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don't spam warnings about bogus frame numbers in states, because FvF
[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 #include "polygon.h"
29
30 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
31 cvar_t r_mipnormalmaps = {CVAR_SAVE, "r_mipnormalmaps", "1", "mipmaps normalmaps (turning it off looks sharper but may have aliasing)"};
32 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
33 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
34 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
35 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
36 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
37 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
38 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
39 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
40 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
41
42 dp_model_t *loadmodel;
43
44 static mempool_t *mod_mempool;
45 static memexpandablearray_t models;
46
47 static mempool_t* q3shaders_mem;
48 typedef struct q3shader_hash_entry_s
49 {
50   q3shaderinfo_t shader;
51   struct q3shader_hash_entry_s* chain;
52 } q3shader_hash_entry_t;
53 #define Q3SHADER_HASH_SIZE  1021
54 typedef struct q3shader_data_s
55 {
56   memexpandablearray_t hash_entries;
57   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
58   memexpandablearray_t char_ptrs;
59 } q3shader_data_t;
60 static q3shader_data_t* q3shader_data;
61
62 static void mod_start(void)
63 {
64         int i, count;
65         int nummodels = Mem_ExpandableArray_IndexRange(&models);
66         dp_model_t *mod;
67
68         SCR_PushLoadingScreen(false, "Loading models", 1.0);
69         count = 0;
70         for (i = 0;i < nummodels;i++)
71                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
72                         if (mod->used)
73                                 ++count;
74         for (i = 0;i < nummodels;i++)
75                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
76                         if (mod->used)
77                         {
78                                 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
79                                 Mod_LoadModel(mod, true, false);
80                                 SCR_PopLoadingScreen(false);
81                         }
82         SCR_PopLoadingScreen(false);
83 }
84
85 static void mod_shutdown(void)
86 {
87         int i;
88         int nummodels = Mem_ExpandableArray_IndexRange(&models);
89         dp_model_t *mod;
90
91         for (i = 0;i < nummodels;i++)
92                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
93                         Mod_UnloadModel(mod);
94
95         Mod_FreeQ3Shaders();
96         Mod_Skeletal_FreeBuffers();
97 }
98
99 static void mod_newmap(void)
100 {
101         msurface_t *surface;
102         int i, j, k, surfacenum, ssize, tsize;
103         int nummodels = Mem_ExpandableArray_IndexRange(&models);
104         dp_model_t *mod;
105
106         for (i = 0;i < nummodels;i++)
107         {
108                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
109                 {
110                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
111                         {
112                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
113                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
114                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
115                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
116                         }
117                         if (mod->brush.solidskyskinframe)
118                                 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
119                         if (mod->brush.alphaskyskinframe)
120                                 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
121                 }
122         }
123
124         if (!cl_stainmaps_clearonload.integer)
125                 return;
126
127         for (i = 0;i < nummodels;i++)
128         {
129                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
130                 {
131                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
132                         {
133                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
134                                 {
135                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
136                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
137                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
138                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
139                                 }
140                         }
141                 }
142         }
143 }
144
145 /*
146 ===============
147 Mod_Init
148 ===============
149 */
150 static void Mod_Print(void);
151 static void Mod_Precache (void);
152 static void Mod_Decompile_f(void);
153 static void Mod_GenerateLightmaps_f(void);
154 void Mod_Init (void)
155 {
156         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
157         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
158
159         Mod_BrushInit();
160         Mod_AliasInit();
161         Mod_SpriteInit();
162
163         Cvar_RegisterVariable(&r_mipskins);
164         Cvar_RegisterVariable(&r_mipnormalmaps);
165         Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
166         Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
167         Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
168
169         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
170         Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
171         Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
172         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
173         Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
174         Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
175
176         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
177         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
178         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
179         Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
180 }
181
182 void Mod_RenderInit(void)
183 {
184         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap, NULL, NULL);
185 }
186
187 void Mod_UnloadModel (dp_model_t *mod)
188 {
189         char name[MAX_QPATH];
190         qboolean used;
191         dp_model_t *parentmodel;
192
193         if (developer_loading.integer)
194                 Con_Printf("unloading model %s\n", mod->name);
195
196         strlcpy(name, mod->name, sizeof(name));
197         parentmodel = mod->brush.parentmodel;
198         used = mod->used;
199         if (mod->mempool)
200         {
201                 if (mod->surfmesh.vertexpositionbuffer)
202                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexpositionbuffer);
203                 mod->surfmesh.vertexpositionbuffer = NULL;
204                 if (mod->surfmesh.vertexmeshbuffer)
205                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vertexmeshbuffer);
206                 mod->surfmesh.vertexmeshbuffer = NULL;
207                 if (mod->surfmesh.data_element3i_indexbuffer)
208                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3i_indexbuffer);
209                 mod->surfmesh.data_element3i_indexbuffer = NULL;
210                 if (mod->surfmesh.data_element3s_indexbuffer)
211                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.data_element3s_indexbuffer);
212                 mod->surfmesh.data_element3s_indexbuffer = NULL;
213                 if (mod->surfmesh.vbo_vertexbuffer)
214                         R_Mesh_DestroyMeshBuffer(mod->surfmesh.vbo_vertexbuffer);
215                 mod->surfmesh.vbo_vertexbuffer = NULL;
216         }
217         // free textures/memory attached to the model
218         R_FreeTexturePool(&mod->texturepool);
219         Mem_FreePool(&mod->mempool);
220         // clear the struct to make it available
221         memset(mod, 0, sizeof(dp_model_t));
222         // restore the fields we want to preserve
223         strlcpy(mod->name, name, sizeof(mod->name));
224         mod->brush.parentmodel = parentmodel;
225         mod->used = used;
226         mod->loaded = false;
227 }
228
229 void R_Model_Null_Draw(entity_render_t *ent)
230 {
231         return;
232 }
233
234
235 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
236
237 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
238 {
239         const char *bufptr;
240         int start, len;
241         float fps;
242         unsigned int i;
243         qboolean loop;
244
245         bufptr = buf;
246         i = 0;
247         for(;;)
248         {
249                 // an anim scene!
250                 if (!COM_ParseToken_Simple(&bufptr, true, false))
251                         break;
252                 if (!strcmp(com_token, "\n"))
253                         continue; // empty line
254                 start = atoi(com_token);
255                 if (!COM_ParseToken_Simple(&bufptr, true, false))
256                         break;
257                 if (!strcmp(com_token, "\n"))
258                 {
259                         Con_Printf("framegroups file: missing number of frames\n");
260                         continue;
261                 }
262                 len = atoi(com_token);
263                 if (!COM_ParseToken_Simple(&bufptr, true, false))
264                         break;
265                 // we default to looping as it's usually wanted, so to NOT loop you append a 0
266                 if (strcmp(com_token, "\n"))
267                 {
268                         fps = atof(com_token);
269                         if (!COM_ParseToken_Simple(&bufptr, true, false))
270                                 break;
271                         if (strcmp(com_token, "\n"))
272                                 loop = atoi(com_token) != 0;
273                         else
274                                 loop = true;
275                 }
276                 else
277                 {
278                         fps = 20;
279                         loop = true;
280                 }
281
282                 if(cb)
283                         cb(i, start, len, fps, loop, pass);
284                 ++i;
285         }
286
287         return i;
288 }
289
290 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
291 {
292         unsigned int *cnt = (unsigned int *) pass;
293         ++*cnt;
294 }
295
296 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
297 {
298         dp_model_t *mod = (dp_model_t *) pass;
299         animscene_t *anim = &mod->animscenes[i];
300         dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d_anim", i);
301         anim->firstframe = bound(0, start, mod->num_poses - 1);
302         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
303         anim->framerate = max(1, fps);
304         anim->loop = !!loop;
305         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
306 }
307
308 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
309 {
310         unsigned int cnt;
311
312         // 0. count
313         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
314         if(!cnt)
315         {
316                 Con_Printf("no scene found in framegroups file, aborting\n");
317                 return;
318         }
319         mod->numframes = cnt;
320
321         // 1. reallocate
322         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
323         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
324
325         // 2. parse
326         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
327 }
328
329 void Mod_FindPotentialDeforms(dp_model_t *mod)
330 {
331         int i, j;
332         texture_t *texture;
333         mod->wantnormals = false;
334         mod->wanttangents = false;
335         for (i = 0;i < mod->num_textures;i++)
336         {
337                 texture = mod->data_textures + i;
338                 if (texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
339                         mod->wantnormals = true;
340                 for (j = 0;j < Q3MAXDEFORMS;j++)
341                 {
342                         if (texture->deforms[j].deform == Q3DEFORM_AUTOSPRITE)
343                         {
344                                 mod->wanttangents = true;
345                                 mod->wantnormals = true;
346                                 break;
347                         }
348                         if (texture->deforms[j].deform != Q3DEFORM_NONE)
349                                 mod->wantnormals = true;
350                 }
351         }
352 }
353
354 /*
355 ==================
356 Mod_LoadModel
357
358 Loads a model
359 ==================
360 */
361 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
362 {
363         int num;
364         unsigned int crc;
365         void *buf;
366         fs_offset_t filesize = 0;
367
368         mod->used = true;
369
370         if (mod->name[0] == '*') // submodel
371                 return mod;
372         
373         if (!strcmp(mod->name, "null"))
374         {
375                 if(mod->loaded)
376                         return mod;
377
378                 if (mod->loaded || mod->mempool)
379                         Mod_UnloadModel(mod);
380
381                 if (developer_loading.integer)
382                         Con_Printf("loading model %s\n", mod->name);
383
384                 mod->used = true;
385                 mod->crc = (unsigned int)-1;
386                 mod->loaded = false;
387
388                 VectorClear(mod->normalmins);
389                 VectorClear(mod->normalmaxs);
390                 VectorClear(mod->yawmins);
391                 VectorClear(mod->yawmaxs);
392                 VectorClear(mod->rotatedmins);
393                 VectorClear(mod->rotatedmaxs);
394
395                 mod->modeldatatypestring = "null";
396                 mod->type = mod_null;
397                 mod->Draw = R_Model_Null_Draw;
398                 mod->numframes = 2;
399                 mod->numskins = 1;
400
401                 // no fatal errors occurred, so this model is ready to use.
402                 mod->loaded = true;
403
404                 return mod;
405         }
406
407         crc = 0;
408         buf = NULL;
409
410         // even if the model is loaded it still may need reloading...
411
412         // if it is not loaded or checkdisk is true we need to calculate the crc
413         if (!mod->loaded || checkdisk)
414         {
415                 if (checkdisk && mod->loaded)
416                         Con_DPrintf("checking model %s\n", mod->name);
417                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
418                 if (buf)
419                 {
420                         crc = CRC_Block((unsigned char *)buf, filesize);
421                         // we need to reload the model if the crc does not match
422                         if (mod->crc != crc)
423                                 mod->loaded = false;
424                 }
425         }
426
427         // if the model is already loaded and checks passed, just return
428         if (mod->loaded)
429         {
430                 if (buf)
431                         Mem_Free(buf);
432                 return mod;
433         }
434
435         if (developer_loading.integer)
436                 Con_Printf("loading model %s\n", mod->name);
437         
438         SCR_PushLoadingScreen(true, mod->name, 1);
439
440         // LordHavoc: unload the existing model in this slot (if there is one)
441         if (mod->loaded || mod->mempool)
442                 Mod_UnloadModel(mod);
443
444         // load the model
445         mod->used = true;
446         mod->crc = crc;
447         // errors can prevent the corresponding mod->loaded = true;
448         mod->loaded = false;
449
450         // default model radius and bounding box (mainly for missing models)
451         mod->radius = 16;
452         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
453         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
454         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
455         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
456         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
457         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
458
459         if (!q3shaders_mem)
460         {
461                 // load q3 shaders for the first time, or after a level change
462                 Mod_LoadQ3Shaders();
463         }
464
465         if (buf)
466         {
467                 char *bufend = (char *)buf + filesize;
468
469                 // all models use memory, so allocate a memory pool
470                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
471
472                 num = LittleLong(*((int *)buf));
473                 // call the apropriate loader
474                 loadmodel = mod;
475                 if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
476                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
477                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
478                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
479                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
480                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
481                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
482                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
483                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
484                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
485                 else if (!memcmp(buf, "INTERQUAKEMODEL", 16)) Mod_INTERQUAKEMODEL_Load(mod, buf, bufend);
486                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
487                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
488                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
489                 Mem_Free(buf);
490
491                 Mod_FindPotentialDeforms(mod);
492                                         
493                 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
494                 if(buf)
495                 {
496                         Mod_FrameGroupify(mod, (const char *)buf);
497                         Mem_Free(buf);
498                 }
499
500                 Mod_BuildVBOs();
501         }
502         else if (crash)
503         {
504                 // LordHavoc: Sys_Error was *ANNOYING*
505                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
506         }
507
508         // no fatal errors occurred, so this model is ready to use.
509         mod->loaded = true;
510
511         SCR_PopLoadingScreen(false);
512
513         return mod;
514 }
515
516 void Mod_ClearUsed(void)
517 {
518         int i;
519         int nummodels = Mem_ExpandableArray_IndexRange(&models);
520         dp_model_t *mod;
521         for (i = 0;i < nummodels;i++)
522                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
523                         mod->used = false;
524 }
525
526 void Mod_PurgeUnused(void)
527 {
528         int i;
529         int nummodels = Mem_ExpandableArray_IndexRange(&models);
530         dp_model_t *mod;
531         for (i = 0;i < nummodels;i++)
532         {
533                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
534                 {
535                         Mod_UnloadModel(mod);
536                         Mem_ExpandableArray_FreeRecord(&models, mod);
537                 }
538         }
539 }
540
541 /*
542 ==================
543 Mod_FindName
544
545 ==================
546 */
547 dp_model_t *Mod_FindName(const char *name, const char *parentname)
548 {
549         int i;
550         int nummodels;
551         dp_model_t *mod;
552
553         if (!parentname)
554                 parentname = "";
555
556         // if we're not dedicatd, the renderer calls will crash without video
557         Host_StartVideo();
558
559         nummodels = Mem_ExpandableArray_IndexRange(&models);
560
561         if (!name[0])
562                 Host_Error ("Mod_ForName: NULL name");
563
564         // search the currently loaded models
565         for (i = 0;i < nummodels;i++)
566         {
567                 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))))
568                 {
569                         mod->used = true;
570                         return mod;
571                 }
572         }
573
574         // no match found, create a new one
575         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
576         strlcpy(mod->name, name, sizeof(mod->name));
577         if (parentname[0])
578                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
579         else
580                 mod->brush.parentmodel = NULL;
581         mod->loaded = false;
582         mod->used = true;
583         return mod;
584 }
585
586 /*
587 ==================
588 Mod_ForName
589
590 Loads in a model for the given name
591 ==================
592 */
593 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
594 {
595         dp_model_t *model;
596         model = Mod_FindName(name, parentname);
597         if (!model->loaded || checkdisk)
598                 Mod_LoadModel(model, crash, checkdisk);
599         return model;
600 }
601
602 /*
603 ==================
604 Mod_Reload
605
606 Reloads all models if they have changed
607 ==================
608 */
609 void Mod_Reload(void)
610 {
611         int i, count;
612         int nummodels = Mem_ExpandableArray_IndexRange(&models);
613         dp_model_t *mod;
614
615         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
616         count = 0;
617         for (i = 0;i < nummodels;i++)
618                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
619                         ++count;
620         for (i = 0;i < nummodels;i++)
621                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
622                 {
623                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
624                         Mod_LoadModel(mod, true, true);
625                         SCR_PopLoadingScreen(false);
626                 }
627         SCR_PopLoadingScreen(false);
628 }
629
630 unsigned char *mod_base;
631
632
633 //=============================================================================
634
635 /*
636 ================
637 Mod_Print
638 ================
639 */
640 static void Mod_Print(void)
641 {
642         int i;
643         int nummodels = Mem_ExpandableArray_IndexRange(&models);
644         dp_model_t *mod;
645
646         Con_Print("Loaded models:\n");
647         for (i = 0;i < nummodels;i++)
648         {
649                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
650                 {
651                         if (mod->brush.numsubmodels)
652                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
653                         else
654                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
655                 }
656         }
657 }
658
659 /*
660 ================
661 Mod_Precache
662 ================
663 */
664 static void Mod_Precache(void)
665 {
666         if (Cmd_Argc() == 2)
667                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
668         else
669                 Con_Print("usage: modelprecache <filename>\n");
670 }
671
672 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
673 {
674         int i, count;
675         unsigned char *used;
676         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
677         memset(used, 0, numvertices);
678         for (i = 0;i < numelements;i++)
679                 used[elements[i]] = 1;
680         for (i = 0, count = 0;i < numvertices;i++)
681                 remapvertices[i] = used[i] ? count++ : -1;
682         Mem_Free(used);
683         return count;
684 }
685
686 #if 1
687 // fast way, using an edge hash
688 #define TRIANGLEEDGEHASH 8192
689 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
690 {
691         int i, j, p, e1, e2, *n, hashindex, count, match;
692         const int *e;
693         typedef struct edgehashentry_s
694         {
695                 struct edgehashentry_s *next;
696                 int triangle;
697                 int element[2];
698         }
699         edgehashentry_t;
700         static edgehashentry_t **edgehash;
701         edgehashentry_t *edgehashentries, *hash;
702         if (!numtriangles)
703                 return;
704         edgehash = (edgehashentry_t **)Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
705         // if there are too many triangles for the stack array, allocate larger buffer
706         edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
707         // find neighboring triangles
708         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
709         {
710                 for (j = 0, p = 2;j < 3;p = j, j++)
711                 {
712                         e1 = e[p];
713                         e2 = e[j];
714                         // this hash index works for both forward and backward edges
715                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
716                         hash = edgehashentries + i * 3 + j;
717                         hash->next = edgehash[hashindex];
718                         edgehash[hashindex] = hash;
719                         hash->triangle = i;
720                         hash->element[0] = e1;
721                         hash->element[1] = e2;
722                 }
723         }
724         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
725         {
726                 for (j = 0, p = 2;j < 3;p = j, j++)
727                 {
728                         e1 = e[p];
729                         e2 = e[j];
730                         // this hash index works for both forward and backward edges
731                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
732                         count = 0;
733                         match = -1;
734                         for (hash = edgehash[hashindex];hash;hash = hash->next)
735                         {
736                                 if (hash->element[0] == e2 && hash->element[1] == e1)
737                                 {
738                                         if (hash->triangle != i)
739                                                 match = hash->triangle;
740                                         count++;
741                                 }
742                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
743                                         count++;
744                         }
745                         // detect edges shared by three triangles and make them seams
746                         if (count > 2)
747                                 match = -1;
748                         n[p] = match;
749                 }
750
751                 // also send a keepalive here (this can take a while too!)
752                 CL_KeepaliveMessage(false);
753         }
754         // free the allocated buffer
755         Mem_Free(edgehashentries);
756         Mem_Free(edgehash);
757 }
758 #else
759 // very slow but simple way
760 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
761 {
762         int i, match, count;
763         count = 0;
764         match = -1;
765         for (i = 0;i < numtriangles;i++, elements += 3)
766         {
767                      if ((elements[0] == start && elements[1] == end)
768                       || (elements[1] == start && elements[2] == end)
769                       || (elements[2] == start && elements[0] == end))
770                 {
771                         if (i != ignore)
772                                 match = i;
773                         count++;
774                 }
775                 else if ((elements[1] == start && elements[0] == end)
776                       || (elements[2] == start && elements[1] == end)
777                       || (elements[0] == start && elements[2] == end))
778                         count++;
779         }
780         // detect edges shared by three triangles and make them seams
781         if (count > 2)
782                 match = -1;
783         return match;
784 }
785
786 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
787 {
788         int i, *n;
789         const int *e;
790         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
791         {
792                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
793                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
794                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
795         }
796 }
797 #endif
798
799 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
800 {
801         int i, warned = false, endvertex = firstvertex + numverts;
802         for (i = 0;i < numtriangles * 3;i++)
803         {
804                 if (elements[i] < firstvertex || elements[i] >= endvertex)
805                 {
806                         if (!warned)
807                         {
808                                 warned = true;
809                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
810                         }
811                         elements[i] = firstvertex;
812                 }
813         }
814 }
815
816 // warning: this is an expensive function!
817 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
818 {
819         int i, j;
820         const int *element;
821         float *vectorNormal;
822         float areaNormal[3];
823         // clear the vectors
824         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
825         // process each vertex of each triangle and accumulate the results
826         // use area-averaging, to make triangles with a big area have a bigger
827         // weighting on the vertex normal than triangles with a small area
828         // to do so, just add the 'normals' together (the bigger the area
829         // the greater the length of the normal is
830         element = elements;
831         for (i = 0; i < numtriangles; i++, element += 3)
832         {
833                 TriangleNormal(
834                         vertex3f + element[0] * 3,
835                         vertex3f + element[1] * 3,
836                         vertex3f + element[2] * 3,
837                         areaNormal
838                         );
839
840                 if (!areaweighting)
841                         VectorNormalize(areaNormal);
842
843                 for (j = 0;j < 3;j++)
844                 {
845                         vectorNormal = normal3f + element[j] * 3;
846                         vectorNormal[0] += areaNormal[0];
847                         vectorNormal[1] += areaNormal[1];
848                         vectorNormal[2] += areaNormal[2];
849                 }
850         }
851         // and just normalize the accumulated vertex normal in the end
852         vectorNormal = normal3f + 3 * firstvertex;
853         for (i = 0; i < numvertices; i++, vectorNormal += 3)
854                 VectorNormalize(vectorNormal);
855 }
856
857 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)
858 {
859         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
860         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
861         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
862
863         // 6 multiply, 9 subtract
864         VectorSubtract(v1, v0, v10);
865         VectorSubtract(v2, v0, v20);
866         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
867         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
868         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
869         // 12 multiply, 10 subtract
870         tc10[1] = tc1[1] - tc0[1];
871         tc20[1] = tc2[1] - tc0[1];
872         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
873         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
874         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
875         tc10[0] = tc1[0] - tc0[0];
876         tc20[0] = tc2[0] - tc0[0];
877         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
878         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
879         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
880         // 12 multiply, 4 add, 6 subtract
881         f = DotProduct(svector3f, normal3f);
882         svector3f[0] -= f * normal3f[0];
883         svector3f[1] -= f * normal3f[1];
884         svector3f[2] -= f * normal3f[2];
885         f = DotProduct(tvector3f, normal3f);
886         tvector3f[0] -= f * normal3f[0];
887         tvector3f[1] -= f * normal3f[1];
888         tvector3f[2] -= f * normal3f[2];
889         // if texture is mapped the wrong way (counterclockwise), the tangents
890         // have to be flipped, this is detected by calculating a normal from the
891         // two tangents, and seeing if it is opposite the surface normal
892         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
893         CrossProduct(tvector3f, svector3f, tangentcross);
894         if (DotProduct(tangentcross, normal3f) < 0)
895         {
896                 VectorNegate(svector3f, svector3f);
897                 VectorNegate(tvector3f, tvector3f);
898         }
899 }
900
901 // warning: this is a very expensive function!
902 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)
903 {
904         int i, tnum;
905         float sdir[3], tdir[3], normal[3], *sv, *tv;
906         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
907         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
908         const int *e;
909         // clear the vectors
910         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
911         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
912         // process each vertex of each triangle and accumulate the results
913         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
914         {
915                 v0 = vertex3f + e[0] * 3;
916                 v1 = vertex3f + e[1] * 3;
917                 v2 = vertex3f + e[2] * 3;
918                 tc0 = texcoord2f + e[0] * 2;
919                 tc1 = texcoord2f + e[1] * 2;
920                 tc2 = texcoord2f + e[2] * 2;
921
922                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
923                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
924
925                 // calculate the edge directions and surface normal
926                 // 6 multiply, 9 subtract
927                 VectorSubtract(v1, v0, v10);
928                 VectorSubtract(v2, v0, v20);
929                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
930                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
931                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
932
933                 // calculate the tangents
934                 // 12 multiply, 10 subtract
935                 tc10[1] = tc1[1] - tc0[1];
936                 tc20[1] = tc2[1] - tc0[1];
937                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
938                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
939                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
940                 tc10[0] = tc1[0] - tc0[0];
941                 tc20[0] = tc2[0] - tc0[0];
942                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
943                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
944                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
945
946                 // if texture is mapped the wrong way (counterclockwise), the tangents
947                 // have to be flipped, this is detected by calculating a normal from the
948                 // two tangents, and seeing if it is opposite the surface normal
949                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
950                 CrossProduct(tdir, sdir, tangentcross);
951                 if (DotProduct(tangentcross, normal) < 0)
952                 {
953                         VectorNegate(sdir, sdir);
954                         VectorNegate(tdir, tdir);
955                 }
956
957                 if (!areaweighting)
958                 {
959                         VectorNormalize(sdir);
960                         VectorNormalize(tdir);
961                 }
962                 for (i = 0;i < 3;i++)
963                 {
964                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
965                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
966                 }
967         }
968         // make the tangents completely perpendicular to the surface normal, and
969         // then normalize them
970         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
971         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
972         {
973                 f = -DotProduct(sv, n);
974                 VectorMA(sv, f, n, sv);
975                 VectorNormalize(sv);
976                 f = -DotProduct(tv, n);
977                 VectorMA(tv, f, n, tv);
978                 VectorNormalize(tv);
979         }
980 }
981
982 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
983 {
984         unsigned char *data;
985         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));
986         loadmodel->surfmesh.num_vertices = numvertices;
987         loadmodel->surfmesh.num_triangles = numtriangles;
988         if (loadmodel->surfmesh.num_vertices)
989         {
990                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
991                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
992                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
993                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
994                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
995                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
996                 if (vertexcolors)
997                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
998                 if (lightmapoffsets)
999                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
1000         }
1001         if (loadmodel->surfmesh.num_triangles)
1002         {
1003                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1004                 if (neighbors)
1005                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
1006                 if (loadmodel->surfmesh.num_vertices <= 65536)
1007                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
1008         }
1009 }
1010
1011 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)
1012 {
1013         shadowmesh_t *newmesh;
1014         unsigned char *data;
1015         int size;
1016         size = sizeof(shadowmesh_t);
1017         size += maxverts * sizeof(float[3]);
1018         if (light)
1019                 size += maxverts * sizeof(float[11]);
1020         size += maxtriangles * sizeof(int[3]);
1021         if (maxverts <= 65536)
1022                 size += maxtriangles * sizeof(unsigned short[3]);
1023         if (neighbors)
1024                 size += maxtriangles * sizeof(int[3]);
1025         if (expandable)
1026                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
1027         data = (unsigned char *)Mem_Alloc(mempool, size);
1028         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
1029         newmesh->map_diffuse = map_diffuse;
1030         newmesh->map_specular = map_specular;
1031         newmesh->map_normal = map_normal;
1032         newmesh->maxverts = maxverts;
1033         newmesh->maxtriangles = maxtriangles;
1034         newmesh->numverts = 0;
1035         newmesh->numtriangles = 0;
1036         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
1037         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
1038
1039         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
1040         if (light)
1041         {
1042                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1043                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1044                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1045                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1046         }
1047         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1048         if (neighbors)
1049         {
1050                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1051         }
1052         if (expandable)
1053         {
1054                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1055                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1056         }
1057         if (maxverts <= 65536)
1058                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1059         return newmesh;
1060 }
1061
1062 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1063 {
1064         shadowmesh_t *newmesh;
1065         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1066         newmesh->numverts = oldmesh->numverts;
1067         newmesh->numtriangles = oldmesh->numtriangles;
1068         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1069         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1070
1071         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1072         if (newmesh->svector3f && oldmesh->svector3f)
1073         {
1074                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1075                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1076                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1077                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1078         }
1079         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1080         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1081                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1082         return newmesh;
1083 }
1084
1085 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1086 {
1087         int hashindex, vnum;
1088         shadowmeshvertexhash_t *hash;
1089         // this uses prime numbers intentionally
1090         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1091         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1092         {
1093                 vnum = (hash - mesh->vertexhashentries);
1094                 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]))
1095                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1096                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1097                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1098                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1099                         return hash - mesh->vertexhashentries;
1100         }
1101         vnum = mesh->numverts++;
1102         hash = mesh->vertexhashentries + vnum;
1103         hash->next = mesh->vertexhashtable[hashindex];
1104         mesh->vertexhashtable[hashindex] = hash;
1105         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1106         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1107         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1108         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1109         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1110         return vnum;
1111 }
1112
1113 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1114 {
1115         if (mesh->numtriangles == 0)
1116         {
1117                 // set the properties on this empty mesh to be more favorable...
1118                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1119                 mesh->map_diffuse = map_diffuse;
1120                 mesh->map_specular = map_specular;
1121                 mesh->map_normal = map_normal;
1122         }
1123         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)
1124         {
1125                 if (mesh->next == NULL)
1126                         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);
1127                 mesh = mesh->next;
1128         }
1129         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1130         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1131         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1132         mesh->numtriangles++;
1133 }
1134
1135 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)
1136 {
1137         int i, j, e;
1138         float vbuf[3*14], *v;
1139         memset(vbuf, 0, sizeof(vbuf));
1140         for (i = 0;i < numtris;i++)
1141         {
1142                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1143                 {
1144                         e = *element3i++;
1145                         if (vertex3f)
1146                         {
1147                                 v[0] = vertex3f[e * 3 + 0];
1148                                 v[1] = vertex3f[e * 3 + 1];
1149                                 v[2] = vertex3f[e * 3 + 2];
1150                         }
1151                         if (svector3f)
1152                         {
1153                                 v[3] = svector3f[e * 3 + 0];
1154                                 v[4] = svector3f[e * 3 + 1];
1155                                 v[5] = svector3f[e * 3 + 2];
1156                         }
1157                         if (tvector3f)
1158                         {
1159                                 v[6] = tvector3f[e * 3 + 0];
1160                                 v[7] = tvector3f[e * 3 + 1];
1161                                 v[8] = tvector3f[e * 3 + 2];
1162                         }
1163                         if (normal3f)
1164                         {
1165                                 v[9] = normal3f[e * 3 + 0];
1166                                 v[10] = normal3f[e * 3 + 1];
1167                                 v[11] = normal3f[e * 3 + 2];
1168                         }
1169                         if (texcoord2f)
1170                         {
1171                                 v[12] = texcoord2f[e * 2 + 0];
1172                                 v[13] = texcoord2f[e * 2 + 1];
1173                         }
1174                 }
1175                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1176         }
1177
1178         // the triangle calculation can take a while, so let's do a keepalive here
1179         CL_KeepaliveMessage(false);
1180 }
1181
1182 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)
1183 {
1184         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1185         CL_KeepaliveMessage(false);
1186
1187         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1188 }
1189
1190 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh, mempool_t *mempool)
1191 {
1192         if (!mesh->numverts)
1193                 return;
1194
1195         // build r_vertexmesh_t array
1196         // (compressed interleaved array for faster rendering)
1197         if (!mesh->vertexmesh && mesh->texcoord2f)
1198         {
1199                 int vertexindex;
1200                 int numvertices = mesh->numverts;
1201                 r_vertexmesh_t *vertexmesh;
1202                 mesh->vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(mempool, numvertices * sizeof(*mesh->vertexmesh));
1203                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
1204                 {
1205                         VectorCopy(mesh->vertex3f + 3*vertexindex, vertexmesh->vertex3f);
1206                         VectorScale(mesh->svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
1207                         VectorScale(mesh->tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
1208                         VectorScale(mesh->normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
1209                         Vector2Copy(mesh->texcoord2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
1210                 }
1211         }
1212
1213         // build r_vertexposition_t array
1214         if (!mesh->vertexposition)
1215         {
1216                 int vertexindex;
1217                 int numvertices = mesh->numverts;
1218                 r_vertexposition_t *vertexposition;
1219                 mesh->vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*mesh->vertexposition));
1220                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++)
1221                         VectorCopy(mesh->vertex3f + 3*vertexindex, vertexposition->vertex3f);
1222         }
1223
1224         // upload r_vertexmesh_t array as a buffer
1225         if (mesh->vertexmesh && !mesh->vertexmeshbuffer)
1226                 mesh->vertexmeshbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexmesh, mesh->numverts * sizeof(*mesh->vertexmesh), loadmodel->name, false, false, false);
1227
1228         // upload r_vertexposition_t array as a buffer
1229         if (mesh->vertexposition && !mesh->vertexpositionbuffer)
1230                 mesh->vertexpositionbuffer = R_Mesh_CreateMeshBuffer(mesh->vertexposition, mesh->numverts * sizeof(*mesh->vertexposition), loadmodel->name, false, false, false);
1231
1232         // upload short indices as a buffer
1233         if (mesh->element3s && !mesh->element3s_indexbuffer)
1234                 mesh->element3s_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3s, mesh->numtriangles * sizeof(short[3]), loadmodel->name, true, false, true);
1235
1236         // upload int indices as a buffer
1237         if (mesh->element3i && !mesh->element3i_indexbuffer && !mesh->element3s)
1238                 mesh->element3i_indexbuffer = R_Mesh_CreateMeshBuffer(mesh->element3i, mesh->numtriangles * sizeof(int[3]), loadmodel->name, true, false, false);
1239
1240         // vertex buffer is several arrays and we put them in the same buffer
1241         //
1242         // is this wise?  the texcoordtexture2f array is used with dynamic
1243         // vertex/svector/tvector/normal when rendering animated models, on the
1244         // other hand animated models don't use a lot of vertices anyway...
1245         if (!mesh->vbo_vertexbuffer)
1246         {
1247                 size_t size;
1248                 unsigned char *mem;
1249                 size = 0;
1250                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1251                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1252                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1253                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1254                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1255                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1256                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1257                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1258                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1259                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1260                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1261                 mesh->vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, "shadowmesh", false, false, false);
1262                 Mem_Free(mem);
1263         }
1264 }
1265
1266 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1267 {
1268         shadowmesh_t *mesh, *newmesh, *nextmesh;
1269         // reallocate meshs to conserve space
1270         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1271         {
1272                 nextmesh = mesh->next;
1273                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1274                 {
1275                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1276                         newmesh->next = firstmesh;
1277                         firstmesh = newmesh;
1278                         if (newmesh->element3s)
1279                         {
1280                                 int i;
1281                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1282                                         newmesh->element3s[i] = newmesh->element3i[i];
1283                         }
1284                         if (createvbo)
1285                                 Mod_ShadowMesh_CreateVBOs(newmesh, mempool);
1286                 }
1287                 Mem_Free(mesh);
1288         }
1289
1290         // this can take a while, so let's do a keepalive here
1291         CL_KeepaliveMessage(false);
1292
1293         return firstmesh;
1294 }
1295
1296 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1297 {
1298         int i;
1299         shadowmesh_t *mesh;
1300         vec3_t nmins, nmaxs, ncenter, temp;
1301         float nradius2, dist2, *v;
1302         VectorClear(nmins);
1303         VectorClear(nmaxs);
1304         // calculate bbox
1305         for (mesh = firstmesh;mesh;mesh = mesh->next)
1306         {
1307                 if (mesh == firstmesh)
1308                 {
1309                         VectorCopy(mesh->vertex3f, nmins);
1310                         VectorCopy(mesh->vertex3f, nmaxs);
1311                 }
1312                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1313                 {
1314                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1315                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1316                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1317                 }
1318         }
1319         // calculate center and radius
1320         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1321         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1322         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1323         nradius2 = 0;
1324         for (mesh = firstmesh;mesh;mesh = mesh->next)
1325         {
1326                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1327                 {
1328                         VectorSubtract(v, ncenter, temp);
1329                         dist2 = DotProduct(temp, temp);
1330                         if (nradius2 < dist2)
1331                                 nradius2 = dist2;
1332                 }
1333         }
1334         // return data
1335         if (mins)
1336                 VectorCopy(nmins, mins);
1337         if (maxs)
1338                 VectorCopy(nmaxs, maxs);
1339         if (center)
1340                 VectorCopy(ncenter, center);
1341         if (radius)
1342                 *radius = sqrt(nradius2);
1343 }
1344
1345 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1346 {
1347         shadowmesh_t *nextmesh;
1348         for (;mesh;mesh = nextmesh)
1349         {
1350                 if (mesh->vertexpositionbuffer)
1351                         R_Mesh_DestroyMeshBuffer(mesh->vertexpositionbuffer);
1352                 if (mesh->vertexmeshbuffer)
1353                         R_Mesh_DestroyMeshBuffer(mesh->vertexmeshbuffer);
1354                 if (mesh->element3i_indexbuffer)
1355                         R_Mesh_DestroyMeshBuffer(mesh->element3i_indexbuffer);
1356                 if (mesh->element3s_indexbuffer)
1357                         R_Mesh_DestroyMeshBuffer(mesh->element3s_indexbuffer);
1358                 if (mesh->vbo_vertexbuffer)
1359                         R_Mesh_DestroyMeshBuffer(mesh->vbo_vertexbuffer);
1360                 nextmesh = mesh->next;
1361                 Mem_Free(mesh);
1362         }
1363 }
1364
1365 void Mod_CreateCollisionMesh(dp_model_t *mod)
1366 {
1367         int k;
1368         int numcollisionmeshtriangles;
1369         const msurface_t *surface;
1370         mempool_t *mempool = mod->mempool;
1371         if (!mempool && mod->brush.parentmodel)
1372                 mempool = mod->brush.parentmodel->mempool;
1373         // make a single combined collision mesh for physics engine use
1374         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1375         numcollisionmeshtriangles = 0;
1376         for (k = 0;k < mod->nummodelsurfaces;k++)
1377         {
1378                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1379                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1380                         continue;
1381                 numcollisionmeshtriangles += surface->num_triangles;
1382         }
1383         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1384         for (k = 0;k < mod->nummodelsurfaces;k++)
1385         {
1386                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1387                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1388                         continue;
1389                 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));
1390         }
1391         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
1392 }
1393
1394 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)
1395 {
1396         float v[3], tc[3];
1397         v[0] = ix;
1398         v[1] = iy;
1399         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1400                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1401         else
1402                 v[2] = 0;
1403         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1404         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1405         texcoord2f[0] = tc[0];
1406         texcoord2f[1] = tc[1];
1407 }
1408
1409 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)
1410 {
1411         float vup[3], vdown[3], vleft[3], vright[3];
1412         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1413         float sv[3], tv[3], nl[3];
1414         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1415         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1416         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1417         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1418         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1419         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1420         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1421         VectorAdd(svector3f, sv, svector3f);
1422         VectorAdd(tvector3f, tv, tvector3f);
1423         VectorAdd(normal3f, nl, normal3f);
1424         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1425         VectorAdd(svector3f, sv, svector3f);
1426         VectorAdd(tvector3f, tv, tvector3f);
1427         VectorAdd(normal3f, nl, normal3f);
1428         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1429         VectorAdd(svector3f, sv, svector3f);
1430         VectorAdd(tvector3f, tv, tvector3f);
1431         VectorAdd(normal3f, nl, normal3f);
1432 }
1433
1434 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)
1435 {
1436         int x, y, ix, iy, *e;
1437         e = element3i;
1438         for (y = 0;y < height;y++)
1439         {
1440                 for (x = 0;x < width;x++)
1441                 {
1442                         e[0] = (y + 1) * (width + 1) + (x + 0);
1443                         e[1] = (y + 0) * (width + 1) + (x + 0);
1444                         e[2] = (y + 1) * (width + 1) + (x + 1);
1445                         e[3] = (y + 0) * (width + 1) + (x + 0);
1446                         e[4] = (y + 0) * (width + 1) + (x + 1);
1447                         e[5] = (y + 1) * (width + 1) + (x + 1);
1448                         e += 6;
1449                 }
1450         }
1451         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1452         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1453                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1454                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1455 }
1456
1457 #if 0
1458 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1459 {
1460         float mins[3];
1461         float maxs[3];
1462         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1463         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1464         float viewvector[3];
1465         unsigned int firstvertex;
1466         unsigned int *e;
1467         float *v;
1468         if (chunkwidth < 2 || chunkheight < 2)
1469                 return;
1470         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]);
1471         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]);
1472         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1473         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1474         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1475         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1476         {
1477                 // too close for this stepsize, emit as 4 chunks instead
1478                 stepsize /= 2;
1479                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1480                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1481                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1482                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1483                 return;
1484         }
1485         // emit the geometry at stepsize into our vertex buffer / index buffer
1486         // we add two columns and two rows for skirt
1487         outwidth = chunkwidth+2;
1488         outheight = chunkheight+2;
1489         outwidth2 = outwidth-1;
1490         outheight2 = outheight-1;
1491         outwidth3 = outwidth+1;
1492         outheight3 = outheight+1;
1493         firstvertex = numvertices;
1494         e = model->terrain.element3i + numtriangles;
1495         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1496         v = model->terrain.vertex3f + numvertices;
1497         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1498         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1499         for (ty = 0;ty < outheight;ty++)
1500         {
1501                 for (tx = 0;tx < outwidth;tx++)
1502                 {
1503                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1504                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1505                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1506                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1507                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1508                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1509                 }
1510         }
1511         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1512         for (ty = 0;ty <= outheight;ty++)
1513         {
1514                 skirtrow = ty == 0 || ty == outheight;
1515                 ry = y+bound(1, ty, outheight)*stepsize;
1516                 for (tx = 0;tx <= outwidth;tx++)
1517                 {
1518                         skirt = skirtrow || tx == 0 || tx == outwidth;
1519                         rx = x+bound(1, tx, outwidth)*stepsize;
1520                         v[0] = rx*scale[0];
1521                         v[1] = ry*scale[1];
1522                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1523                         v += 3;
1524                 }
1525         }
1526         // TODO: emit skirt vertices
1527 }
1528
1529 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1530 {
1531         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1532         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1533         Mod_Terrain_BuildChunk(model, 
1534 }
1535 #endif
1536
1537 int Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1538 {
1539         int offset = 0;
1540         if (!strncasecmp(s, "user", 4)) // parse stuff like "user1sin", always user<n>func
1541         {
1542                 offset = bound(0, s[4] - '0', 9);
1543                 offset = (offset + 1) << Q3WAVEFUNC_USER_SHIFT;
1544                 s += 4;
1545                 if(*s)
1546                         ++s;
1547         }
1548         if (!strcasecmp(s, "sin"))             return offset | Q3WAVEFUNC_SIN;
1549         if (!strcasecmp(s, "square"))          return offset | Q3WAVEFUNC_SQUARE;
1550         if (!strcasecmp(s, "triangle"))        return offset | Q3WAVEFUNC_TRIANGLE;
1551         if (!strcasecmp(s, "sawtooth"))        return offset | Q3WAVEFUNC_SAWTOOTH;
1552         if (!strcasecmp(s, "inversesawtooth")) return offset | Q3WAVEFUNC_INVERSESAWTOOTH;
1553         if (!strcasecmp(s, "noise"))           return offset | Q3WAVEFUNC_NOISE;
1554         if (!strcasecmp(s, "none"))            return offset | Q3WAVEFUNC_NONE;
1555         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1556         return offset | Q3WAVEFUNC_NONE;
1557 }
1558
1559 void Mod_FreeQ3Shaders(void)
1560 {
1561         Mem_FreePool(&q3shaders_mem);
1562 }
1563
1564 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1565 {
1566         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1567         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1568         q3shader_hash_entry_t* lastEntry = NULL;
1569         while (entry != NULL)
1570         {
1571                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1572                 {
1573                         unsigned char *start, *end, *start2;
1574                         start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1575                         end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1576                         start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1577                         if(memcmp(start, start2, end - start))
1578                                 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1579                         else
1580                                 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1581                         return;
1582                 }
1583                 lastEntry = entry;
1584                 entry = entry->chain;
1585         }
1586         if (entry == NULL)
1587         {
1588                 if (lastEntry->shader.name[0] != 0)
1589                 {
1590                         /* Add to chain */
1591                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1592                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1593
1594                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1595                         lastEntry->chain = newEntry;
1596                         newEntry->chain = NULL;
1597                         lastEntry = newEntry;
1598                 }
1599                 /* else: head of chain, in hash entry array */
1600                 entry = lastEntry;
1601         }
1602         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1603 }
1604
1605 extern cvar_t mod_q3shader_default_offsetmapping;
1606 extern cvar_t mod_q3shader_default_polygonoffset;
1607 extern cvar_t mod_q3shader_default_polygonfactor;
1608 void Mod_LoadQ3Shaders(void)
1609 {
1610         int j;
1611         int fileindex;
1612         fssearch_t *search;
1613         char *f;
1614         const char *text;
1615         q3shaderinfo_t shader;
1616         q3shaderinfo_layer_t *layer;
1617         int numparameters;
1618         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1619         char *custsurfaceparmnames[256]; // VorteX: q3map2 has 64 but well, someone will need more
1620         unsigned long custsurfaceparms[256]; 
1621         int numcustsurfaceparms;
1622
1623         Mod_FreeQ3Shaders();
1624
1625         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1626         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1627                 sizeof (q3shader_data_t));
1628         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1629                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1630         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1631                 q3shaders_mem, sizeof (char**), 256);
1632
1633         // parse custinfoparms.txt
1634         numcustsurfaceparms = 0;
1635         if ((text = f = (char *)FS_LoadFile("scripts/custinfoparms.txt", tempmempool, false, NULL)) != NULL)
1636         {
1637                 if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1638                         Con_DPrintf("scripts/custinfoparms.txt: contentflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1639                 else
1640                 {
1641                         while (COM_ParseToken_QuakeC(&text, false))
1642                                 if (!strcasecmp(com_token, "}"))
1643                                         break;
1644                         // custom surfaceflags section
1645                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1646                                 Con_DPrintf("scripts/custinfoparms.txt: surfaceflags section parsing error - expected \"{\", found \"%s\"\n", com_token);
1647                         else
1648                         {
1649                                 while(COM_ParseToken_QuakeC(&text, false))
1650                                 {
1651                                         if (!strcasecmp(com_token, "}"))
1652                                                 break;  
1653                                         // register surfaceflag
1654                                         if (numcustsurfaceparms >= 256)
1655                                         {
1656                                                 Con_Printf("scripts/custinfoparms.txt: surfaceflags section parsing error - max 256 surfaceflags exceeded\n");
1657                                                 break;
1658                                         }
1659                                         // name
1660                                         j = strlen(com_token)+1;
1661                                         custsurfaceparmnames[numcustsurfaceparms] = (char *)Mem_Alloc(tempmempool, j);
1662                                         strlcpy(custsurfaceparmnames[numcustsurfaceparms], com_token, j+1);
1663                                         // value
1664                                         if (COM_ParseToken_QuakeC(&text, false))
1665                                                 custsurfaceparms[numcustsurfaceparms] = strtol(com_token, NULL, 0);
1666                                         else
1667                                                 custsurfaceparms[numcustsurfaceparms] = 0;
1668                                         numcustsurfaceparms++;
1669                                 }
1670                         }
1671                 }
1672                 Mem_Free(f);
1673         }
1674
1675         // parse shaders
1676         search = FS_Search("scripts/*.shader", true, false);
1677         if (!search)
1678                 return;
1679         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1680         {
1681                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1682                 if (!f)
1683                         continue;
1684                 while (COM_ParseToken_QuakeC(&text, false))
1685                 {
1686                         memset (&shader, 0, sizeof(shader));
1687                         shader.reflectmin = 0;
1688                         shader.reflectmax = 1;
1689                         shader.refractfactor = 1;
1690                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1691                         shader.reflectfactor = 1;
1692                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1693                         shader.r_water_wateralpha = 1;
1694                         shader.offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
1695                         shader.offsetscale = 1;
1696                         shader.specularscalemod = 1;
1697                         shader.specularpowermod = 1;
1698                         shader.biaspolygonoffset = mod_q3shader_default_polygonoffset.value;
1699                         shader.biaspolygonfactor = mod_q3shader_default_polygonfactor.value;
1700
1701                         strlcpy(shader.name, com_token, sizeof(shader.name));
1702                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1703                         {
1704                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1705                                 break;
1706                         }
1707                         while (COM_ParseToken_QuakeC(&text, false))
1708                         {
1709                                 if (!strcasecmp(com_token, "}"))
1710                                         break;
1711                                 if (!strcasecmp(com_token, "{"))
1712                                 {
1713                                         static q3shaderinfo_layer_t dummy;
1714                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1715                                         {
1716                                                 layer = shader.layers + shader.numlayers++;
1717                                         }
1718                                         else
1719                                         {
1720                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1721                                                 memset(&dummy, 0, sizeof(dummy));
1722                                                 layer = &dummy;
1723                                         }
1724                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1725                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1726                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1727                                         layer->blendfunc[0] = GL_ONE;
1728                                         layer->blendfunc[1] = GL_ZERO;
1729                                         while (COM_ParseToken_QuakeC(&text, false))
1730                                         {
1731                                                 if (!strcasecmp(com_token, "}"))
1732                                                         break;
1733                                                 if (!strcasecmp(com_token, "\n"))
1734                                                         continue;
1735                                                 numparameters = 0;
1736                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1737                                                 {
1738                                                         if (j < TEXTURE_MAXFRAMES + 4)
1739                                                         {
1740                                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1741                                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1742                                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1743                                                                 else
1744                                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1745                                                                 numparameters = j + 1;
1746                                                         }
1747                                                         if (!COM_ParseToken_QuakeC(&text, true))
1748                                                                 break;
1749                                                 }
1750                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1751                                                 //      parameter[j][0] = 0;
1752                                                 if (developer_insane.integer)
1753                                                 {
1754                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1755                                                         for (j = 0;j < numparameters;j++)
1756                                                                 Con_DPrintf(" %s", parameter[j]);
1757                                                         Con_DPrint("\n");
1758                                                 }
1759                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1760                                                 {
1761                                                         if (numparameters == 2)
1762                                                         {
1763                                                                 if (!strcasecmp(parameter[1], "add"))
1764                                                                 {
1765                                                                         layer->blendfunc[0] = GL_ONE;
1766                                                                         layer->blendfunc[1] = GL_ONE;
1767                                                                 }
1768                                                                 else if (!strcasecmp(parameter[1], "filter"))
1769                                                                 {
1770                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1771                                                                         layer->blendfunc[1] = GL_ZERO;
1772                                                                 }
1773                                                                 else if (!strcasecmp(parameter[1], "blend"))
1774                                                                 {
1775                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1776                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1777                                                                 }
1778                                                         }
1779                                                         else if (numparameters == 3)
1780                                                         {
1781                                                                 int k;
1782                                                                 for (k = 0;k < 2;k++)
1783                                                                 {
1784                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1785                                                                                 layer->blendfunc[k] = GL_ONE;
1786                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1787                                                                                 layer->blendfunc[k] = GL_ZERO;
1788                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1789                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1790                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1791                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1792                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1793                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1794                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1795                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1796                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1797                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1798                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1799                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1800                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1801                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1802                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1803                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1804                                                                         else
1805                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1806                                                                 }
1807                                                         }
1808                                                 }
1809                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1810                                                         layer->alphatest = true;
1811                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1812                                                 {
1813                                                         if (!strcasecmp(parameter[0], "clampmap"))
1814                                                                 layer->clampmap = true;
1815                                                         layer->numframes = 1;
1816                                                         layer->framerate = 1;
1817                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1818                                                                 &q3shader_data->char_ptrs);
1819                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1820                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1821                                                                 shader.lighting = true;
1822                                                 }
1823                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1824                                                 {
1825                                                         int i;
1826                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1827                                                         layer->framerate = atof(parameter[1]);
1828                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1829                                                         for (i = 0;i < layer->numframes;i++)
1830                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1831                                                 }
1832                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1833                                                 {
1834                                                         int i;
1835                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1836                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1837                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1838                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1839                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1840                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1841                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1842                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1843                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1844                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1845                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1846                                                         else if (!strcasecmp(parameter[1], "wave"))
1847                                                         {
1848                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1849                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1850                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1851                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1852                                                         }
1853                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1854                                                 }
1855                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1856                                                 {
1857                                                         int i;
1858                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1859                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1860                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1861                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1862                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1863                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1864                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1865                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1866                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1867                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1868                                                         else if (!strcasecmp(parameter[1], "wave"))
1869                                                         {
1870                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1871                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1872                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1873                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1874                                                         }
1875                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1876                                                 }
1877                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1878                                                 {
1879                                                         int i;
1880                                                         // observed values: tcgen environment
1881                                                         // no other values have been observed in real shaders
1882                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1883                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1884                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1885                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1886                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1887                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1888                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1889                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1890                                                 }
1891                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1892                                                 {
1893                                                         int i, tcmodindex;
1894                                                         // observed values:
1895                                                         // tcmod rotate #
1896                                                         // tcmod scale # #
1897                                                         // tcmod scroll # #
1898                                                         // tcmod stretch sin # # # #
1899                                                         // tcmod stretch triangle # # # #
1900                                                         // tcmod transform # # # # # #
1901                                                         // tcmod turb # # # #
1902                                                         // tcmod turb sin # # # #  (this is bogus)
1903                                                         // no other values have been observed in real shaders
1904                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1905                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1906                                                                         break;
1907                                                         if (tcmodindex < Q3MAXTCMODS)
1908                                                         {
1909                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1910                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1911                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1912                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1913                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1914                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1915                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1916                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1917                                                                 {
1918                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1919                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1920                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1921                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1922                                                                 }
1923                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1924                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1925                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1926                                                         }
1927                                                         else
1928                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1929                                                 }
1930                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1931                                                 if (!strcasecmp(com_token, "}"))
1932                                                         break;
1933                                         }
1934                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1935                                                 shader.lighting = true;
1936                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1937                                         {
1938                                                 if (layer == shader.layers + 0)
1939                                                 {
1940                                                         // vertex controlled transparency
1941                                                         shader.vertexalpha = true;
1942                                                 }
1943                                                 else
1944                                                 {
1945                                                         // multilayer terrain shader or similar
1946                                                         shader.textureblendalpha = true;
1947                                                 }
1948                                         }
1949                                         layer->texflags = TEXF_ALPHA;
1950                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1951                                                 layer->texflags |= TEXF_MIPMAP;
1952                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1953                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1954                                         if (layer->clampmap)
1955                                                 layer->texflags |= TEXF_CLAMP;
1956                                         continue;
1957                                 }
1958                                 numparameters = 0;
1959                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1960                                 {
1961                                         if (j < TEXTURE_MAXFRAMES + 4)
1962                                         {
1963                                                 // remap dp_water to dpwater, dp_reflect to dpreflect, etc.
1964                                                 if(j == 0 && !strncasecmp(com_token, "dp_", 3))
1965                                                         dpsnprintf(parameter[j], sizeof(parameter[j]), "dp%s", &com_token[3]);
1966                                                 else
1967                                                         strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1968                                                 numparameters = j + 1;
1969                                         }
1970                                         if (!COM_ParseToken_QuakeC(&text, true))
1971                                                 break;
1972                                 }
1973                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1974                                 //      parameter[j][0] = 0;
1975                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1976                                         break;
1977                                 if (developer_insane.integer)
1978                                 {
1979                                         Con_DPrintf("%s: ", shader.name);
1980                                         for (j = 0;j < numparameters;j++)
1981                                                 Con_DPrintf(" %s", parameter[j]);
1982                                         Con_DPrint("\n");
1983                                 }
1984                                 if (numparameters < 1)
1985                                         continue;
1986                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1987                                 {
1988                                         if (!strcasecmp(parameter[1], "alphashadow"))
1989                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1990                                         else if (!strcasecmp(parameter[1], "areaportal"))
1991                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1992                                         else if (!strcasecmp(parameter[1], "botclip"))
1993                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1994                                         else if (!strcasecmp(parameter[1], "clusterportal"))
1995                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1996                                         else if (!strcasecmp(parameter[1], "detail"))
1997                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1998                                         else if (!strcasecmp(parameter[1], "donotenter"))
1999                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
2000                                         else if (!strcasecmp(parameter[1], "dust"))
2001                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
2002                                         else if (!strcasecmp(parameter[1], "hint"))
2003                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
2004                                         else if (!strcasecmp(parameter[1], "fog"))
2005                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
2006                                         else if (!strcasecmp(parameter[1], "lava"))
2007                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
2008                                         else if (!strcasecmp(parameter[1], "lightfilter"))
2009                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
2010                                         else if (!strcasecmp(parameter[1], "lightgrid"))
2011                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
2012                                         else if (!strcasecmp(parameter[1], "metalsteps"))
2013                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
2014                                         else if (!strcasecmp(parameter[1], "nodamage"))
2015                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
2016                                         else if (!strcasecmp(parameter[1], "nodlight"))
2017                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
2018                                         else if (!strcasecmp(parameter[1], "nodraw"))
2019                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
2020                                         else if (!strcasecmp(parameter[1], "nodrop"))
2021                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
2022                                         else if (!strcasecmp(parameter[1], "noimpact"))
2023                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
2024                                         else if (!strcasecmp(parameter[1], "nolightmap"))
2025                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
2026                                         else if (!strcasecmp(parameter[1], "nomarks"))
2027                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
2028                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
2029                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2030                                         else if (!strcasecmp(parameter[1], "nonsolid"))
2031                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
2032                                         else if (!strcasecmp(parameter[1], "origin"))
2033                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
2034                                         else if (!strcasecmp(parameter[1], "playerclip"))
2035                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
2036                                         else if (!strcasecmp(parameter[1], "sky"))
2037                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
2038                                         else if (!strcasecmp(parameter[1], "slick"))
2039                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
2040                                         else if (!strcasecmp(parameter[1], "slime"))
2041                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
2042                                         else if (!strcasecmp(parameter[1], "structural"))
2043                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
2044                                         else if (!strcasecmp(parameter[1], "trans"))
2045                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
2046                                         else if (!strcasecmp(parameter[1], "water"))
2047                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
2048                                         else if (!strcasecmp(parameter[1], "pointlight"))
2049                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
2050                                         else if (!strcasecmp(parameter[1], "antiportal"))
2051                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
2052                                         else
2053                                         {
2054                                                 // try custom surfaceparms
2055                                                 for (j = 0; j < numcustsurfaceparms; j++)
2056                                                 {
2057                                                         if (!strcasecmp(custsurfaceparmnames[j], parameter[1]))
2058                                                         {
2059                                                                 shader.surfaceparms |= custsurfaceparms[j];
2060                                                                 break;
2061                                                         }
2062                                                 }
2063                                                 // failed all
2064                                                 if (j == numcustsurfaceparms)
2065                                                         Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
2066                                         }
2067                                 }
2068                                 else if (!strcasecmp(parameter[0], "dpshadow"))
2069                                         shader.dpshadow = true;
2070                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
2071                                         shader.dpnoshadow = true;
2072                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
2073                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
2074                                 else if (!strcasecmp(parameter[0], "dpmeshcollisions"))
2075                                         shader.dpmeshcollisions = true;
2076                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
2077                                 {
2078                                         // some q3 skies don't have the sky parm set
2079                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2080                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2081                                 }
2082                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
2083                                 {
2084                                         // some q3 skies don't have the sky parm set
2085                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
2086                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
2087                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
2088                                 }
2089                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
2090                                 {
2091                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
2092                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
2093                                 }
2094                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
2095                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
2096                                 else if (!strcasecmp(parameter[0], "nopicmip"))
2097                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
2098                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
2099                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2100                                 else if (!strcasecmp(parameter[0], "dppolygonoffset"))
2101                                 {
2102                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
2103                                         if(numparameters >= 2)
2104                                         {
2105                                                 shader.biaspolygonfactor = atof(parameter[1]);
2106                                                 if(numparameters >= 3)
2107                                                         shader.biaspolygonoffset = atof(parameter[2]);
2108                                                 else
2109                                                         shader.biaspolygonoffset = 0;
2110                                         }
2111                                 }
2112                                 else if (!strcasecmp(parameter[0], "dprefract") && numparameters >= 5)
2113                                 {
2114                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
2115                                         shader.refractfactor = atof(parameter[1]);
2116                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
2117                                 }
2118                                 else if (!strcasecmp(parameter[0], "dpreflect") && numparameters >= 6)
2119                                 {
2120                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
2121                                         shader.reflectfactor = atof(parameter[1]);
2122                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
2123                                 }
2124                                 else if (!strcasecmp(parameter[0], "dpcamera"))
2125                                 {
2126                                         shader.textureflags |= Q3TEXTUREFLAG_CAMERA;
2127                                 }
2128                                 else if (!strcasecmp(parameter[0], "dpwater") && numparameters >= 12)
2129                                 {
2130                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
2131                                         shader.reflectmin = atof(parameter[1]);
2132                                         shader.reflectmax = atof(parameter[2]);
2133                                         shader.refractfactor = atof(parameter[3]);
2134                                         shader.reflectfactor = atof(parameter[4]);
2135                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
2136                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
2137                                         shader.r_water_wateralpha = atof(parameter[11]);
2138                                 }
2139                                 else if (!strcasecmp(parameter[0], "dpwaterscroll") && numparameters >= 3)
2140                                 {
2141                                         shader.r_water_waterscroll[0] = 1/atof(parameter[1]);
2142                                         shader.r_water_waterscroll[1] = 1/atof(parameter[2]);
2143                                 }
2144                                 else if (!strcasecmp(parameter[0], "dpglossintensitymod") && numparameters >= 2)
2145                                 {
2146                                         shader.specularscalemod = atof(parameter[1]);
2147                                 }
2148                                 else if (!strcasecmp(parameter[0], "dpglossexponentmod") && numparameters >= 2)
2149                                 {
2150                                         shader.specularpowermod = atof(parameter[1]);
2151                                 }
2152                                 else if (!strcasecmp(parameter[0], "dpoffsetmapping") && numparameters >= 3)
2153                                 {
2154                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "off"))
2155                                                 shader.offsetmapping = OFFSETMAPPING_OFF;
2156                                         else if (!strcasecmp(parameter[1], "default"))
2157                                                 shader.offsetmapping = OFFSETMAPPING_DEFAULT;
2158                                         else if (!strcasecmp(parameter[1], "linear"))
2159                                                 shader.offsetmapping = OFFSETMAPPING_LINEAR;
2160                                         else if (!strcasecmp(parameter[1], "relief"))
2161                                                 shader.offsetmapping = OFFSETMAPPING_RELIEF;
2162                                         shader.offsetscale = atof(parameter[2]);
2163                                 }
2164                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
2165                                 {
2166                                         int i, deformindex;
2167                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
2168                                                 if (!shader.deforms[deformindex].deform)
2169                                                         break;
2170                                         if (deformindex < Q3MAXDEFORMS)
2171                                         {
2172                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
2173                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
2174                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
2175                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
2176                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
2177                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
2178                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
2179                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
2180                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
2181                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
2182                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
2183                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
2184                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
2185                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
2186                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
2187                                                 else if (!strcasecmp(parameter[1], "wave"            ))
2188                                                 {
2189                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
2190                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
2191                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
2192                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
2193                                                 }
2194                                                 else if (!strcasecmp(parameter[1], "move"            ))
2195                                                 {
2196                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
2197                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
2198                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2199                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2200                                                 }
2201                                         }
2202                                 }
2203                         }
2204                         // pick the primary layer to render with
2205                         if (shader.numlayers)
2206                         {
2207                                 shader.backgroundlayer = -1;
2208                                 shader.primarylayer = 0;
2209                                 // if lightmap comes first this is definitely an ordinary texture
2210                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2211                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
2212                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2213                                 {
2214                                         shader.backgroundlayer = -1;
2215                                         shader.primarylayer = 1;
2216                                 }
2217                                 else if (shader.numlayers >= 2
2218                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2219                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
2220                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2221                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
2222                                 {
2223                                         // terrain blending or other effects
2224                                         shader.backgroundlayer = 0;
2225                                         shader.primarylayer = 1;
2226                                 }
2227                         }
2228                         // fix up multiple reflection types
2229                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2230                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION | Q3TEXTUREFLAG_CAMERA);
2231
2232                         Q3Shader_AddToHash (&shader);
2233                 }
2234                 Mem_Free(f);
2235         }
2236         FS_FreeSearch(search);
2237         // free custinfoparm values
2238         for (j = 0; j < numcustsurfaceparms; j++)
2239                 Mem_Free(custsurfaceparmnames[j]);
2240 }
2241
2242 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2243 {
2244         unsigned short hash;
2245         q3shader_hash_entry_t* entry;
2246         if (!q3shaders_mem)
2247                 Mod_LoadQ3Shaders();
2248         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2249         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2250         while (entry != NULL)
2251         {
2252                 if (strcasecmp (entry->shader.name, name) == 0)
2253                         return &entry->shader;
2254                 entry = entry->chain;
2255         }
2256         return NULL;
2257 }
2258
2259 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2260 {
2261         int j;
2262         int texflagsmask, texflagsor;
2263         qboolean success = true;
2264         q3shaderinfo_t *shader;
2265         if (!name)
2266                 name = "";
2267         strlcpy(texture->name, name, sizeof(texture->name));
2268         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2269
2270         texflagsmask = ~0;
2271         if(!(defaulttexflags & TEXF_PICMIP))
2272                 texflagsmask &= ~TEXF_PICMIP;
2273         if(!(defaulttexflags & TEXF_COMPRESS))
2274                 texflagsmask &= ~TEXF_COMPRESS;
2275         texflagsor = 0;
2276         if(defaulttexflags & TEXF_ISWORLD)
2277                 texflagsor |= TEXF_ISWORLD;
2278         if(defaulttexflags & TEXF_ISSPRITE)
2279                 texflagsor |= TEXF_ISSPRITE;
2280         // unless later loaded from the shader
2281         texture->offsetmapping = (mod_q3shader_default_offsetmapping.value) ? OFFSETMAPPING_DEFAULT : OFFSETMAPPING_OFF;
2282         texture->offsetscale = 1;
2283         texture->specularscalemod = 1;
2284         texture->specularpowermod = 1; 
2285         // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2286         // HERE, AND Q1BSP LOADING
2287         // JUST GREP FOR "specularscalemod = 1".
2288
2289         if (shader)
2290         {
2291                 if (developer_loading.integer)
2292                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2293                 texture->surfaceparms = shader->surfaceparms;
2294
2295                 // allow disabling of picmip or compression by defaulttexflags
2296                 texture->textureflags = (shader->textureflags & texflagsmask) | texflagsor;
2297
2298                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2299                 {
2300                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2301                         if (shader->skyboxname[0])
2302                         {
2303                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2304                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2305                         }
2306                 }
2307                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2308                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2309                 else
2310                         texture->basematerialflags = MATERIALFLAG_WALL;
2311
2312                 if (shader->layers[0].alphatest)
2313                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2314                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2315                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2316                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2317                 {
2318                         texture->biaspolygonoffset += shader->biaspolygonoffset;
2319                         texture->biaspolygonfactor += shader->biaspolygonfactor;
2320                 }
2321                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2322                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2323                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2324                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2325                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2326                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2327                 if (shader->textureflags & Q3TEXTUREFLAG_CAMERA)
2328                         texture->basematerialflags |= MATERIALFLAG_CAMERA;
2329                 texture->customblendfunc[0] = GL_ONE;
2330                 texture->customblendfunc[1] = GL_ZERO;
2331                 if (shader->numlayers > 0)
2332                 {
2333                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2334                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2335 /*
2336 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2337 * additive               GL_ONE GL_ONE
2338 additive weird         GL_ONE GL_SRC_ALPHA
2339 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2340 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2341 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2342 brighten               GL_DST_COLOR GL_ONE
2343 brighten               GL_ONE GL_SRC_COLOR
2344 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2345 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2346 * modulate               GL_DST_COLOR GL_ZERO
2347 * modulate               GL_ZERO GL_SRC_COLOR
2348 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2349 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2350 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2351 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2352 * no blend               GL_ONE GL_ZERO
2353 nothing                GL_ZERO GL_ONE
2354 */
2355                         // if not opaque, figure out what blendfunc to use
2356                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2357                         {
2358                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2359                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2360                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2361                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2362                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2363                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2364                                 else
2365                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2366                         }
2367                 }
2368                 if (!shader->lighting)
2369                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2370                 if (shader->primarylayer >= 0)
2371                 {
2372                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2373                         // copy over many primarylayer parameters
2374                         texture->rgbgen = primarylayer->rgbgen;
2375                         texture->alphagen = primarylayer->alphagen;
2376                         texture->tcgen = primarylayer->tcgen;
2377                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2378                         // load the textures
2379                         texture->numskinframes = primarylayer->numframes;
2380                         texture->skinframerate = primarylayer->framerate;
2381                         for (j = 0;j < primarylayer->numframes;j++)
2382                         {
2383                                 if(cls.state == ca_dedicated)
2384                                 {
2385                                         texture->skinframes[j] = NULL;
2386                                 }
2387                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], (primarylayer->texflags & texflagsmask) | texflagsor, false)))
2388                                 {
2389                                         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);
2390                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2391                                 }
2392                         }
2393                 }
2394                 if (shader->backgroundlayer >= 0)
2395                 {
2396                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2397                         // copy over one secondarylayer parameter
2398                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2399                         // load the textures
2400                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2401                         texture->backgroundskinframerate = backgroundlayer->framerate;
2402                         for (j = 0;j < backgroundlayer->numframes;j++)
2403                         {
2404                                 if(cls.state == ca_dedicated)
2405                                 {
2406                                         texture->skinframes[j] = NULL;
2407                                 }
2408                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], (backgroundlayer->texflags & texflagsmask) | texflagsor, false)))
2409                                 {
2410                                         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);
2411                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2412                                 }
2413                         }
2414                 }
2415                 if (shader->dpshadow)
2416                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2417                 if (shader->dpnoshadow)
2418                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2419                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2420                 texture->reflectmin = shader->reflectmin;
2421                 texture->reflectmax = shader->reflectmax;
2422                 texture->refractfactor = shader->refractfactor;
2423                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2424                 texture->reflectfactor = shader->reflectfactor;
2425                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2426                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2427                 Vector2Copy(shader->r_water_waterscroll, texture->r_water_waterscroll);
2428                 texture->offsetmapping = shader->offsetmapping;
2429                 texture->offsetscale = shader->offsetscale;
2430                 texture->specularscalemod = shader->specularscalemod;
2431                 texture->specularpowermod = shader->specularpowermod;
2432                 if (shader->dpreflectcube[0])
2433                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2434
2435                 // set up default supercontents (on q3bsp this is overridden by the q3bsp loader)
2436                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2437                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents  = SUPERCONTENTS_LAVA         ;
2438                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents  = SUPERCONTENTS_SLIME        ;
2439                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents  = SUPERCONTENTS_WATER        ;
2440                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents  = 0                          ;
2441                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents  = SUPERCONTENTS_PLAYERCLIP   ;
2442                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents  = SUPERCONTENTS_MONSTERCLIP  ;
2443                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents  = SUPERCONTENTS_SKY          ;
2444
2445         //      if (shader->surfaceparms & Q3SURFACEPARM_ALPHASHADOW  ) texture->supercontents |= SUPERCONTENTS_ALPHASHADOW  ;
2446         //      if (shader->surfaceparms & Q3SURFACEPARM_AREAPORTAL   ) texture->supercontents |= SUPERCONTENTS_AREAPORTAL   ;
2447         //      if (shader->surfaceparms & Q3SURFACEPARM_CLUSTERPORTAL) texture->supercontents |= SUPERCONTENTS_CLUSTERPORTAL;
2448         //      if (shader->surfaceparms & Q3SURFACEPARM_DETAIL       ) texture->supercontents |= SUPERCONTENTS_DETAIL       ;
2449                 if (shader->surfaceparms & Q3SURFACEPARM_DONOTENTER   ) texture->supercontents |= SUPERCONTENTS_DONOTENTER   ;
2450         //      if (shader->surfaceparms & Q3SURFACEPARM_FOG          ) texture->supercontents |= SUPERCONTENTS_FOG          ;
2451                 if (shader->surfaceparms & Q3SURFACEPARM_LAVA         ) texture->supercontents |= SUPERCONTENTS_LAVA         ;
2452         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTFILTER  ) texture->supercontents |= SUPERCONTENTS_LIGHTFILTER  ;
2453         //      if (shader->surfaceparms & Q3SURFACEPARM_METALSTEPS   ) texture->supercontents |= SUPERCONTENTS_METALSTEPS   ;
2454         //      if (shader->surfaceparms & Q3SURFACEPARM_NODAMAGE     ) texture->supercontents |= SUPERCONTENTS_NODAMAGE     ;
2455         //      if (shader->surfaceparms & Q3SURFACEPARM_NODLIGHT     ) texture->supercontents |= SUPERCONTENTS_NODLIGHT     ;
2456         //      if (shader->surfaceparms & Q3SURFACEPARM_NODRAW       ) texture->supercontents |= SUPERCONTENTS_NODRAW       ;
2457                 if (shader->surfaceparms & Q3SURFACEPARM_NODROP       ) texture->supercontents |= SUPERCONTENTS_NODROP       ;
2458         //      if (shader->surfaceparms & Q3SURFACEPARM_NOIMPACT     ) texture->supercontents |= SUPERCONTENTS_NOIMPACT     ;
2459         //      if (shader->surfaceparms & Q3SURFACEPARM_NOLIGHTMAP   ) texture->supercontents |= SUPERCONTENTS_NOLIGHTMAP   ;
2460         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMARKS      ) texture->supercontents |= SUPERCONTENTS_NOMARKS      ;
2461         //      if (shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS    ) texture->supercontents |= SUPERCONTENTS_NOMIPMAPS    ;
2462                 if (shader->surfaceparms & Q3SURFACEPARM_NONSOLID     ) texture->supercontents &=~SUPERCONTENTS_SOLID        ;
2463         //      if (shader->surfaceparms & Q3SURFACEPARM_ORIGIN       ) texture->supercontents |= SUPERCONTENTS_ORIGIN       ;
2464                 if (shader->surfaceparms & Q3SURFACEPARM_PLAYERCLIP   ) texture->supercontents |= SUPERCONTENTS_PLAYERCLIP   ;
2465                 if (shader->surfaceparms & Q3SURFACEPARM_SKY          ) texture->supercontents |= SUPERCONTENTS_SKY          ;
2466         //      if (shader->surfaceparms & Q3SURFACEPARM_SLICK        ) texture->supercontents |= SUPERCONTENTS_SLICK        ;
2467                 if (shader->surfaceparms & Q3SURFACEPARM_SLIME        ) texture->supercontents |= SUPERCONTENTS_SLIME        ;
2468         //      if (shader->surfaceparms & Q3SURFACEPARM_STRUCTURAL   ) texture->supercontents |= SUPERCONTENTS_STRUCTURAL   ;
2469         //      if (shader->surfaceparms & Q3SURFACEPARM_TRANS        ) texture->supercontents |= SUPERCONTENTS_TRANS        ;
2470                 if (shader->surfaceparms & Q3SURFACEPARM_WATER        ) texture->supercontents |= SUPERCONTENTS_WATER        ;
2471         //      if (shader->surfaceparms & Q3SURFACEPARM_POINTLIGHT   ) texture->supercontents |= SUPERCONTENTS_POINTLIGHT   ;
2472         //      if (shader->surfaceparms & Q3SURFACEPARM_HINT         ) texture->supercontents |= SUPERCONTENTS_HINT         ;
2473         //      if (shader->surfaceparms & Q3SURFACEPARM_DUST         ) texture->supercontents |= SUPERCONTENTS_DUST         ;
2474                 if (shader->surfaceparms & Q3SURFACEPARM_BOTCLIP      ) texture->supercontents |= SUPERCONTENTS_BOTCLIP      | SUPERCONTENTS_MONSTERCLIP;
2475         //      if (shader->surfaceparms & Q3SURFACEPARM_LIGHTGRID    ) texture->supercontents |= SUPERCONTENTS_LIGHTGRID    ;
2476         //      if (shader->surfaceparms & Q3SURFACEPARM_ANTIPORTAL   ) texture->supercontents |= SUPERCONTENTS_ANTIPORTAL   ;
2477
2478                 if (shader->dpmeshcollisions)
2479                         texture->basematerialflags |= MATERIALFLAG_MESHCOLLISIONS;
2480         }
2481         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2482         {
2483                 if (developer_extra.integer)
2484                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2485                 texture->surfaceparms = 0;
2486                 texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2487         }
2488         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2489         {
2490                 if (developer_extra.integer)
2491                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2492                 texture->surfaceparms = 0;
2493                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2494                 texture->supercontents = SUPERCONTENTS_SOLID;
2495         }
2496         else
2497         {
2498                 if (developer_extra.integer)
2499                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2500                 texture->surfaceparms = 0;
2501                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2502                 {
2503                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2504                         texture->supercontents = SUPERCONTENTS_SOLID;
2505                 }
2506                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2507                 {
2508                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2509                         texture->supercontents = SUPERCONTENTS_SKY;
2510                 }
2511                 else
2512                 {
2513                         texture->basematerialflags |= MATERIALFLAG_WALL;
2514                         texture->supercontents = SUPERCONTENTS_SOLID | SUPERCONTENTS_OPAQUE;
2515                 }
2516                 texture->numskinframes = 1;
2517                 if(cls.state == ca_dedicated)
2518                 {
2519                         texture->skinframes[0] = NULL;
2520                 }
2521                 else
2522                 {
2523                         if (fallback)
2524                         {
2525                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2526                                 {
2527                                         if(texture->skinframes[0]->hasalpha)
2528                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2529                                 }
2530                                 else
2531                                         success = false;
2532                         }
2533                         else
2534                                 success = false;
2535                         if (!success && warnmissing)
2536                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2537                 }
2538         }
2539         // init the animation variables
2540         texture->currentframe = texture;
2541         if (texture->numskinframes < 1)
2542                 texture->numskinframes = 1;
2543         if (!texture->skinframes[0])
2544                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2545         texture->currentskinframe = texture->skinframes[0];
2546         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2547         return success;
2548 }
2549
2550 skinfile_t *Mod_LoadSkinFiles(void)
2551 {
2552         int i, words, line, wordsoverflow;
2553         char *text;
2554         const char *data;
2555         skinfile_t *skinfile = NULL, *first = NULL;
2556         skinfileitem_t *skinfileitem;
2557         char word[10][MAX_QPATH];
2558
2559 /*
2560 sample file:
2561 U_bodyBox,models/players/Legoman/BikerA2.tga
2562 U_RArm,models/players/Legoman/BikerA1.tga
2563 U_LArm,models/players/Legoman/BikerA1.tga
2564 U_armor,common/nodraw
2565 U_sword,common/nodraw
2566 U_shield,common/nodraw
2567 U_homb,common/nodraw
2568 U_backpack,common/nodraw
2569 U_colcha,common/nodraw
2570 tag_head,
2571 tag_weapon,
2572 tag_torso,
2573 */
2574         memset(word, 0, sizeof(word));
2575         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2576         {
2577                 // If it's the first file we parse
2578                 if (skinfile == NULL)
2579                 {
2580                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2581                         first = skinfile;
2582                 }
2583                 else
2584                 {
2585                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2586                         skinfile = skinfile->next;
2587                 }
2588                 skinfile->next = NULL;
2589
2590                 for(line = 0;;line++)
2591                 {
2592                         // parse line
2593                         if (!COM_ParseToken_QuakeC(&data, true))
2594                                 break;
2595                         if (!strcmp(com_token, "\n"))
2596                                 continue;
2597                         words = 0;
2598                         wordsoverflow = false;
2599                         do
2600                         {
2601                                 if (words < 10)
2602                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2603                                 else
2604                                         wordsoverflow = true;
2605                         }
2606                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2607                         if (wordsoverflow)
2608                         {
2609                                 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);
2610                                 continue;
2611                         }
2612                         // words is always >= 1
2613                         if (!strcmp(word[0], "replace"))
2614                         {
2615                                 if (words == 3)
2616                                 {
2617                                         if (developer_loading.integer)
2618                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2619                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2620                                         skinfileitem->next = skinfile->items;
2621                                         skinfile->items = skinfileitem;
2622                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2623                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2624                                 }
2625                                 else
2626                                         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]);
2627                         }
2628                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2629                         {
2630                                 // tag name, like "tag_weapon,"
2631                                 // not used for anything (not even in Quake3)
2632                         }
2633                         else if (words >= 2 && !strcmp(word[1], ","))
2634                         {
2635                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2636                                 if (developer_loading.integer)
2637                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2638                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2639                                 skinfileitem->next = skinfile->items;
2640                                 skinfile->items = skinfileitem;
2641                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2642                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2643                         }
2644                         else
2645                                 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);
2646                 }
2647                 Mem_Free(text);
2648         }
2649         if (i)
2650                 loadmodel->numskins = i;
2651         return first;
2652 }
2653
2654 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2655 {
2656         skinfile_t *next;
2657         skinfileitem_t *skinfileitem, *nextitem;
2658         for (;skinfile;skinfile = next)
2659         {
2660                 next = skinfile->next;
2661                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2662                 {
2663                         nextitem = skinfileitem->next;
2664                         Mem_Free(skinfileitem);
2665                 }
2666                 Mem_Free(skinfile);
2667         }
2668 }
2669
2670 int Mod_CountSkinFiles(skinfile_t *skinfile)
2671 {
2672         int i;
2673         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2674         return i;
2675 }
2676
2677 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2678 {
2679         int i;
2680         double isnap = 1.0 / snap;
2681         for (i = 0;i < numvertices*numcomponents;i++)
2682                 vertices[i] = floor(vertices[i]*isnap)*snap;
2683 }
2684
2685 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2686 {
2687         int i, outtriangles;
2688         float edgedir1[3], edgedir2[3], temp[3];
2689         // a degenerate triangle is one with no width (thickness, surface area)
2690         // these are characterized by having all 3 points colinear (along a line)
2691         // or having two points identical
2692         // the simplest check is to calculate the triangle's area
2693         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2694         {
2695                 // calculate first edge
2696                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2697                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2698                 CrossProduct(edgedir1, edgedir2, temp);
2699                 if (VectorLength2(temp) < 0.001f)
2700                         continue; // degenerate triangle (no area)
2701                 // valid triangle (has area)
2702                 VectorCopy(inelement3i, outelement3i);
2703                 outelement3i += 3;
2704                 outtriangles++;
2705         }
2706         return outtriangles;
2707 }
2708
2709 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2710 {
2711         int i, e;
2712         int firstvertex, lastvertex;
2713         if (numelements > 0 && elements)
2714         {
2715                 firstvertex = lastvertex = elements[0];
2716                 for (i = 1;i < numelements;i++)
2717                 {
2718                         e = elements[i];
2719                         firstvertex = min(firstvertex, e);
2720                         lastvertex = max(lastvertex, e);
2721                 }
2722         }
2723         else
2724                 firstvertex = lastvertex = 0;
2725         if (firstvertexpointer)
2726                 *firstvertexpointer = firstvertex;
2727         if (lastvertexpointer)
2728                 *lastvertexpointer = lastvertex;
2729 }
2730
2731 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2732 {
2733         // make an optimal set of texture-sorted batches to draw...
2734         int j, t;
2735         int *firstsurfacefortexture;
2736         int *numsurfacesfortexture;
2737         if (!mod->sortedmodelsurfaces)
2738                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2739         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2740         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2741         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2742         for (j = 0;j < mod->nummodelsurfaces;j++)
2743         {
2744                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2745                 int t = (int)(surface->texture - mod->data_textures);
2746                 numsurfacesfortexture[t]++;
2747         }
2748         j = 0;
2749         for (t = 0;t < mod->num_textures;t++)
2750         {
2751                 firstsurfacefortexture[t] = j;
2752                 j += numsurfacesfortexture[t];
2753         }
2754         for (j = 0;j < mod->nummodelsurfaces;j++)
2755         {
2756                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2757                 int t = (int)(surface->texture - mod->data_textures);
2758                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2759         }
2760         Mem_Free(firstsurfacefortexture);
2761         Mem_Free(numsurfacesfortexture);
2762 }
2763
2764 void Mod_BuildVBOs(void)
2765 {
2766         if (!loadmodel->surfmesh.num_vertices)
2767                 return;
2768
2769         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2770         {
2771                 int i;
2772                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2773                 {
2774                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2775                         {
2776                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2777                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2778                         }
2779                 }
2780         }
2781
2782         // build r_vertexmesh_t array
2783         // (compressed interleaved array for faster rendering)
2784         if (!loadmodel->surfmesh.vertexmesh)
2785         {
2786                 int vertexindex;
2787                 int numvertices = loadmodel->surfmesh.num_vertices;
2788                 r_vertexmesh_t *vertexmesh;
2789                 loadmodel->surfmesh.vertexmesh = vertexmesh = (r_vertexmesh_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexmesh));
2790                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexmesh++)
2791                 {
2792                         VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexmesh->vertex3f);
2793                         VectorScale(loadmodel->surfmesh.data_svector3f + 3*vertexindex, 1.0f, vertexmesh->svector3f);
2794                         VectorScale(loadmodel->surfmesh.data_tvector3f + 3*vertexindex, 1.0f, vertexmesh->tvector3f);
2795                         VectorScale(loadmodel->surfmesh.data_normal3f + 3*vertexindex, 1.0f, vertexmesh->normal3f);
2796                         if (loadmodel->surfmesh.data_lightmapcolor4f)
2797                                 Vector4Scale(loadmodel->surfmesh.data_lightmapcolor4f + 4*vertexindex, 255.0f, vertexmesh->color4ub);
2798                         Vector2Copy(loadmodel->surfmesh.data_texcoordtexture2f + 2*vertexindex, vertexmesh->texcoordtexture2f);
2799                         if (loadmodel->surfmesh.data_texcoordlightmap2f)
2800                                 Vector2Scale(loadmodel->surfmesh.data_texcoordlightmap2f + 2*vertexindex, 1.0f, vertexmesh->texcoordlightmap2f);
2801                 }
2802         }
2803
2804         // build r_vertexposition_t array
2805         if (!loadmodel->surfmesh.vertexposition)
2806         {
2807                 int vertexindex;
2808                 int numvertices = loadmodel->surfmesh.num_vertices;
2809                 r_vertexposition_t *vertexposition;
2810                 loadmodel->surfmesh.vertexposition = vertexposition = (r_vertexposition_t*)Mem_Alloc(loadmodel->mempool, numvertices * sizeof(*loadmodel->surfmesh.vertexposition));
2811                 for (vertexindex = 0;vertexindex < numvertices;vertexindex++, vertexposition++)
2812                         VectorCopy(loadmodel->surfmesh.data_vertex3f + 3*vertexindex, vertexposition->vertex3f);
2813         }
2814
2815         // upload r_vertexmesh_t array as a buffer
2816         if (loadmodel->surfmesh.vertexmesh && !loadmodel->surfmesh.vertexmeshbuffer)
2817                 loadmodel->surfmesh.vertexmeshbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexmesh, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexmesh), loadmodel->name, false, false, false);
2818
2819         // upload r_vertexposition_t array as a buffer
2820         if (loadmodel->surfmesh.vertexposition && !loadmodel->surfmesh.vertexpositionbuffer)
2821                 loadmodel->surfmesh.vertexpositionbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.vertexposition, loadmodel->surfmesh.num_vertices * sizeof(*loadmodel->surfmesh.vertexposition), loadmodel->name, false, false, false);
2822
2823         // upload short indices as a buffer
2824         if (loadmodel->surfmesh.data_element3s && !loadmodel->surfmesh.data_element3s_indexbuffer)
2825                 loadmodel->surfmesh.data_element3s_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(short[3]), loadmodel->name, true, false, true);
2826
2827         // upload int indices as a buffer
2828         if (loadmodel->surfmesh.data_element3i && !loadmodel->surfmesh.data_element3i_indexbuffer && !loadmodel->surfmesh.data_element3s)
2829                 loadmodel->surfmesh.data_element3i_indexbuffer = R_Mesh_CreateMeshBuffer(loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name, true, false, false);
2830
2831         // only build a vbo if one has not already been created (this is important for brush models which load specially)
2832         // vertex buffer is several arrays and we put them in the same buffer
2833         //
2834         // is this wise?  the texcoordtexture2f array is used with dynamic
2835         // vertex/svector/tvector/normal when rendering animated models, on the
2836         // other hand animated models don't use a lot of vertices anyway...
2837         if (!loadmodel->surfmesh.vbo_vertexbuffer)
2838         {
2839                 size_t size;
2840                 unsigned char *mem;
2841                 size = 0;
2842                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2843                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2844                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2845                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2846                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2847                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2848                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2849                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2850                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2851                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2852                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2853                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2854                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2855                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2856                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2857                 loadmodel->surfmesh.vbo_vertexbuffer = R_Mesh_CreateMeshBuffer(mem, size, loadmodel->name, false, false, false);
2858                 Mem_Free(mem);
2859         }
2860 }
2861
2862 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2863 {
2864         int submodelindex, vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2865         int a, b, c;
2866         const char *texname;
2867         const int *e;
2868         const float *v, *vn, *vt;
2869         size_t l;
2870         size_t outbufferpos = 0;
2871         size_t outbuffermax = 0x100000;
2872         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2873         const msurface_t *surface;
2874         const int maxtextures = 256;
2875         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2876         dp_model_t *submodel;
2877
2878         // construct the mtllib file
2879         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2880         if (l > 0)
2881                 outbufferpos += l;
2882         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2883         {
2884                 countsurfaces++;
2885                 countvertices += surface->num_vertices;
2886                 countfaces += surface->num_triangles;
2887                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2888                 for (textureindex = 0;textureindex < counttextures;textureindex++)
2889                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2890                                 break;
2891                 if (textureindex < counttextures)
2892                         continue; // already wrote this material entry
2893                 if (textureindex >= maxtextures)
2894                         continue; // just a precaution
2895                 textureindex = counttextures++;
2896                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2897                 if (outbufferpos >= outbuffermax >> 1)
2898                 {
2899                         outbuffermax *= 2;
2900                         oldbuffer = outbuffer;
2901                         outbuffer = (char *) Z_Malloc(outbuffermax);
2902                         memcpy(outbuffer, oldbuffer, outbufferpos);
2903                         Z_Free(oldbuffer);
2904                 }
2905                 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");
2906                 if (l > 0)
2907                         outbufferpos += l;
2908         }
2909
2910         // write the mtllib file
2911         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2912
2913         // construct the obj file
2914         outbufferpos = 0;
2915         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);
2916         if (l > 0)
2917                 outbufferpos += l;
2918
2919         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)
2920         {
2921                 if (outbufferpos >= outbuffermax >> 1)
2922                 {
2923                         outbuffermax *= 2;
2924                         oldbuffer = outbuffer;
2925                         outbuffer = (char *) Z_Malloc(outbuffermax);
2926                         memcpy(outbuffer, oldbuffer, outbufferpos);
2927                         Z_Free(oldbuffer);
2928                 }
2929                 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]);
2930                 if (l > 0)
2931                         outbufferpos += l;
2932         }
2933
2934         for (submodelindex = 0;submodelindex < max(1, model->brush.numsubmodels);submodelindex++)
2935         {
2936                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "o %i\n", submodelindex);
2937                 if (l > 0)
2938                         outbufferpos += l;
2939                 submodel = model->brush.numsubmodels ? model->brush.submodels[submodelindex] : model;
2940                 for (surfaceindex = 0;surfaceindex < submodel->nummodelsurfaces;surfaceindex++)
2941                 {
2942                         surface = model->data_surfaces + submodel->sortedmodelsurfaces[surfaceindex];
2943                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2944                         if (l > 0)
2945                                 outbufferpos += l;
2946                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2947                         {
2948                                 if (outbufferpos >= outbuffermax >> 1)
2949                                 {
2950                                         outbuffermax *= 2;
2951                                         oldbuffer = outbuffer;
2952                                         outbuffer = (char *) Z_Malloc(outbuffermax);
2953                                         memcpy(outbuffer, oldbuffer, outbufferpos);
2954                                         Z_Free(oldbuffer);
2955                                 }
2956                                 a = e[0]+1;
2957                                 b = e[1]+1;
2958                                 c = e[2]+1;
2959                                 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);
2960                                 if (l > 0)
2961                                         outbufferpos += l;
2962                         }
2963                 }
2964         }
2965
2966         // write the obj file
2967         FS_WriteFile(filename, outbuffer, outbufferpos);
2968
2969         // clean up
2970         Z_Free(outbuffer);
2971         Z_Free(texturenames);
2972
2973         // print some stats
2974         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2975 }
2976
2977 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2978 {
2979         int countnodes = 0, counttriangles = 0, countframes = 0;
2980         int surfaceindex;
2981         int triangleindex;
2982         int transformindex;
2983         int poseindex;
2984         int cornerindex;
2985         const int *e;
2986         size_t l;
2987         size_t outbufferpos = 0;
2988         size_t outbuffermax = 0x100000;
2989         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2990         const msurface_t *surface;
2991         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2992         if (l > 0)
2993                 outbufferpos += l;
2994         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2995         {
2996                 if (outbufferpos >= outbuffermax >> 1)
2997                 {
2998                         outbuffermax *= 2;
2999                         oldbuffer = outbuffer;
3000                         outbuffer = (char *) Z_Malloc(outbuffermax);
3001                         memcpy(outbuffer, oldbuffer, outbufferpos);
3002                         Z_Free(oldbuffer);
3003                 }
3004                 countnodes++;
3005                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
3006                 if (l > 0)
3007                         outbufferpos += l;
3008         }
3009         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
3010         if (l > 0)
3011                 outbufferpos += l;
3012         for (poseindex = 0;poseindex < numposes;poseindex++)
3013         {
3014                 countframes++;
3015                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
3016                 if (l > 0)
3017                         outbufferpos += l;
3018                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
3019                 {
3020                         float angles[3];
3021                         float mtest[4][3];
3022                         matrix4x4_t posematrix;
3023                         if (outbufferpos >= outbuffermax >> 1)
3024                         {
3025                                 outbuffermax *= 2;
3026                                 oldbuffer = outbuffer;
3027                                 outbuffer = (char *) Z_Malloc(outbuffermax);
3028                                 memcpy(outbuffer, oldbuffer, outbufferpos);
3029                                 Z_Free(oldbuffer);
3030                         }
3031
3032                         // strangely the smd angles are for a transposed matrix, so we
3033                         // have to generate a transposed matrix, then convert that...
3034                         Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
3035                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
3036                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
3037                         if (angles[0] >= 180) angles[0] -= 360;
3038                         if (angles[1] >= 180) angles[1] -= 360;
3039                         if (angles[2] >= 180) angles[2] -= 360;
3040
3041 #if 0
3042 {
3043                         float a = DEG2RAD(angles[ROLL]);
3044                         float b = DEG2RAD(angles[PITCH]);
3045                         float c = DEG2RAD(angles[YAW]);
3046                         float cy, sy, cp, sp, cr, sr;
3047                         float test[4][3];
3048                         // smd matrix construction, for comparing
3049                         sy = sin(c);
3050                         cy = cos(c);
3051                         sp = sin(b);
3052                         cp = cos(b);
3053                         sr = sin(a);
3054                         cr = cos(a);
3055
3056                         test[0][0] = cp*cy;
3057                         test[0][1] = cp*sy;
3058                         test[0][2] = -sp;
3059                         test[1][0] = sr*sp*cy+cr*-sy;
3060                         test[1][1] = sr*sp*sy+cr*cy;
3061                         test[1][2] = sr*cp;
3062                         test[2][0] = (cr*sp*cy+-sr*-sy);
3063                         test[2][1] = (cr*sp*sy+-sr*cy);
3064                         test[2][2] = cr*cp;
3065                         test[3][0] = pose[9];
3066                         test[3][1] = pose[10];
3067                         test[3][2] = pose[11];
3068 }
3069 #endif
3070                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, mtest[3][0], mtest[3][1], mtest[3][2], DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
3071                         if (l > 0)
3072                                 outbufferpos += l;
3073                 }
3074         }
3075         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3076         if (l > 0)
3077                 outbufferpos += l;
3078         if (writetriangles)
3079         {
3080                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
3081                 if (l > 0)
3082                         outbufferpos += l;
3083                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
3084                 {
3085                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3086                         {
3087                                 counttriangles++;
3088                                 if (outbufferpos >= outbuffermax >> 1)
3089                                 {
3090                                         outbuffermax *= 2;
3091                                         oldbuffer = outbuffer;
3092                                         outbuffer = (char *) Z_Malloc(outbuffermax);
3093                                         memcpy(outbuffer, oldbuffer, outbufferpos);
3094                                         Z_Free(oldbuffer);
3095                                 }
3096                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
3097                                 if (l > 0)
3098                                         outbufferpos += l;
3099                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
3100                                 {
3101                                         const int index = e[2-cornerindex];
3102                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
3103                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
3104                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
3105                                         const int b = model->surfmesh.blends[index];
3106                                         if (b < model->num_bones)
3107                                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n"                          , b, v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
3108                                         else
3109                                         {
3110                                                 const blendweights_t *w = model->surfmesh.data_blendweights + b - model->num_bones;
3111                                                 const unsigned char *wi = w->index;
3112                                                 const unsigned char *wf = w->influence;
3113                                             if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f, wi[3], wf[3]/255.0f);
3114                                                 else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n"      , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f, wi[2], wf[2]/255.0f);
3115                                                 else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n"            , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0]/255.0f, wi[1], wf[1]/255.0f);
3116                                                 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]);
3117                                         }
3118                                         if (l > 0)
3119                                                 outbufferpos += l;
3120                                 }
3121                         }
3122                 }
3123                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
3124                 if (l > 0)
3125                         outbufferpos += l;
3126         }
3127
3128         FS_WriteFile(filename, outbuffer, outbufferpos);
3129         Z_Free(outbuffer);
3130
3131         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
3132 }
3133
3134 /*
3135 ================
3136 Mod_Decompile_f
3137
3138 decompiles a model to editable files
3139 ================
3140 */
3141 static void Mod_Decompile_f(void)
3142 {
3143         int i, j, k, l, first, count;
3144         dp_model_t *mod;
3145         char inname[MAX_QPATH];
3146         char outname[MAX_QPATH];
3147         char mtlname[MAX_QPATH];
3148         char basename[MAX_QPATH];
3149         char animname[MAX_QPATH];
3150         char animname2[MAX_QPATH];
3151         char zymtextbuffer[16384];
3152         char dpmtextbuffer[16384];
3153         char framegroupstextbuffer[16384];
3154         int zymtextsize = 0;
3155         int dpmtextsize = 0;
3156         int framegroupstextsize = 0;
3157
3158         if (Cmd_Argc() != 2)
3159         {
3160                 Con_Print("usage: modeldecompile <filename>\n");
3161                 return;
3162         }
3163
3164         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
3165         FS_StripExtension(inname, basename, sizeof(basename));
3166
3167         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
3168         if (mod->brush.submodel)
3169         {
3170                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
3171                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
3172                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
3173                 outname[0] = 0;
3174         }
3175         if (!mod)
3176         {
3177                 Con_Print("No such model\n");
3178                 return;
3179         }
3180         if (!mod->surfmesh.num_triangles)
3181         {
3182                 Con_Print("Empty model (or sprite)\n");
3183                 return;
3184         }
3185
3186         // export OBJ if possible (not on sprites)
3187         if (mod->surfmesh.num_triangles)
3188         {
3189                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
3190                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
3191                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
3192         }
3193
3194         // export SMD if possible (only for skeletal models)
3195         if (mod->surfmesh.num_triangles && mod->num_bones)
3196         {
3197                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
3198                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
3199                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
3200                 if (l > 0) zymtextsize += l;
3201                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
3202                 if (l > 0) dpmtextsize += l;
3203                 for (i = 0;i < mod->numframes;i = j)
3204                 {
3205                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3206                         first = mod->animscenes[i].firstframe;
3207                         if (mod->animscenes[i].framecount > 1)
3208                         {
3209                                 // framegroup anim
3210                                 count = mod->animscenes[i].framecount;
3211                                 j = i + 1;
3212                         }
3213                         else
3214                         {
3215                                 // individual frame
3216                                 // check for additional frames with same name
3217                                 for (l = 0, k = strlen(animname);animname[l];l++)
3218                                         if(animname[l] < '0' || animname[l] > '9')
3219                                                 k = l + 1;
3220                                 if(k > 0 && animname[k-1] == '_')
3221                                         --k;
3222                                 animname[k] = 0;
3223                                 count = mod->num_poses - first;
3224                                 for (j = i + 1;j < mod->numframes;j++)
3225                                 {
3226                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
3227                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
3228                                                 if(animname2[l] < '0' || animname2[l] > '9')
3229                                                         k = l + 1;
3230                                         if(k > 0 && animname[k-1] == '_')
3231                                                 --k;
3232                                         animname2[k] = 0;
3233                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
3234                                         {
3235                                                 count = mod->animscenes[j].firstframe - first;
3236                                                 break;
3237                                         }
3238                                 }
3239                                 // if it's only one frame, use the original frame name
3240                                 if (j == i + 1)
3241                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
3242                                 
3243                         }
3244                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
3245                         Mod_Decompile_SMD(mod, outname, first, count, false);
3246                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
3247                         {
3248                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3249                                 if (l > 0) zymtextsize += l;
3250                         }
3251                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
3252                         {
3253                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd fps %g %s\n", animname, mod->animscenes[i].framerate, mod->animscenes[i].loop ? "" : " noloop");
3254                                 if (l > 0) dpmtextsize += l;
3255                         }
3256                         if (framegroupstextsize < (int)sizeof(framegroupstextbuffer) - 100)
3257                         {
3258                                 l = dpsnprintf(framegroupstextbuffer + framegroupstextsize, sizeof(framegroupstextbuffer) - framegroupstextsize, "%d %d %f %d // %s\n", first, count, mod->animscenes[i].framerate, mod->animscenes[i].loop, animname);
3259                                 if (l > 0) framegroupstextsize += l;
3260                         }
3261                 }
3262                 if (zymtextsize)
3263                         FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
3264                 if (dpmtextsize)
3265                         FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
3266                 if (framegroupstextsize)
3267                         FS_WriteFile(va("%s_decompiled.framegroups", basename), framegroupstextbuffer, (fs_offset_t)framegroupstextsize);
3268         }
3269 }
3270
3271 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
3272 {
3273         int y;
3274         memset(state, 0, sizeof(*state));
3275         state->width = width;
3276         state->height = height;
3277         state->currentY = 0;
3278         state->rows = (mod_alloclightmap_row_t *)Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
3279         for (y = 0;y < state->height;y++)
3280         {
3281                 state->rows[y].currentX = 0;
3282                 state->rows[y].rowY = -1;
3283         }
3284 }
3285
3286 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
3287 {
3288         int y;
3289         state->currentY = 0;
3290         for (y = 0;y < state->height;y++)
3291         {
3292                 state->rows[y].currentX = 0;
3293                 state->rows[y].rowY = -1;
3294         }
3295 }
3296
3297 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
3298 {
3299         if (state->rows)
3300                 Mem_Free(state->rows);
3301         memset(state, 0, sizeof(*state));
3302 }
3303
3304 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
3305 {
3306         mod_alloclightmap_row_t *row;
3307         int y;
3308
3309         row = state->rows + blockheight;
3310         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
3311         {
3312                 if (state->currentY + blockheight <= state->height)
3313                 {
3314                         // use the current allocation position
3315                         row->rowY = state->currentY;
3316                         row->currentX = 0;
3317                         state->currentY += blockheight;
3318                 }
3319                 else
3320                 {
3321                         // find another position
3322                         for (y = blockheight;y < state->height;y++)
3323                         {
3324                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
3325                                 {
3326                                         row = state->rows + y;
3327                                         break;
3328                                 }
3329                         }
3330                         if (y == state->height)
3331                                 return false;
3332                 }
3333         }
3334         *outy = row->rowY;
3335         *outx = row->currentX;
3336         row->currentX += blockwidth;
3337
3338         return true;
3339 }
3340
3341 typedef struct lightmapsample_s
3342 {
3343         float pos[3];
3344         float sh1[4][3];
3345         float *vertex_color;
3346         unsigned char *lm_bgr;
3347         unsigned char *lm_dir;
3348 }
3349 lightmapsample_t;
3350
3351 typedef struct lightmapvertex_s
3352 {
3353         int index;
3354         float pos[3];
3355         float normal[3];
3356         float texcoordbase[2];
3357         float texcoordlightmap[2];
3358         float lightcolor[4];
3359 }
3360 lightmapvertex_t;
3361
3362 typedef struct lightmaptriangle_s
3363 {
3364         int triangleindex;
3365         int surfaceindex;
3366         int lightmapindex;
3367         int axis;
3368         int lmoffset[2];
3369         int lmsize[2];
3370         // 2D modelspace coordinates of min corner
3371         // snapped to lightmap grid but not in grid coordinates
3372         float lmbase[2];
3373         // 2D modelspace to lightmap coordinate scale
3374         float lmscale[2];
3375         float vertex[3][3];
3376         float mins[3];
3377         float maxs[3];
3378 }
3379 lightmaptriangle_t;
3380
3381 typedef struct lightmaplight_s
3382 {
3383         float origin[3];
3384         float radius;
3385         float iradius;
3386         float radius2;
3387         float color[3];
3388         svbsp_t svbsp;
3389 }
3390 lightmaplight_t;
3391
3392 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3393
3394 #define MAX_LIGHTMAPSAMPLES 64
3395 static int mod_generatelightmaps_numoffsets[3];
3396 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3397
3398 static int mod_generatelightmaps_numlights;
3399 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3400
3401 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3402 extern cvar_t r_shadow_lightattenuationdividebias;
3403 extern cvar_t r_shadow_lightattenuationlinearscale;
3404
3405 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3406 {
3407         int i;
3408         int index;
3409         int result;
3410         float relativepoint[3];
3411         float color[3];
3412         float dir[3];
3413         float dist;
3414         float dist2;
3415         float intensity;
3416         float sample[5*3];
3417         float lightorigin[3];
3418         float lightradius;
3419         float lightradius2;
3420         float lightiradius;
3421         float lightcolor[3];
3422         trace_t trace;
3423         for (i = 0;i < 5*3;i++)
3424                 sample[i] = 0.0f;
3425         for (index = 0;;index++)
3426         {
3427                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3428                 if (result < 0)
3429                         break;
3430                 if (result == 0)
3431                         continue;
3432                 lightradius2 = lightradius * lightradius;
3433                 VectorSubtract(lightorigin, pos, relativepoint);
3434                 dist2 = VectorLength2(relativepoint);
3435                 if (dist2 >= lightradius2)
3436                         continue;
3437                 lightiradius = 1.0f / lightradius;
3438                 dist = sqrt(dist2) * lightiradius;
3439                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3440                 if (intensity <= 0)
3441                         continue;
3442                 if (model && model->TraceLine)
3443                 {
3444                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3445                         if (trace.fraction < 1)
3446                                 continue;
3447                 }
3448                 // scale down intensity to add to both ambient and diffuse
3449                 //intensity *= 0.5f;
3450                 VectorNormalize(relativepoint);
3451                 VectorScale(lightcolor, intensity, color);
3452                 VectorMA(sample    , 0.5f            , color, sample    );
3453                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3454                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3455                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3456                 // calculate a weighted average light direction as well
3457                 intensity *= VectorLength(color);
3458                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3459         }
3460         // calculate the direction we'll use to reduce the sample to a directional light source
3461         VectorCopy(sample + 12, dir);
3462         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3463         VectorNormalize(dir);
3464         // extract the diffuse color along the chosen direction and scale it
3465         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3466         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3467         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3468         // subtract some of diffuse from ambient
3469         VectorMA(sample, -0.333f, diffuse, ambient);
3470         // store the normalized lightdir
3471         VectorCopy(dir, lightdir);
3472 }
3473
3474 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3475 {
3476         int surfaceindex;
3477         int triangleindex;
3478         const msurface_t *surface;
3479         const float *vertex3f = model->surfmesh.data_vertex3f;
3480         const int *element3i = model->surfmesh.data_element3i;
3481         const int *e;
3482         float v2[3][3];
3483         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3484         {
3485                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3486                         continue;
3487                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3488                         continue;
3489                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3490                 {
3491                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3492                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3493                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3494                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3495                 }
3496         }
3497 }
3498
3499 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3500 {
3501         int maxnodes = 1<<14;
3502         svbsp_node_t *nodes;
3503         float origin[3];
3504         float mins[3];
3505         float maxs[3];
3506         svbsp_t svbsp;
3507         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3508         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3509         VectorCopy(lightinfo->origin, origin);
3510         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3511         for (;;)
3512         {
3513                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3514                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3515                 if (svbsp.ranoutofnodes)
3516                 {
3517                         maxnodes *= 16;
3518                         if (maxnodes > 1<<22)
3519                         {
3520                                 Mem_Free(nodes);
3521                                 return;
3522                         }
3523                         Mem_Free(nodes);
3524                         nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3525                 }
3526                 else
3527                         break;
3528         }
3529         if (svbsp.numnodes > 0)
3530         {
3531                 svbsp.nodes = (svbsp_node_t *)Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3532                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3533                 lightinfo->svbsp = svbsp;
3534         }
3535         Mem_Free(nodes);
3536 }
3537
3538 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3539 {
3540         int index;
3541         int result;
3542         lightmaplight_t *lightinfo;
3543         float origin[3];
3544         float radius;
3545         float color[3];
3546         mod_generatelightmaps_numlights = 0;
3547         for (index = 0;;index++)
3548         {
3549                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3550                 if (result < 0)
3551                         break;
3552                 if (result > 0)
3553                         mod_generatelightmaps_numlights++;
3554         }
3555         if (mod_generatelightmaps_numlights > 0)
3556         {
3557                 mod_generatelightmaps_lightinfo = (lightmaplight_t *)Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3558                 lightinfo = mod_generatelightmaps_lightinfo;
3559                 for (index = 0;;index++)
3560                 {
3561                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3562                         if (result < 0)
3563                                 break;
3564                         if (result > 0)
3565                                 lightinfo++;
3566                 }
3567         }
3568         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3569         {
3570                 lightinfo->iradius = 1.0f / lightinfo->radius;
3571                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3572                 // TODO: compute svbsp
3573                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3574         }
3575 }
3576
3577 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3578 {
3579         int i;
3580         if (mod_generatelightmaps_lightinfo)
3581         {
3582                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3583                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3584                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3585                 Mem_Free(mod_generatelightmaps_lightinfo);
3586         }
3587         mod_generatelightmaps_lightinfo = NULL;
3588         mod_generatelightmaps_numlights = 0;
3589 }
3590
3591 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3592 {
3593         const svbsp_node_t *node;
3594         const svbsp_node_t *nodes = svbsp->nodes;
3595         int num = 0;
3596         while (num >= 0)
3597         {
3598                 node = nodes + num;
3599                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3600         }
3601         return num == -1; // true if empty, false if solid (shadowed)
3602 }
3603
3604 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3605 {
3606         int i;
3607         float relativepoint[3];
3608         float color[3];
3609         float offsetpos[3];
3610         float dist;
3611         float dist2;
3612         float intensity;
3613         int offsetindex;
3614         int hits;
3615         int tests;
3616         const lightmaplight_t *lightinfo;
3617         trace_t trace;
3618         for (i = 0;i < 5*3;i++)
3619                 sample[i] = 0.0f;
3620         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3621         {
3622                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3623                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3624                 // don't accept light from behind a surface, it causes bad shading
3625                 if (normal && DotProduct(relativepoint, normal) <= 0)
3626                         continue;
3627                 dist2 = VectorLength2(relativepoint);
3628                 if (dist2 >= lightinfo->radius2)
3629                         continue;
3630                 dist = sqrt(dist2) * lightinfo->iradius;
3631                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3632                 if (intensity <= 0)
3633                         continue;
3634                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3635                 {
3636                         hits = 0;
3637                         tests = 1;
3638                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3639                                 hits++;
3640                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3641                         {
3642                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3643                                 if (!normal)
3644                                 {
3645                                         // for light grid we'd better check visibility of the offset point
3646                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3647                                         if (trace.fraction < 1)
3648                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3649                                 }
3650                                 tests++;
3651                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3652                                         hits++;
3653                         }
3654                         if (!hits)
3655                                 continue;
3656                         // scale intensity according to how many rays succeeded
3657                         // we know one test is valid, half of the rest will fail...
3658                         //if (normal && tests > 1)
3659                         //      intensity *= (tests - 1.0f) / tests;
3660                         intensity *= (float)hits / tests;
3661                 }
3662                 // scale down intensity to add to both ambient and diffuse
3663                 //intensity *= 0.5f;
3664                 VectorNormalize(relativepoint);
3665                 VectorScale(lightinfo->color, intensity, color);
3666                 VectorMA(sample    , 0.5f            , color, sample    );
3667                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3668                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3669                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3670                 // calculate a weighted average light direction as well
3671                 intensity *= VectorLength(color);
3672                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3673         }
3674 }
3675
3676 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3677 {
3678         float sample[5*3];
3679         float color[3];
3680         float dir[3];
3681         float f;
3682         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3683         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3684         VectorCopy(sample + 12, dir);
3685         VectorNormalize(dir);
3686         //VectorAdd(dir, normal, dir);
3687         //VectorNormalize(dir);
3688         f = DotProduct(dir, normal);
3689         f = max(0, f) * 255.0f;
3690         VectorScale(sample, f, color);
3691         //VectorCopy(normal, dir);
3692         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3693         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3694         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3695         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3696         lm_bgr[3] = 255;
3697         lm_dir[0] = (unsigned char)dir[2];
3698         lm_dir[1] = (unsigned char)dir[1];
3699         lm_dir[2] = (unsigned char)dir[0];
3700         lm_dir[3] = 255;
3701 }
3702
3703 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3704 {
3705         float sample[5*3];
3706         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3707         VectorCopy(sample, vertex_color);
3708 }
3709
3710 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3711 {
3712         float sample[5*3];
3713         float ambient[3];
3714         float diffuse[3];
3715         float dir[3];
3716         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3717         // calculate the direction we'll use to reduce the sample to a directional light source
3718         VectorCopy(sample + 12, dir);
3719         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3720         VectorNormalize(dir);
3721         // extract the diffuse color along the chosen direction and scale it
3722         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3723         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3724         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3725         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3726         VectorScale(sample, 127.5f, ambient);
3727         VectorMA(ambient, -0.333f, diffuse, ambient);
3728         // encode to the grid format
3729         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3730         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3731         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3732         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3733         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3734         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3735         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3736         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3737         else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
3738 }
3739
3740 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3741 {
3742         float radius[3];
3743         float temp[3];
3744         int i, j;
3745         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3746         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3747         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3748         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3749         radius[0] = mod_generatelightmaps_lightmapradius.value;
3750         radius[1] = mod_generatelightmaps_vertexradius.value;
3751         radius[2] = mod_generatelightmaps_gridradius.value;
3752         for (i = 0;i < 3;i++)
3753         {
3754                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3755                 {
3756                         VectorRandom(temp);
3757                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3758                 }
3759         }
3760 }
3761
3762 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3763 {
3764         msurface_t *surface;
3765         int surfaceindex;
3766         int i;
3767         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3768         {
3769                 surface = model->data_surfaces + surfaceindex;
3770                 surface->lightmaptexture = NULL;
3771                 surface->deluxemaptexture = NULL;
3772         }
3773         if (model->brushq3.data_lightmaps)
3774         {
3775                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3776                         if (model->brushq3.data_lightmaps[i])
3777                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3778                 Mem_Free(model->brushq3.data_lightmaps);
3779                 model->brushq3.data_lightmaps = NULL;
3780         }
3781         if (model->brushq3.data_deluxemaps)
3782         {
3783                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3784                         if (model->brushq3.data_deluxemaps[i])
3785                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3786                 Mem_Free(model->brushq3.data_deluxemaps);
3787                 model->brushq3.data_deluxemaps = NULL;
3788         }
3789 }
3790
3791 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3792 {
3793         msurface_t *surface;
3794         int surfaceindex;
3795         int vertexindex;
3796         int outvertexindex;
3797         int i;
3798         const int *e;
3799         surfmesh_t oldsurfmesh;
3800         size_t size;
3801         unsigned char *data;
3802         oldsurfmesh = model->surfmesh;
3803         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3804         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3805         size = 0;
3806         size += model->surfmesh.num_vertices * sizeof(float[3]);
3807         size += model->surfmesh.num_vertices * sizeof(float[3]);
3808         size += model->surfmesh.num_vertices * sizeof(float[3]);
3809         size += model->surfmesh.num_vertices * sizeof(float[3]);
3810         size += model->surfmesh.num_vertices * sizeof(float[2]);
3811         size += model->surfmesh.num_vertices * sizeof(float[2]);
3812         size += model->surfmesh.num_vertices * sizeof(float[4]);
3813         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3814         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3815         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3816         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3817         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3818         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3819         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3820         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3821         if (model->surfmesh.num_vertices > 65536)
3822                 model->surfmesh.data_element3s = NULL;
3823
3824         if (model->surfmesh.vertexposition)
3825                 Mem_Free(model->surfmesh.vertexposition);
3826         model->surfmesh.vertexposition = NULL;
3827         if (model->surfmesh.vertexmesh)
3828                 Mem_Free(model->surfmesh.vertexmesh);
3829         model->surfmesh.vertexmesh = NULL;
3830         if (model->surfmesh.vertexpositionbuffer)
3831                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexpositionbuffer);
3832         model->surfmesh.vertexpositionbuffer = NULL;
3833         if (model->surfmesh.vertexmeshbuffer)
3834                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vertexmeshbuffer);
3835         model->surfmesh.vertexmeshbuffer = NULL;
3836         if (model->surfmesh.data_element3i_indexbuffer)
3837                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3i_indexbuffer);
3838         model->surfmesh.data_element3i_indexbuffer = NULL;
3839         if (model->surfmesh.data_element3s_indexbuffer)
3840                 R_Mesh_DestroyMeshBuffer(model->surfmesh.data_element3s_indexbuffer);
3841         model->surfmesh.data_element3s_indexbuffer = NULL;
3842         if (model->surfmesh.vbo_vertexbuffer)
3843                 R_Mesh_DestroyMeshBuffer(model->surfmesh.vbo_vertexbuffer);
3844         model->surfmesh.vbo_vertexbuffer = 0;
3845
3846         // convert all triangles to unique vertex data
3847         outvertexindex = 0;
3848         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3849         {
3850                 surface = model->data_surfaces + surfaceindex;
3851                 surface->num_firstvertex = outvertexindex;
3852                 surface->num_vertices = surface->num_triangles*3;
3853                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3854                 for (i = 0;i < surface->num_triangles*3;i++)
3855                 {
3856                         vertexindex = e[i];
3857                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3858                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3859                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3860                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3861                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3862                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3863                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3864                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3865                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3866                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3867                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3868                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3869                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3870                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3871                         if (oldsurfmesh.data_texcoordlightmap2f)
3872                         {
3873                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3874                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3875                         }
3876                         if (oldsurfmesh.data_lightmapcolor4f)
3877                         {
3878                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3879                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3880                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3881                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3882                         }
3883                         else
3884                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3885                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3886                         outvertexindex++;
3887                 }
3888         }
3889         if (model->surfmesh.data_element3s)
3890                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3891                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
3892
3893         // find and update all submodels to use this new surfmesh data
3894         for (i = 0;i < model->brush.numsubmodels;i++)
3895                 model->brush.submodels[i]->surfmesh = model->surfmesh;
3896 }
3897
3898 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
3899 {
3900         msurface_t *surface;
3901         int surfaceindex;
3902         int i;
3903         int axis;
3904         float normal[3];
3905         const int *e;
3906         lightmaptriangle_t *triangle;
3907         // generate lightmap triangle structs
3908         mod_generatelightmaps_lightmaptriangles = (lightmaptriangle_t *)Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3909         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3910         {
3911                 surface = model->data_surfaces + surfaceindex;
3912                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3913                 for (i = 0;i < surface->num_triangles;i++)
3914                 {
3915                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3916                         triangle->triangleindex = surface->num_firsttriangle+i;
3917                         triangle->surfaceindex = surfaceindex;
3918                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
3919                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
3920                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
3921                         // calculate bounds of triangle
3922                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
3923                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
3924                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
3925                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
3926                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
3927                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
3928                         // pick an axial projection based on the triangle normal
3929                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
3930                         axis = 0;
3931                         if (fabs(normal[1]) > fabs(normal[axis]))
3932                                 axis = 1;
3933                         if (fabs(normal[2]) > fabs(normal[axis]))
3934                                 axis = 2;
3935                         triangle->axis = axis;
3936                 }
3937         }
3938 }
3939
3940 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
3941 {
3942         if (mod_generatelightmaps_lightmaptriangles)
3943                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
3944         mod_generatelightmaps_lightmaptriangles = NULL;
3945 }
3946
3947 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
3948
3949 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
3950 {
3951         msurface_t *surface;
3952         int surfaceindex;
3953         int lightmapindex;
3954         int lightmapnumber;
3955         int i;
3956         int j;
3957         int k;
3958         int x;
3959         int y;
3960         int axis;
3961         int axis1;
3962         int axis2;
3963         int retry;
3964         int pixeloffset;
3965         float trianglenormal[3];
3966         float samplecenter[3];
3967         float samplenormal[3];
3968         float temp[3];
3969         float lmiscale[2];
3970         float slopex;
3971         float slopey;
3972         float slopebase;
3973         float lmscalepixels;
3974         float lmmins;
3975         float lmmaxs;
3976         float lm_basescalepixels;
3977         int lm_borderpixels;
3978         int lm_texturesize;
3979         //int lm_maxpixels;
3980         const int *e;
3981         lightmaptriangle_t *triangle;
3982         unsigned char *lightmappixels;
3983         unsigned char *deluxemappixels;
3984         mod_alloclightmap_state_t lmstate;
3985
3986         // generate lightmap projection information for all triangles
3987         if (model->texturepool == NULL)
3988                 model->texturepool = R_AllocTexturePool();
3989         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
3990         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
3991         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
3992         //lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
3993         Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3994         lightmapnumber = 0;
3995         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3996         {
3997                 surface = model->data_surfaces + surfaceindex;
3998                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3999                 lmscalepixels = lm_basescalepixels;
4000                 for (retry = 0;retry < 30;retry++)
4001                 {
4002                         // after a couple failed attempts, degrade quality to make it fit
4003                         if (retry > 1)
4004                                 lmscalepixels *= 0.5f;
4005                         for (i = 0;i < surface->num_triangles;i++)
4006                         {
4007                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4008                                 triangle->lightmapindex = lightmapnumber;
4009                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
4010                                 // pick two planar axes for projection
4011                                 // lightmap coordinates here are in pixels
4012                                 // lightmap projections are snapped to pixel grid explicitly, such
4013                                 // that two neighboring triangles sharing an edge and projection
4014                                 // axis will have identical sampl espacing along their shared edge
4015                                 k = 0;
4016                                 for (j = 0;j < 3;j++)
4017                                 {
4018                                         if (j == triangle->axis)
4019                                                 continue;
4020                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
4021                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
4022                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
4023                                         triangle->lmbase[k] = lmmins/lmscalepixels;
4024                                         triangle->lmscale[k] = lmscalepixels;
4025                                         k++;
4026                                 }
4027                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
4028                                         break;
4029                         }
4030                         // if all fit in this texture, we're done with this surface
4031                         if (i == surface->num_triangles)
4032                                 break;
4033                         // if we haven't maxed out the lightmap size yet, we retry the
4034                         // entire surface batch...
4035                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
4036                         {
4037                                 lm_texturesize *= 2;
4038                                 surfaceindex = -1;
4039                                 lightmapnumber = 0;
4040                                 Mod_AllocLightmap_Free(&lmstate);
4041                                 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
4042                                 break;
4043                         }
4044                         // if we have maxed out the lightmap size, and this triangle does
4045                         // not fit in the same texture as the rest of the surface, we have
4046                         // to retry the entire surface in a new texture (can only use one)
4047                         // with multiple retries, the lightmap quality degrades until it
4048                         // fits (or gives up)
4049                         if (surfaceindex > 0)
4050                                 lightmapnumber++;
4051                         Mod_AllocLightmap_Reset(&lmstate);
4052                 }
4053         }
4054         lightmapnumber++;
4055         Mod_AllocLightmap_Free(&lmstate);
4056
4057         // now put triangles together into lightmap textures, and do not allow
4058         // triangles of a surface to go into different textures (as that would
4059         // require rewriting the surface list)
4060         model->brushq3.deluxemapping_modelspace = true;
4061         model->brushq3.deluxemapping = true;
4062         model->brushq3.num_mergedlightmaps = lightmapnumber;
4063         model->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4064         model->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
4065         lightmappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4066         deluxemappixels = (unsigned char *)Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
4067         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4068         {
4069                 surface = model->data_surfaces + surfaceindex;
4070                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4071                 for (i = 0;i < surface->num_triangles;i++)
4072                 {
4073                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
4074                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
4075                         VectorNormalize(trianglenormal);
4076                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
4077                         axis = triangle->axis;
4078                         axis1 = axis == 0 ? 1 : 0;
4079                         axis2 = axis == 2 ? 1 : 2;
4080                         lmiscale[0] = 1.0f / triangle->lmscale[0];
4081                         lmiscale[1] = 1.0f / triangle->lmscale[1];
4082                         if (trianglenormal[axis] < 0)
4083                                 VectorNegate(trianglenormal, trianglenormal);
4084                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
4085                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
4086                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
4087                         for (j = 0;j < 3;j++)
4088                         {
4089                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
4090                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
4091                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
4092 #if 0
4093                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
4094                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
4095                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4096                                 Con_Printf("%f:%f %f:%f %f:%f = %f %f\n", triangle->vertex[j][axis1], samplecenter[axis1], triangle->vertex[j][axis2], samplecenter[axis2], triangle->vertex[j][axis], samplecenter[axis], t2f[0], t2f[1]);
4097 #endif
4098                         }
4099
4100 #if 0
4101                         switch (axis)
4102                         {
4103                         default:
4104                         case 0:
4105                                 forward[0] = 0;
4106                                 forward[1] = 1.0f / triangle->lmscale[0];
4107                                 forward[2] = 0;
4108                                 left[0] = 0;
4109                                 left[1] = 0;
4110                                 left[2] = 1.0f / triangle->lmscale[1];
4111                                 up[0] = 1.0f;
4112                                 up[1] = 0;
4113                                 up[2] = 0;
4114                                 origin[0] = 0;
4115                                 origin[1] = triangle->lmbase[0];
4116                                 origin[2] = triangle->lmbase[1];
4117                                 break;
4118                         case 1:
4119                                 forward[0] = 1.0f / triangle->lmscale[0];
4120                                 forward[1] = 0;
4121                                 forward[2] = 0;
4122                                 left[0] = 0;
4123                                 left[1] = 0;
4124                                 left[2] = 1.0f / triangle->lmscale[1];
4125                                 up[0] = 0;
4126                                 up[1] = 1.0f;
4127                                 up[2] = 0;
4128                                 origin[0] = triangle->lmbase[0];
4129                                 origin[1] = 0;
4130                                 origin[2] = triangle->lmbase[1];
4131                                 break;
4132                         case 2:
4133                                 forward[0] = 1.0f / triangle->lmscale[0];
4134                                 forward[1] = 0;
4135                                 forward[2] = 0;
4136                                 left[0] = 0;
4137                                 left[1] = 1.0f / triangle->lmscale[1];
4138                                 left[2] = 0;
4139                                 up[0] = 0;
4140                                 up[1] = 0;
4141                                 up[2] = 1.0f;
4142                                 origin[0] = triangle->lmbase[0];
4143                                 origin[1] = triangle->lmbase[1];
4144                                 origin[2] = 0;
4145                                 break;
4146                         }
4147                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
4148 #endif
4149 #define LM_DIST_EPSILON (1.0f / 32.0f)
4150                         for (y = 0;y < triangle->lmsize[1];y++)
4151                         {
4152                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
4153                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
4154                                 {
4155                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
4156                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
4157                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
4158                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
4159                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
4160                                 }
4161                         }
4162                 }
4163         }
4164
4165         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
4166         {
4167                 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4168                 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, -1, NULL);
4169         }
4170
4171         if (lightmappixels)
4172                 Mem_Free(lightmappixels);
4173         if (deluxemappixels)
4174                 Mem_Free(deluxemappixels);
4175
4176         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
4177         {
4178                 surface = model->data_surfaces + surfaceindex;
4179                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
4180                 if (!surface->num_triangles)
4181                         continue;
4182                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
4183                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
4184                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
4185                 surface->lightmapinfo = NULL;
4186         }
4187
4188         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
4189         model->brushq1.lightdata = NULL;
4190         model->brushq1.lightmapupdateflags = NULL;
4191         model->brushq1.firstrender = false;
4192         model->brushq1.num_lightstyles = 0;
4193         model->brushq1.data_lightstyleinfo = NULL;
4194         for (i = 0;i < model->brush.numsubmodels;i++)
4195         {
4196                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
4197                 model->brush.submodels[i]->brushq1.firstrender = false;
4198                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
4199                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
4200         }
4201 }
4202
4203 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
4204 {
4205         int i;
4206         for (i = 0;i < model->surfmesh.num_vertices;i++)
4207                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
4208 }
4209
4210 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
4211 {
4212         int x;
4213         int y;
4214         int z;
4215         int index = 0;
4216         float pos[3];
4217         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
4218         {
4219                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
4220                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
4221                 {
4222                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
4223                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
4224                         {
4225                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
4226                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
4227                         }
4228                 }
4229         }
4230 }
4231
4232 extern cvar_t mod_q3bsp_nolightmaps;
4233 static void Mod_GenerateLightmaps(dp_model_t *model)
4234 {
4235         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
4236         dp_model_t *oldloadmodel = loadmodel;
4237         loadmodel = model;
4238
4239         Mod_GenerateLightmaps_InitSampleOffsets(model);
4240         Mod_GenerateLightmaps_DestroyLightmaps(model);
4241         Mod_GenerateLightmaps_UnweldTriangles(model);
4242         Mod_GenerateLightmaps_CreateTriangleInformation(model);
4243         Mod_GenerateLightmaps_CreateLights(model);
4244         if(!mod_q3bsp_nolightmaps.integer)
4245                 Mod_GenerateLightmaps_CreateLightmaps(model);
4246         Mod_GenerateLightmaps_UpdateVertexColors(model);
4247         Mod_GenerateLightmaps_UpdateLightGrid(model);
4248         Mod_GenerateLightmaps_DestroyLights(model);
4249         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
4250
4251         loadmodel = oldloadmodel;
4252 }
4253
4254 static void Mod_GenerateLightmaps_f(void)
4255 {
4256         if (Cmd_Argc() != 1)
4257         {
4258                 Con_Printf("usage: mod_generatelightmaps\n");
4259                 return;
4260         }
4261         if (!cl.worldmodel)
4262         {
4263                 Con_Printf("no worldmodel loaded\n");
4264                 return;
4265         }
4266         Mod_GenerateLightmaps(cl.worldmodel);
4267 }