod_UnloadModel(mod);
472
473         // load the model
474         mod->used = true;
475         mod->crc = crc;
476         // errors can prevent the corresponding mod->loaded = true;
477         mod->loaded = false;
478
479         // default model radius and bounding box (mainly for missing models)
480         mod->radius = 16;
481         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
482         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
483         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
484         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
485         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
486         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
487
488         if (!q3shaders_mem)
489         {
490                 // load q3 shaders for the first time, or after a level change
491                 Mod_LoadQ3Shaders();
492         }
493
494         if (buf)
495         {
496                 char *bufend = (char *)buf + filesize;
497
498                 // all models use memory, so allocate a memory pool
499                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
500
501                 num = LittleLong(*((int *)buf));
502                 // call the apropriate loader
503                 loadmodel = mod;
504                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
505                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
506                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
507                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
508                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
509                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
510                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
511                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
512                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
513                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
514                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
515                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
516                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
517                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
518                 Mem_Free(buf);
519
520                 Mod_FindPotentialDeforms(mod);
521                                         
522                 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
523                 if(buf)
524                 {
525                         Mod_FrameGroupify(mod, (const char *)buf);
526                         Mem_Free(buf);
527                 }
528
529                 Mod_BuildVBOs();
530         }
531         else if (crash)
532         {
533                 // LordHavoc: Sys_Error was *ANNOYING*
534                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
535         }
536
537         // no fatal errors occurred, so this model is ready to use.
538         mod->loaded = true;
539
540         SCR_PopLoadingScreen(false);
541
542         return mod;
543 }
544
545 void Mod_ClearUsed(void)
546 {
547         int i;
548         int nummodels = Mem_ExpandableArray_IndexRange(&models);
549         dp_model_t *mod;
550         for (i = 0;i < nummodels;i++)
551                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
552                         mod->used = false;
553 }
554
555 void Mod_PurgeUnused(void)
556 {
557         int i;
558         int nummodels = Mem_ExpandableArray_IndexRange(&models);
559         dp_model_t *mod;
560         for (i = 0;i < nummodels;i++)
561         {
562                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
563                 {
564                         Mod_UnloadModel(mod);
565                         Mem_ExpandableArray_FreeRecord(&models, mod);
566                 }
567         }
568 }
569
570 /*
571 ==================
572 Mod_FindName
573
574 ==================
575 */
576 dp_model_t *Mod_FindName(const char *name, const char *parentname)
577 {
578         int i;
579         int nummodels;
580         dp_model_t *mod;
581
582         if (!parentname)
583                 parentname = "";
584
585         // if we're not dedicatd, the renderer calls will crash without video
586         Host_StartVideo();
587
588         nummodels = Mem_ExpandableArray_IndexRange(&models);
589
590         if (!name[0])
591                 Host_Error ("Mod_ForName: NULL name");
592
593         // search the currently loaded models
594         for (i = 0;i < nummodels;i++)
595         {
596                 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))))
597                 {
598                         mod->used = true;
599                         return mod;
600                 }
601         }
602
603         // no match found, create a new one
604         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
605         strlcpy(mod->name, name, sizeof(mod->name));
606         if (parentname[0])
607                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
608         else
609                 mod->brush.parentmodel = NULL;
610         mod->loaded = false;
611         mod->used = true;
612         return mod;
613 }
614
615 /*
616 ==================
617 Mod_ForName
618
619 Loads in a model for the given name
620 ==================
621 */
622 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
623 {
624         dp_model_t *model;
625         model = Mod_FindName(name, parentname);
626         if (!model->loaded || checkdisk)
627                 Mod_LoadModel(model, crash, checkdisk);
628         return model;
629 }
630
631 /*
632 ==================
633 Mod_Reload
634
635 Reloads all models if they have changed
636 ==================
637 */
638 void Mod_Reload(void)
639 {
640         int i, count;
641         int nummodels = Mem_ExpandableArray_IndexRange(&models);
642         dp_model_t *mod;
643
644         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
645         count = 0;
646         for (i = 0;i < nummodels;i++)
647                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
648                         ++count;
649         for (i = 0;i < nummodels;i++)
650                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
651                 {
652                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
653                         Mod_LoadModel(mod, true, true);
654                         SCR_PopLoadingScreen(false);
655                 }
656         SCR_PopLoadingScreen(false);
657 }
658
659 unsigned char *mod_base;
660
661
662 //=============================================================================
663
664 /*
665 ================
666 Mod_Print
667 ================
668 */
669 static void Mod_Print(void)
670 {
671         int i;
672         int nummodels = Mem_ExpandableArray_IndexRange(&models);
673         dp_model_t *mod;
674
675         Con_Print("Loaded models:\n");
676         for (i = 0;i < nummodels;i++)
677         {
678                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
679                 {
680                         if (mod->brush.numsubmodels)
681                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
682                         else
683                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
684                 }
685         }
686 }
687
688 /*
689 ================
690 Mod_Precache
691 ================
692 */
693 static void Mod_Precache(void)
694 {
695         if (Cmd_Argc() == 2)
696                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
697         else
698                 Con_Print("usage: modelprecache <filename>\n");
699 }
700
701 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
702 {
703         int i, count;
704         unsigned char *used;
705         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
706         memset(used, 0, numvertices);
707         for (i = 0;i < numelements;i++)
708                 used[elements[i]] = 1;
709         for (i = 0, count = 0;i < numvertices;i++)
710                 remapvertices[i] = used[i] ? count++ : -1;
711         Mem_Free(used);
712         return count;
713 }
714
715 #if 1
716 // fast way, using an edge hash
717 #define TRIANGLEEDGEHASH 8192
718 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
719 {
720         int i, j, p, e1, e2, *n, hashindex, count, match;
721         const int *e;
722         typedef struct edgehashentry_s
723         {
724                 struct edgehashentry_s *next;
725                 int triangle;
726                 int element[2];
727         }
728         edgehashentry_t;
729         static edgehashentry_t **edgehash;
730         edgehashentry_t *edgehashentries, *hash;
731         if (!numtriangles)
732                 return;
733         edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
734         // if there are too many triangles for the stack array, allocate larger buffer
735         edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
736         // find neighboring triangles
737         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
738         {
739                 for (j = 0, p = 2;j < 3;p = j, j++)
740                 {
741                         e1 = e[p];
742                         e2 = e[j];
743                         // this hash index works for both forward and backward edges
744                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
745                         hash = edgehashentries + i * 3 + j;
746                         hash->next = edgehash[hashindex];
747                         edgehash[hashindex] = hash;
748                         hash->triangle = i;
749                         hash->element[0] = e1;
750                         hash->element[1] = e2;
751                 }
752         }
753         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
754         {
755                 for (j = 0, p = 2;j < 3;p = j, j++)
756                 {
757                         e1 = e[p];
758                         e2 = e[j];
759                         // this hash index works for both forward and backward edges
760                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
761                         count = 0;
762                         match = -1;
763                         for (hash = edgehash[hashindex];hash;hash = hash->next)
764                         {
765                                 if (hash->element[0] == e2 && hash->element[1] == e1)
766                                 {
767                                         if (hash->triangle != i)
768                                                 match = hash->triangle;
769                                         count++;
770                                 }
771                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
772                                         count++;
773                         }
774                         // detect edges shared by three triangles and make them seams
775                         if (count > 2)
776                                 match = -1;
777                         n[p] = match;
778                 }
779
780                 // also send a keepalive here (this can take a while too!)
781                 CL_KeepaliveMessage(false);
782         }
783         // free the allocated buffer
784         Mem_Free(edgehashentries);
785         Mem_Free(edgehash);
786 }
787 #else
788 // very slow but simple way
789 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
790 {
791         int i, match, count;
792         count = 0;
793         match = -1;
794         for (i = 0;i < numtriangles;i++, elements += 3)
795         {
796                      if ((elements[0] == start && elements[1] == end)
797                       || (elements[1] == start && elements[2] == end)
798                       || (elements[2] == start && elements[0] == end))
799                 {
800                         if (i != ignore)
801                                 match = i;
802                         count++;
803                 }
804                 else if ((elements[1] == start && elements[0] == end)
805                       || (elements[2] == start && elements[1] == end)
806                       || (elements[0] == start && elements[2] == end))
807                         count++;
808         }
809         // detect edges shared by three triangles and make them seams
810         if (count > 2)
811                 match = -1;
812         return match;
813 }
814
815 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
816 {
817         int i, *n;
818         const int *e;
819         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
820         {
821                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
822                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
823                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
824         }
825 }
826 #endif
827
828 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
829 {
830         int i, warned = false, endvertex = firstvertex + numverts;
831         for (i = 0;i < numtriangles * 3;i++)
832         {
833                 if (elements[i] < firstvertex || elements[i] >= endvertex)
834                 {
835                         if (!warned)
836                         {
837                                 warned = true;
838                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
839                         }
840                         elements[i] = firstvertex;
841                 }
842         }
843 }
844
845 // warning: this is an expensive function!
846 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
847 {
848         int i, j;
849         const int *element;
850         float *vectorNormal;
851         float areaNormal[3];
852         // clear the vectors
853         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
854         // process each vertex of each triangle and accumulate the results
855         // use area-averaging, to make triangles with a big area have a bigger
856         // weighting on the vertex normal than triangles with a small area
857         // to do so, just add the 'normals' together (the bigger the area
858         // the greater the length of the normal is
859         element = elements;
860         for (i = 0; i < numtriangles; i++, element += 3)
861         {
862                 TriangleNormal(
863                         vertex3f + element[0] * 3,
864                         vertex3f + element[1] * 3,
865                         vertex3f + element[2] * 3,
866                         areaNormal
867                         );
868
869                 if (!areaweighting)
870                         VectorNormalize(areaNormal);
871
872                 for (j = 0;j < 3;j++)
873                 {
874                         vectorNormal = normal3f + element[j] * 3;
875                         vectorNormal[0] += areaNormal[0];
876                         vectorNormal[1] += areaNormal[1];
877                         vectorNormal[2] += areaNormal[2];
878                 }
879         }
880         // and just normalize the accumulated vertex normal in the end
881         vectorNormal = normal3f + 3 * firstvertex;
882         for (i = 0; i < numvertices; i++, vectorNormal += 3)
883                 VectorNormalize(vectorNormal);
884 }
885
886 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)
887 {
888         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
889         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
890         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
891
892         // 6 multiply, 9 subtract
893         VectorSubtract(v1, v0, v10);
894         VectorSubtract(v2, v0, v20);
895         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
896         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
897         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
898         // 12 multiply, 10 subtract
899         tc10[1] = tc1[1] - tc0[1];
900         tc20[1] = tc2[1] - tc0[1];
901         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
902         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
903         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
904         tc10[0] = tc1[0] - tc0[0];
905         tc20[0] = tc2[0] - tc0[0];
906         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
907         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
908         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
909         // 12 multiply, 4 add, 6 subtract
910         f = DotProduct(svector3f, normal3f);
911         svector3f[0] -= f * normal3f[0];
912         svector3f[1] -= f * normal3f[1];
913         svector3f[2] -= f * normal3f[2];
914         f = DotProduct(tvector3f, normal3f);
915         tvector3f[0] -= f * normal3f[0];
916         tvector3f[1] -= f * normal3f[1];
917         tvector3f[2] -= f * normal3f[2];
918         // if texture is mapped the wrong way (counterclockwise), the tangents
919         // have to be flipped, this is detected by calculating a normal from the
920         // two tangents, and seeing if it is opposite the surface normal
921         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
922         CrossProduct(tvector3f, svector3f, tangentcross);
923         if (DotProduct(tangentcross, normal3f) < 0)
924         {
925                 VectorNegate(svector3f, svector3f);
926                 VectorNegate(tvector3f, tvector3f);
927         }
928 }
929
930 // warning: this is a very expensive function!
931 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)
932 {
933         int i, tnum;
934         float sdir[3], tdir[3], normal[3], *sv, *tv;
935         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
936         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
937         const int *e;
938         // clear the vectors
939         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
940         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
941         // process each vertex of each triangle and accumulate the results
942         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
943         {
944                 v0 = vertex3f + e[0] * 3;
945                 v1 = vertex3f + e[1] * 3;
946                 v2 = vertex3f + e[2] * 3;
947                 tc0 = texcoord2f + e[0] * 2;
948                 tc1 = texcoord2f + e[1] * 2;
949                 tc2 = texcoord2f + e[2] * 2;
950
951                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
952                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
953
954                 // calculate the edge directions and surface normal
955                 // 6 multiply, 9 subtract
956                 VectorSubtract(v1, v0, v10);
957                 VectorSubtract(v2, v0, v20);
958                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
959                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
960                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
961
962                 // calculate the tangents
963                 // 12 multiply, 10 subtract
964                 tc10[1] = tc1[1] - tc0[1];
965                 tc20[1] = tc2[1] - tc0[1];
966                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
967                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
968                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
969                 tc10[0] = tc1[0] - tc0[0];
970                 tc20[0] = tc2[0] - tc0[0];
971                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
972                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
973                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
974
975                 // if texture is mapped the wrong way (counterclockwise), the tangents
976                 // have to be flipped, this is detected by calculating a normal from the
977                 // two tangents, and seeing if it is opposite the surface normal
978                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
979                 CrossProduct(tdir, sdir, tangentcross);
980                 if (DotProduct(tangentcross, normal) < 0)
981                 {
982                         VectorNegate(sdir, sdir);
983                         VectorNegate(tdir, tdir);
984                 }
985
986                 if (!areaweighting)
987                 {
988                         VectorNormalize(sdir);
989                         VectorNormalize(tdir);
990                 }
991                 for (i = 0;i < 3;i++)
992                 {
993                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
994                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
995                 }
996         }
997         // make the tangents completely perpendicular to the surface normal, and
998         // then normalize them
999         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
1000         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
1001         {
1002                 f = -DotProduct(sv, n);
1003                 VectorMA(sv, f, n, sv);
1004                 VectorNormalize(sv);
1005                 f = -DotProduct(tv, n);
1006                 VectorMA(tv, f, n, tv);
1007                 VectorNormalize(tv);
1008         }
1009 }
1010
1011 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
1012 {
1013         unsigned char *data;
1014         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));
1015         loadmodel->surfmesh.num_vertices = numvertices;
1016         loadmodel->surfmesh.num_triangles = numtriangles;
1017         if (loadmodel->surfmesh.num_vertices)
1018         {
1019                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1020                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1021                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1022                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
1023                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1024                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
1025                 if (vertexcolors)
1026                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
1027                 if (lightmapoffsets)
1028                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1029         }
1030         if (loadmodel->surfmesh.num_triangles)
1031         {
1032                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1033                 if (neighbors)
1034                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1035                 if (loadmodel->surfmesh.num_vertices <= 65536)
1036                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1037         }
1038 }
1039
1040 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)
1041 {
1042         shadowmesh_t *newmesh;
1043         unsigned char *data;
1044         int size;
1045         size = sizeof(shadowmesh_t);
1046         size += maxverts * sizeof(float[3]);
1047         if (light)
1048                 size += maxverts * sizeof(float[11]);
1049         size += maxtriangles * sizeof(int[3]);
1050         if (maxverts <= 65536)
1051                 size += maxtriangles * sizeof(unsigned short[3]);
1052         if (neighbors)
1053                 size += maxtriangles * sizeof(int[3]);
1054         if (expandable)
1055                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1056         data = (unsigned char *)Mem_Alloc(mempool, size);
1057         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1058         newmesh->map_diffuse = map_diffuse;
1059         newmesh->map_specular = map_specular;
1060         newmesh->map_normal = map_normal;
1061         newmesh->maxverts = maxverts;
1062         newmesh->maxtriangles = maxtriangles;
1063         newmesh->numverts = 0;
1064         newmesh->numtriangles = 0;
1065         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1066         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1067
1068         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1069         if (light)
1070         {
1071                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1072                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1073                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1074                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1075         }
1076         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1077         if (neighbors)
1078         {
1079                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1080         }
1081         if (expandable)
1082         {
1083                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1084                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1085         }
1086         if (maxverts <= 65536)
1087                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1088         return newmesh;
1089 }
1090
1091 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1092 {
1093         shadowmesh_t *newmesh;
1094         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1095         newmesh->numverts = oldmesh->numverts;
1096         newmesh->numtriangles = oldmesh->numtriangles;
1097         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1098         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1099
1100         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1101         if (newmesh->svector3f && oldmesh->svector3f)
1102         {
1103                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1104                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1105                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1106                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1107         }
1108         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1109         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1110                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1111         return newmesh;
1112 }
1113
1114 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1115 {
1116         int hashindex, vnum;
1117         shadowmeshvertexhash_t *hash;
1118         // this uses prime numbers intentionally
1119         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1120         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1121         {
1122                 vnum = (hash - mesh->vertexhashentries);
1123                 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]))
1124                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1125                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1126                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1127                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1128                         return hash - mesh->vertexhashentries;
1129         }
1130         vnum = mesh->numverts++;
1131         hash = mesh->vertexhashentries + vnum;
1132         hash->next = mesh->vertexhashtable[hashindex];
1133         mesh->vertexhashtable[hashindex] = hash;
1134         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1135         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1136         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1137         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1138         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1139         return vnum;
1140 }
1141
1142 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1143 {
1144         if (mesh->numtriangles == 0)
1145         {
1146                 // set the properties on this empty mesh to be more favorable...
1147                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1148                 mesh->map_diffuse = map_diffuse;
1149                 mesh->map_specular = map_specular;
1150                 mesh->map_normal = map_normal;
1151         }
1152         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)
1153         {
1154                 if (mesh->next == NULL)
1155                         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);
1156                 mesh = mesh->next;
1157         }
1158         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1159         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1160         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1161         mesh->numtriangles++;
1162 }
1163
1164 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)
1165 {
1166         int i, j, e;
1167         float vbuf[3*14], *v;
1168         memset(vbuf, 0, sizeof(vbuf));
1169         for (i = 0;i < numtris;i++)
1170         {
1171                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1172                 {
1173                         e = *element3i++;
1174                         if (vertex3f)
1175                         {
1176                                 v[0] = vertex3f[e * 3 + 0];
1177                                 v[1] = vertex3f[e * 3 + 1];
1178                                 v[2] = vertex3f[e * 3 + 2];
1179                         }
1180                         if (svector3f)
1181                         {
1182                                 v[3] = svector3f[e * 3 + 0];
1183                                 v[4] = svector3f[e * 3 + 1];
1184                                 v[5] = svector3f[e * 3 + 2];
1185                         }
1186                         if (tvector3f)
1187                         {
1188                                 v[6] = tvector3f[e * 3 + 0];
1189                                 v[7] = tvector3f[e * 3 + 1];
1190                                 v[8] = tvector3f[e * 3 + 2];
1191                         }
1192                         if (normal3f)
1193                         {
1194                                 v[9] = normal3f[e * 3 + 0];
1195                                 v[10] = normal3f[e * 3 + 1];
1196                                 v[11] = normal3f[e * 3 + 2];
1197                         }
1198                         if (texcoord2f)
1199                         {
1200                                 v[12] = texcoord2f[e * 2 + 0];
1201                                 v[13] = texcoord2f[e * 2 + 1];
1202                         }
1203                 }
1204                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1205         }
1206
1207         // the triangle calculation can take a while, so let's do a keepalive here
1208         CL_KeepaliveMessage(false);
1209 }
1210
1211 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)
1212 {
1213         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1214         CL_KeepaliveMessage(false);
1215
1216         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1217 }
1218
1219 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1220 {
1221         if (!mesh->numverts)
1222                 return;
1223
1224         // build r_vertexmesh_t array
1225         // (compressed interleaved array for D3D)
1226         if (!mesh->vertexmesh && mesh->texcoord2f && vid.useinterleavedarrays)
1227         {
1228                 int vertexindex;
1229                 int numvertices = mesh->numverts;
1230                 r_vertexmesh_t *vertexmesh;
1231                 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1232                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1233                 {
1234                         VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1235                         VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1236                         VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1237                         VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1238                         Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1239                 }
1240         }
1241
1242         // upload r_vertexmesh_t array as a buffer
1243         if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1244                 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1245
1246         // upload vertex3f array as a buffer
1247         if (mesh->vertex3f && !mesh->vertex3fbuffer)
1248                 mesh->vertex3fbuffer = R_Mesh_CreateMeshBuffer(mesh->vertex3f, mesh->numverts * sizeof(float[3]), loadmodel->name, false, false, false);
1249
1250         // upload short indices as a buffer
1251         if (mesh->element3s && !mesh->element3s_indexbuffer)
1252                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1253
1254         // upload int indices as a buffer
1255         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1256                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1257
1258         // vertex buffer is several arrays and we put them in the same buffer
1259         //
1260         // is this wise?  the texcoordtexture2f array is used with dynamic
1261         // vertex/svector/tvector/normal when rendering animated models, on the
1262         // other hand animated models don't use a lot of vertices anyway...
1263         if (!mesh->vbo_vertexbuffer && !vid.useinterleavedarrays)
1264         {
1265                 size_t size;
1266                 unsigned char *mem;
1267                 size = 0;
1268                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1269                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1270                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1271                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1272                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1273                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1274                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1275                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1276                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1277                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1278                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1279                 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1280                 Mem_Free(mem);
1281         }
1282 }
1283
1284 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1285 {
1286         shadowmesh_t *mesh, *newmesh, *nextmesh;
1287         // reallocate meshs to conserve space
1288         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1289         {
1290                 nextmesh = mesh->next;
1291                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1292                 {
1293                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1294                         newmesh->next = firstmesh;
1295                         firstmesh = newmesh;
1296                         if (newmesh->element3s)
1297                         {
1298                                 int i;
1299                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1300                                         newmesh->element3s[i] = newmesh->element3i[i];
1301                         }
1302                         if (createvbo)
1303                                 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1304                 }
1305                 Mem_Free(mesh);
1306         }
1307
1308         // this can take a while, so let's do a keepalive here
1309         CL_KeepaliveMessage(false);
1310
1311         return firstmesh;
1312 }
1313
1314 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1315 {
1316         int i;
1317         shadowmesh_t *mesh;
1318         vec3_t nmins, nmaxs, ncenter, temp;
1319         float nradius2, dist2, *v;
1320         VectorClear(nmins);
1321         VectorClear(nmaxs);
1322         // calculate bbox
1323         for (mesh = firstmesh;mesh;mesh = mesh->next)
1324         {
1325                 if (mesh == firstmesh)
1326                 {
1327                         VectorCopy(mesh->vertex3f, nmins);
1328                         VectorCopy(mesh->vertex3f, nmaxs);
1329                 }
1330                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1331                 {
1332                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1333                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1334                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1335                 }
1336         }
1337         // calculate center and radius
1338         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1339         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1340         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1341         nradius2 = 0;
1342         for (mesh = firstmesh;mesh;mesh = mesh->next)
1343         {
1344                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1345                 {
1346                         VectorSubtract(v, ncenter, temp);
1347                         dist2 = DotProduct(temp, temp);
1348                         if (nradius2 < dist2)
1349                                 nradius2 = dist2;
1350                 }
1351         }
1352         // return data
1353         if (mins)
1354                 VectorCopy(nmins, mins);
1355         if (maxs)
1356                 VectorCopy(nmaxs, maxs);
1357         if (center)
1358                 VectorCopy(ncenter, center);
1359         if (radius)
1360                 *radius = sqrt(nradius2);
1361 }
1362
1363 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1364 {
1365         shadowmesh_t *nextmesh;
1366         for (;mesh;mesh = nextmesh)
1367         {
1368                 if (mesh->vertex3fbuffer)
1369                         R_Mesh_DestroyMeshBuffer(mesh->vertex3fbuffer);
1370                 if (mesh->vertexmeshbuffer)
1371                         R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1372                 if (mesh->element3i_indexbuffer)
1373                         R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1374                 if (mesh->element3s_indexbuffer)
1375                         R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1376                 if (mesh->vbo_vertexbuffer)
1377                         R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1378                 nextmesh = mesh->next;
1379                 Mem_Free(mesh);
1380         }
1381 }
1382
1383 void Mod_CreateCollisionMesh(dp_model_t *mod)
1384 {
1385         int k, numcollisionmeshtriangles;
1386         qboolean usesinglecollisionmesh = false;
1387         const msurface_t *surface = NULL;
1388
1389         mempool_t *mempool = mod->mempool;
1390         if (!mempool && mod->brush.parentmodel)
1391                 mempool = mod->brush.parentmodel->mempool;
1392         // make a single combined collision mesh for physics engine use
1393         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1394         numcollisionmeshtriangles = 0;
1395         for (k = 0;k < mod->nummodelsurfaces;k++)
1396         {
1397                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1398                 if (!strcmp(surface->texture->name, "collision")) // found collision mesh
1399                 {
1400                         usesinglecollisionmesh = true;
1401                         numcollisionmeshtriangles = surface->num_triangles;
1402                         break;
1403                 }
1404                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1405                         continue;
1406                 numcollisionmeshtriangles += surface->num_triangles;
1407         }
1408         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1409         if (usesinglecollisionmesh)
1410                 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));
1411         else
1412         {
1413                 for (k = 0;k < mod->nummodelsurfaces;k++)
1414                 {
1415                         surface = mod->data_surfaces + mod->firstmodelsurface + k;
1416                         if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1417                                 continue;
1418                         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));
1419                 }
1420         }
1421         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, false, false);
1422 }
1423
1424 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)
1425 {
1426         float v[3], tc[3];
1427         v[0] = ix;
1428         v[1] = iy;
1429         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1430                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1431         else
1432                 v[2] = 0;
1433         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1434         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1435         texcoord2f[0] = tc[0];
1436         texcoord2f[1] = tc[1];
1437 }
1438
1439 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)
1440 {
1441         float vup[3], vdown[3], vleft[3], vright[3];
1442         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1443         float sv[3], tv[3], nl[3];
1444         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1445         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1446         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1447         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1448         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1449         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1450         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1451         VectorAdd(svector3f, sv, svector3f);
1452         VectorAdd(tvector3f, tv, tvector3f);
1453         VectorAdd(normal3f, nl, normal3f);
1454         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1455         VectorAdd(svector3f, sv, svector3f);
1456         VectorAdd(tvector3f, tv, tvector3f);
1457         VectorAdd(normal3f, nl, normal3f);
1458         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1459         VectorAdd(svector3f, sv, svector3f);
1460         VectorAdd(tvector3f, tv, tvector3f);
1461         VectorAdd(normal3f, nl, normal3f);
1462 }
1463
1464 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)
1465 {
1466         int x, y, ix, iy, *e;
1467         e = element3i;
1468         for (y = 0;y < height;y++)
1469         {
1470                 for (x = 0;x < width;x++)
1471                 {
1472                         e[0] = (y + 1) * (width + 1) + (x + 0);
1473                         e[1] = (y + 0) * (width + 1) + (x + 0);
1474                         e[2] = (y + 1) * (width + 1) + (x + 1);
1475                         e[3] = (y + 0) * (width + 1) + (x + 0);
1476                         e[4] = (y + 0) * (width + 1) + (x + 1);
1477                         e[5] = (y + 1) * (width + 1) + (x + 1);
1478                         e += 6;
1479                 }
1480         }
1481         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1482         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1483                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1484                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1485 }
1486
1487 #if 0
1488 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1489 {
1490         float mins[3];
1491         float maxs[3];
1492         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1493         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1494         float viewvector[3];
1495         unsigned int firstvertex;
1496         unsigned int *e;
1497         float *v;
1498         if (chunkwidth < 2 || chunkheight < 2)
1499                 return;
1500         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]);
1501         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]);
1502         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1503         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1504         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1505         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1506         {
1507                 // too close for this stepsize, emit as 4 chunks instead
1508                 stepsize /= 2;
1509                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1510                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1511                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1512                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1513                 return;
1514         }
1515         // emit the geometry at stepsize into our vertex buffer / index buffer
1516         // we add two columns and two rows for skirt
1517         outwidth = chunkwidth+2;
1518         outheight = chunkheight+2;
1519         outwidth2 = outwidth-1;
1520         outheight2 = outheight-1;
1521         outwidth3 = outwidth+1;
1522         outheight3 = outheight+1;
1523         firstvertex = numvertices;
1524         e = model->terrain.element3i + numtriangles;
1525         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1526         v = model->terrain.vertex3f + numvertices;
1527         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1528         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1529         for (ty = 0;ty < outheight;ty++)
1530         {
1531                 for (tx = 0;tx < outwidth;tx++)
1532                 {
1533                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1534                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1535                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1536                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1537                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1538                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1539                 }
1540         }
1541         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1542         for (ty = 0;ty <= outheight;ty++)
1543         {
1544                 skirtrow = ty == 0 || ty == outheight;
1545                 ry = y+bound(1, ty, outheight)*stepsize;
1546                 for (tx = 0;tx <= outwidth;tx++)
1547                 {
1548                         skirt = skirtrow || tx == 0 || tx == outwidth;
1549                         rx = x+bound(1, tx, outwidth)*stepsize;
1550                         v[0] = rx*scale[0];
1551                         v[1] = ry*scale[1];
1552                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1553                         v += 3;
1554                 }
1555         }
1556         // TODO: emit skirt vertices
1557 }
1558
1559 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1560 {
1561         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1562         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1563         Mod_Terrain_BuildChunk(model, 
1564 }
1565 #endif
1566
1567 int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1568 {
1569         int offset = 0;
1570         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1571         {
1572                 offset = bound(0, s[4] - '0', 9);
1573                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1574                 s += 4;
1575                 if(*s)
1576                         ++s;
1577         }
1578         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1579         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1580         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1581         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1582         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1583         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1584         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1585         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1586         return offset | Q3WAVEFUNC_NONE;
1587 }
1588
1589 void Mod_FreeQ3Shaders(void)
1590 {
1591         Mem_FreePool(&q3shaders_mem);
1592 }
1593
1594 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1595 {
1596         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1597         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1598         q3shader_hash_entry_t* lastEntry = NULL;
1599         while (entry != NULL)
1600         {
1601                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1602                 {
1603                         // redeclaration
1604                         if(shader->dpshaderkill)
1605                         {
1606                                 // killed shader is a redeclarion? we can safely ignore it
1607                                 return;
1608                         }
1609                         else if(entry->shader.dpshaderkill)
1610                         {
1611                                 // replace the old shader!
1612                                 // this will skip the entry allocating part
1613                                 // below and just replace the shader
1614                                 break;
1615                         }
1616                         else
1617                         {
1618                                 unsigned char *start, *end, *start2;
1619                                 start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1620                                 end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1621                                 start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1622                                 if(memcmp(start, start2, end - start))
1623                                         Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1624                                 else
1625                                         Con_DPrintf("Shader '%s' already defined\n", shader->name);
1626                                 return;
1627                         }
1628                 }
1629                 lastEntry = entry;
1630                 entry = entry->chain;
1631         }
1632         if (entry == NULL)
1633         {
1634                 if (lastEntry->shader.name[0] != 0)
1635                 {
1636                         /* Add to chain */
1637                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1638                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1639
1640                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1641                         lastEntry->chain = newEntry;
1642                         newEntry->chain = NULL;
1643                         lastEntry = newEntry;
1644                 }
1645                 /* else: head of chain, in hash entry array */
1646                 entry = lastEntry;
1647         }
1648         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1649 }
1650
1651 extern cvar_t mod_noshader_default_offsetmapping;
1652 extern cvar_t mod_q3shader_default_offsetmapping;
1653 extern cvar_t mod_q3shader_default_offsetmapping_scale;
1654 extern cvar_t mod_q3shader_default_offsetmapping_bias;
1655 extern cvar_t mod_q3shader_default_polygonoffset;
1656 extern cvar_t mod_q3shader_default_polygonfactor;
1657 extern cvar_t mod_q3shader_force_addalpha;
1658 void Mod_LoadQ3Shaders(void)
1659 {
1660         int j;
1661         int fileindex;
1662         fssearch_t *search;
1663         char *f;
1664         const char *text;
1665         q3shaderinfo_t shader;
1666         q3shaderinfo_layer_t *layer;
1667         int numparameters;
1668         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1669         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1670         unsigned long custsurfaceparms[256]; 
1671         int numcustsurfaceparms;
1672         qboolean dpshaderkill;
1673
1674         Mod_FreeQ3Shaders();
1675
1676         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1677         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1678                 sizeof (q3shader_data_t));
1679         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1680                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1681         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1682                 q3shaders_mem, sizeof (char**), 256);
1683
1684         // parse custinfoparms.txt
1685         numcustsurfaceparms = 0;
1686         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1687         {
1688                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1689                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1690                 else
1691                 {
1692                         while (COM_ParseToken_QuakeC(&text, false))
1693                                 if (!strcasecmp(com_token, "}"))
1694                                         break;
1695                         // custom surfaceflags section
1696                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1697                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1698                         else
1699                         {
1700                                 while(COM_ParseToken_QuakeC(&text, false))
1701                                 {
1702                                         if (!strcasecmp(com_token, "}"))
1703                                                 break;  
1704                                         // register surfaceflag
1705                                         if (numcustsurfaceparms >= 256)
1706                                         {
1707                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1708                                                 break;
1709                                         }
1710                                         // name
1711                                         j = strlen(com_token)+1;
1712                                         custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1713                                         strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1714                                         // value
1715                                         if (COM_ParseToken_QuakeC(&text, false))
1716                                                 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1717                                         else
1718                                                 custsurfaceparms[numcustsurfaceparms] = 0;
1719                                         numcustsurfaceparms++;
1720                                 }
1721                         }
1722                 }
1723                 Mem_Free(f);
1724         }
1725
1726         // parse shaders
1727         search = FS_Search("scripts/*.shader", true, false);
1728         if (!search)
1729                 return;
1730         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1731         {
1732                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1733                 if (!f)
1734                         continue;
1735                 while (COM_ParseToken_QuakeC(&text, false))
1736                 {
1737                         memset (&shader, 0, sizeof(shader));
1738                         shader.reflectmin = 0;
1739                         shader.reflectmax = 1;
1740                         shader.refractfactor = 1;
1741                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1742                         shader.reflectfactor = 1;
1743                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1744                         shader.r_water_wateralpha = 1;
1745                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1746                         shader.offsetscale = mod_q3shader_default_offsetmapping_scale.value;
1747                         shader.offsetbias = mod_q3shader_default_offsetmapping_bias.value;
1748                         shader.specularscalemod = 1;
1749                         shader.specularpowermod = 1;
1750                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1751                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1752
1753                         strlcpy(shader.name, com_token, sizeof(shader.name));
1754                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1755                         {
1756                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1757                                 break;
1758                         }
1759                         while (COM_ParseToken_QuakeC(&text, false))
1760                         {
1761                                 if (!strcasecmp(com_token, "}"))
1762                                         break;
1763                                 if (!strcasecmp(com_token, "{"))
1764                                 {
1765                                         static q3shaderinfo_layer_t dummy;
1766                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1767                                         {
1768                                                 layer = shader.layers + shader.numlayers++;
1769                                         }
1770                                         else
1771                                         {
1772                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1773                                                 memset(&dummy, 0, sizeof(dummy));
1774                                                 layer = &dummy;
1775                                         }
1776                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1777                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1778                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1779                                         layer->blendfunc[0] = GL_ONE;
1780                                         layer->blendfunc[1] = GL_ZERO;
1781                                         while (COM_ParseToken_QuakeC(&text, false))
1782                                         {
1783                                                 if (!strcasecmp(com_token, "}"))
1784                                                         break;
1785                                                 if (!strcasecmp(com_token, "\n"))
1786                                                         continue;
1787                                                 numparameters = 0;
1788                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1789                                                 {
1790                                                         if (j < TEXTURE_MAXFRAMES + 4)
1791                                                         {
1792                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1793                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1794                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1795                                                                 else
1796                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1797                                                                 numparameters = j + 1;
1798                                                         }
1799                                                         if (!COM_ParseToken_QuakeC(&text, true))
1800                                                                 break;
1801                                                 }
1802                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1803                                                 //      parameter[j][0] = 0;
1804                                                 if (developer_insane.integer)
1805                                                 {
1806                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1807                                                         for (j = 0;j < numparameters;j++)
1808                                                                 Con_DPrintf(" %s", parameter[j]);
1809                                                         Con_DPrint("\n");
1810                                                 }
1811                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1812                                                 {
1813                                                         if (numparameters == 2)
1814                                                         {
1815                                                                 if (!strcasecmp(parameter[1], "add"))
1816                                                                 {
1817                                                                         layer->blendfunc[0] = GL_ONE;
1818                                                                         layer->blendfunc[1] = GL_ONE;
1819                                                                 }
1820                                                                 else if (!strcasecmp(parameter[1], "addalpha"))
1821                                                                 {
1822                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1823                                                                         layer->blendfunc[1] = GL_ONE;
1824                                                                 }
1825                                                                 else if (!strcasecmp(parameter[1], "filter"))
1826                                                                 {
1827                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1828                                                                         layer->blendfunc[1] = GL_ZERO;
1829                                                                 }
1830                                                                 else if (!strcasecmp(parameter[1], "blend"))
1831                                                                 {
1832                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1833                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1834                                                                 }
1835                                                         }
1836                                                         else if (numparameters == 3)
1837                                                         {
1838                                                                 int k;
1839                                                                 for (k = 0;k < 2;k++)
1840                                                                 {
1841                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1842                                                                                 layer->blendfunc[k] = GL_ONE;
1843                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1844                                                                                 layer->blendfunc[k] = GL_ZERO;
1845                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1846                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1847                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1848                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1849                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1850                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1851                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1852                                                                                 layer->blendfunc[k] = GL_DST_ALPHA;
1853                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1854                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1855                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1856                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1857                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1858                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1859                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1860                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1861                                                                         else
1862                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1863                                                                 }
1864                                                         }
1865                                                 }
1866                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1867                                                         layer->alphatest = true;
1868                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1869                                                 {
1870                                                         if (!strcasecmp(parameter[0], "clampmap"))
1871                                                                 layer->clampmap = true;
1872                                                         layer->numframes = 1;
1873                                                         layer->framerate = 1;
1874                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1875                                                                 &q3shader_data->char_ptrs);
1876                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1877                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1878                                                                 shader.lighting = true;
1879                                                 }
1880                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1881                                                 {
1882                                                         int i;
1883                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1884                                                         layer->framerate = atof(parameter[1]);
1885                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1886                                                         for (i = 0;i < layer->numframes;i++)
1887                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1888                                                 }
1889                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1890                                                 {
1891                                                         int i;
1892                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1893                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1894                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1895                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1896                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1897                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1898                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1899                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1900                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1901                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1902                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1903                                                         else if (!strcasecmp(parameter[1], "wave"))
1904                                                         {
1905                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1906                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1907                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1908                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1909                                                         }
1910                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1911                                                 }
1912                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1913                                                 {
1914                                                         int i;
1915                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1916                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1917                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1918                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1919                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1920                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1921                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1922                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1923                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1924                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1925                                                         else if (!strcasecmp(parameter[1], "wave"))
1926                                                         {
1927                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1928                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1929                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1930                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1931                                                         }
1932                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1933                                                 }
1934                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1935                                                 {
1936                                                         int i;
1937                                                         // observed values: tcgen environment
1938                                                         // no other values have been observed in real shaders
1939                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1940                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1941                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1942                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1943                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1944                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1945                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1946                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1947                                                 }
1948                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1949                                                 {
1950                                                         int i, tcmodindex;
1951                                                         // observed values:
1952                                                         // tcmod rotate #
1953                                                         // tcmod scale # #
1954                                                         // tcmod scroll # #
1955                                                         // tcmod stretch sin # # # #
1956                                                         // tcmod stretch triangle # # # #
1957                                                         // tcmod transform # # # # # #
1958                                                         // tcmod turb # # # #
1959                                                         // tcmod turb sin # # # #  (this is bogus)
1960                                                         // no other values have been observed in real shaders
1961                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1962                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1963                                                                         break;
1964                                                         if (tcmodindex < Q3MAXTCMODS)
1965                                                         {
1966                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1967                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1968                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1969                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1970                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1971                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1972                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1973                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1974                                                                 {
1975                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1976                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1977                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1978                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1979                                                                 }
1980                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1981                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1982                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1983                                                         }
1984                                                         else
1985                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1986                                                 }
1987                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1988                                                 if (!strcasecmp(com_token, "}"))
1989                                                         break;
1990                                         }
1991                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1992                                                 shader.lighting = true;
1993                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1994                                         {
1995                                                 if (layer == shader.layers + 0)
1996                                                 {
1997                                                         // vertex controlled transparency
1998                                                         shader.vertexalpha = true;
1999                                                 }
2000                                                 else
2001                                                 {
2002                                                         // multilayer terrain shader or similar
2003                                                         shader.textureblendalpha = true;
2004                                                 }
2005                                         }
2006
2007                                         if(mod_q3shader_force_addalpha.integer)
2008                                         {
2009                                                 // for a long while, DP treated GL_ONE GL_ONE as GL_SRC_ALPHA GL_ONE
2010                                                 // this cvar brings back this behaviour
2011                                                 if(layer->blendfunc[0] == GL_ONE && layer->blendfunc[1] == GL_ONE)
2012                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
2013                                         }
2014
2015                                         layer->texflags = 0;
2016                                         if (layer->alphatest)
2017                                                 layer->texflags |= TEXF_ALPHA;
2018                                         switch(layer->blendfunc[0])
2019                                         {
2020                                                 case GL_SRC_ALPHA:
2021                                                 case GL_ONE_MINUS_SRC_ALPHA:
2022                                                         layer->texflags |= TEXF_ALPHA;
2023                                                         break;
2024                                         }
2025                                         switch(layer->blendfunc[1])
2026                                         {
2027                                                 case GL_SRC_ALPHA:
2028                                                 case GL_ONE_MINUS_SRC_ALPHA:
2029                                                         layer->texflags |= TEXF_ALPHA;
2030                                                         break;
2031                                         }
2032                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
2033                                                 layer->texflags |= TEXF_MIPMAP;
2034                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
2035                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
2036                                         if (layer->clampmap)
2037                                                 layer->texflags |= TEXF_CLAMP;
2038                                         continue;
2039                                 }
2040                                 numparameters = 0;
2041                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
2042                                 {
2043                                         if (j < TEXTURE_MAXFRAMES + 4)
2044                                         {
2045                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
2046                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
2047                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
2048                                                 else
2049                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
2050                                                 numparameters = j + 1;
2051                                         }
2052                                         if (!COM_ParseToken_QuakeC(&text, true))
2053                                                 break;
2054                                 }
2055                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
2056                                 //      parameter[j][0] = 0;
2057                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
2058                                         break;
2059                                 if (developer_insane.integer)
2060                                 {
2061                                         Con_DPrintf("%s: ", shader.name);
2062                                         for (j = 0;j < numparameters;j++)
2063                                                 Con_DPrintf(" %s", parameter[j]);
2064                                         Con_DPrint("\n");
2065                                 }
2066                                 if (numparameters < 1)
2067                                         continue;
2068                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
2069                                 {
2070                                         if (!strcasecmp(parameter[1], "alphashadow"))
2071                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
2072                                         else if (!strcasecmp(parameter[1], "areaportal"))
2073                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
2074                                         else if (!strcasecmp(parameter[1], "botclip"))
2075                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
2076                                         else if (!strcasecmp(parameter[1], "clusterportal"))
2077                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
2078                                         else if (!strcasecmp(parameter[1], "detail"))
2079                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
2080                                         else if (!strcasecmp(parameter[1], "donotenter"))
2081                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2082                                         else if (!strcasecmp(parameter[1], "dust"))
2083                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2084                                         else if (!strcasecmp(parameter[1], "hint"))
2085                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2086                                         else if (!strcasecmp(parameter[1], "fog"))
2087                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2088                                         else if (!strcasecmp(parameter[1], "lava"))
2089                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2090                                         else if (!strcasecmp(parameter[1], "lightfilter"))
2091                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2092                                         else if (!strcasecmp(parameter[1], "lightgrid"))
2093                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2094                                         else if (!strcasecmp(parameter[1], "metalsteps"))
2095                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2096                                         else if (!strcasecmp(parameter[1], "nodamage"))
2097                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2098                                         else if (!strcasecmp(parameter[1], "nodlight"))
2099                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2100                                         else if (!strcasecmp(parameter[1], "nodraw"))
2101                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2102                                         else if (!strcasecmp(parameter[1], "nodrop"))
2103                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2104                                         else if (!strcasecmp(parameter[1], "noimpact"))
2105                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2106                                         else if (!strcasecmp(parameter[1], "nolightmap"))
2107                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2108                                         else if (!strcasecmp(parameter[1], "nomarks"))
2109                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2110                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
2111                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2112                                         else if (!strcasecmp(parameter[1], "nonsolid"))
2113                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2114                                         else if (!strcasecmp(parameter[1], "origin"))
2115                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2116                                         else if (!strcasecmp(parameter[1], "playerclip"))
2117                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2118                                         else if (!strcasecmp(parameter[1], "sky"))
2119                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2120                                         else if (!strcasecmp(parameter[1], "slick"))
2121                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2122                                         else if (!strcasecmp(parameter[1], "slime"))
2123                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2124                                         else if (!strcasecmp(parameter[1], "structural"))
2125                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2126                                         else if (!strcasecmp(parameter[1], "trans"))
2127                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2128                                         else if (!strcasecmp(parameter[1], "water"))
2129                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2130                                         else if (!strcasecmp(parameter[1], "pointlight"))
2131                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2132                                         else if (!strcasecmp(parameter[1], "antiportal"))
2133                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2134                                         else
2135                                         {
2136                                                 // try custom surfaceparms
2137                                                 for (j = 0; j < numcustsurfaceparms; j++)
2138                                                 {
2139                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2140                                                         {
2141                                                                 shader.surfaceparms |= custsurfaceparms[j];
2142                                                                 break;
2143                                                         }
2144                                                 }
2145                                                 // failed all
2146                                                 if (j == numcustsurfaceparms)
2147                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2148                                         }
2149                                 }
2150                                 else if (!strcasecmp(parameter[0], "dpshadow"))
2151                                         shader.dpshadow = true;
2152                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2153                                         shader.dpnoshadow = true;
2154                                 else if (!strcasecmp(parameter[0], "dpnortlight"))
2155                                         shader.dpnortlight = true;
2156                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2157                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2158                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2159                                         shader.dpmeshcollisions = true;
2160                                 // this sets dpshaderkill to true if dpshaderkillifcvarzero was used, and to false if dpnoshaderkillifcvarzero was used
2161                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvarzero")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvarzero")) && numparameters >= 2)
2162                                 {
2163                                         if (Cvar_VariableValue(parameter[1]) == 0.0f)
2164                                                 shader.dpshaderkill = dpshaderkill;
2165                                 }
2166                                 // this sets dpshaderkill to true if dpshaderkillifcvar was used, and to false if dpnoshaderkillifcvar was used
2167                                 else if (((dpshaderkill = !strcasecmp(parameter[0], "dpshaderkillifcvar")) || !strcasecmp(parameter[0], "dpnoshaderkillifcvar")) && numparameters >= 2)
2168                                 {
2169                                         const char *op = NULL;
2170                                         if (numparameters >= 3)
2171                                                 op = parameter[2];
2172                                         if(!op)
2173                                         {
2174                                                 if (Cvar_VariableValue(parameter[1]) != 0.0f)
2175                                                         shader.dpshaderkill = dpshaderkill;
2176                                         }
2177                                         else if (numparameters >= 4 && !strcmp(op, "=="))
2178                                         {
2179                                                 if (Cvar_VariableValue(parameter[1]) == atof(parameter[3]))
2180                                                         shader.dpshaderkill = dpshaderkill;
2181                                         }
2182                                         else if (numparameters >= 4 && !strcmp(op, "!="))
2183                                         {
2184                                                 if (Cvar_VariableValue(parameter[1]) != atof(parameter[3]))
2185                                                         shader.dpshaderkill = dpshaderkill;
2186                                         }
2187                                         else if (numparameters >= 4 && !strcmp(op, ">"))
2188                                         {
2189                                                 if (Cvar_VariableValue(parameter[1]) > atof(parameter[3]))
2190                                                         shader.dpshaderkill = dpshaderkill;
2191                                         }
2192                                         else if (numparameters >= 4 && !strcmp(op, "<"))
2193                                         {
2194                                                 if (Cvar_VariableValue(parameter[1]) < atof(parameter[3]))
2195                                                         shader.dpshaderkill = dpshaderkill;
2196                                         }
2197                                         else if (numparameters >= 4 && !strcmp(op, ">="))
2198                                         {
2199                                                 if (Cvar_VariableValue(parameter[1]) >= atof(parameter[3]))
2200                                                         shader.dpshaderkill = dpshaderkill;
2201                                         }
2202                                         else if (numparameters >= 4 && !strcmp(op, "<="))
2203                                         {
2204                                                 if (Cvar_VariableValue(parameter[1]) <= atof(parameter[3]))
2205                                                         shader.dpshaderkill = dpshaderkill;
2206                                         }
2207                                         else
2208                                         {
2209                                                 Con_DPrintf("%s parsing warning: unknown dpshaderkillifcvar op \"%s\", or not enough arguments\n", search->filenames[fileindex], op);
2210                                         }
2211                                 }
2212                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2213                                 {
2214                                         // some q3 skies don't have the sky parm set
2215                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2216                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2217                                 }
2218                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2219                                 {
2220                                         // some q3 skies don't have the sky parm set
2221                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2222                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2223                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2224                                 }
2225                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2226                                 {
2227                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2228                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2229                                 }
2230                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2231                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2232                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2233                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2234                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2235                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2236                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2237                                 {
2238                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2239                                         if(numparameters >= 2)
2240                                         {
2241                                                 shader.biaspolygonfactor = atof(parameter[1]);
2242                                                 if(numparameters >= 3)
2243                                                         shader.biaspolygonoffset = atof(parameter[2]);
2244                                                 else
2245                                                         shader.biaspolygonoffset = 0;
2246                                         }
2247                                 }
2248                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2249                                 {
2250                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2251                                         shader.refractfactor = atof(parameter[1]);
2252                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2253                                 }
2254                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2255                                 {
2256                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2257                                         shader.reflectfactor = atof(parameter[1]);
2258                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2259                                 }
2260                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2261                                 {
2262                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2263                                 }
2264                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2265                                 {
2266                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2267                                         shader.reflectmin = atof(parameter[1]);
2268                                         shader.reflectmax = atof(parameter[2]);
2269                                         shader.refractfactor = atof(parameter[3]);
2270                                         shader.reflectfactor = atof(parameter[4]);
2271                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2272                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2273                                         shader.r_water_wateralpha = atof(parameter[11]);
2274                                 }
2275                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2276                                 {
2277                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2278                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2279                                 }
2280                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2281                                 {
2282                                         shader.specularscalemod = atof(parameter[1]);
2283                                 }
2284                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2285                                 {
2286                                         shader.specularpowermod = atof(parameter[1]);
2287                                 }
2288                                 else if (!strcasecmp(parameter[0], "dprtlightambient") && numparameters >= 2)
2289                                 {
2290                                         shader.rtlightambient = atof(parameter[1]);
2291                                 }
2292                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 2)
2293                                 {
2294                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2295                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2296                                         else if (!strcasecmp(parameter[1], "default") || !strcasecmp(parameter[1], "normal"))
2297                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2298                                         else if (!strcasecmp(parameter[1], "linear"))
2299                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2300                                         else if (!strcasecmp(parameter[1], "relief"))
2301                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2302                                         if (numparameters >= 3)
2303                                                 shader.offsetscale = atof(parameter[2]);
2304                                         if (numparameters >= 5)
2305                                         {
2306                                                 if(!strcasecmp(parameter[3], "bias"))
2307                                                         shader.offsetbias = atof(parameter[4]);
2308                                                 else if(!strcasecmp(parameter[3], "match"))
2309                                                         shader.offsetbias = 1.0f - atof(parameter[4]);
2310                                                 else if(!strcasecmp(parameter[3], "match8"))
2311                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 255.0f;
2312                                                 else if(!strcasecmp(parameter[3], "match16"))
2313                                                         shader.offsetbias = 1.0f - atof(parameter[4]) / 65535.0f;
2314                                         }
2315                                 }
2316                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2317                                 {
2318                                         int i, deformindex;
2319                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2320                                                 if (!shader.deforms[deformindex].deform)
2321                                                         break;
2322                                         if (deformindex < Q3MAXDEFORMS)
2323                                         {
2324                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2325                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2326                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2327                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2328                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2329                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2330                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2331                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2332                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2333                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2334                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2335                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2336                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2337                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2338                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2339                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2340                                                 {
2341                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2342                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2343                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2344                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2345                                                 }
2346                                                 else if (!strcasecmp(parameter[1], "move"            ))
2347                                                 {
2348                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2349                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2350                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2351                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2352                                                 }
2353                                         }
2354                                 }
2355                         }
2356                         // hide this shader if a cvar said it should be killed
2357                         if (shader.dpshaderkill)
2358                                 shader.numlayers = 0;
2359                         // pick the primary layer to render with
2360                         if (shader.numlayers)
2361                         {
2362                                 shader.backgroundlayer = -1;
2363                                 shader.primarylayer = 0;
2364                                 // if lightmap comes first this is definitely an ordinary texture
2365                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2366                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
2367                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2368                                 {
2369                                         shader.backgroundlayer = -1;
2370                                         shader.primarylayer = 1;
2371                                 }
2372                                 else if (shader.numlayers >= 2
2373                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2374                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
2375                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2376                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
2377                                 {
2378                                         // terrain blending or other effects
2379                                         shader.backgroundlayer = 0;
2380                                         shader.primarylayer = 1;
2381                                 }
2382                         }
2383                         // fix up multiple reflection types
2384                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2385                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2386
2387                         Q3Shader_AddToHash (&shader);
2388                 }
2389                 Mem_Free(f);
2390         }
2391         FS_FreeSearch(search);
2392         // free custinfoparm values
2393         for (j = 0; j < numcustsurfaceparms; j++)
2394                 Mem_Free(custsurfaceparmnames[j]);
2395 }
2396
2397 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2398 {
2399         unsigned short hash;
2400         q3shader_hash_entry_t* entry;
2401         if (!q3shaders_mem)
2402                 Mod_LoadQ3Shaders();
2403         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2404         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2405         while (entry != NULL)
2406         {
2407                 if (strcasecmp (entry->shader.name, name) == 0)
2408                         return &entry->shader;
2409                 entry = entry->chain;
2410         }
2411         return NULL;
2412 }
2413
2414 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2415 {
2416         int j;
2417         int texflagsmask, texflagsor;
2418         qboolean success = true;
2419         q3shaderinfo_t *shader;
2420         if (!name)
2421                 name = "";
2422         strlcpy(texture->name, name, sizeof(texture->name));
2423         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2424
2425         texflagsmask = ~0;
2426         if(!(defaulttexflags & TEXF_PICMIP))
2427                 texflagsmask &= ~TEXF_PICMIP;
2428         if(!(defaulttexflags & TEXF_COMPRESS))
2429                 texflagsmask &= ~TEXF_COMPRESS;
2430         texflagsor = 0;
2431         if(defaulttexflags & TEXF_ISWORLD)
2432                 texflagsor |= TEXF_ISWORLD;
2433         if(defaulttexflags & TEXF_ISSPRITE)
2434                 texflagsor |= TEXF_ISSPRITE;
2435         // unless later loaded from the shader
2436         texture->offsetmapping = (mod_noshader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2437         texture->offsetscale = 1;
2438         texture->offsetbias = 0;
2439         texture->specularscalemod = 1;
2440         texture->specularpowermod = 1; 
2441         texture->rtlightambient = 0;
2442         // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2443         // HERE, AND Q1BSP LOADING
2444         // JUST GREP FOR "specularscalemod = 1".
2445
2446         if (shader)
2447         {
2448                 if (developer_loading.integer)
2449                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2450                 texture->surfaceparms = shader->surfaceparms;
2451
2452                 // allow disabling of picmip or compression by defaulttexflags
2453                 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2454
2455                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2456                 {
2457                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2458                         if (shader->skyboxname[0])
2459                         {
2460                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2461                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2462                         }
2463                 }
2464                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2465                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2466                 else
2467                         texture->basematerialflags = MATERIALFLAG_WALL;
2468
2469                 if (shader->layers[0].alphatest)
2470                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2471                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2472                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2473                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2474                 {
2475                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2476                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2477                 }
2478                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2479                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2480                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2481                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2482                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2483                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2484                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2485                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2486                 texture->customblendfunc[0] = GL_ONE;
2487                 texture->customblendfunc[1] = GL_ZERO;
2488                 if (shader->numlayers > 0)
2489                 {
2490                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2491                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2492 /*
2493 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2494 * additive               GL_ONE GL_ONE
2495 additive weird         GL_ONE GL_SRC_ALPHA
2496 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2497 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2498 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2499 brighten               GL_DST_COLOR GL_ONE
2500 brighten               GL_ONE GL_SRC_COLOR
2501 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2502 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2503 * modulate               GL_DST_COLOR GL_ZERO
2504 * modulate               GL_ZERO GL_SRC_COLOR
2505 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2506 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2507 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2508 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2509 * no blend               GL_ONE GL_ZERO
2510 nothing                GL_ZERO GL_ONE
2511 */
2512                         // if not opaque, figure out what blendfunc to use
2513                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2514                         {
2515                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2516                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2517                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2518                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2519                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2520                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2521                                 else
2522                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2523                         }
2524                 }
2525                 if (!shader->lighting)
2526                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2527                 if (shader->primarylayer >= 0)
2528                 {
2529                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2530                         // copy over many primarylayer parameters
2531                         texture->rgbgen = primarylayer->rgbgen;
2532                         texture->alphagen = primarylayer->alphagen;
2533                         texture->tcgen = primarylayer->tcgen;
2534                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2535                         // load the textures
2536                         texture->numskinframes = primarylayer->numframes;
2537                         texture->skinframerate = primarylayer->framerate;
2538                         for (j = 0;j < primarylayer->numframes;j++)
2539                         {
2540                                 if(cls.state == ca_dedicated)
2541                                 {
2542                                         texture->skinframes[j] = NULL;
2543                                 }
2544                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2545                                 {
2546                                         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);
2547                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2548                                 }
2549                         }
2550                 }
2551                 if (shader->backgroundlayer >= 0)
2552                 {
2553                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2554                         // copy over one secondarylayer parameter
2555                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2556                         // load the textures
2557                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2558                         texture->backgroundskinframerate = backgroundlayer->framerate;
2559                         for (j = 0;j < backgroundlayer->numframes;j++)
2560                         {
2561                                 if(cls.state == ca_dedicated)
2562                                 {
2563                                         texture->skinframes[j] = NULL;
2564                                 }
2565                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2566                                 {
2567                                         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);
2568                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2569                                 }
2570                         }
2571                 }
2572                 if (shader->dpshadow)
2573                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2574                 if (shader->dpnoshadow)
2575                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2576                 if (shader->dpnortlight)
2577                         texture->basematerialflags |= MATERIALFLAG_NORTLIGHT;
2578                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2579                 texture->reflectmin = shader->reflectmin;
2580                 texture->reflectmax = shader->reflectmax;
2581                 texture->refractfactor = shader->refractfactor;
2582                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2583                 texture->reflectfactor = shader->reflectfactor;
2584                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2585                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2586                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2587                 texture->offsetmapping = shader->offsetmapping;
2588                 texture->offsetscale = shader->offsetscale;
2589                 texture->offsetbias = shader->offsetbias;
2590                 texture->specularscalemod = shader->specularscalemod;
2591                 texture->specularpowermod = shader->specularpowermod;
2592                 texture->rtlightambient = shader->rtlightambient;
2593                 if (shader->dpreflectcube[0])
2594                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2595
2596                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2597                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2598                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2599                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2600                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2601                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2602                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2603                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2604                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2605
2606         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2607         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2608         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2609         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2610                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2611         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2612                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2613         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2614         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2615         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2616         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2617         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2618                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2619         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2620         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2621         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2622         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2623                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2624         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2625                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2626                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2627         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2628                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2629         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2630         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2631                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2632         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2633         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2634         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2635                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2636         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2637         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2638
2639                 if (shader->dpmeshcollisions)
2640                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2641                 if (shader->dpshaderkill && developer_extra.integer)
2642                         Con_DPrintf("^1%s:^7 killing shader ^3\"%s\" because of cvar\n", loadmodel->name, name);
2643         }
2644         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2645         {
2646                 if (developer_extra.integer)
2647                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2648                 texture->surfaceparms = 0;
2649                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2650         }
2651         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2652         {
2653                 if (developer_extra.integer)
2654                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2655                 texture->surfaceparms = 0;
2656                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2657                 texture->supercontents = SUPERCONTENTS_SOLID;
2658         }
2659         else
2660         {
2661                 if (developer_extra.integer)
2662                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2663                 texture->surfaceparms = 0;
2664                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2665                 {
2666                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2667                         texture->supercontents = SUPERCONTENTS_SOLID;
2668                 }
2669                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2670                 {
2671                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2672                         texture->supercontents = SUPERCONTENTS_SKY;
2673                 }
2674                 else
2675                 {
2676                         texture->basematerialflags |= MATERIALFLAG_WALL;
2677                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2678                 }
2679                 texture->numskinframes = 1;
2680                 if(cls.state == ca_dedicated)
2681                 {
2682                         texture->skinframes[0] = NULL;
2683                         success = false;
2684                 }
2685                 else
2686                 {
2687                         if (fallback)
2688                         {
2689                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2690                                 {
2691                                         if(texture->skinframes[0]->hasalpha)
2692                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2693                                 }
2694                                 else
2695                                         success = false;
2696                         }
2697                         else
2698                                 success = false;
2699                         if (!success && warnmissing)
2700                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2701                 }
2702         }
2703         // init the animation variables
2704         texture->currentframe = texture;
2705         if (texture->numskinframes < 1)
2706                 texture->numskinframes = 1;
2707         if (!texture->skinframes[0])
2708                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2709         texture->currentskinframe = texture->skinframes[0];
2710         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2711         return success;
2712 }
2713
2714 skinfile_t *Mod_LoadSkinFiles(void)
2715 {
2716         int i, words, line, wordsoverflow;
2717         char *text;
2718         const char *data;
2719         skinfile_t *skinfile = NULL, *first = NULL;
2720         skinfileitem_t *skinfileitem;
2721         char word[10][MAX_QPATH];
2722
2723 /*
2724 sample file:
2725 U_bodyBox,models/players/Legoman/BikerA2.tga
2726 U_RArm,models/players/Legoman/BikerA1.tga
2727 U_LArm,models/players/Legoman/BikerA1.tga
2728 U_armor,common/nodraw
2729 U_sword,common/nodraw
2730 U_shield,common/nodraw
2731 U_homb,common/nodraw
2732 U_backpack,common/nodraw
2733 U_colcha,common/nodraw
2734 tag_head,
2735 tag_weapon,
2736 tag_torso,
2737 */
2738         memset(word, 0, sizeof(word));
2739         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2740         {
2741                 // If it's the first file we parse
2742                 if (skinfile == NULL)
2743                 {
2744                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2745                         first = skinfile;
2746                 }
2747                 else
2748                 {
2749                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2750                         skinfile = skinfile->next;
2751                 }
2752                 skinfile->next = NULL;
2753
2754                 for(line = 0;;line++)
2755                 {
2756                         // parse line
2757                         if (!COM_ParseToken_QuakeC(&data, true))
2758                                 break;
2759                         if (!strcmp(com_token, "\n"))
2760                                 continue;
2761                         words = 0;
2762                         wordsoverflow = false;
2763                         do
2764                         {
2765                                 if (words < 10)
2766                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2767                                 else
2768                                         wordsoverflow = true;
2769                         }
2770                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2771                         if (wordsoverflow)
2772                         {
2773                                 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);
2774                                 continue;
2775                         }
2776                         // words is always >= 1
2777                         if (!strcmp(word[0], "replace"))
2778                         {
2779                                 if (words == 3)
2780                                 {
2781                                         if (developer_loading.integer)
2782                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2783                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2784                                         skinfileitem->next = skinfile->items;
2785                                         skinfile->items = skinfileitem;
2786                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2787                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2788                                 }
2789                                 else
2790                                         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]);
2791                         }
2792                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2793                         {
2794                                 // tag name, like "tag_weapon,"
2795                                 // not used for anything (not even in Quake3)
2796                         }
2797                         else if (words >= 2 && !strcmp(word[1], ","))
2798                         {
2799                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2800                                 if (developer_loading.integer)
2801                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2802                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2803                                 skinfileitem->next = skinfile->items;
2804                                 skinfile->items = skinfileitem;
2805                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2806                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2807                         }
2808                         else
2809                                 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);
2810                 }
2811                 Mem_Free(text);
2812         }
2813         if (i)
2814                 loadmodel->numskins = i;
2815         return first;
2816 }
2817
2818 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2819 {
2820         skinfile_t *next;
2821         skinfileitem_t *skinfileitem, *nextitem;
2822         for (;skinfile;skinfile = next)
2823         {
2824                 next = skinfile->next;
2825                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2826                 {
2827                         nextitem = skinfileitem->next;
2828                         Mem_Free(skinfileitem);
2829                 }
2830                 Mem_Free(skinfile);
2831         }
2832 }
2833
2834 int Mod_CountSkinFiles(skinfile_t *skinfile)
2835 {
2836         int i;
2837         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2838         return i;
2839 }
2840
2841 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2842 {
2843         int i;
2844         double isnap = 1.0 / snap;
2845         for (i = 0;i < numvertices*numcomponents;i++)
2846                 vertices[i] = floor(vertices[i]*isnap)*snap;
2847 }
2848
2849 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2850 {
2851         int i, outtriangles;
2852         float edgedir1[3], edgedir2[3], temp[3];
2853         // a degenerate triangle is one with no width (thickness, surface area)
2854         // these are characterized by having all 3 points colinear (along a line)
2855         // or having two points identical
2856         // the simplest check is to calculate the triangle's area
2857         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2858         {
2859                 // calculate first edge
2860                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2861                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2862                 CrossProduct(edgedir1, edgedir2, temp);
2863                 if (VectorLength2(temp) < 0.001f)
2864                         continue; // degenerate triangle (no area)
2865                 // valid triangle (has area)
2866                 VectorCopy(inelement3i, outelement3i);
2867                 outelement3i += 3;
2868                 outtriangles++;
2869         }
2870         return outtriangles;
2871 }
2872
2873 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2874 {
2875         int i, e;
2876         int firstvertex, lastvertex;
2877         if (numelements > 0 && elements)
2878         {
2879                 firstvertex = lastvertex = elements[0];
2880                 for (i = 1;i < numelements;i++)
2881                 {
2882                         e = elements[i];
2883                         firstvertex = min(firstvertex, e);
2884                         lastvertex = max(lastvertex, e);
2885                 }
2886         }
2887         else
2888                 firstvertex = lastvertex = 0;
2889         if (firstvertexpointer)
2890                 *firstvertexpointer = firstvertex;
2891         if (lastvertexpointer)
2892                 *lastvertexpointer = lastvertex;
2893 }
2894
2895 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2896 {
2897         // make an optimal set of texture-sorted batches to draw...
2898         int j, t;
2899         int *firstsurfacefortexture;
2900         int *numsurfacesfortexture;
2901         if (!mod->sortedmodelsurfaces)
2902                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2903         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2904         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2905         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2906         for (j = 0;j < mod->nummodelsurfaces;j++)
2907         {
2908                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2909                 int t = (int)(surface->texture - mod->data_textures);
2910                 numsurfacesfortexture[t]++;
2911         }
2912         j = 0;
2913         for (t = 0;t < mod->num_textures;t++)
2914         {
2915                 firstsurfacefortexture[t] = j;
2916                 j += numsurfacesfortexture[t];
2917         }
2918         for (j = 0;j < mod->nummodelsurfaces;j++)
2919         {
2920                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2921                 int t = (int)(surface->texture - mod->data_textures);
2922                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2923         }
2924         Mem_Free(firstsurfacefortexture);
2925         Mem_Free(numsurfacesfortexture);
2926 }
2927
2928 void Mod_BuildVBOs(void)
2929 {
2930         if (!loadmodel->surfmesh.num_vertices)
2931                 return;
2932
2933         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2934         {
2935                 int i;
2936                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2937                 {
2938                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2939                         {
2940                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2941                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2942                         }
2943                 }
2944         }
2945
2946         // build r_vertexmesh_t array
2947         // (compressed interleaved array for D3D)
2948         if (!loadmodel->surfmesh.vertexmesh && vid.useinterleavedarrays)
2949         {
2950                 int vertexindex;
2951                 int numvertices = loadmodel->surfmesh.num_vertices;
2952                 r_vertexmesh_t *vertexmesh;
2953                 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2954                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2955                 {
2956                         VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2957                         VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2958                         VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2959                         VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2960                         if (loadmodel->surfmesh.data_lightmapcolor4f)
2961                                 Vector4Copy(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, vertexmesh->color4f);
2962                         Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2963                         if (loadmodel->surfmesh.data_texcoordlightmap2f)
2964                                 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2965                 }
2966         }
2967
2968         // upload r_vertexmesh_t array as a buffer
2969         if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2970                 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2971
2972         // upload vertex3f array as a buffer
2973         if (loadmodel->surfmesh.data_vertex3f && !loadmodel->surfmesh.vertex3fbuffer)
2974                 loadmodel->surfmesh.vertex3fbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_vertex3f, loadmodel->surfmesh.num_vertices * sizeof(float[3]), loadmodel->name, false, false, false);
2975
2976         // upload short indices as a buffer
2977         if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2978                 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2979
2980         // upload int indices as a buffer
2981         if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2982                 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2983
2984         // only build a vbo if one has not already been created (this is important for brush models which load specially)
2985         // vertex buffer is several arrays and we put them in the same buffer
2986         //
2987         // is this wise?  the texcoordtexture2f array is used with dynamic
2988         // vertex/svector/tvector/normal when rendering animated models, on the
2989         // other hand animated models don't use a lot of vertices anyway...
2990         if (!loadmodel->surfmesh.vbo_vertexbuffer && !vid.useinterleavedarrays)
2991         {
2992                 size_t size;
2993                 unsigned char *mem;
2994                 size = 0;
2995                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2996                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2997                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2998                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2999                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3000                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
3001                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
3002                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
3003                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3004                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3005                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3006                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
3007                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3008                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
3009                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
3010                 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
3011                 Mem_Free(mem);
3012         }
3013 }
3014
3015 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
3016 {
3017         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
3018         int a, b, c;
3019         const char *texname;
3020         const int *e;
3021         const float *v, *vn, *vt;
3022         size_t l;
3023         size_t outbufferpos = 0;
3024         size_t outbuffermax = 0x100000;
3025         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3026         const msurface_t *surface;
3027         const int maxtextures = 256;
3028         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
3029         dp_model_t *submodel;
3030
3031         // construct the mtllib file
3032         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
3033         if (l > 0)
3034                 outbufferpos += l;
3035         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3036         {
3037                 countsurfaces++;
3038                 countvertices += surface->num_vertices;
3039                 countfaces += surface->num_triangles;
3040                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
3041                 for (textureindex = 0;textureindex < counttextures;textureindex++)
3042                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
3043                                 break;
3044                 if (textureindex < counttextures)
3045                         continue; // already wrote this material entry
3046                 if (textureindex >= maxtextures)
3047                         continue; // just a precaution
3048                 textureindex = counttextures++;
3049                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
3050                 if (outbufferpos >= outbuffermax >> 1)
3051                 {
3052                         outbuffermax *= 2;
3053                         oldbuffer = outbuffer;
3054                         outbuffer = (char *) Z_Malloc(outbuffermax);
3055                         memcpy(outbuffer, oldbuffer, outbufferpos);
3056                         Z_Free(oldbuffer);
3057                 }
3058                 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");
3059                 if (l > 0)
3060                         outbufferpos += l;
3061         }
3062
3063         // write the mtllib file
3064         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
3065
3066         // construct the obj file
3067         outbufferpos = 0;
3068         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);
3069         if (l > 0)
3070                 outbufferpos += l;
3071
3072         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)
3073         {
3074                 if (outbufferpos >= outbuffermax >> 1)
3075                 {
3076                         outbuffermax *= 2;
3077                         oldbuffer = outbuffer;
3078                         outbuffer = (char *) Z_Malloc(outbuffermax);
3079                         memcpy(outbuffer, oldbuffer, outbufferpos);
3080                         Z_Free(oldbuffer);
3081                 }
3082                 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]);
3083                 if (l > 0)
3084                         outbufferpos += l;
3085         }
3086
3087         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
3088         {
3089                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
3090                 if (l > 0)
3091                         outbufferpos += l;
3092                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
3093                 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
3094                 {
3095                         surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
3096                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
3097                         if (l > 0)
3098                                 outbufferpos += l;
3099                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3100                         {
3101                                 if (outbufferpos >= outbuffermax >> 1)
3102                                 {
3103                                         outbuffermax *= 2;
3104                                         oldbuffer = outbuffer;
3105                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3106                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3107                                         Z_Free(oldbuffer);
3108                                 }
3109                                 a = e[0]+1;
3110                                 b = e[1]+1;
3111                                 c = e[2]+1;
3112                                 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);
3113                                 if (l > 0)
3114                                         outbufferpos += l;
3115                         }
3116                 }
3117         }
3118
3119         // write the obj file
3120         FS_WriteFile(filename, outbuffer, outbufferpos);
3121
3122         // clean up
3123         Z_Free(outbuffer);
3124         Z_Free(texturenames);
3125
3126         // print some stats
3127         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
3128 }
3129
3130 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
3131 {
3132         int countnodes = 0, counttriangles = 0, countframes = 0;
3133         int surfaceindex;
3134         int triangleindex;
3135         int transformindex;
3136         int poseindex;
3137         int cornerindex;
3138         const int *e;
3139         size_t l;
3140         size_t outbufferpos = 0;
3141         size_t outbuffermax = 0x100000;
3142         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
3143         const msurface_t *surface;
3144         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
3145         if (l > 0)
3146                 outbufferpos += l;
3147         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3148         {
3149                 if (outbufferpos >= outbuffermax >> 1)
3150                 {
3151                         outbuffermax *= 2;
3152                         oldbuffer = outbuffer;
3153                         outbuffer = (char *) Z_Malloc(outbuffermax);
3154                         memcpy(outbuffer, oldbuffer, outbufferpos);
3155                         Z_Free(oldbuffer);
3156                 }
3157                 countnodes++;
3158                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3159                 if (l > 0)
3160                         outbufferpos += l;
3161         }
3162         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3163         if (l > 0)
3164                 outbufferpos += l;
3165         for (poseindex = 0;poseindex < numposes;poseindex++)
3166         {
3167                 countframes++;
3168                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3169                 if (l > 0)
3170                         outbufferpos += l;
3171                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3172                 {
3173                         float angles[3];
3174                         float mtest[4][3];
3175                         matrix4x4_t posematrix;
3176                         if (outbufferpos >= outbuffermax >> 1)
3177                         {
3178                                 outbuffermax *= 2;
3179                                 oldbuffer = outbuffer;
3180                                 outbuffer = (char *) Z_Malloc(outbuffermax);
3181                                 memcpy(outbuffer, oldbuffer, outbufferpos);
3182                                 Z_Free(oldbuffer);
3183                         }
3184
3185                         // strangely the smd angles are for a transposed matrix, so we
3186                         // have to generate a transposed matrix, then convert that...
3187                         Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3188                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3189                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
3190                         if (angles[0] >= 180) angles[0] -= 360;
3191                         if (angles[1] >= 180) angles[1] -= 360;
3192                         if (angles[2] >= 180) angles[2] -= 360;
3193
3194 #if 0
3195 {
3196                         float a = DEG2RAD(angles[ROLL]);
3197                         float b = DEG2RAD(angles[PITCH]);
3198                         float c = DEG2RAD(angles[YAW]);
3199                         float cy, sy, cp, sp, cr, sr;
3200                         float test[4][3];
3201                         // smd matrix construction, for comparing
3202                         sy = sin(c);
3203                         cy = cos(c);
3204                         sp = sin(b);
3205                         cp = cos(b);
3206                         sr = sin(a);
3207                         cr = cos(a);
3208
3209                         test[0][0] = cp*cy;
3210                         test[0][1] = cp*sy;
3211                         test[0][2] = -sp;
3212                         test[1][0] = sr*sp*cy+cr*-sy;
3213                         test[1][1] = sr*sp*sy+cr*cy;
3214                         test[1][2] = sr*cp;
3215                         test[2][0] = (cr*sp*cy+-sr*-sy);
3216                         test[2][1] = (cr*sp*sy+-sr*cy);
3217                         test[2][2] = cr*cp;
3218                         test[3][0] = pose[9];
3219                         test[3][1] = pose[10];
3220                         test[3][2] = pose[11];
3221 }
3222 #endif
3223                         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]));
3224                         if (l > 0)
3225                                 outbufferpos += l;
3226                 }
3227         }
3228         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3229         if (l > 0)
3230                 outbufferpos += l;
3231         if (writetriangles)
3232         {
3233                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3234                 if (l > 0)
3235                         outbufferpos += l;
3236                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3237                 {
3238                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3239                         {
3240                                 counttriangles++;
3241                                 if (outbufferpos >= outbuffermax >> 1)
3242                                 {
3243                                         outbuffermax *= 2;
3244                                         oldbuffer = outbuffer;
3245                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3246                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3247                                         Z_Free(oldbuffer);
3248                                 }
3249                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3250                                 if (l > 0)
3251                                         outbufferpos += l;
3252                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3253                                 {
3254                                         const int index = e[2-cornerindex];
3255                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
3256                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
3257                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3258                                         const int b = model->surfmesh.blends[index];
3259                                         if (b < model->num_bones)
3260                                                 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]);
3261                                         else
3262                                         {
3263                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3264                                                 const unsigned char *wi = w->index;
3265                                                 const unsigned char *wf = w->influence;
3266                                             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);
3267                                                 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);
3268                                                 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);
3269                                                 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]);
3270                                         }
3271                                         if (l > 0)
3272                                                 outbufferpos += l;
3273                                 }
3274                         }
3275                 }
3276                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3277                 if (l > 0)
3278                         outbufferpos += l;
3279         }
3280
3281         FS_WriteFile(filename, outbuffer, outbufferpos);
3282         Z_Free(outbuffer);
3283
3284         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3285 }
3286
3287 /*
3288 ================
3289 Mod_Decompile_f
3290
3291 decompiles a model to editable files
3292 ================
3293 */
3294 static void Mod_Decompile_f(void)
3295 {
3296         int i, j, k, l, first, count;
3297         dp_model_t *mod;
3298         char inname[MAX_QPATH];
3299         char outname[MAX_QPATH];
3300         char mtlname[MAX_QPATH];
3301         char basename[MAX_QPATH];
3302         char animname[MAX_QPATH];
3303         char animname2[MAX_QPATH];
3304         char zymtextbuffer[16384];
3305         char dpmtextbuffer[16384];
3306         char framegroupstextbuffer[16384];
3307         int zymtextsize = 0;
3308         int dpmtextsize = 0;
3309         int framegroupstextsize = 0;
3310
3311         if (Cmd_Argc() != 2)
3312         {
3313                 Con_Print("usage: modeldecompile <filename>\n");
3314                 return;
3315         }
3316
3317         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3318         FS_StripExtension(inname, basename, sizeof(basename));
3319
3320         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3321         if (mod->brush.submodel)
3322         {
3323                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3324                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3325                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3326                 outname[0] = 0;
3327         }
3328         if (!mod)
3329         {
3330                 Con_Print("No such model\n");
3331                 return;
3332         }
3333         if (!mod->surfmesh.num_triangles)
3334         {
3335                 Con_Print("Empty model (or sprite)\n");
3336                 return;
3337         }
3338
3339         // export OBJ if possible (not on sprites)
3340         if (mod->surfmesh.num_triangles)
3341         {
3342                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3343                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3344                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3345         }
3346
3347         // export SMD if possible (only for skeletal models)
3348         if (mod->surfmesh.num_triangles && mod->num_bones)
3349         {
3350                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3351                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3352                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3353                 if (l > 0) zymtextsize += l;
3354                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3355                 if (l > 0) dpmtextsize += l;
3356                 for (i = 0;i < mod->numframes;i = j)
3357                 {
3358                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3359                         first = mod->animscenes[i].firstframe;
3360                         if (mod->animscenes[i].framecount > 1)
3361                         {
3362                                 // framegroup anim
3363                                 count = mod->animscenes[i].framecount;
3364                                 j = i + 1;
3365                         }
3366                         else
3367                         {
3368                                 // individual frame
3369                                 // check for additional frames with same name
3370                                 for (l = 0, k = strlen(animname);animname[l];l++)
3371                                         if(animname[l] < '0' || animname[l] > '9')
3372                                                 k = l + 1;
3373                                 if(k > 0 && animname[k-1] == '_')
3374                                         --k;
3375                                 animname[k] = 0;
3376                                 count = mod->num_poses - first;
3377                                 for (j = i + 1;j < mod->numframes;j++)
3378                                 {
3379                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3380                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
3381                                                 if(animname2[l] < '0' || animname2[l] > '9')
3382                                                         k = l + 1;
3383                                         if(k > 0 && animname[k-1] == '_')
3384                                                 --k;
3385                                         animname2[k] = 0;
3386                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3387                                         {
3388                                                 count = mod->animscenes[j].firstframe - first;
3389                                                 break;
3390                                         }
3391                                 }
3392                                 // if it's only one frame, use the original frame name
3393                                 if (j == i + 1)
3394                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3395                                 
3396                         }
3397                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3398                         Mod_Decompile_SMD(mod, outname, first, count, false);
3399                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3400                         {
3401                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3402                                 if (l > 0) zymtextsize += l;
3403                         }
3404                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3405                         {
3406                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3407                                 if (l > 0) dpmtextsize += l;
3408                         }
3409                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3410                         {
3411                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3412                                 if (l > 0) framegroupstextsize += l;
3413                         }
3414                 }
3415                 if (zymtextsize)
3416                         FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3417                 if (dpmtextsize)
3418                         FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3419                 if (framegroupstextsize)
3420                         FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3421         }
3422 }
3423
3424 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3425 {
3426         int y;
3427         memset(state, 0, sizeof(*state));
3428         state->width = width;
3429         state->height = height;
3430         state->currentY = 0;
3431         state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3432         for (y = 0;y < state->height;y++)
3433         {
3434                 state->rows[y].currentX = 0;
3435                 state->rows[y].rowY = -1;
3436         }
3437 }
3438
3439 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3440 {
3441         int y;
3442         state->currentY = 0;
3443         for (y = 0;y < state->height;y++)
3444         {
3445                 state->rows[y].currentX = 0;
3446                 state->rows[y].rowY = -1;
3447         }
3448 }
3449
3450 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3451 {
3452         if (state->rows)
3453                 Mem_Free(state->rows);
3454         memset(state, 0, sizeof(*state));
3455 }
3456
3457 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3458 {
3459         mod_alloclightmap_row_t *row;
3460         int y;
3461
3462         row = state->rows + blockheight;
3463         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3464         {
3465                 if (state->currentY + blockheight <= state->height)
3466                 {
3467                         // use the current allocation position
3468                         row->rowY = state->currentY;
3469                         row->currentX = 0;
3470                         state->currentY += blockheight;
3471                 }
3472                 else
3473                 {
3474                         // find another position
3475                         for (y = blockheight;y < state->height;y++)
3476                         {
3477                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3478                                 {
3479                                         row = state->rows + y;
3480                                         break;
3481                                 }
3482                         }
3483                         if (y == state->height)
3484                                 return false;
3485                 }
3486         }
3487         *outy = row->rowY;
3488         *outx = row->currentX;
3489         row->currentX += blockwidth;
3490
3491         return true;
3492 }
3493
3494 typedef struct lightmapsample_s
3495 {
3496         float pos[3];
3497         float sh1[4][3];
3498         float *vertex_color;
3499         unsigned char *lm_bgr;
3500         unsigned char *lm_dir;
3501 }
3502 lightmapsample_t;
3503
3504 typedef struct lightmapvertex_s
3505 {
3506         int index;
3507         float pos[3];
3508         float normal[3];
3509         float texcoordbase[2];
3510         float texcoordlightmap[2];
3511         float lightcolor[4];
3512 }
3513 lightmapvertex_t;
3514
3515 typedef struct lightmaptriangle_s
3516 {
3517         int triangleindex;
3518         int surfaceindex;
3519         int lightmapindex;
3520         int axis;
3521         int lmoffset[2];
3522         int lmsize[2];
3523         // 2D modelspace coordinates of min corner
3524         // snapped to lightmap grid but not in grid coordinates
3525         float lmbase[2];
3526         // 2D modelspace to lightmap coordinate scale
3527         float lmscale[2];
3528         float vertex[3][3];
3529         float mins[3];
3530         float maxs[3];
3531 }
3532 lightmaptriangle_t;
3533
3534 typedef struct lightmaplight_s
3535 {
3536         float origin[3];
3537         float radius;
3538         float iradius;
3539         float radius2;
3540         float color[3];
3541         svbsp_t svbsp;
3542 }
3543 lightmaplight_t;
3544
3545 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3546
3547 #define MAX_LIGHTMAPSAMPLES 64
3548 static int mod_generatelightmaps_numoffsets[3];
3549 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3550
3551 static int mod_generatelightmaps_numlights;
3552 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3553
3554 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3555 extern cvar_t r_shadow_lightattenuationdividebias;
3556 extern cvar_t r_shadow_lightattenuationlinearscale;
3557
3558 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3559 {
3560         int i;
3561         int index;
3562         int result;
3563         float relativepoint[3];
3564         float color[3];
3565         float dir[3];
3566         float dist;
3567         float dist2;
3568         float intensity;
3569         float sample[5*3];
3570         float lightorigin[3];
3571         float lightradius;
3572         float lightradius2;
3573         float lightiradius;
3574         float lightcolor[3];
3575         trace_t trace;
3576         for (i = 0;i < 5*3;i++)
3577                 sample[i] = 0.0f;
3578         for (index = 0;;index++)
3579         {
3580                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3581                 if (result < 0)
3582                         break;
3583                 if (result == 0)
3584                         continue;
3585                 lightradius2 = lightradius * lightradius;
3586                 VectorSubtract(lightorigin, pos, relativepoint);
3587                 dist2 = VectorLength2(relativepoint);
3588                 if (dist2 >= lightradius2)
3589                         continue;
3590                 lightiradius = 1.0f / lightradius;
3591                 dist = sqrt(dist2) * lightiradius;
3592                 intensity = (1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist);
3593                 if (intensity <= 0.0f)
3594                         continue;
3595                 if (model && model->TraceLine)
3596                 {
3597                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3598                         if (trace.fraction < 1)
3599                                 continue;
3600                 }
3601                 // scale down intensity to add to both ambient and diffuse
3602                 //intensity *= 0.5f;
3603                 VectorNormalize(relativepoint);
3604                 VectorScale(lightcolor, intensity, color);
3605                 VectorMA(sample    , 0.5f            , color, sample    );
3606                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3607                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3608                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3609                 // calculate a weighted average light direction as well
3610                 intensity *= VectorLength(color);
3611                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3612         }
3613         // calculate the direction we'll use to reduce the sample to a directional light source
3614         VectorCopy(sample + 12, dir);
3615         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3616         VectorNormalize(dir);
3617         // extract the diffuse color along the chosen direction and scale it
3618         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3619         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3620         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3621         // subtract some of diffuse from ambient
3622         VectorMA(sample, -0.333f, diffuse, ambient);
3623         // store the normalized lightdir
3624         VectorCopy(dir, lightdir);
3625 }
3626
3627 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3628 {
3629         int surfaceindex;
3630         int triangleindex;
3631         const msurface_t *surface;
3632         const float *vertex3f = model->surfmesh.data_vertex3f;
3633         const int *element3i = model->surfmesh.data_element3i;
3634         const int *e;
3635         float v2[3][3];
3636         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3637         {
3638                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3639                         continue;
3640                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3641                         continue;
3642                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3643                 {
3644                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3645                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3646                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3647                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3648                 }
3649         }
3650 }
3651
3652 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3653 {
3654         int maxnodes = 1<<14;
3655         svbsp_node_t *nodes;
3656         float origin[3];
3657         float mins[3];
3658         float maxs[3];
3659         svbsp_t svbsp;
3660         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3661         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3662         VectorCopy(lightinfo->origin, origin);
3663         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3664         for (;;)
3665         {
3666                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3667                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3668                 if (svbsp.ranoutofnodes)
3669                 {
3670                         maxnodes *= 16;
3671                         if (maxnodes > 1<<22)
3672                         {
3673                                 Mem_Free(nodes);
3674                                 return;
3675                         }
3676                         Mem_Free(nodes);
3677                         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3678                 }
3679                 else
3680                         break;
3681         }
3682         if (svbsp.numnodes > 0)
3683         {
3684                 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3685                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3686                 lightinfo->svbsp = svbsp;
3687         }
3688         Mem_Free(nodes);
3689 }
3690
3691 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3692 {
3693         int index;
3694         int result;
3695         lightmaplight_t *lightinfo;
3696         float origin[3];
3697         float radius;
3698         float color[3];
3699         mod_generatelightmaps_numlights = 0;
3700         for (index = 0;;index++)
3701         {
3702                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3703                 if (result < 0)
3704                         break;
3705                 if (result > 0)
3706                         mod_generatelightmaps_numlights++;
3707         }
3708         if (mod_generatelightmaps_numlights > 0)
3709         {
3710                 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3711                 lightinfo = mod_generatelightmaps_lightinfo;
3712                 for (index = 0;;index++)
3713                 {
3714                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3715                         if (result < 0)
3716                                 break;
3717                         if (result > 0)
3718                                 lightinfo++;
3719                 }
3720         }
3721         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3722         {
3723                 lightinfo->iradius = 1.0f / lightinfo->radius;
3724                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3725                 // TODO: compute svbsp
3726                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3727         }
3728 }
3729
3730 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3731 {
3732         int i;
3733         if (mod_generatelightmaps_lightinfo)
3734         {
3735                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3736                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3737                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3738                 Mem_Free(mod_generatelightmaps_lightinfo);
3739         }
3740         mod_generatelightmaps_lightinfo = NULL;
3741         mod_generatelightmaps_numlights = 0;
3742 }
3743
3744 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3745 {
3746         const svbsp_node_t *node;
3747         const svbsp_node_t *nodes = svbsp->nodes;
3748         int num = 0;
3749         while (num >= 0)
3750         {
3751                 node = nodes + num;
3752                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3753         }
3754         return num == -1; // true if empty, false if solid (shadowed)
3755 }
3756
3757 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3758 {
3759         int i;
3760         float relativepoint[3];
3761         float color[3];
3762         float offsetpos[3];
3763         float dist;
3764         float dist2;
3765         float intensity;
3766         int offsetindex;
3767         int hits;
3768         int tests;
3769         const lightmaplight_t *lightinfo;
3770         trace_t trace;
3771         for (i = 0;i < 5*3;i++)
3772                 sample[i] = 0.0f;
3773         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3774         {
3775                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3776                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3777                 // don't accept light from behind a surface, it causes bad shading
3778                 if (normal && DotProduct(relativepoint, normal) <= 0)
3779                         continue;
3780                 dist2 = VectorLength2(relativepoint);
3781                 if (dist2 >= lightinfo->radius2)
3782                         continue;
3783                 dist = sqrt(dist2) * lightinfo->iradius;
3784                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3785                 if (intensity <= 0)
3786                         continue;
3787                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3788                 {
3789                         hits = 0;
3790                         tests = 1;
3791                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3792                                 hits++;
3793                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3794                         {
3795                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3796                                 if (!normal)
3797                                 {
3798                                         // for light grid we'd better check visibility of the offset point
3799                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3800                                         if (trace.fraction < 1)
3801                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3802                                 }
3803                                 tests++;
3804                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3805                                         hits++;
3806                         }
3807                         if (!hits)
3808                                 continue;
3809                         // scale intensity according to how many rays succeeded
3810                         // we know one test is valid, half of the rest will fail...
3811                         //if (normal && tests > 1)
3812                         //      intensity *= (tests - 1.0f) / tests;
3813                         intensity *= (float)hits / tests;
3814                 }
3815                 // scale down intensity to add to both ambient and diffuse
3816                 //intensity *= 0.5f;
3817                 VectorNormalize(relativepoint);
3818                 VectorScale(lightinfo->color, intensity, color);
3819                 VectorMA(sample    , 0.5f            , color, sample    );
3820                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3821                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3822                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3823                 // calculate a weighted average light direction as well
3824                 intensity *= VectorLength(color);
3825                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3826         }
3827 }
3828
3829 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3830 {
3831         float sample[5*3];
3832         float color[3];
3833         float dir[3];
3834         float f;
3835         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3836         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3837         VectorCopy(sample + 12, dir);
3838         VectorNormalize(dir);
3839         //VectorAdd(dir, normal, dir);
3840         //VectorNormalize(dir);
3841         f = DotProduct(dir, normal);
3842         f = max(0, f) * 255.0f;
3843         VectorScale(sample, f, color);
3844         //VectorCopy(normal, dir);
3845         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3846         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3847         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3848         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3849         lm_bgr[3] = 255;
3850         lm_dir[0] = (unsigned char)dir[2];
3851         lm_dir[1] = (unsigned char)dir[1];
3852         lm_dir[2] = (unsigned char)dir[0];
3853         lm_dir[3] = 255;
3854 }
3855
3856 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3857 {
3858         float sample[5*3];
3859         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3860         VectorCopy(sample, vertex_color);
3861 }
3862
3863 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3864 {
3865         float sample[5*3];
3866         float ambient[3];
3867         float diffuse[3];
3868         float dir[3];
3869         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3870         // calculate the direction we'll use to reduce the sample to a directional light source
3871         VectorCopy(sample + 12, dir);
3872         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3873         VectorNormalize(dir);
3874         // extract the diffuse color along the chosen direction and scale it
3875         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3876         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3877         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3878         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3879         VectorScale(sample, 127.5f, ambient);
3880         VectorMA(ambient, -0.333f, diffuse, ambient);
3881         // encode to the grid format
3882         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3883         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3884         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3885         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3886         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3887         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3888         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3889         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3890         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));}
3891 }
3892
3893 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3894 {
3895         float radius[3];
3896         float temp[3];
3897         int i, j;
3898         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3899         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3900         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3901         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3902         radius[0] = mod_generatelightmaps_lightmapradius.value;
3903         radius[1] = mod_generatelightmaps_vertexradius.value;
3904         radius[2] = mod_generatelightmaps_gridradius.value;
3905         for (i = 0;i < 3;i++)
3906         {
3907                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3908                 {
3909                         VectorRandom(temp);
3910                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3911                 }
3912         }
3913 }
3914
3915 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3916 {
3917         msurface_t *surface;
3918         int surfaceindex;
3919         int i;
3920         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3921         {
3922                 surface = model->data_surfaces + surfaceindex;
3923                 surface->lightmaptexture = NULL;
3924                 surface->deluxemaptexture = NULL;
3925         }
3926         if (model->brushq3.data_lightmaps)
3927         {
3928                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3929                         if (model->brushq3.data_lightmaps[i])
3930                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3931                 Mem_Free(model->brushq3.data_lightmaps);
3932                 model->brushq3.data_lightmaps = NULL;
3933         }
3934         if (model->brushq3.data_deluxemaps)
3935         {
3936                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3937                         if (model->brushq3.data_deluxemaps[i])
3938                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3939                 Mem_Free(model->brushq3.data_deluxemaps);
3940                 model->brushq3.data_deluxemaps = NULL;
3941         }
3942 }
3943
3944 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3945 {
3946         msurface_t *surface;
3947         int surfaceindex;
3948         int vertexindex;
3949         int outvertexindex;
3950         int i;
3951         const int *e;
3952         surfmesh_t oldsurfmesh;
3953         size_t size;
3954         unsigned char *data;
3955         oldsurfmesh = model->surfmesh;
3956         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3957         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3958         size = 0;
3959         size += model->surfmesh.num_vertices * sizeof(float[3]);
3960         size += model->surfmesh.num_vertices * sizeof(float[3]);
3961         size += model->surfmesh.num_vertices * sizeof(float[3]);
3962         size += model->surfmesh.num_vertices * sizeof(float[3]);
3963         size += model->surfmesh.num_vertices * sizeof(float[2]);
3964         size += model->surfmesh.num_vertices * sizeof(float[2]);
3965         size += model->surfmesh.num_vertices * sizeof(float[4]);
3966         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3967         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3968         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3969         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3970         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3971         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3972         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3973         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3974         if (model->surfmesh.num_vertices > 65536)
3975                 model->surfmesh.data_element3s = NULL;
3976
3977         if (model->surfmesh.vertexmesh)
3978                 Mem_Free(model->surfmesh.vertexmesh);
3979         model->surfmesh.vertexmesh = NULL;
3980         if (model->surfmesh.vertex3fbuffer)
3981                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertex3fbuffer);
3982         model->surfmesh.vertex3fbuffer = NULL;
3983         if (model->surfmesh.vertexmeshbuffer)
3984                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3985         model->surfmesh.vertexmeshbuffer = NULL;
3986         if (model->surfmesh.data_element3i_indexbuffer)
3987                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3988         model->surfmesh.data_element3i_indexbuffer = NULL;
3989         if (model->surfmesh.data_element3s_indexbuffer)
3990                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3991         model->surfmesh.data_element3s_indexbuffer = NULL;
3992         if (model->surfmesh.vbo_vertexbuffer)
3993                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
3994         model->surfmesh.vbo_vertexbuffer = 0;
3995
3996         // convert all triangles to unique vertex data
3997         outvertexindex = 0;
3998         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3999         {
4000                 surface = model->data_surfaces + surfaceindex;
4001                 surface->num_firstvertex = outvertexindex;
4002                 surface->num_vertices = surface->num_triangles*3;
4003                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
4004                 for (i = 0;i < surface->num_triangles*3;i++)
4005                 {
4006                         vertexindex = e[i];
4007                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
4008                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
4009                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
4010                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
4011                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
4012                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
4013                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
4014                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
4015                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
4016                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
4017                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
4018                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
4019                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
4020                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
4021                         if (oldsurfmesh.data_texcoordlightmap2f)
4022                         {
4023                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
4024                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
4025                         }
4026                         if (oldsurfmesh.data_lightmapcolor4f)
4027                         {
4028                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
4029                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
4030                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
4031                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
4032                         }
4033                         else
4034                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
4035                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
4036                         outvertexindex++;
4037                 }
4038         }
4039         if (model->surfmesh.data_element3s)
4040                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
4041                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
4042
4043         // find and update all submodels to use this new surfmesh data
4044         for (i = 0;i < model->brush.numsubmodels;i++)
4045                 model->brush.submodels[i]->surfmesh = model->surfmesh;
4046 }
4047
4048 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
4049 {
4050         msurface_t *surface;
4051         int surfaceindex;
4052         int i;
4053         int axis;
4054         float normal[3];
4055         const int *e;
4056         lightmaptriangle_t *triangle;
4057         // generate lightmap triangle structs
4058         mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4059         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4060         {
4061                 surface = model->data_surfaces + surfaceindex;
4062                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4063                 for (i = 0;i < surface->num_triangles;i++)
4064                 {
4065                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4066                         triangle->triangleindex = surface->num_firsttriangle+i;
4067                         triangle->surfaceindex = surfaceindex;
4068                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
4069                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
4070                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
4071                         // calculate bounds of triangle
4072                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
4073                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
4074                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
4075                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
4076                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
4077                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
4078                         // pick an axial projection based on the triangle normal
4079                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
4080                         axis = 0;
4081                         if (fabs(normal[1]) > fabs(normal[axis]))
4082                                 axis = 1;
4083                         if (fabs(normal[2]) > fabs(normal[axis]))
4084                                 axis = 2;
4085                         triangle->axis = axis;
4086                 }
4087         }
4088 }
4089
4090 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
4091 {
4092         if (mod_generatelightmaps_lightmaptriangles)
4093                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
4094         mod_generatelightmaps_lightmaptriangles = NULL;
4095 }
4096
4097 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
4098
4099 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
4100 {
4101         msurface_t *surface;
4102         int surfaceindex;
4103         int lightmapindex;
4104         int lightmapnumber;
4105         int i;
4106         int j;
4107         int k;
4108         int x;
4109         int y;
4110         int axis;
4111         int axis1;
4112         int axis2;
4113         int retry;
4114         int pixeloffset;
4115         float trianglenormal[3];
4116         float samplecenter[3];
4117         float samplenormal[3];
4118         float temp[3];
4119         float lmiscale[2];
4120         float slopex;
4121         float slopey;
4122         float slopebase;
4123         float lmscalepixels;
4124         float lmmins;
4125         float lmmaxs;
4126         float lm_basescalepixels;
4127         int lm_borderpixels;
4128         int lm_texturesize;
4129         //int lm_maxpixels;
4130         const int *e;
4131         lightmaptriangle_t *triangle;
4132         unsigned char *lightmappixels;
4133         unsigned char *deluxemappixels;
4134         mod_alloclightmap_state_t lmstate;
4135
4136         // generate lightmap projection information for all triangles
4137         if (model->texturepool == NULL)
4138                 model->texturepool = R_AllocTexturePool();
4139         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
4140         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
4141         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
4142         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
4143         Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4144         lightmapnumber = 0;
4145         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4146         {
4147                 surface = model->data_surfaces + surfaceindex;
4148                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4149                 lmscalepixels = lm_basescalepixels;
4150                 for (retry = 0;retry < 30;retry++)
4151                 {
4152                         // after a couple failed attempts, degrade quality to make it fit
4153                         if (retry > 1)
4154                                 lmscalepixels *= 0.5f;
4155                         for (i = 0;i < surface->num_triangles;i++)
4156                         {
4157                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4158                                 triangle->lightmapindex = lightmapnumber;
4159                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4160                                 // pick two planar axes for projection
4161                                 // lightmap coordinates here are in pixels
4162                                 // lightmap projections are snapped to pixel grid explicitly, such
4163                                 // that two neighboring triangles sharing an edge and projection
4164                                 // axis will have identical sampl espacing along their shared edge
4165                                 k = 0;
4166                                 for (j = 0;j < 3;j++)
4167                                 {
4168                                         if (j == triangle->axis)
4169                                                 continue;
4170                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4171                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4172                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4173                                         triangle->lmbase[k] = lmmins/lmscalepixels;
4174                                         triangle->lmscale[k] = lmscalepixels;
4175                                         k++;
4176                                 }
4177                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4178                                         break;
4179                         }
4180                         // if all fit in this texture, we're done with this surface
4181                         if (i == surface->num_triangles)
4182                                 break;
4183                         // if we haven't maxed out the lightmap size yet, we retry the
4184                         // entire surface batch...
4185                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4186                         {
4187                                 lm_texturesize *= 2;
4188                                 surfaceindex = -1;
4189                                 lightmapnumber = 0;
4190                                 Mod_AllocLightmap_Free(&lmstate);
4191                                 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4192                                 break;
4193                         }
4194                         // if we have maxed out the lightmap size, and this triangle does
4195                         // not fit in the same texture as the rest of the surface, we have
4196                         // to retry the entire surface in a new texture (can only use one)
4197                         // with multiple retries, the lightmap quality degrades until it
4198                         // fits (or gives up)
4199                         if (surfaceindex > 0)
4200                                 lightmapnumber++;
4201                         Mod_AllocLightmap_Reset(&lmstate);
4202                 }
4203         }
4204         lightmapnumber++;
4205         Mod_AllocLightmap_Free(&lmstate);
4206
4207         // now put triangles together into lightmap textures, and do not allow
4208         // triangles of a surface to go into different textures (as that would
4209         // require rewriting the surface list)
4210         model->brushq3.deluxemapping_modelspace = true;
4211         model->brushq3.deluxemapping = true;
4212         model->brushq3.num_mergedlightmaps = lightmapnumber;
4213         model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4214         model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4215         lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4216         deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4217         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4218         {
4219                 surface = model->data_surfaces + surfaceindex;
4220                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4221                 for (i = 0;i < surface->num_triangles;i++)
4222                 {
4223                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4224                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4225                         VectorNormalize(trianglenormal);
4226                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4227                         axis = triangle->axis;
4228                         axis1 = axis == 0 ? 1 : 0;
4229                         axis2 = axis == 2 ? 1 : 2;
4230                         lmiscale[0] = 1.0f / triangle->lmscale[0];
4231                         lmiscale[1] = 1.0f / triangle->lmscale[1];
4232                         if (trianglenormal[axis] < 0)
4233                                 VectorNegate(trianglenormal, trianglenormal);
4234                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4235                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4236                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4237                         for (j = 0;j < 3;j++)
4238                         {
4239                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4240                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4241                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4242 #if 0
4243                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4244                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4245                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4246                                 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]);
4247 #endif
4248                         }
4249
4250 #if 0
4251                         switch (axis)
4252                         {
4253                         default:
4254                         case 0:
4255                                 forward[0] = 0;
4256                                 forward[1] = 1.0f / triangle->lmscale[0];
4257                                 forward[2] = 0;
4258                                 left[0] = 0;
4259                                 left[1] = 0;
4260                                 left[2] = 1.0f / triangle->lmscale[1];
4261                                 up[0] = 1.0f;
4262                                 up[1] = 0;
4263                                 up[2] = 0;
4264                                 origin[0] = 0;
4265                                 origin[1] = triangle->lmbase[0];
4266                                 origin[2] = triangle->lmbase[1];
4267                                 break;
4268                         case 1:
4269                                 forward[0] = 1.0f / triangle->lmscale[0];
4270                                 forward[1] = 0;
4271                                 forward[2] = 0;
4272                                 left[0] = 0;
4273                                 left[1] = 0;
4274                                 left[2] = 1.0f / triangle->lmscale[1];
4275                                 up[0] = 0;
4276                                 up[1] = 1.0f;
4277                                 up[2] = 0;
4278                                 origin[0] = triangle->lmbase[0];
4279                                 origin[1] = 0;
4280                                 origin[2] = triangle->lmbase[1];
4281                                 break;
4282                         case 2:
4283                                 forward[0] = 1.0f / triangle->lmscale[0];
4284                                 forward[1] = 0;
4285                                 forward[2] = 0;
4286                                 left[0] = 0;
4287                                 left[1] = 1.0f / triangle->lmscale[1];
4288                                 left[2] = 0;
4289                                 up[0] = 0;
4290                                 up[1] = 0;
4291                                 up[2] = 1.0f;
4292                                 origin[0] = triangle->lmbase[0];
4293                                 origin[1] = triangle->lmbase[1];
4294                                 origin[2] = 0;
4295                                 break;
4296                         }
4297                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4298 #endif
4299 #define LM_DIST_EPSILON (1.0f / 32.0f)
4300                         for (y = 0;y < triangle->lmsize[1];y++)
4301                         {
4302                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4303                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4304                                 {
4305                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4306                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4307                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4308                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4309                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4310                                 }
4311                         }
4312                 }
4313         }
4314
4315         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4316         {
4317                 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);
4318                 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);
4319         }
4320
4321         if (lightmappixels)
4322                 Mem_Free(lightmappixels);
4323         if (deluxemappixels)
4324                 Mem_Free(deluxemappixels);
4325
4326         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4327         {
4328                 surface = model->data_surfaces + surfaceindex;
4329                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4330                 if (!surface->num_triangles)
4331                         continue;
4332                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4333                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4334                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4335                 surface->lightmapinfo = NULL;
4336         }
4337
4338         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4339         model->brushq1.lightdata = NULL;
4340         model->brushq1.lightmapupdateflags = NULL;
4341         model->brushq1.firstrender = false;
4342         model->brushq1.num_lightstyles = 0;
4343         model->brushq1.data_lightstyleinfo = NULL;
4344         for (i = 0;i < model->brush.numsubmodels;i++)
4345         {
4346                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4347                 model->brush.submodels[i]->brushq1.firstrender = false;
4348                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4349                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4350         }
4351 }
4352
4353 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4354 {
4355         int i;
4356         for (i = 0;i < model->surfmesh.num_vertices;i++)
4357                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4358 }
4359
4360 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4361 {
4362         int x;
4363         int y;
4364         int z;
4365         int index = 0;
4366         float pos[3];
4367         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4368         {
4369                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4370                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4371                 {
4372                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4373                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4374                         {
4375                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4376                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4377                         }
4378                 }
4379         }
4380 }
4381
4382 extern cvar_t mod_q3bsp_nolightmaps;
4383 static void Mod_GenerateLightmaps(dp_model_t *model)
4384 {
4385         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4386         dp_model_t *oldloadmodel = loadmodel;
4387         loadmodel = model;
4388
4389         Mod_GenerateLightmaps_InitSampleOffsets(model);
4390         Mod_GenerateLightmaps_DestroyLightmaps(model);
4391         Mod_GenerateLightmaps_UnweldTriangles(model);
4392         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4393         Mod_GenerateLightmaps_CreateLights(model);
4394         if(!mod_q3bsp_nolightmaps.integer)
4395                 Mod_GenerateLightmaps_CreateLightmaps(model);
4396         Mod_GenerateLightmaps_UpdateVertexColors(model);
4397         Mod_GenerateLightmaps_UpdateLightGrid(model);
4398         Mod_GenerateLightmaps_DestroyLights(model);
4399         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4400
4401         loadmodel = oldloadmodel;
4402 }
4403
4404 static void Mod_GenerateLightmaps_f(void)
4405 {
4406         if (Cmd_Argc() != 1)
4407         {
4408                 Con_Printf("usage: mod_generatelightmaps\n");
4409                 return;
4410         }
4411         if (!cl.worldmodel)
4412         {
4413                 Con_Printf("no worldmodel loaded\n");
4414                 return;
4415         }
4416         Mod_GenerateLightmaps(cl.worldmodel);
4417 }