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