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fix compile error
[divverent/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
29 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"};
30
31 dp_model_t *loadmodel;
32
33 static mempool_t *mod_mempool;
34 static memexpandablearray_t models;
35
36 static mempool_t* q3shaders_mem;
37 typedef struct q3shader_hash_entry_s
38 {
39   q3shaderinfo_t shader;
40   struct q3shader_hash_entry_s* chain;
41 } q3shader_hash_entry_t;
42 #define Q3SHADER_HASH_SIZE  1021
43 typedef struct q3shader_data_s
44 {
45   memexpandablearray_t hash_entries;
46   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
47   memexpandablearray_t char_ptrs;
48 } q3shader_data_t;
49 static q3shader_data_t* q3shader_data;
50
51 static void mod_start(void)
52 {
53         int i, count;
54         int nummodels = Mem_ExpandableArray_IndexRange(&models);
55         dp_model_t *mod;
56
57         SCR_PushLoadingScreen(false, "Loading models", 1.0);
58         count = 0;
59         for (i = 0;i < nummodels;i++)
60                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
61                         if (mod->used)
62                                 ++count;
63         for (i = 0;i < nummodels;i++)
64                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
65                         if (mod->used)
66                         {
67                                 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
68                                 Mod_LoadModel(mod, true, false);
69                                 SCR_PopLoadingScreen(false);
70                         }
71         SCR_PopLoadingScreen(false);
72 }
73
74 static void mod_shutdown(void)
75 {
76         int i;
77         int nummodels = Mem_ExpandableArray_IndexRange(&models);
78         dp_model_t *mod;
79
80         for (i = 0;i < nummodels;i++)
81                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
82                         Mod_UnloadModel(mod);
83
84         Mod_FreeQ3Shaders();
85 }
86
87 static void mod_newmap(void)
88 {
89         msurface_t *surface;
90         int i, j, k, surfacenum, ssize, tsize;
91         int nummodels = Mem_ExpandableArray_IndexRange(&models);
92         dp_model_t *mod;
93
94         for (i = 0;i < nummodels;i++)
95         {
96                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
97                 {
98                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
99                         {
100                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
101                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
102                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
103                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
104                         }
105                 }
106         }
107
108         if (!cl_stainmaps_clearonload.integer)
109                 return;
110
111         for (i = 0;i < nummodels;i++)
112         {
113                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
114                 {
115                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
116                         {
117                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
118                                 {
119                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
120                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
121                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
122                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
123                                 }
124                         }
125                 }
126         }
127 }
128
129 /*
130 ===============
131 Mod_Init
132 ===============
133 */
134 static void Mod_Print(void);
135 static void Mod_Precache (void);
136 static void Mod_Decompile_f(void);
137 static void Mod_BuildVBOs(void);
138 void Mod_Init (void)
139 {
140         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
141         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
142
143         Mod_BrushInit();
144         Mod_AliasInit();
145         Mod_SpriteInit();
146
147         Cvar_RegisterVariable(&r_mipskins);
148         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
149         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
150         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
151 }
152
153 void Mod_RenderInit(void)
154 {
155         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
156 }
157
158 void Mod_UnloadModel (dp_model_t *mod)
159 {
160         char name[MAX_QPATH];
161         qboolean used;
162         dp_model_t *parentmodel;
163
164         if (developer_loading.integer)
165                 Con_Printf("unloading model %s\n", mod->name);
166
167         strlcpy(name, mod->name, sizeof(name));
168         parentmodel = mod->brush.parentmodel;
169         used = mod->used;
170         if (mod->surfmesh.ebo3i)
171                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
172         if (mod->surfmesh.ebo3s)
173                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
174         if (mod->surfmesh.vbo)
175                 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
176         // free textures/memory attached to the model
177         R_FreeTexturePool(&mod->texturepool);
178         Mem_FreePool(&mod->mempool);
179         // clear the struct to make it available
180         memset(mod, 0, sizeof(dp_model_t));
181         // restore the fields we want to preserve
182         strlcpy(mod->name, name, sizeof(mod->name));
183         mod->brush.parentmodel = parentmodel;
184         mod->used = used;
185         mod->loaded = false;
186 }
187
188 void R_Model_Null_Draw(entity_render_t *ent)
189 {
190         return;
191 }
192
193
194 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
195
196 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
197 {
198         const char *bufptr;
199         int start, len;
200         float fps;
201         unsigned int i;
202         qboolean loop;
203
204         bufptr = buf;
205         i = 0;
206         for(;;)
207         {
208                 // an anim scene!
209                 if (!COM_ParseToken_Simple(&bufptr, true, false))
210                         break;
211                 if (!strcmp(com_token, "\n"))
212                         continue; // empty line
213                 start = atoi(com_token);
214                 if (!COM_ParseToken_Simple(&bufptr, true, false))
215                         break;
216                 if (!strcmp(com_token, "\n"))
217                 {
218                         Con_Printf("framegroups file: missing number of frames\n");
219                         continue;
220                 }
221                 len = atoi(com_token);
222                 if (!COM_ParseToken_Simple(&bufptr, true, false))
223                         break;
224                 // we default to looping as it's usually wanted, so to NOT loop you append a 0
225                 if (strcmp(com_token, "\n"))
226                 {
227                         fps = atof(com_token);
228                         if (!COM_ParseToken_Simple(&bufptr, true, false))
229                                 break;
230                         if (strcmp(com_token, "\n"))
231                                 loop = atoi(com_token) != 0;
232                         else
233                                 loop = true;
234                 }
235                 else
236                 {
237                         fps = 20;
238                         loop = true;
239                 }
240
241                 if(cb)
242                         cb(i, start, len, fps, loop, pass);
243                 ++i;
244         }
245
246         return i;
247 }
248
249 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
250 {
251         unsigned int *cnt = (unsigned int *) pass;
252         ++*cnt;
253 }
254
255 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
256 {
257         dp_model_t *mod = (dp_model_t *) pass;
258         animscene_t *anim = &mod->animscenes[i];
259         dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d", i);
260         anim->firstframe = bound(0, start, mod->num_poses - 1);
261         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
262         anim->framerate = max(1, fps);
263         anim->loop = !!loop;
264         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
265 }
266
267 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
268 {
269         unsigned int cnt;
270
271         // 0. count
272         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
273         if(!cnt)
274         {
275                 Con_Printf("no scene found in framegroups file, aborting\n");
276                 return;
277         }
278         mod->numframes = cnt;
279
280         // 1. reallocate
281         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
282         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
283
284         // 2. parse
285         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
286 }
287
288 /*
289 ==================
290 Mod_LoadModel
291
292 Loads a model
293 ==================
294 */
295 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
296 {
297         int num;
298         unsigned int crc;
299         void *buf;
300         fs_offset_t filesize;
301
302         mod->used = true;
303
304         if (mod->name[0] == '*') // submodel
305                 return mod;
306         
307         if (!strcmp(mod->name, "null"))
308         {
309                 if(mod->loaded)
310                         return mod;
311
312                 if (mod->loaded || mod->mempool)
313                         Mod_UnloadModel(mod);
314
315                 if (developer_loading.integer)
316                         Con_Printf("loading model %s\n", mod->name);
317
318                 mod->used = true;
319                 mod->crc = (unsigned int)-1;
320                 mod->loaded = false;
321
322                 VectorClear(mod->normalmins);
323                 VectorClear(mod->normalmaxs);
324                 VectorClear(mod->yawmins);
325                 VectorClear(mod->yawmaxs);
326                 VectorClear(mod->rotatedmins);
327                 VectorClear(mod->rotatedmaxs);
328
329                 mod->modeldatatypestring = "null";
330                 mod->type = mod_null;
331                 mod->Draw = R_Model_Null_Draw;
332                 mod->numframes = 2;
333                 mod->numskins = 1;
334
335                 // no fatal errors occurred, so this model is ready to use.
336                 mod->loaded = true;
337
338                 return mod;
339         }
340
341         crc = 0;
342         buf = NULL;
343
344         // even if the model is loaded it still may need reloading...
345
346         // if it is not loaded or checkdisk is true we need to calculate the crc
347         if (!mod->loaded || checkdisk)
348         {
349                 if (checkdisk && mod->loaded)
350                         Con_DPrintf("checking model %s\n", mod->name);
351                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
352                 if (buf)
353                 {
354                         crc = CRC_Block((unsigned char *)buf, filesize);
355                         // we need to reload the model if the crc does not match
356                         if (mod->crc != crc)
357                                 mod->loaded = false;
358                 }
359         }
360
361         // if the model is already loaded and checks passed, just return
362         if (mod->loaded)
363         {
364                 if (buf)
365                         Mem_Free(buf);
366                 return mod;
367         }
368
369         if (developer_loading.integer)
370                 Con_Printf("loading model %s\n", mod->name);
371         
372         SCR_PushLoadingScreen(true, mod->name, 1);
373
374         // LordHavoc: unload the existing model in this slot (if there is one)
375         if (mod->loaded || mod->mempool)
376                 Mod_UnloadModel(mod);
377
378         // load the model
379         mod->used = true;
380         mod->crc = crc;
381         // errors can prevent the corresponding mod->loaded = true;
382         mod->loaded = false;
383
384         // default model radius and bounding box (mainly for missing models)
385         mod->radius = 16;
386         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
387         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
388         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
389         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
390         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
391         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
392
393         if (!q3shaders_mem)
394         {
395                 // load q3 shaders for the first time, or after a level change
396                 Mod_LoadQ3Shaders();
397         }
398
399         if (buf)
400         {
401                 char *bufend = (char *)buf + filesize;
402
403                 // all models use memory, so allocate a memory pool
404                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
405
406                 num = LittleLong(*((int *)buf));
407                 // call the apropriate loader
408                 loadmodel = mod;
409                      if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
410                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
411                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
412                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
413                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
414                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
415                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
416                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
417                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
418                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
419                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
420                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
421                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
422                 Mem_Free(buf);
423
424                 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
425                 if(buf)
426                 {
427                         Mod_FrameGroupify(mod, (const char *)buf);
428                         Mem_Free(buf);
429                 }
430
431                 Mod_BuildVBOs();
432         }
433         else if (crash)
434         {
435                 // LordHavoc: Sys_Error was *ANNOYING*
436                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
437         }
438
439         // no fatal errors occurred, so this model is ready to use.
440         mod->loaded = true;
441
442         SCR_PopLoadingScreen(false);
443
444         return mod;
445 }
446
447 void Mod_ClearUsed(void)
448 {
449         int i;
450         int nummodels = Mem_ExpandableArray_IndexRange(&models);
451         dp_model_t *mod;
452         for (i = 0;i < nummodels;i++)
453                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
454                         mod->used = false;
455 }
456
457 void Mod_PurgeUnused(void)
458 {
459         int i;
460         int nummodels = Mem_ExpandableArray_IndexRange(&models);
461         dp_model_t *mod;
462         for (i = 0;i < nummodels;i++)
463         {
464                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
465                 {
466                         Mod_UnloadModel(mod);
467                         Mem_ExpandableArray_FreeRecord(&models, mod);
468                 }
469         }
470 }
471
472 /*
473 ==================
474 Mod_FindName
475
476 ==================
477 */
478 dp_model_t *Mod_FindName(const char *name, const char *parentname)
479 {
480         int i;
481         int nummodels;
482         dp_model_t *mod;
483
484         if (!parentname)
485                 parentname = "";
486
487         // if we're not dedicatd, the renderer calls will crash without video
488         Host_StartVideo();
489
490         nummodels = Mem_ExpandableArray_IndexRange(&models);
491
492         if (!name[0])
493                 Host_Error ("Mod_ForName: NULL name");
494
495         // search the currently loaded models
496         for (i = 0;i < nummodels;i++)
497         {
498                 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))))
499                 {
500                         mod->used = true;
501                         return mod;
502                 }
503         }
504
505         // no match found, create a new one
506         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
507         strlcpy(mod->name, name, sizeof(mod->name));
508         if (parentname[0])
509                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
510         else
511                 mod->brush.parentmodel = NULL;
512         mod->loaded = false;
513         mod->used = true;
514         return mod;
515 }
516
517 /*
518 ==================
519 Mod_ForName
520
521 Loads in a model for the given name
522 ==================
523 */
524 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
525 {
526         dp_model_t *model;
527         model = Mod_FindName(name, parentname);
528         if (!model->loaded || checkdisk)
529                 Mod_LoadModel(model, crash, checkdisk);
530         return model;
531 }
532
533 /*
534 ==================
535 Mod_Reload
536
537 Reloads all models if they have changed
538 ==================
539 */
540 void Mod_Reload(void)
541 {
542         int i, count;
543         int nummodels = Mem_ExpandableArray_IndexRange(&models);
544         dp_model_t *mod;
545
546         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
547         count = 0;
548         for (i = 0;i < nummodels;i++)
549                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
550                         ++count;
551         for (i = 0;i < nummodels;i++)
552                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
553                 {
554                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
555                         Mod_LoadModel(mod, true, true);
556                         SCR_PopLoadingScreen(false);
557                 }
558         SCR_PopLoadingScreen(false);
559 }
560
561 unsigned char *mod_base;
562
563
564 //=============================================================================
565
566 /*
567 ================
568 Mod_Print
569 ================
570 */
571 static void Mod_Print(void)
572 {
573         int i;
574         int nummodels = Mem_ExpandableArray_IndexRange(&models);
575         dp_model_t *mod;
576
577         Con_Print("Loaded models:\n");
578         for (i = 0;i < nummodels;i++)
579         {
580                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
581                 {
582                         if (mod->brush.numsubmodels)
583                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
584                         else
585                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
586                 }
587         }
588 }
589
590 /*
591 ================
592 Mod_Precache
593 ================
594 */
595 static void Mod_Precache(void)
596 {
597         if (Cmd_Argc() == 2)
598                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
599         else
600                 Con_Print("usage: modelprecache <filename>\n");
601 }
602
603 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
604 {
605         int i, count;
606         unsigned char *used;
607         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
608         memset(used, 0, numvertices);
609         for (i = 0;i < numelements;i++)
610                 used[elements[i]] = 1;
611         for (i = 0, count = 0;i < numvertices;i++)
612                 remapvertices[i] = used[i] ? count++ : -1;
613         Mem_Free(used);
614         return count;
615 }
616
617 #if 1
618 // fast way, using an edge hash
619 #define TRIANGLEEDGEHASH 8192
620 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
621 {
622         int i, j, p, e1, e2, *n, hashindex, count, match;
623         const int *e;
624         typedef struct edgehashentry_s
625         {
626                 struct edgehashentry_s *next;
627                 int triangle;
628                 int element[2];
629         }
630         edgehashentry_t;
631         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
632         memset(edgehash, 0, sizeof(edgehash));
633         edgehashentries = edgehashentriesbuffer;
634         // if there are too many triangles for the stack array, allocate larger buffer
635         if (numtriangles > TRIANGLEEDGEHASH)
636                 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
637         // find neighboring triangles
638         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
639         {
640                 for (j = 0, p = 2;j < 3;p = j, j++)
641                 {
642                         e1 = e[p];
643                         e2 = e[j];
644                         // this hash index works for both forward and backward edges
645                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
646                         hash = edgehashentries + i * 3 + j;
647                         hash->next = edgehash[hashindex];
648                         edgehash[hashindex] = hash;
649                         hash->triangle = i;
650                         hash->element[0] = e1;
651                         hash->element[1] = e2;
652                 }
653         }
654         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
655         {
656                 for (j = 0, p = 2;j < 3;p = j, j++)
657                 {
658                         e1 = e[p];
659                         e2 = e[j];
660                         // this hash index works for both forward and backward edges
661                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
662                         count = 0;
663                         match = -1;
664                         for (hash = edgehash[hashindex];hash;hash = hash->next)
665                         {
666                                 if (hash->element[0] == e2 && hash->element[1] == e1)
667                                 {
668                                         if (hash->triangle != i)
669                                                 match = hash->triangle;
670                                         count++;
671                                 }
672                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
673                                         count++;
674                         }
675                         // detect edges shared by three triangles and make them seams
676                         if (count > 2)
677                                 match = -1;
678                         n[p] = match;
679                 }
680
681                 // also send a keepalive here (this can take a while too!)
682                 CL_KeepaliveMessage(false);
683         }
684         // free the allocated buffer
685         if (edgehashentries != edgehashentriesbuffer)
686                 Mem_Free(edgehashentries);
687 }
688 #else
689 // very slow but simple way
690 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
691 {
692         int i, match, count;
693         count = 0;
694         match = -1;
695         for (i = 0;i < numtriangles;i++, elements += 3)
696         {
697                      if ((elements[0] == start && elements[1] == end)
698                       || (elements[1] == start && elements[2] == end)
699                       || (elements[2] == start && elements[0] == end))
700                 {
701                         if (i != ignore)
702                                 match = i;
703                         count++;
704                 }
705                 else if ((elements[1] == start && elements[0] == end)
706                       || (elements[2] == start && elements[1] == end)
707                       || (elements[0] == start && elements[2] == end))
708                         count++;
709         }
710         // detect edges shared by three triangles and make them seams
711         if (count > 2)
712                 match = -1;
713         return match;
714 }
715
716 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
717 {
718         int i, *n;
719         const int *e;
720         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
721         {
722                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
723                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
724                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
725         }
726 }
727 #endif
728
729 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
730 {
731         int i, warned = false, endvertex = firstvertex + numverts;
732         for (i = 0;i < numtriangles * 3;i++)
733         {
734                 if (elements[i] < firstvertex || elements[i] >= endvertex)
735                 {
736                         if (!warned)
737                         {
738                                 warned = true;
739                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
740                         }
741                         elements[i] = firstvertex;
742                 }
743         }
744 }
745
746 // warning: this is an expensive function!
747 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
748 {
749         int i, j;
750         const int *element;
751         float *vectorNormal;
752         float areaNormal[3];
753         // clear the vectors
754         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
755         // process each vertex of each triangle and accumulate the results
756         // use area-averaging, to make triangles with a big area have a bigger
757         // weighting on the vertex normal than triangles with a small area
758         // to do so, just add the 'normals' together (the bigger the area
759         // the greater the length of the normal is
760         element = elements;
761         for (i = 0; i < numtriangles; i++, element += 3)
762         {
763                 TriangleNormal(
764                         vertex3f + element[0] * 3,
765                         vertex3f + element[1] * 3,
766                         vertex3f + element[2] * 3,
767                         areaNormal
768                         );
769
770                 if (!areaweighting)
771                         VectorNormalize(areaNormal);
772
773                 for (j = 0;j < 3;j++)
774                 {
775                         vectorNormal = normal3f + element[j] * 3;
776                         vectorNormal[0] += areaNormal[0];
777                         vectorNormal[1] += areaNormal[1];
778                         vectorNormal[2] += areaNormal[2];
779                 }
780         }
781         // and just normalize the accumulated vertex normal in the end
782         vectorNormal = normal3f + 3 * firstvertex;
783         for (i = 0; i < numvertices; i++, vectorNormal += 3)
784                 VectorNormalize(vectorNormal);
785 }
786
787 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)
788 {
789         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
790         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
791         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
792
793         // 6 multiply, 9 subtract
794         VectorSubtract(v1, v0, v10);
795         VectorSubtract(v2, v0, v20);
796         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
797         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
798         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
799         // 12 multiply, 10 subtract
800         tc10[1] = tc1[1] - tc0[1];
801         tc20[1] = tc2[1] - tc0[1];
802         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
803         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
804         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
805         tc10[0] = tc1[0] - tc0[0];
806         tc20[0] = tc2[0] - tc0[0];
807         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
808         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
809         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
810         // 12 multiply, 4 add, 6 subtract
811         f = DotProduct(svector3f, normal3f);
812         svector3f[0] -= f * normal3f[0];
813         svector3f[1] -= f * normal3f[1];
814         svector3f[2] -= f * normal3f[2];
815         f = DotProduct(tvector3f, normal3f);
816         tvector3f[0] -= f * normal3f[0];
817         tvector3f[1] -= f * normal3f[1];
818         tvector3f[2] -= f * normal3f[2];
819         // if texture is mapped the wrong way (counterclockwise), the tangents
820         // have to be flipped, this is detected by calculating a normal from the
821         // two tangents, and seeing if it is opposite the surface normal
822         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
823         CrossProduct(tvector3f, svector3f, tangentcross);
824         if (DotProduct(tangentcross, normal3f) < 0)
825         {
826                 VectorNegate(svector3f, svector3f);
827                 VectorNegate(tvector3f, tvector3f);
828         }
829 }
830
831 // warning: this is a very expensive function!
832 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)
833 {
834         int i, tnum;
835         float sdir[3], tdir[3], normal[3], *sv, *tv;
836         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
837         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
838         const int *e;
839         // clear the vectors
840         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
841         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
842         // process each vertex of each triangle and accumulate the results
843         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
844         {
845                 v0 = vertex3f + e[0] * 3;
846                 v1 = vertex3f + e[1] * 3;
847                 v2 = vertex3f + e[2] * 3;
848                 tc0 = texcoord2f + e[0] * 2;
849                 tc1 = texcoord2f + e[1] * 2;
850                 tc2 = texcoord2f + e[2] * 2;
851
852                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
853                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
854
855                 // calculate the edge directions and surface normal
856                 // 6 multiply, 9 subtract
857                 VectorSubtract(v1, v0, v10);
858                 VectorSubtract(v2, v0, v20);
859                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
860                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
861                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
862
863                 // calculate the tangents
864                 // 12 multiply, 10 subtract
865                 tc10[1] = tc1[1] - tc0[1];
866                 tc20[1] = tc2[1] - tc0[1];
867                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
868                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
869                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
870                 tc10[0] = tc1[0] - tc0[0];
871                 tc20[0] = tc2[0] - tc0[0];
872                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
873                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
874                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
875
876                 // if texture is mapped the wrong way (counterclockwise), the tangents
877                 // have to be flipped, this is detected by calculating a normal from the
878                 // two tangents, and seeing if it is opposite the surface normal
879                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
880                 CrossProduct(tdir, sdir, tangentcross);
881                 if (DotProduct(tangentcross, normal) < 0)
882                 {
883                         VectorNegate(sdir, sdir);
884                         VectorNegate(tdir, tdir);
885                 }
886
887                 if (!areaweighting)
888                 {
889                         VectorNormalize(sdir);
890                         VectorNormalize(tdir);
891                 }
892                 for (i = 0;i < 3;i++)
893                 {
894                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
895                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
896                 }
897         }
898         // make the tangents completely perpendicular to the surface normal, and
899         // then normalize them
900         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
901         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
902         {
903                 f = -DotProduct(sv, n);
904                 VectorMA(sv, f, n, sv);
905                 VectorNormalize(sv);
906                 f = -DotProduct(tv, n);
907                 VectorMA(tv, f, n, tv);
908                 VectorNormalize(tv);
909         }
910 }
911
912 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
913 {
914         unsigned char *data;
915         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));
916         loadmodel->surfmesh.num_vertices = numvertices;
917         loadmodel->surfmesh.num_triangles = numtriangles;
918         if (loadmodel->surfmesh.num_vertices)
919         {
920                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
921                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
922                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
923                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
924                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
925                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
926                 if (vertexcolors)
927                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
928                 if (lightmapoffsets)
929                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
930         }
931         if (loadmodel->surfmesh.num_triangles)
932         {
933                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
934                 if (neighbors)
935                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
936                 if (loadmodel->surfmesh.num_vertices <= 65536)
937                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
938         }
939 }
940
941 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)
942 {
943         shadowmesh_t *newmesh;
944         unsigned char *data;
945         int size;
946         size = sizeof(shadowmesh_t);
947         size += maxverts * sizeof(float[3]);
948         if (light)
949                 size += maxverts * sizeof(float[11]);
950         size += maxtriangles * sizeof(int[3]);
951         if (maxverts <= 65536)
952                 size += maxtriangles * sizeof(unsigned short[3]);
953         if (neighbors)
954                 size += maxtriangles * sizeof(int[3]);
955         if (expandable)
956                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
957         data = (unsigned char *)Mem_Alloc(mempool, size);
958         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
959         newmesh->map_diffuse = map_diffuse;
960         newmesh->map_specular = map_specular;
961         newmesh->map_normal = map_normal;
962         newmesh->maxverts = maxverts;
963         newmesh->maxtriangles = maxtriangles;
964         newmesh->numverts = 0;
965         newmesh->numtriangles = 0;
966         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
967         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
968
969         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
970         if (light)
971         {
972                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
973                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
974                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
975                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
976         }
977         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
978         if (neighbors)
979         {
980                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
981         }
982         if (expandable)
983         {
984                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
985                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
986         }
987         if (maxverts <= 65536)
988                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
989         return newmesh;
990 }
991
992 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
993 {
994         shadowmesh_t *newmesh;
995         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
996         newmesh->numverts = oldmesh->numverts;
997         newmesh->numtriangles = oldmesh->numtriangles;
998         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
999         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1000
1001         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1002         if (newmesh->svector3f && oldmesh->svector3f)
1003         {
1004                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1005                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1006                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1007                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1008         }
1009         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1010         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1011                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1012         return newmesh;
1013 }
1014
1015 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1016 {
1017         int hashindex, vnum;
1018         shadowmeshvertexhash_t *hash;
1019         // this uses prime numbers intentionally
1020         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1021         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1022         {
1023                 vnum = (hash - mesh->vertexhashentries);
1024                 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]))
1025                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1026                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1027                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1028                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1029                         return hash - mesh->vertexhashentries;
1030         }
1031         vnum = mesh->numverts++;
1032         hash = mesh->vertexhashentries + vnum;
1033         hash->next = mesh->vertexhashtable[hashindex];
1034         mesh->vertexhashtable[hashindex] = hash;
1035         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1036         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1037         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1038         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1039         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1040         return vnum;
1041 }
1042
1043 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1044 {
1045         if (mesh->numtriangles == 0)
1046         {
1047                 // set the properties on this empty mesh to be more favorable...
1048                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1049                 mesh->map_diffuse = map_diffuse;
1050                 mesh->map_specular = map_specular;
1051                 mesh->map_normal = map_normal;
1052         }
1053         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)
1054         {
1055                 if (mesh->next == NULL)
1056                         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);
1057                 mesh = mesh->next;
1058         }
1059         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1060         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1061         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1062         mesh->numtriangles++;
1063 }
1064
1065 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)
1066 {
1067         int i, j, e;
1068         float vbuf[3*14], *v;
1069         memset(vbuf, 0, sizeof(vbuf));
1070         for (i = 0;i < numtris;i++)
1071         {
1072                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1073                 {
1074                         e = *element3i++;
1075                         if (vertex3f)
1076                         {
1077                                 v[0] = vertex3f[e * 3 + 0];
1078                                 v[1] = vertex3f[e * 3 + 1];
1079                                 v[2] = vertex3f[e * 3 + 2];
1080                         }
1081                         if (svector3f)
1082                         {
1083                                 v[3] = svector3f[e * 3 + 0];
1084                                 v[4] = svector3f[e * 3 + 1];
1085                                 v[5] = svector3f[e * 3 + 2];
1086                         }
1087                         if (tvector3f)
1088                         {
1089                                 v[6] = tvector3f[e * 3 + 0];
1090                                 v[7] = tvector3f[e * 3 + 1];
1091                                 v[8] = tvector3f[e * 3 + 2];
1092                         }
1093                         if (normal3f)
1094                         {
1095                                 v[9] = normal3f[e * 3 + 0];
1096                                 v[10] = normal3f[e * 3 + 1];
1097                                 v[11] = normal3f[e * 3 + 2];
1098                         }
1099                         if (texcoord2f)
1100                         {
1101                                 v[12] = texcoord2f[e * 2 + 0];
1102                                 v[13] = texcoord2f[e * 2 + 1];
1103                         }
1104                 }
1105                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1106         }
1107
1108         // the triangle calculation can take a while, so let's do a keepalive here
1109         CL_KeepaliveMessage(false);
1110 }
1111
1112 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)
1113 {
1114         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1115         CL_KeepaliveMessage(false);
1116
1117         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1118 }
1119
1120 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1121 {
1122         if (!gl_support_arb_vertex_buffer_object)
1123                 return;
1124
1125         // element buffer is easy because it's just one array
1126         if (mesh->numtriangles)
1127         {
1128                 if (mesh->element3s)
1129                         mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1130                 else
1131                         mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1132         }
1133
1134         // vertex buffer is several arrays and we put them in the same buffer
1135         //
1136         // is this wise?  the texcoordtexture2f array is used with dynamic
1137         // vertex/svector/tvector/normal when rendering animated models, on the
1138         // other hand animated models don't use a lot of vertices anyway...
1139         if (mesh->numverts)
1140         {
1141                 size_t size;
1142                 unsigned char *mem;
1143                 size = 0;
1144                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1145                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1146                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1147                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1148                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1149                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1150                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1151                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1152                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1153                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1154                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1155                 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1156                 Mem_Free(mem);
1157         }
1158 }
1159
1160 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1161 {
1162         shadowmesh_t *mesh, *newmesh, *nextmesh;
1163         // reallocate meshs to conserve space
1164         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1165         {
1166                 nextmesh = mesh->next;
1167                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1168                 {
1169                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1170                         newmesh->next = firstmesh;
1171                         firstmesh = newmesh;
1172                         if (newmesh->element3s)
1173                         {
1174                                 int i;
1175                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1176                                         newmesh->element3s[i] = newmesh->element3i[i];
1177                         }
1178                         if (createvbo)
1179                                 Mod_ShadowMesh_CreateVBOs(newmesh);
1180                 }
1181                 Mem_Free(mesh);
1182         }
1183
1184         // this can take a while, so let's do a keepalive here
1185         CL_KeepaliveMessage(false);
1186
1187         return firstmesh;
1188 }
1189
1190 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1191 {
1192         int i;
1193         shadowmesh_t *mesh;
1194         vec3_t nmins, nmaxs, ncenter, temp;
1195         float nradius2, dist2, *v;
1196         VectorClear(nmins);
1197         VectorClear(nmaxs);
1198         // calculate bbox
1199         for (mesh = firstmesh;mesh;mesh = mesh->next)
1200         {
1201                 if (mesh == firstmesh)
1202                 {
1203                         VectorCopy(mesh->vertex3f, nmins);
1204                         VectorCopy(mesh->vertex3f, nmaxs);
1205                 }
1206                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1207                 {
1208                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1209                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1210                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1211                 }
1212         }
1213         // calculate center and radius
1214         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1215         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1216         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1217         nradius2 = 0;
1218         for (mesh = firstmesh;mesh;mesh = mesh->next)
1219         {
1220                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1221                 {
1222                         VectorSubtract(v, ncenter, temp);
1223                         dist2 = DotProduct(temp, temp);
1224                         if (nradius2 < dist2)
1225                                 nradius2 = dist2;
1226                 }
1227         }
1228         // return data
1229         if (mins)
1230                 VectorCopy(nmins, mins);
1231         if (maxs)
1232                 VectorCopy(nmaxs, maxs);
1233         if (center)
1234                 VectorCopy(ncenter, center);
1235         if (radius)
1236                 *radius = sqrt(nradius2);
1237 }
1238
1239 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1240 {
1241         shadowmesh_t *nextmesh;
1242         for (;mesh;mesh = nextmesh)
1243         {
1244                 if (mesh->ebo3i)
1245                         R_Mesh_DestroyBufferObject(mesh->ebo3i);
1246                 if (mesh->ebo3s)
1247                         R_Mesh_DestroyBufferObject(mesh->ebo3s);
1248                 if (mesh->vbo)
1249                         R_Mesh_DestroyBufferObject(mesh->vbo);
1250                 nextmesh = mesh->next;
1251                 Mem_Free(mesh);
1252         }
1253 }
1254
1255 void Mod_CreateCollisionMesh(dp_model_t *mod)
1256 {
1257         int k;
1258         int numcollisionmeshtriangles;
1259         const msurface_t *surface;
1260         mempool_t *mempool = mod->mempool;
1261         if (!mempool && mod->brush.parentmodel)
1262                 mempool = mod->brush.parentmodel->mempool;
1263         // make a single combined collision mesh for physics engine use
1264         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1265         numcollisionmeshtriangles = 0;
1266         for (k = 0;k < mod->nummodelsurfaces;k++)
1267         {
1268                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1269                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1270                         continue;
1271                 numcollisionmeshtriangles += surface->num_triangles;
1272         }
1273         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1274         for (k = 0;k < mod->nummodelsurfaces;k++)
1275         {
1276                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1277                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1278                         continue;
1279                 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));
1280         }
1281         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
1282 }
1283
1284 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)
1285 {
1286         float v[3], tc[3];
1287         v[0] = ix;
1288         v[1] = iy;
1289         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1290                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1291         else
1292                 v[2] = 0;
1293         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1294         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1295         texcoord2f[0] = tc[0];
1296         texcoord2f[1] = tc[1];
1297 }
1298
1299 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)
1300 {
1301         float vup[3], vdown[3], vleft[3], vright[3];
1302         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1303         float sv[3], tv[3], nl[3];
1304         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1305         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1306         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1307         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1308         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1309         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1310         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1311         VectorAdd(svector3f, sv, svector3f);
1312         VectorAdd(tvector3f, tv, tvector3f);
1313         VectorAdd(normal3f, nl, normal3f);
1314         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1315         VectorAdd(svector3f, sv, svector3f);
1316         VectorAdd(tvector3f, tv, tvector3f);
1317         VectorAdd(normal3f, nl, normal3f);
1318         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1319         VectorAdd(svector3f, sv, svector3f);
1320         VectorAdd(tvector3f, tv, tvector3f);
1321         VectorAdd(normal3f, nl, normal3f);
1322 }
1323
1324 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)
1325 {
1326         int x, y, ix, iy, *e;
1327         e = element3i;
1328         for (y = 0;y < height;y++)
1329         {
1330                 for (x = 0;x < width;x++)
1331                 {
1332                         e[0] = (y + 1) * (width + 1) + (x + 0);
1333                         e[1] = (y + 0) * (width + 1) + (x + 0);
1334                         e[2] = (y + 1) * (width + 1) + (x + 1);
1335                         e[3] = (y + 0) * (width + 1) + (x + 0);
1336                         e[4] = (y + 0) * (width + 1) + (x + 1);
1337                         e[5] = (y + 1) * (width + 1) + (x + 1);
1338                         e += 6;
1339                 }
1340         }
1341         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1342         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1343                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1344                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1345 }
1346
1347 #if 0
1348 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1349 {
1350         float mins[3];
1351         float maxs[3];
1352         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1353         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1354         float viewvector[3];
1355         unsigned int firstvertex;
1356         unsigned int *e;
1357         float *v;
1358         if (chunkwidth < 2 || chunkheight < 2)
1359                 return;
1360         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]);
1361         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]);
1362         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1363         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1364         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1365         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1366         {
1367                 // too close for this stepsize, emit as 4 chunks instead
1368                 stepsize /= 2;
1369                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1370                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1371                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1372                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1373                 return;
1374         }
1375         // emit the geometry at stepsize into our vertex buffer / index buffer
1376         // we add two columns and two rows for skirt
1377         outwidth = chunkwidth+2;
1378         outheight = chunkheight+2;
1379         outwidth2 = outwidth-1;
1380         outheight2 = outheight-1;
1381         outwidth3 = outwidth+1;
1382         outheight3 = outheight+1;
1383         firstvertex = numvertices;
1384         e = model->terrain.element3i + numtriangles;
1385         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1386         v = model->terrain.vertex3f + numvertices;
1387         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1388         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1389         for (ty = 0;ty < outheight;ty++)
1390         {
1391                 for (tx = 0;tx < outwidth;tx++)
1392                 {
1393                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1394                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1395                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1396                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1397                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1398                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1399                 }
1400         }
1401         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1402         for (ty = 0;ty <= outheight;ty++)
1403         {
1404                 skirtrow = ty == 0 || ty == outheight;
1405                 ry = y+bound(1, ty, outheight)*stepsize;
1406                 for (tx = 0;tx <= outwidth;tx++)
1407                 {
1408                         skirt = skirtrow || tx == 0 || tx == outwidth;
1409                         rx = x+bound(1, tx, outwidth)*stepsize;
1410                         v[0] = rx*scale[0];
1411                         v[1] = ry*scale[1];
1412                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1413                         v += 3;
1414                 }
1415         }
1416         // TODO: emit skirt vertices
1417 }
1418
1419 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1420 {
1421         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1422         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1423         Mod_Terrain_BuildChunk(model, 
1424 }
1425 #endif
1426
1427 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1428 {
1429         if (!strcasecmp(s, "sin"))             return Q3WAVEFUNC_SIN;
1430         if (!strcasecmp(s, "square"))          return Q3WAVEFUNC_SQUARE;
1431         if (!strcasecmp(s, "triangle"))        return Q3WAVEFUNC_TRIANGLE;
1432         if (!strcasecmp(s, "sawtooth"))        return Q3WAVEFUNC_SAWTOOTH;
1433         if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1434         if (!strcasecmp(s, "noise"))           return Q3WAVEFUNC_NOISE;
1435         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1436         return Q3WAVEFUNC_NONE;
1437 }
1438
1439 void Mod_FreeQ3Shaders(void)
1440 {
1441         Mem_FreePool(&q3shaders_mem);
1442 }
1443
1444 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1445 {
1446         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1447         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1448         q3shader_hash_entry_t* lastEntry = NULL;
1449         while (entry != NULL)
1450         {
1451                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1452                 {
1453                         unsigned char *start, *end, *start2;
1454                         start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1455                         end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1456                         start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1457                         if(memcmp(start, start2, end - start))
1458                                 Con_Printf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1459                         else
1460                                 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1461                         return;
1462                 }
1463                 lastEntry = entry;
1464                 entry = entry->chain;
1465         }
1466         if (entry == NULL)
1467         {
1468                 if (lastEntry->shader.name[0] != 0)
1469                 {
1470                         /* Add to chain */
1471                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1472                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1473
1474                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1475                         lastEntry->chain = newEntry;
1476                         newEntry->chain = NULL;
1477                         lastEntry = newEntry;
1478                 }
1479                 /* else: head of chain, in hash entry array */
1480                 entry = lastEntry;
1481         }
1482         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1483 }
1484
1485 extern cvar_t r_picmipworld;
1486 void Mod_LoadQ3Shaders(void)
1487 {
1488         int j;
1489         int fileindex;
1490         fssearch_t *search;
1491         char *f;
1492         const char *text;
1493         q3shaderinfo_t shader;
1494         q3shaderinfo_layer_t *layer;
1495         int numparameters;
1496         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1497
1498         Mod_FreeQ3Shaders();
1499
1500         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1501         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1502                 sizeof (q3shader_data_t));
1503         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1504                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1505         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1506                 q3shaders_mem, sizeof (char**), 256);
1507
1508         search = FS_Search("scripts/*.shader", true, false);
1509         if (!search)
1510                 return;
1511         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1512         {
1513                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1514                 if (!f)
1515                         continue;
1516                 while (COM_ParseToken_QuakeC(&text, false))
1517                 {
1518                         memset (&shader, 0, sizeof(shader));
1519                         shader.reflectmin = 0;
1520                         shader.reflectmax = 1;
1521                         shader.refractfactor = 1;
1522                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1523                         shader.reflectfactor = 1;
1524                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1525                         shader.r_water_wateralpha = 1;
1526                         shader.specularscalemod = 1;
1527                         shader.specularpowermod = 1;
1528
1529                         strlcpy(shader.name, com_token, sizeof(shader.name));
1530                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1531                         {
1532                                 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1533                                 break;
1534                         }
1535                         while (COM_ParseToken_QuakeC(&text, false))
1536                         {
1537                                 if (!strcasecmp(com_token, "}"))
1538                                         break;
1539                                 if (!strcasecmp(com_token, "{"))
1540                                 {
1541                                         static q3shaderinfo_layer_t dummy;
1542                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1543                                         {
1544                                                 layer = shader.layers + shader.numlayers++;
1545                                         }
1546                                         else
1547                                         {
1548                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1549                                                 memset(&dummy, 0, sizeof(dummy));
1550                                                 layer = &dummy;
1551                                         }
1552                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1553                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1554                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1555                                         layer->blendfunc[0] = GL_ONE;
1556                                         layer->blendfunc[1] = GL_ZERO;
1557                                         while (COM_ParseToken_QuakeC(&text, false))
1558                                         {
1559                                                 if (!strcasecmp(com_token, "}"))
1560                                                         break;
1561                                                 if (!strcasecmp(com_token, "\n"))
1562                                                         continue;
1563                                                 numparameters = 0;
1564                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1565                                                 {
1566                                                         if (j < TEXTURE_MAXFRAMES + 4)
1567                                                         {
1568                                                                 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1569                                                                 numparameters = j + 1;
1570                                                         }
1571                                                         if (!COM_ParseToken_QuakeC(&text, true))
1572                                                                 break;
1573                                                 }
1574                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1575                                                 //      parameter[j][0] = 0;
1576                                                 if (developer.integer >= 100)
1577                                                 {
1578                                                         Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1579                                                         for (j = 0;j < numparameters;j++)
1580                                                                 Con_Printf(" %s", parameter[j]);
1581                                                         Con_Print("\n");
1582                                                 }
1583                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1584                                                 {
1585                                                         if (numparameters == 2)
1586                                                         {
1587                                                                 if (!strcasecmp(parameter[1], "add"))
1588                                                                 {
1589                                                                         layer->blendfunc[0] = GL_ONE;
1590                                                                         layer->blendfunc[1] = GL_ONE;
1591                                                                 }
1592                                                                 else if (!strcasecmp(parameter[1], "filter"))
1593                                                                 {
1594                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1595                                                                         layer->blendfunc[1] = GL_ZERO;
1596                                                                 }
1597                                                                 else if (!strcasecmp(parameter[1], "blend"))
1598                                                                 {
1599                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1600                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1601                                                                 }
1602                                                         }
1603                                                         else if (numparameters == 3)
1604                                                         {
1605                                                                 int k;
1606                                                                 for (k = 0;k < 2;k++)
1607                                                                 {
1608                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1609                                                                                 layer->blendfunc[k] = GL_ONE;
1610                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1611                                                                                 layer->blendfunc[k] = GL_ZERO;
1612                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1613                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1614                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1615                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1616                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1617                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1618                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1619                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1620                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1621                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1622                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1623                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1624                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1625                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1626                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1627                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1628                                                                         else
1629                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1630                                                                 }
1631                                                         }
1632                                                 }
1633                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1634                                                         layer->alphatest = true;
1635                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1636                                                 {
1637                                                         if (!strcasecmp(parameter[0], "clampmap"))
1638                                                                 layer->clampmap = true;
1639                                                         layer->numframes = 1;
1640                                                         layer->framerate = 1;
1641                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1642                                                                 &q3shader_data->char_ptrs);
1643                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1644                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1645                                                                 shader.lighting = true;
1646                                                 }
1647                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1648                                                 {
1649                                                         int i;
1650                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1651                                                         layer->framerate = atof(parameter[1]);
1652                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1653                                                         for (i = 0;i < layer->numframes;i++)
1654                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1655                                                 }
1656                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1657                                                 {
1658                                                         int i;
1659                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1660                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1661                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1662                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1663                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1664                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1665                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1666                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1667                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1668                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1669                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1670                                                         else if (!strcasecmp(parameter[1], "wave"))
1671                                                         {
1672                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1673                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1674                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1675                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1676                                                         }
1677                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1678                                                 }
1679                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1680                                                 {
1681                                                         int i;
1682                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1683                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1684                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1685                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1686                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1687                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1688                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1689                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1690                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1691                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1692                                                         else if (!strcasecmp(parameter[1], "wave"))
1693                                                         {
1694                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1695                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1696                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1697                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1698                                                         }
1699                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1700                                                 }
1701                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1702                                                 {
1703                                                         int i;
1704                                                         // observed values: tcgen environment
1705                                                         // no other values have been observed in real shaders
1706                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1707                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1708                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1709                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1710                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1711                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1712                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1713                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1714                                                 }
1715                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1716                                                 {
1717                                                         int i, tcmodindex;
1718                                                         // observed values:
1719                                                         // tcmod rotate #
1720                                                         // tcmod scale # #
1721                                                         // tcmod scroll # #
1722                                                         // tcmod stretch sin # # # #
1723                                                         // tcmod stretch triangle # # # #
1724                                                         // tcmod transform # # # # # #
1725                                                         // tcmod turb # # # #
1726                                                         // tcmod turb sin # # # #  (this is bogus)
1727                                                         // no other values have been observed in real shaders
1728                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1729                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1730                                                                         break;
1731                                                         if (tcmodindex < Q3MAXTCMODS)
1732                                                         {
1733                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1734                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1735                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1736                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1737                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1738                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1739                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1740                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1741                                                                 {
1742                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1743                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1744                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1745                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1746                                                                 }
1747                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1748                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1749                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1750                                                         }
1751                                                         else
1752                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1753                                                 }
1754                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1755                                                 if (!strcasecmp(com_token, "}"))
1756                                                         break;
1757                                         }
1758                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1759                                                 shader.lighting = true;
1760                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1761                                         {
1762                                                 if (layer == shader.layers + 0)
1763                                                 {
1764                                                         // vertex controlled transparency
1765                                                         shader.vertexalpha = true;
1766                                                 }
1767                                                 else
1768                                                 {
1769                                                         // multilayer terrain shader or similar
1770                                                         shader.textureblendalpha = true;
1771                                                 }
1772                                         }
1773                                         layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1774                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1775                                                 layer->texflags |= TEXF_MIPMAP;
1776                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1777                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1778                                         if (layer->clampmap)
1779                                                 layer->texflags |= TEXF_CLAMP;
1780                                         continue;
1781                                 }
1782                                 numparameters = 0;
1783                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1784                                 {
1785                                         if (j < TEXTURE_MAXFRAMES + 4)
1786                                         {
1787                                                 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1788                                                 numparameters = j + 1;
1789                                         }
1790                                         if (!COM_ParseToken_QuakeC(&text, true))
1791                                                 break;
1792                                 }
1793                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1794                                 //      parameter[j][0] = 0;
1795                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1796                                         break;
1797                                 if (developer.integer >= 100)
1798                                 {
1799                                         Con_Printf("%s: ", shader.name);
1800                                         for (j = 0;j < numparameters;j++)
1801                                                 Con_Printf(" %s", parameter[j]);
1802                                         Con_Print("\n");
1803                                 }
1804                                 if (numparameters < 1)
1805                                         continue;
1806                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1807                                 {
1808                                         if (!strcasecmp(parameter[1], "alphashadow"))
1809                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1810                                         else if (!strcasecmp(parameter[1], "areaportal"))
1811                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1812                                         else if (!strcasecmp(parameter[1], "botclip"))
1813                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1814                                         else if (!strcasecmp(parameter[1], "clusterportal"))
1815                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1816                                         else if (!strcasecmp(parameter[1], "detail"))
1817                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1818                                         else if (!strcasecmp(parameter[1], "donotenter"))
1819                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1820                                         else if (!strcasecmp(parameter[1], "dust"))
1821                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1822                                         else if (!strcasecmp(parameter[1], "hint"))
1823                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1824                                         else if (!strcasecmp(parameter[1], "fog"))
1825                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1826                                         else if (!strcasecmp(parameter[1], "lava"))
1827                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1828                                         else if (!strcasecmp(parameter[1], "lightfilter"))
1829                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1830                                         else if (!strcasecmp(parameter[1], "lightgrid"))
1831                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1832                                         else if (!strcasecmp(parameter[1], "metalsteps"))
1833                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1834                                         else if (!strcasecmp(parameter[1], "nodamage"))
1835                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1836                                         else if (!strcasecmp(parameter[1], "nodlight"))
1837                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1838                                         else if (!strcasecmp(parameter[1], "nodraw"))
1839                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1840                                         else if (!strcasecmp(parameter[1], "nodrop"))
1841                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1842                                         else if (!strcasecmp(parameter[1], "noimpact"))
1843                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1844                                         else if (!strcasecmp(parameter[1], "nolightmap"))
1845                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1846                                         else if (!strcasecmp(parameter[1], "nomarks"))
1847                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1848                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
1849                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1850                                         else if (!strcasecmp(parameter[1], "nonsolid"))
1851                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1852                                         else if (!strcasecmp(parameter[1], "origin"))
1853                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1854                                         else if (!strcasecmp(parameter[1], "playerclip"))
1855                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1856                                         else if (!strcasecmp(parameter[1], "sky"))
1857                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1858                                         else if (!strcasecmp(parameter[1], "slick"))
1859                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1860                                         else if (!strcasecmp(parameter[1], "slime"))
1861                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1862                                         else if (!strcasecmp(parameter[1], "structural"))
1863                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1864                                         else if (!strcasecmp(parameter[1], "trans"))
1865                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1866                                         else if (!strcasecmp(parameter[1], "water"))
1867                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1868                                         else if (!strcasecmp(parameter[1], "pointlight"))
1869                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1870                                         else if (!strcasecmp(parameter[1], "antiportal"))
1871                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1872                                         else
1873                                                 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1874                                 }
1875                                 else if (!strcasecmp(parameter[0], "dpshadow"))
1876                                         shader.dpshadow = true;
1877                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1878                                         shader.dpnoshadow = true;
1879                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1880                                 {
1881                                         // some q3 skies don't have the sky parm set
1882                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
1883                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1884                                 }
1885                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1886                                 {
1887                                         // some q3 skies don't have the sky parm set
1888                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
1889                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1890                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1891                                 }
1892                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1893                                 {
1894                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1895                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1896                                 }
1897                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
1898                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1899                                 else if (!strcasecmp(parameter[0], "nopicmip"))
1900                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1901                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
1902                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1903                                 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1904                                 {
1905                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1906                                         shader.refractfactor = atof(parameter[1]);
1907                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1908                                 }
1909                                 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1910                                 {
1911                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1912                                         shader.reflectfactor = atof(parameter[1]);
1913                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1914                                 }
1915                                 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1916                                 {
1917                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1918                                         shader.reflectmin = atof(parameter[1]);
1919                                         shader.reflectmax = atof(parameter[2]);
1920                                         shader.refractfactor = atof(parameter[3]);
1921                                         shader.reflectfactor = atof(parameter[4]);
1922                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1923                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1924                                         shader.r_water_wateralpha = atof(parameter[11]);
1925                                 }
1926                                 else if (!strcasecmp(parameter[0], "dp_glossintensitymod") && numparameters >= 2)
1927                                 {
1928                                         shader.specularscalemod = atof(parameter[1]);
1929                                 }
1930                                 else if (!strcasecmp(parameter[0], "dp_glossexponentmod") && numparameters >= 2)
1931                                 {
1932                                         shader.specularpowermod = atof(parameter[1]);
1933                                 }
1934                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1935                                 {
1936                                         int i, deformindex;
1937                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1938                                                 if (!shader.deforms[deformindex].deform)
1939                                                         break;
1940                                         if (deformindex < Q3MAXDEFORMS)
1941                                         {
1942                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1943                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1944                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1945                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1946                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1947                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1948                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1949                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1950                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1951                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1952                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1953                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1954                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1955                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1956                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1957                                                 else if (!strcasecmp(parameter[1], "wave"            ))
1958                                                 {
1959                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1960                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1961                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1962                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1963                                                 }
1964                                                 else if (!strcasecmp(parameter[1], "move"            ))
1965                                                 {
1966                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1967                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1968                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1969                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1970                                                 }
1971                                         }
1972                                 }
1973                         }
1974                         // pick the primary layer to render with
1975                         if (shader.numlayers)
1976                         {
1977                                 shader.backgroundlayer = -1;
1978                                 shader.primarylayer = 0;
1979                                 // if lightmap comes first this is definitely an ordinary texture
1980                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1981                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
1982                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1983                                 {
1984                                         shader.backgroundlayer = -1;
1985                                         shader.primarylayer = 1;
1986                                 }
1987                                 else if (shader.numlayers >= 2
1988                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1989                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
1990                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1991                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
1992                                 {
1993                                         // terrain blending or other effects
1994                                         shader.backgroundlayer = 0;
1995                                         shader.primarylayer = 1;
1996                                 }
1997                         }
1998                         // fix up multiple reflection types
1999                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2000                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
2001
2002                         Q3Shader_AddToHash (&shader);
2003                 }
2004                 Mem_Free(f);
2005         }
2006         FS_FreeSearch(search);
2007 }
2008
2009 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2010 {
2011         unsigned short hash;
2012         q3shader_hash_entry_t* entry;
2013         if (!q3shaders_mem)
2014                 Mod_LoadQ3Shaders();
2015         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2016         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2017         while (entry != NULL)
2018         {
2019                 if (strcasecmp (entry->shader.name, name) == 0)
2020                         return &entry->shader;
2021                 entry = entry->chain;
2022         }
2023         return NULL;
2024 }
2025
2026 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2027 {
2028         int j;
2029         int texflagsmask;
2030         qboolean success = true;
2031         q3shaderinfo_t *shader;
2032         if (!name)
2033                 name = "";
2034         strlcpy(texture->name, name, sizeof(texture->name));
2035         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2036
2037         texflagsmask = ~0;
2038         if(!(defaulttexflags & TEXF_PICMIP))
2039                 texflagsmask &= ~TEXF_PICMIP;
2040         if(!(defaulttexflags & TEXF_COMPRESS))
2041                 texflagsmask &= ~TEXF_COMPRESS;
2042         texture->specularscalemod = 1; // unless later loaded from the shader
2043         texture->specularpowermod = 1; // unless later loaded from the shader
2044
2045         if (shader)
2046         {
2047                 if (developer_loading.integer)
2048                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2049                 texture->surfaceparms = shader->surfaceparms;
2050
2051                 // allow disabling of picmip or compression by defaulttexflags
2052                 texture->textureflags = shader->textureflags & texflagsmask;
2053
2054                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2055                 {
2056                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2057                         if (shader->skyboxname[0])
2058                         {
2059                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2060                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2061                         }
2062                 }
2063                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2064                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2065                 else
2066                         texture->basematerialflags = MATERIALFLAG_WALL;
2067
2068                 if (shader->layers[0].alphatest)
2069                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2070                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2071                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2072                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2073                         texture->biaspolygonoffset -= 2;
2074                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2075                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2076                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2077                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2078                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2079                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2080                 texture->customblendfunc[0] = GL_ONE;
2081                 texture->customblendfunc[1] = GL_ZERO;
2082                 if (shader->numlayers > 0)
2083                 {
2084                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2085                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2086 /*
2087 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2088 * additive               GL_ONE GL_ONE
2089 additive weird         GL_ONE GL_SRC_ALPHA
2090 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2091 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2092 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2093 brighten               GL_DST_COLOR GL_ONE
2094 brighten               GL_ONE GL_SRC_COLOR
2095 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2096 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2097 * modulate               GL_DST_COLOR GL_ZERO
2098 * modulate               GL_ZERO GL_SRC_COLOR
2099 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2100 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2101 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2102 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2103 * no blend               GL_ONE GL_ZERO
2104 nothing                GL_ZERO GL_ONE
2105 */
2106                         // if not opaque, figure out what blendfunc to use
2107                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2108                         {
2109                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2110                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2111                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2112                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2113                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2114                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2115                                 else
2116                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2117                         }
2118                 }
2119                 if (!shader->lighting)
2120                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2121                 if (shader->primarylayer >= 0)
2122                 {
2123                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2124                         // copy over many primarylayer parameters
2125                         texture->rgbgen = primarylayer->rgbgen;
2126                         texture->alphagen = primarylayer->alphagen;
2127                         texture->tcgen = primarylayer->tcgen;
2128                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2129                         // load the textures
2130                         texture->numskinframes = primarylayer->numframes;
2131                         texture->skinframerate = primarylayer->framerate;
2132                         for (j = 0;j < primarylayer->numframes;j++)
2133                         {
2134                                 if(cls.state == ca_dedicated)
2135                                 {
2136                                         texture->skinframes[j] = NULL;
2137                                 }
2138                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
2139                                 {
2140                                         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);
2141                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2142                                 }
2143                         }
2144                 }
2145                 if (shader->backgroundlayer >= 0)
2146                 {
2147                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2148                         // copy over one secondarylayer parameter
2149                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2150                         // load the textures
2151                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2152                         texture->backgroundskinframerate = backgroundlayer->framerate;
2153                         for (j = 0;j < backgroundlayer->numframes;j++)
2154                         {
2155                                 if(cls.state == ca_dedicated)
2156                                 {
2157                                         texture->skinframes[j] = NULL;
2158                                 }
2159                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
2160                                 {
2161                                         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);
2162                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2163                                 }
2164                         }
2165                 }
2166                 if (shader->dpshadow)
2167                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2168                 if (shader->dpnoshadow)
2169                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2170                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2171                 texture->reflectmin = shader->reflectmin;
2172                 texture->reflectmax = shader->reflectmax;
2173                 texture->refractfactor = shader->refractfactor;
2174                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2175                 texture->reflectfactor = shader->reflectfactor;
2176                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2177                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2178                 texture->specularscalemod = shader->specularscalemod;
2179                 texture->specularpowermod = shader->specularpowermod;
2180         }
2181         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2182         {
2183                 if (developer.integer >= 100)
2184                         Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2185                 texture->surfaceparms = 0;
2186         }
2187         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2188         {
2189                 if (developer.integer >= 100)
2190                         Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2191                 texture->surfaceparms = 0;
2192                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2193         }
2194         else
2195         {
2196                 if (developer.integer >= 100)
2197                         Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2198                 texture->surfaceparms = 0;
2199                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2200                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2201                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2202                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2203                 else
2204                         texture->basematerialflags |= MATERIALFLAG_WALL;
2205                 texture->numskinframes = 1;
2206                 if(cls.state == ca_dedicated)
2207                 {
2208                         texture->skinframes[0] = NULL;
2209                 }
2210                 else
2211                 {
2212                         if (fallback)
2213                         {
2214                                 qboolean has_alpha;
2215                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
2216                                 {
2217                                         if(has_alpha && (defaulttexflags & TEXF_ALPHA))
2218                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2219                                 }
2220                                 else
2221                                         success = false;
2222                         }
2223                         else
2224                                 success = false;
2225                         if (!success && warnmissing)
2226                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2227                 }
2228         }
2229         // init the animation variables
2230         texture->currentframe = texture;
2231         if (texture->numskinframes < 1)
2232                 texture->numskinframes = 1;
2233         if (!texture->skinframes[0])
2234                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2235         texture->currentskinframe = texture->skinframes[0];
2236         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2237         return success;
2238 }
2239
2240 skinfile_t *Mod_LoadSkinFiles(void)
2241 {
2242         int i, words, line, wordsoverflow;
2243         char *text;
2244         const char *data;
2245         skinfile_t *skinfile = NULL, *first = NULL;
2246         skinfileitem_t *skinfileitem;
2247         char word[10][MAX_QPATH];
2248
2249 /*
2250 sample file:
2251 U_bodyBox,models/players/Legoman/BikerA2.tga
2252 U_RArm,models/players/Legoman/BikerA1.tga
2253 U_LArm,models/players/Legoman/BikerA1.tga
2254 U_armor,common/nodraw
2255 U_sword,common/nodraw
2256 U_shield,common/nodraw
2257 U_homb,common/nodraw
2258 U_backpack,common/nodraw
2259 U_colcha,common/nodraw
2260 tag_head,
2261 tag_weapon,
2262 tag_torso,
2263 */
2264         memset(word, 0, sizeof(word));
2265         for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2266         {
2267                 // If it's the first file we parse
2268                 if (skinfile == NULL)
2269                 {
2270                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2271                         first = skinfile;
2272                 }
2273                 else
2274                 {
2275                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2276                         skinfile = skinfile->next;
2277                 }
2278                 skinfile->next = NULL;
2279
2280                 for(line = 0;;line++)
2281                 {
2282                         // parse line
2283                         if (!COM_ParseToken_QuakeC(&data, true))
2284                                 break;
2285                         if (!strcmp(com_token, "\n"))
2286                                 continue;
2287                         words = 0;
2288                         wordsoverflow = false;
2289                         do
2290                         {
2291                                 if (words < 10)
2292                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2293                                 else
2294                                         wordsoverflow = true;
2295                         }
2296                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2297                         if (wordsoverflow)
2298                         {
2299                                 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);
2300                                 continue;
2301                         }
2302                         // words is always >= 1
2303                         if (!strcmp(word[0], "replace"))
2304                         {
2305                                 if (words == 3)
2306                                 {
2307                                         if (developer_loading.integer)
2308                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2309                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2310                                         skinfileitem->next = skinfile->items;
2311                                         skinfile->items = skinfileitem;
2312                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2313                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2314                                 }
2315                                 else
2316                                         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]);
2317                         }
2318                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2319                         {
2320                                 // tag name, like "tag_weapon,"
2321                                 // not used for anything (not even in Quake3)
2322                         }
2323                         else if (words >= 2 && !strcmp(word[1], ","))
2324                         {
2325                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2326                                 if (developer_loading.integer)
2327                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2328                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2329                                 skinfileitem->next = skinfile->items;
2330                                 skinfile->items = skinfileitem;
2331                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2332                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2333                         }
2334                         else
2335                                 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);
2336                 }
2337                 Mem_Free(text);
2338         }
2339         if (i)
2340                 loadmodel->numskins = i;
2341         return first;
2342 }
2343
2344 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2345 {
2346         skinfile_t *next;
2347         skinfileitem_t *skinfileitem, *nextitem;
2348         for (;skinfile;skinfile = next)
2349         {
2350                 next = skinfile->next;
2351                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2352                 {
2353                         nextitem = skinfileitem->next;
2354                         Mem_Free(skinfileitem);
2355                 }
2356                 Mem_Free(skinfile);
2357         }
2358 }
2359
2360 int Mod_CountSkinFiles(skinfile_t *skinfile)
2361 {
2362         int i;
2363         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2364         return i;
2365 }
2366
2367 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2368 {
2369         int i;
2370         double isnap = 1.0 / snap;
2371         for (i = 0;i < numvertices*numcomponents;i++)
2372                 vertices[i] = floor(vertices[i]*isnap)*snap;
2373 }
2374
2375 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2376 {
2377         int i, outtriangles;
2378         float edgedir1[3], edgedir2[3], temp[3];
2379         // a degenerate triangle is one with no width (thickness, surface area)
2380         // these are characterized by having all 3 points colinear (along a line)
2381         // or having two points identical
2382         // the simplest check is to calculate the triangle's area
2383         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2384         {
2385                 // calculate first edge
2386                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2387                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2388                 CrossProduct(edgedir1, edgedir2, temp);
2389                 if (VectorLength2(temp) < 0.001f)
2390                         continue; // degenerate triangle (no area)
2391                 // valid triangle (has area)
2392                 VectorCopy(inelement3i, outelement3i);
2393                 outelement3i += 3;
2394                 outtriangles++;
2395         }
2396         return outtriangles;
2397 }
2398
2399 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2400 {
2401         int i, e;
2402         int firstvertex, lastvertex;
2403         if (numelements > 0 && elements)
2404         {
2405                 firstvertex = lastvertex = elements[0];
2406                 for (i = 1;i < numelements;i++)
2407                 {
2408                         e = elements[i];
2409                         firstvertex = min(firstvertex, e);
2410                         lastvertex = max(lastvertex, e);
2411                 }
2412         }
2413         else
2414                 firstvertex = lastvertex = 0;
2415         if (firstvertexpointer)
2416                 *firstvertexpointer = firstvertex;
2417         if (lastvertexpointer)
2418                 *lastvertexpointer = lastvertex;
2419 }
2420
2421 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2422 {
2423         // make an optimal set of texture-sorted batches to draw...
2424         int j, t;
2425         int *firstsurfacefortexture;
2426         int *numsurfacesfortexture;
2427         if (!mod->sortedmodelsurfaces)
2428                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2429         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2430         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2431         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2432         for (j = 0;j < mod->nummodelsurfaces;j++)
2433         {
2434                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2435                 int t = (int)(surface->texture - mod->data_textures);
2436                 numsurfacesfortexture[t]++;
2437         }
2438         j = 0;
2439         for (t = 0;t < mod->num_textures;t++)
2440         {
2441                 firstsurfacefortexture[t] = j;
2442                 j += numsurfacesfortexture[t];
2443         }
2444         for (j = 0;j < mod->nummodelsurfaces;j++)
2445         {
2446                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2447                 int t = (int)(surface->texture - mod->data_textures);
2448                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2449         }
2450         Mem_Free(firstsurfacefortexture);
2451         Mem_Free(numsurfacesfortexture);
2452 }
2453
2454 static void Mod_BuildVBOs(void)
2455 {
2456         if (developer.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2457         {
2458                 int i;
2459                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2460                 {
2461                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2462                         {
2463                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2464                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2465                         }
2466                 }
2467         }
2468
2469         if (!gl_support_arb_vertex_buffer_object)
2470                 return;
2471
2472         // element buffer is easy because it's just one array
2473         if (loadmodel->surfmesh.num_triangles)
2474         {
2475                 if (loadmodel->surfmesh.data_element3s)
2476                         loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
2477                 else
2478                         loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
2479         }
2480
2481         // vertex buffer is several arrays and we put them in the same buffer
2482         //
2483         // is this wise?  the texcoordtexture2f array is used with dynamic
2484         // vertex/svector/tvector/normal when rendering animated models, on the
2485         // other hand animated models don't use a lot of vertices anyway...
2486         if (loadmodel->surfmesh.num_vertices)
2487         {
2488                 size_t size;
2489                 unsigned char *mem;
2490                 size = 0;
2491                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2492                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2493                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2494                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2495                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2496                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2497                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2498                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2499                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2500                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2501                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2502                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2503                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2504                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2505                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2506                 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2507                 Mem_Free(mem);
2508         }
2509 }
2510
2511 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2512 {
2513         int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2514         int a, b, c;
2515         const char *texname;
2516         const int *e;
2517         const float *v, *vn, *vt;
2518         size_t l;
2519         size_t outbufferpos = 0;
2520         size_t outbuffermax = 0x100000;
2521         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2522         const msurface_t *surface;
2523         const int maxtextures = 256;
2524         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2525
2526         // construct the mtllib file
2527         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2528         if (l > 0)
2529                 outbufferpos += l;
2530         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2531         {
2532                 countsurfaces++;
2533                 countvertices += surface->num_vertices;
2534                 countfaces += surface->num_triangles;
2535                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2536                 for (textureindex = 0;textureindex < counttextures;textureindex++)
2537                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2538                                 break;
2539                 if (textureindex < counttextures)
2540                         continue; // already wrote this material entry
2541                 if (textureindex >= maxtextures)
2542                         continue; // just a precaution
2543                 textureindex = counttextures++;
2544                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2545                 if (outbufferpos >= outbuffermax >> 1)
2546                 {
2547                         outbuffermax *= 2;
2548                         oldbuffer = outbuffer;
2549                         outbuffer = (char *) Z_Malloc(outbuffermax);
2550                         memcpy(outbuffer, oldbuffer, outbufferpos);
2551                         Z_Free(oldbuffer);
2552                 }
2553                 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");
2554                 if (l > 0)
2555                         outbufferpos += l;
2556         }
2557
2558         // write the mtllib file
2559         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2560         outbufferpos = 0;
2561
2562         // construct the obj file
2563         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);
2564         if (l > 0)
2565                 outbufferpos += l;
2566         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)
2567         {
2568                 if (outbufferpos >= outbuffermax >> 1)
2569                 {
2570                         outbuffermax *= 2;
2571                         oldbuffer = outbuffer;
2572                         outbuffer = (char *) Z_Malloc(outbuffermax);
2573                         memcpy(outbuffer, oldbuffer, outbufferpos);
2574                         Z_Free(oldbuffer);
2575                 }
2576                 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]);
2577                 if (l > 0)
2578                         outbufferpos += l;
2579         }
2580         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2581         {
2582                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2583                 if (l > 0)
2584                         outbufferpos += l;
2585                 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2586                 {
2587                         if (outbufferpos >= outbuffermax >> 1)
2588                         {
2589                                 outbuffermax *= 2;
2590                                 oldbuffer = outbuffer;
2591                                 outbuffer = (char *) Z_Malloc(outbuffermax);
2592                                 memcpy(outbuffer, oldbuffer, outbufferpos);
2593                                 Z_Free(oldbuffer);
2594                         }
2595                         a = e[0]+1;
2596                         b = e[2]+1;
2597                         c = e[1]+1;
2598                         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);
2599                         if (l > 0)
2600                                 outbufferpos += l;
2601                 }
2602         }
2603
2604         // write the obj file
2605         FS_WriteFile(filename, outbuffer, outbufferpos);
2606
2607         // clean up
2608         Z_Free(outbuffer);
2609         Z_Free(texturenames);
2610
2611         // print some stats
2612         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2613 }
2614
2615 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2616 {
2617         int countnodes = 0, counttriangles = 0, countframes = 0;
2618         int surfaceindex;
2619         int triangleindex;
2620         int transformindex;
2621         int poseindex;
2622         int cornerindex;
2623         float modelscale;
2624         const int *e;
2625         const float *pose;
2626         size_t l;
2627         size_t outbufferpos = 0;
2628         size_t outbuffermax = 0x100000;
2629         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2630         const msurface_t *surface;
2631         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2632         if (l > 0)
2633                 outbufferpos += l;
2634         modelscale = 1;
2635         if(model->num_poses >= 0)
2636                 modelscale = sqrt(model->data_poses[0] * model->data_poses[0] + model->data_poses[1] * model->data_poses[1] + model->data_poses[2] * model->data_poses[2]);
2637         if(fabs(modelscale - 1) > 1e-4)
2638         {
2639                 if(firstpose == 0) // only print the when writing the reference pose
2640                         Con_Printf("The model has an old-style model scale of %f\n", modelscale);
2641         }
2642         else
2643                 modelscale = 1;
2644         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2645         {
2646                 if (outbufferpos >= outbuffermax >> 1)
2647                 {
2648                         outbuffermax *= 2;
2649                         oldbuffer = outbuffer;
2650                         outbuffer = (char *) Z_Malloc(outbuffermax);
2651                         memcpy(outbuffer, oldbuffer, outbufferpos);
2652                         Z_Free(oldbuffer);
2653                 }
2654                 countnodes++;
2655                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2656                 if (l > 0)
2657                         outbufferpos += l;
2658         }
2659         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2660         if (l > 0)
2661                 outbufferpos += l;
2662         for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
2663         {
2664                 countframes++;
2665                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2666                 if (l > 0)
2667                         outbufferpos += l;
2668                 for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
2669                 {
2670                         float a, b, c;
2671                         float angles[3];
2672                         float mtest[3][4];
2673                         if (outbufferpos >= outbuffermax >> 1)
2674                         {
2675                                 outbuffermax *= 2;
2676                                 oldbuffer = outbuffer;
2677                                 outbuffer = (char *) Z_Malloc(outbuffermax);
2678                                 memcpy(outbuffer, oldbuffer, outbufferpos);
2679                                 Z_Free(oldbuffer);
2680                         }
2681
2682                         // strangely the smd angles are for a transposed matrix, so we
2683                         // have to generate a transposed matrix, then convert that...
2684                         mtest[0][0] = pose[ 0];
2685                         mtest[0][1] = pose[ 4];
2686                         mtest[0][2] = pose[ 8];
2687                         mtest[0][3] = pose[ 3];
2688                         mtest[1][0] = pose[ 1];
2689                         mtest[1][1] = pose[ 5];
2690                         mtest[1][2] = pose[ 9];
2691                         mtest[1][3] = pose[ 7];
2692                         mtest[2][0] = pose[ 2];
2693                         mtest[2][1] = pose[ 6];
2694                         mtest[2][2] = pose[10];
2695                         mtest[2][3] = pose[11];
2696                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
2697                         if (angles[0] >= 180) angles[0] -= 360;
2698                         if (angles[1] >= 180) angles[1] -= 360;
2699                         if (angles[2] >= 180) angles[2] -= 360;
2700
2701                         a = DEG2RAD(angles[ROLL]);
2702                         b = DEG2RAD(angles[PITCH]);
2703                         c = DEG2RAD(angles[YAW]);
2704
2705 #if 0
2706 {
2707                         float cy, sy, cp, sp, cr, sr;
2708                         float test[3][4];
2709                         // smd matrix construction, for comparing to non-transposed m
2710                         sy = sin(c);
2711                         cy = cos(c);
2712                         sp = sin(b);
2713                         cp = cos(b);
2714                         sr = sin(a);
2715                         cr = cos(a);
2716
2717                         test[0][0] = cp*cy;
2718                         test[1][0] = cp*sy;
2719                         test[2][0] = -sp;
2720                         test[0][1] = sr*sp*cy+cr*-sy;
2721                         test[1][1] = sr*sp*sy+cr*cy;
2722                         test[2][1] = sr*cp;
2723                         test[0][2] = (cr*sp*cy+-sr*-sy);
2724                         test[1][2] = (cr*sp*sy+-sr*cy);
2725                         test[2][2] = cr*cp;
2726                         test[0][3] = pose[3];
2727                         test[1][3] = pose[7];
2728                         test[2][3] = pose[11];
2729 }
2730 #endif
2731                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, pose[3] * modelscale, pose[7] * modelscale, pose[11] * modelscale, DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
2732                         if (l > 0)
2733                                 outbufferpos += l;
2734                 }
2735         }
2736         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2737         if (l > 0)
2738                 outbufferpos += l;
2739         if (writetriangles)
2740         {
2741                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2742                 if (l > 0)
2743                         outbufferpos += l;
2744                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2745                 {
2746                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2747                         {
2748                                 counttriangles++;
2749                                 if (outbufferpos >= outbuffermax >> 1)
2750                                 {
2751                                         outbuffermax *= 2;
2752                                         oldbuffer = outbuffer;
2753                                         outbuffer = (char *) Z_Malloc(outbuffermax);
2754                                         memcpy(outbuffer, oldbuffer, outbufferpos);
2755                                         Z_Free(oldbuffer);
2756                                 }
2757                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2758                                 if (l > 0)
2759                                         outbufferpos += l;
2760                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2761                                 {
2762                                         const int index = e[2-cornerindex];
2763                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
2764                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
2765                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2766                                         const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
2767                                         const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
2768                                              if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1], wi[2], wf[2], wi[3], wf[3]);
2769                                         else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n"      , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1], wi[2], wf[2]);
2770                                         else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n"            , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1]);
2771                                         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]);
2772                                         if (l > 0)
2773                                                 outbufferpos += l;
2774                                 }
2775                         }
2776                 }
2777                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2778                 if (l > 0)
2779                         outbufferpos += l;
2780         }
2781
2782         FS_WriteFile(filename, outbuffer, outbufferpos);
2783         Z_Free(outbuffer);
2784
2785         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2786 }
2787
2788 /*
2789 ================
2790 Mod_Decompile_f
2791
2792 decompiles a model to editable files
2793 ================
2794 */
2795 static void Mod_Decompile_f(void)
2796 {
2797         int i, j, k, l, first, count;
2798         dp_model_t *mod;
2799         char inname[MAX_QPATH];
2800         char outname[MAX_QPATH];
2801         char mtlname[MAX_QPATH];
2802         char basename[MAX_QPATH];
2803         char animname[MAX_QPATH];
2804         char animname2[MAX_QPATH];
2805         char zymtextbuffer[16384];
2806         char dpmtextbuffer[16384];
2807         int zymtextsize = 0;
2808         int dpmtextsize = 0;
2809
2810         if (Cmd_Argc() != 2)
2811         {
2812                 Con_Print("usage: modeldecompile <filename>\n");
2813                 return;
2814         }
2815
2816         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2817         FS_StripExtension(inname, basename, sizeof(basename));
2818
2819         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
2820         if (mod->brush.submodel)
2821         {
2822                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
2823                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
2824                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
2825                 outname[0] = 0;
2826         }
2827         if (!mod)
2828         {
2829                 Con_Print("No such model\n");
2830                 return;
2831         }
2832         if (!mod->surfmesh.num_triangles)
2833         {
2834                 Con_Print("Empty model (or sprite)\n");
2835                 return;
2836         }
2837
2838         // export OBJ if possible (not on sprites)
2839         if (mod->surfmesh.num_triangles)
2840         {
2841                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2842                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2843                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2844         }
2845
2846         // export SMD if possible (only for skeletal models)
2847         if (mod->surfmesh.num_triangles && mod->num_bones)
2848         {
2849                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2850                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2851                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2852                 if (l > 0) zymtextsize += l;
2853                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2854                 if (l > 0) dpmtextsize += l;
2855                 for (i = 0;i < mod->numframes;i = j)
2856                 {
2857                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2858                         first = mod->animscenes[i].firstframe;
2859                         if (mod->animscenes[i].framecount > 1)
2860                         {
2861                                 // framegroup anim
2862                                 count = mod->animscenes[i].framecount;
2863                                 j = i + 1;
2864                         }
2865                         else
2866                         {
2867                                 // individual frame
2868                                 // check for additional frames with same name
2869                                 for (l = 0, k = strlen(animname);animname[l];l++)
2870                                         if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
2871                                                 k = l + 1;
2872                                 animname[k] = 0;
2873                                 count = mod->num_poses - first;
2874                                 for (j = i + 1;j < mod->numframes;j++)
2875                                 {
2876                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
2877                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
2878                                                 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
2879                                                         k = l + 1;
2880                                         animname2[k] = 0;
2881                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
2882                                         {
2883                                                 count = mod->animscenes[j].firstframe - first;
2884                                                 break;
2885                                         }
2886                                 }
2887                                 // if it's only one frame, use the original frame name
2888                                 if (j == i + 1)
2889                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2890                                 
2891                         }
2892                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
2893                         Mod_Decompile_SMD(mod, outname, first, count, false);
2894                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
2895                         {
2896                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
2897                                 if (l > 0) zymtextsize += l;
2898                         }
2899                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
2900                         {
2901                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
2902                                 if (l > 0) dpmtextsize += l;
2903                         }
2904                 }
2905                 if (zymtextsize)
2906                         FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
2907                 if (dpmtextsize)
2908                         FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
2909         }
2910 }
2911