remove prvm_boundscheck cvar (security hole) and force bounds check on unless DP...
[divverent/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
30
31 model_t *loadmodel;
32
33 static mempool_t *mod_mempool;
34 static memexpandablearray_t models;
35
36 static mempool_t* q3shaders_mem;
37 typedef struct q3shader_hash_entry_s
38 {
39   q3shaderinfo_t shader;
40   struct q3shader_hash_entry_s* chain;
41 } q3shader_hash_entry_t;
42 #define Q3SHADER_HASH_SIZE  1021
43 typedef struct q3shader_data_s
44 {
45   memexpandablearray_t hash_entries;
46   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
47   memexpandablearray_t char_ptrs;
48 } q3shader_data_t;
49 static q3shader_data_t* q3shader_data;
50
51 static void mod_start(void)
52 {
53         int i;
54         int nummodels = Mem_ExpandableArray_IndexRange(&models);
55         model_t *mod;
56
57         // parse the Q3 shader files
58         Mod_LoadQ3Shaders();
59
60         for (i = 0;i < nummodels;i++)
61                 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
62                         if (mod->used)
63                                 Mod_LoadModel(mod, true, false, mod->isworldmodel);
64 }
65
66 static void mod_shutdown(void)
67 {
68         int i;
69         int nummodels = Mem_ExpandableArray_IndexRange(&models);
70         model_t *mod;
71
72         for (i = 0;i < nummodels;i++)
73                 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
74                         Mod_UnloadModel(mod);
75
76         Mem_FreePool (&q3shaders_mem);
77 }
78
79 static void mod_newmap(void)
80 {
81         msurface_t *surface;
82         int i, j, k, surfacenum, ssize, tsize;
83         int nummodels = Mem_ExpandableArray_IndexRange(&models);
84         model_t *mod;
85
86         R_SkinFrame_PrepareForPurge();
87         for (i = 0;i < nummodels;i++)
88         {
89                 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
90                 {
91                         for (j = 0;j < mod->num_textures;j++)
92                         {
93                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
94                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
95                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
96                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
97                         }
98                 }
99         }
100         R_SkinFrame_Purge();
101
102         if (!cl_stainmaps_clearonload.integer)
103                 return;
104
105         for (i = 0;i < nummodels;i++)
106         {
107                 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
108                 {
109                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
110                         {
111                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
112                                 {
113                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
114                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
115                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
116                                         surface->cached_dlight = true;
117                                 }
118                         }
119                 }
120         }
121 }
122
123 /*
124 ===============
125 Mod_Init
126 ===============
127 */
128 static void Mod_Print(void);
129 static void Mod_Precache (void);
130 static void Mod_BuildVBOs(void);
131 void Mod_Init (void)
132 {
133         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
134         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(model_t), 16);
135
136         Mod_BrushInit();
137         Mod_AliasInit();
138         Mod_SpriteInit();
139
140         Cvar_RegisterVariable(&r_mipskins);
141         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
142         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
143 }
144
145 void Mod_RenderInit(void)
146 {
147         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
148 }
149
150 void Mod_UnloadModel (model_t *mod)
151 {
152         char name[MAX_QPATH];
153         qboolean isworldmodel;
154         qboolean used;
155         strlcpy(name, mod->name, sizeof(name));
156         isworldmodel = mod->isworldmodel;
157         used = mod->used;
158         if (mod->surfmesh.ebo)
159                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo);
160         if (mod->surfmesh.vbo)
161                 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
162         // free textures/memory attached to the model
163         R_FreeTexturePool(&mod->texturepool);
164         Mem_FreePool(&mod->mempool);
165         // clear the struct to make it available
166         memset(mod, 0, sizeof(model_t));
167         // restore the fields we want to preserve
168         strlcpy(mod->name, name, sizeof(mod->name));
169         mod->isworldmodel = isworldmodel;
170         mod->used = used;
171         mod->loaded = false;
172 }
173
174 /*
175 ==================
176 Mod_LoadModel
177
178 Loads a model
179 ==================
180 */
181 model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
182 {
183         int num;
184         unsigned int crc;
185         void *buf;
186         fs_offset_t filesize;
187
188         mod->used = true;
189
190         if (mod->name[0] == '*') // submodel
191                 return mod;
192
193         crc = 0;
194         buf = NULL;
195
196         // even if the model is loaded it still may need reloading...
197
198         // if the model is a worldmodel and is being referred to as a
199         // non-worldmodel here, then it needs reloading to get rid of the
200         // submodels
201         if (mod->isworldmodel != isworldmodel)
202                 mod->loaded = false;
203
204         // if it is not loaded or checkdisk is true we need to calculate the crc
205         if (!mod->loaded || checkdisk)
206         {
207                 if (checkdisk && mod->loaded)
208                         Con_DPrintf("checking model %s\n", mod->name);
209                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
210                 if (buf)
211                 {
212                         crc = CRC_Block((unsigned char *)buf, filesize);
213                         // we need to reload the model if the crc does not match
214                         if (mod->crc != crc)
215                                 mod->loaded = false;
216                 }
217         }
218
219         // if the model is already loaded and checks passed, just return
220         if (mod->loaded)
221         {
222                 if (buf)
223                         Mem_Free(buf);
224                 return mod;
225         }
226
227         Con_DPrintf("loading model %s\n", mod->name);
228         // LordHavoc: unload the existing model in this slot (if there is one)
229         if (mod->loaded || mod->mempool)
230                 Mod_UnloadModel(mod);
231
232         // load the model
233         mod->isworldmodel = isworldmodel;
234         mod->used = true;
235         mod->crc = crc;
236         // errors can prevent the corresponding mod->loaded = true;
237         mod->loaded = false;
238
239         // default model radius and bounding box (mainly for missing models)
240         mod->radius = 16;
241         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
242         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
243         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
244         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
245         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
246         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
247
248         // if we're loading a worldmodel, then this is a level change
249         if (mod->isworldmodel)
250         {
251                 // clear out any stale submodels or worldmodels lying around
252                 // if we did this clear before now, an error might abort loading and
253                 // leave things in a bad state
254                 Mod_RemoveStaleWorldModels(mod);
255                 // reload q3 shaders, to make sure they are ready to go for this level
256                 // (including any models loaded for this level)
257                 Mod_LoadQ3Shaders();
258         }
259
260         if (buf)
261         {
262                 char *bufend = (char *)buf + filesize;
263
264                 // all models use memory, so allocate a memory pool
265                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
266
267                 num = LittleLong(*((int *)buf));
268                 // call the apropriate loader
269                 loadmodel = mod;
270                      if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
271                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
272                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
273                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
274                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
275                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
276                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
277                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
278                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
279                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
280                 else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend);
281                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
282                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
283                 Mem_Free(buf);
284
285                 Mod_BuildVBOs();
286
287                 // no fatal errors occurred, so this model is ready to use.
288                 mod->loaded = true;
289         }
290         else if (crash)
291         {
292                 // LordHavoc: Sys_Error was *ANNOYING*
293                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
294         }
295         return mod;
296 }
297
298 void Mod_ClearUsed(void)
299 {
300         int i;
301         int nummodels = Mem_ExpandableArray_IndexRange(&models);
302         model_t *mod;
303         for (i = 0;i < nummodels;i++)
304                 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
305                         mod->used = false;
306 }
307
308 void Mod_PurgeUnused(void)
309 {
310         int i;
311         int nummodels = Mem_ExpandableArray_IndexRange(&models);
312         model_t *mod;
313         for (i = 0;i < nummodels;i++)
314         {
315                 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
316                 {
317                         Mod_UnloadModel(mod);
318                         Mem_ExpandableArray_FreeRecord(&models, mod);
319                 }
320         }
321 }
322
323 // only used during loading!
324 void Mod_RemoveStaleWorldModels(model_t *skip)
325 {
326         int i;
327         int nummodels = Mem_ExpandableArray_IndexRange(&models);
328         model_t *mod;
329         for (i = 0;i < nummodels;i++)
330         {
331                 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->isworldmodel && mod->loaded && skip != mod)
332                 {
333                         Mod_UnloadModel(mod);
334                         mod->isworldmodel = false;
335                         mod->used = false;
336                 }
337         }
338 }
339
340 /*
341 ==================
342 Mod_FindName
343
344 ==================
345 */
346 model_t *Mod_FindName(const char *name)
347 {
348         int i;
349         int nummodels = Mem_ExpandableArray_IndexRange(&models);
350         model_t *mod;
351
352         if (!name[0])
353                 Host_Error ("Mod_ForName: NULL name");
354
355         // search the currently loaded models
356         for (i = 0;i < nummodels;i++)
357         {
358                 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name))
359                 {
360                         mod->used = true;
361                         return mod;
362                 }
363         }
364
365         // no match found, create a new one
366         mod = Mem_ExpandableArray_AllocRecord(&models);
367         strlcpy(mod->name, name, sizeof(mod->name));
368         mod->loaded = false;
369         mod->used = true;
370         return mod;
371 }
372
373 /*
374 ==================
375 Mod_ForName
376
377 Loads in a model for the given name
378 ==================
379 */
380 model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, qboolean isworldmodel)
381 {
382         model_t *model;
383         model = Mod_FindName(name);
384         if (model->name[0] != '*' && (!model->loaded || checkdisk))
385                 Mod_LoadModel(model, crash, checkdisk, isworldmodel);
386         return model;
387 }
388
389 /*
390 ==================
391 Mod_Reload
392
393 Reloads all models if they have changed
394 ==================
395 */
396 void Mod_Reload(void)
397 {
398         int i;
399         int nummodels = Mem_ExpandableArray_IndexRange(&models);
400         model_t *mod;
401         for (i = 0;i < nummodels;i++)
402                 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
403                         Mod_LoadModel(mod, true, true, mod->isworldmodel);
404 }
405
406 unsigned char *mod_base;
407
408
409 //=============================================================================
410
411 /*
412 ================
413 Mod_Print
414 ================
415 */
416 static void Mod_Print(void)
417 {
418         int i;
419         int nummodels = Mem_ExpandableArray_IndexRange(&models);
420         model_t *mod;
421
422         Con_Print("Loaded models:\n");
423         for (i = 0;i < nummodels;i++)
424                 if ((mod = Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
425                         Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
426 }
427
428 /*
429 ================
430 Mod_Precache
431 ================
432 */
433 static void Mod_Precache(void)
434 {
435         if (Cmd_Argc() == 2)
436                 Mod_ForName(Cmd_Argv(1), false, true, cl.worldmodel && !strcasecmp(Cmd_Argv(1), cl.worldmodel->name));
437         else
438                 Con_Print("usage: modelprecache <filename>\n");
439 }
440
441 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
442 {
443         int i, count;
444         unsigned char *used;
445         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
446         memset(used, 0, numvertices);
447         for (i = 0;i < numelements;i++)
448                 used[elements[i]] = 1;
449         for (i = 0, count = 0;i < numvertices;i++)
450                 remapvertices[i] = used[i] ? count++ : -1;
451         Mem_Free(used);
452         return count;
453 }
454
455 #if 1
456 // fast way, using an edge hash
457 #define TRIANGLEEDGEHASH 8192
458 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
459 {
460         int i, j, p, e1, e2, *n, hashindex, count, match;
461         const int *e;
462         typedef struct edgehashentry_s
463         {
464                 struct edgehashentry_s *next;
465                 int triangle;
466                 int element[2];
467         }
468         edgehashentry_t;
469         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
470         memset(edgehash, 0, sizeof(edgehash));
471         edgehashentries = edgehashentriesbuffer;
472         // if there are too many triangles for the stack array, allocate larger buffer
473         if (numtriangles > TRIANGLEEDGEHASH)
474                 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
475         // find neighboring triangles
476         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
477         {
478                 for (j = 0, p = 2;j < 3;p = j, j++)
479                 {
480                         e1 = e[p];
481                         e2 = e[j];
482                         // this hash index works for both forward and backward edges
483                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
484                         hash = edgehashentries + i * 3 + j;
485                         hash->next = edgehash[hashindex];
486                         edgehash[hashindex] = hash;
487                         hash->triangle = i;
488                         hash->element[0] = e1;
489                         hash->element[1] = e2;
490                 }
491         }
492         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
493         {
494                 for (j = 0, p = 2;j < 3;p = j, j++)
495                 {
496                         e1 = e[p];
497                         e2 = e[j];
498                         // this hash index works for both forward and backward edges
499                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
500                         count = 0;
501                         match = -1;
502                         for (hash = edgehash[hashindex];hash;hash = hash->next)
503                         {
504                                 if (hash->element[0] == e2 && hash->element[1] == e1)
505                                 {
506                                         if (hash->triangle != i)
507                                                 match = hash->triangle;
508                                         count++;
509                                 }
510                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
511                                         count++;
512                         }
513                         // detect edges shared by three triangles and make them seams
514                         if (count > 2)
515                                 match = -1;
516                         n[p] = match;
517                 }
518         }
519         // free the allocated buffer
520         if (edgehashentries != edgehashentriesbuffer)
521                 Mem_Free(edgehashentries);
522 }
523 #else
524 // very slow but simple way
525 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
526 {
527         int i, match, count;
528         count = 0;
529         match = -1;
530         for (i = 0;i < numtriangles;i++, elements += 3)
531         {
532                      if ((elements[0] == start && elements[1] == end)
533                       || (elements[1] == start && elements[2] == end)
534                       || (elements[2] == start && elements[0] == end))
535                 {
536                         if (i != ignore)
537                                 match = i;
538                         count++;
539                 }
540                 else if ((elements[1] == start && elements[0] == end)
541                       || (elements[2] == start && elements[1] == end)
542                       || (elements[0] == start && elements[2] == end))
543                         count++;
544         }
545         // detect edges shared by three triangles and make them seams
546         if (count > 2)
547                 match = -1;
548         return match;
549 }
550
551 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
552 {
553         int i, *n;
554         const int *e;
555         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
556         {
557                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
558                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
559                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
560         }
561 }
562 #endif
563
564 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
565 {
566         int i, warned = false, endvertex = firstvertex + numverts;
567         for (i = 0;i < numtriangles * 3;i++)
568         {
569                 if (elements[i] < firstvertex || elements[i] >= endvertex)
570                 {
571                         if (!warned)
572                         {
573                                 warned = true;
574                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
575                         }
576                         elements[i] = firstvertex;
577                 }
578         }
579 }
580
581 // warning: this is an expensive function!
582 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
583 {
584         int i, j;
585         const int *element;
586         float *vectorNormal;
587         float areaNormal[3];
588         // clear the vectors
589         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
590         // process each vertex of each triangle and accumulate the results
591         // use area-averaging, to make triangles with a big area have a bigger
592         // weighting on the vertex normal than triangles with a small area
593         // to do so, just add the 'normals' together (the bigger the area
594         // the greater the length of the normal is
595         element = elements;
596         for (i = 0; i < numtriangles; i++, element += 3)
597         {
598                 TriangleNormal(
599                         vertex3f + element[0] * 3,
600                         vertex3f + element[1] * 3,
601                         vertex3f + element[2] * 3,
602                         areaNormal
603                         );
604
605                 if (!areaweighting)
606                         VectorNormalize(areaNormal);
607
608                 for (j = 0;j < 3;j++)
609                 {
610                         vectorNormal = normal3f + element[j] * 3;
611                         vectorNormal[0] += areaNormal[0];
612                         vectorNormal[1] += areaNormal[1];
613                         vectorNormal[2] += areaNormal[2];
614                 }
615         }
616         // and just normalize the accumulated vertex normal in the end
617         vectorNormal = normal3f + 3 * firstvertex;
618         for (i = 0; i < numvertices; i++, vectorNormal += 3)
619                 VectorNormalize(vectorNormal);
620 }
621
622 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)
623 {
624         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
625         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
626         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
627
628         // 6 multiply, 9 subtract
629         VectorSubtract(v1, v0, v10);
630         VectorSubtract(v2, v0, v20);
631         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
632         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
633         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
634         // 12 multiply, 10 subtract
635         tc10[1] = tc1[1] - tc0[1];
636         tc20[1] = tc2[1] - tc0[1];
637         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
638         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
639         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
640         tc10[0] = tc1[0] - tc0[0];
641         tc20[0] = tc2[0] - tc0[0];
642         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
643         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
644         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
645         // 12 multiply, 4 add, 6 subtract
646         f = DotProduct(svector3f, normal3f);
647         svector3f[0] -= f * normal3f[0];
648         svector3f[1] -= f * normal3f[1];
649         svector3f[2] -= f * normal3f[2];
650         f = DotProduct(tvector3f, normal3f);
651         tvector3f[0] -= f * normal3f[0];
652         tvector3f[1] -= f * normal3f[1];
653         tvector3f[2] -= f * normal3f[2];
654         // if texture is mapped the wrong way (counterclockwise), the tangents
655         // have to be flipped, this is detected by calculating a normal from the
656         // two tangents, and seeing if it is opposite the surface normal
657         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
658         CrossProduct(tvector3f, svector3f, tangentcross);
659         if (DotProduct(tangentcross, normal3f) < 0)
660         {
661                 VectorNegate(svector3f, svector3f);
662                 VectorNegate(tvector3f, tvector3f);
663         }
664 }
665
666 // warning: this is a very expensive function!
667 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)
668 {
669         int i, tnum;
670         float sdir[3], tdir[3], normal[3], *sv, *tv;
671         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
672         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
673         const int *e;
674         // clear the vectors
675         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
676         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
677         // process each vertex of each triangle and accumulate the results
678         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
679         {
680                 v0 = vertex3f + e[0] * 3;
681                 v1 = vertex3f + e[1] * 3;
682                 v2 = vertex3f + e[2] * 3;
683                 tc0 = texcoord2f + e[0] * 2;
684                 tc1 = texcoord2f + e[1] * 2;
685                 tc2 = texcoord2f + e[2] * 2;
686
687                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
688                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
689
690                 // calculate the edge directions and surface normal
691                 // 6 multiply, 9 subtract
692                 VectorSubtract(v1, v0, v10);
693                 VectorSubtract(v2, v0, v20);
694                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
695                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
696                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
697
698                 // calculate the tangents
699                 // 12 multiply, 10 subtract
700                 tc10[1] = tc1[1] - tc0[1];
701                 tc20[1] = tc2[1] - tc0[1];
702                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
703                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
704                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
705                 tc10[0] = tc1[0] - tc0[0];
706                 tc20[0] = tc2[0] - tc0[0];
707                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
708                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
709                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
710
711                 // if texture is mapped the wrong way (counterclockwise), the tangents
712                 // have to be flipped, this is detected by calculating a normal from the
713                 // two tangents, and seeing if it is opposite the surface normal
714                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
715                 CrossProduct(tdir, sdir, tangentcross);
716                 if (DotProduct(tangentcross, normal) < 0)
717                 {
718                         VectorNegate(sdir, sdir);
719                         VectorNegate(tdir, tdir);
720                 }
721
722                 if (!areaweighting)
723                 {
724                         VectorNormalize(sdir);
725                         VectorNormalize(tdir);
726                 }
727                 for (i = 0;i < 3;i++)
728                 {
729                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
730                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
731                 }
732         }
733         // make the tangents completely perpendicular to the surface normal, and
734         // then normalize them
735         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
736         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
737         {
738                 f = -DotProduct(sv, n);
739                 VectorMA(sv, f, n, sv);
740                 VectorNormalize(sv);
741                 f = -DotProduct(tv, n);
742                 VectorMA(tv, f, n, tv);
743                 VectorNormalize(tv);
744         }
745 }
746
747 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
748 {
749         unsigned char *data;
750         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));
751         loadmodel->surfmesh.num_vertices = numvertices;
752         loadmodel->surfmesh.num_triangles = numtriangles;
753         if (loadmodel->surfmesh.num_vertices)
754         {
755                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
756                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
757                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
758                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
759                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
760                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
761                 if (vertexcolors)
762                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
763                 if (lightmapoffsets)
764                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
765         }
766         if (loadmodel->surfmesh.num_triangles)
767         {
768                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
769                 if (neighbors)
770                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
771         }
772 }
773
774 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)
775 {
776         shadowmesh_t *newmesh;
777         unsigned char *data;
778         int size;
779         size = sizeof(shadowmesh_t);
780         size += maxverts * sizeof(float[3]);
781         if (light)
782                 size += maxverts * sizeof(float[11]);
783         size += maxtriangles * sizeof(int[3]);
784         if (neighbors)
785                 size += maxtriangles * sizeof(int[3]);
786         if (expandable)
787                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
788         data = (unsigned char *)Mem_Alloc(mempool, size);
789         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
790         newmesh->map_diffuse = map_diffuse;
791         newmesh->map_specular = map_specular;
792         newmesh->map_normal = map_normal;
793         newmesh->maxverts = maxverts;
794         newmesh->maxtriangles = maxtriangles;
795         newmesh->numverts = 0;
796         newmesh->numtriangles = 0;
797
798         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
799         if (light)
800         {
801                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
802                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
803                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
804                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
805         }
806         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
807         if (neighbors)
808         {
809                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
810         }
811         if (expandable)
812         {
813                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
814                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
815         }
816         return newmesh;
817 }
818
819 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
820 {
821         shadowmesh_t *newmesh;
822         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
823         newmesh->numverts = oldmesh->numverts;
824         newmesh->numtriangles = oldmesh->numtriangles;
825
826         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
827         if (newmesh->svector3f && oldmesh->svector3f)
828         {
829                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
830                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
831                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
832                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
833         }
834         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
835         if (newmesh->neighbor3i && oldmesh->neighbor3i)
836                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
837         return newmesh;
838 }
839
840 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
841 {
842         int hashindex, vnum;
843         shadowmeshvertexhash_t *hash;
844         // this uses prime numbers intentionally
845         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
846         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
847         {
848                 vnum = (hash - mesh->vertexhashentries);
849                 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]))
850                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
851                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
852                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
853                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
854                         return hash - mesh->vertexhashentries;
855         }
856         vnum = mesh->numverts++;
857         hash = mesh->vertexhashentries + vnum;
858         hash->next = mesh->vertexhashtable[hashindex];
859         mesh->vertexhashtable[hashindex] = hash;
860         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
861         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
862         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
863         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
864         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
865         return vnum;
866 }
867
868 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
869 {
870         if (mesh->numtriangles == 0)
871         {
872                 // set the properties on this empty mesh to be more favorable...
873                 // (note: this case only occurs for the first triangle added to a new mesh chain)
874                 mesh->map_diffuse = map_diffuse;
875                 mesh->map_specular = map_specular;
876                 mesh->map_normal = map_normal;
877         }
878         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)
879         {
880                 if (mesh->next == NULL)
881                         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);
882                 mesh = mesh->next;
883         }
884         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
885         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
886         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
887         mesh->numtriangles++;
888 }
889
890 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)
891 {
892         int i, j, e;
893         float vbuf[3*14], *v;
894         memset(vbuf, 0, sizeof(vbuf));
895         for (i = 0;i < numtris;i++)
896         {
897                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
898                 {
899                         e = *element3i++;
900                         if (vertex3f)
901                         {
902                                 v[0] = vertex3f[e * 3 + 0];
903                                 v[1] = vertex3f[e * 3 + 1];
904                                 v[2] = vertex3f[e * 3 + 2];
905                         }
906                         if (svector3f)
907                         {
908                                 v[3] = svector3f[e * 3 + 0];
909                                 v[4] = svector3f[e * 3 + 1];
910                                 v[5] = svector3f[e * 3 + 2];
911                         }
912                         if (tvector3f)
913                         {
914                                 v[6] = tvector3f[e * 3 + 0];
915                                 v[7] = tvector3f[e * 3 + 1];
916                                 v[8] = tvector3f[e * 3 + 2];
917                         }
918                         if (normal3f)
919                         {
920                                 v[9] = normal3f[e * 3 + 0];
921                                 v[10] = normal3f[e * 3 + 1];
922                                 v[11] = normal3f[e * 3 + 2];
923                         }
924                         if (texcoord2f)
925                         {
926                                 v[12] = texcoord2f[e * 2 + 0];
927                                 v[13] = texcoord2f[e * 2 + 1];
928                         }
929                 }
930                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
931         }
932 }
933
934 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)
935 {
936         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
937 }
938
939 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
940 {
941         if (!gl_support_arb_vertex_buffer_object)
942                 return;
943
944         // element buffer is easy because it's just one array
945         if (mesh->numtriangles)
946                 mesh->ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(int[3]), "shadowmesh");
947
948         // vertex buffer is several arrays and we put them in the same buffer
949         //
950         // is this wise?  the texcoordtexture2f array is used with dynamic
951         // vertex/svector/tvector/normal when rendering animated models, on the
952         // other hand animated models don't use a lot of vertices anyway...
953         if (mesh->numverts)
954         {
955                 size_t size;
956                 unsigned char *mem;
957                 size = 0;
958                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
959                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
960                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
961                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
962                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
963                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
964                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
965                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
966                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
967                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
968                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
969                 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
970                 Mem_Free(mem);
971         }
972 }
973
974 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
975 {
976         shadowmesh_t *mesh, *newmesh, *nextmesh;
977         // reallocate meshs to conserve space
978         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
979         {
980                 nextmesh = mesh->next;
981                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
982                 {
983                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
984                         newmesh->next = firstmesh;
985                         firstmesh = newmesh;
986                         if (createvbo)
987                                 Mod_ShadowMesh_CreateVBOs(newmesh);
988                 }
989                 Mem_Free(mesh);
990         }
991         return firstmesh;
992 }
993
994 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
995 {
996         int i;
997         shadowmesh_t *mesh;
998         vec3_t nmins, nmaxs, ncenter, temp;
999         float nradius2, dist2, *v;
1000         VectorClear(nmins);
1001         VectorClear(nmaxs);
1002         // calculate bbox
1003         for (mesh = firstmesh;mesh;mesh = mesh->next)
1004         {
1005                 if (mesh == firstmesh)
1006                 {
1007                         VectorCopy(mesh->vertex3f, nmins);
1008                         VectorCopy(mesh->vertex3f, nmaxs);
1009                 }
1010                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1011                 {
1012                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1013                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1014                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1015                 }
1016         }
1017         // calculate center and radius
1018         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1019         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1020         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1021         nradius2 = 0;
1022         for (mesh = firstmesh;mesh;mesh = mesh->next)
1023         {
1024                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1025                 {
1026                         VectorSubtract(v, ncenter, temp);
1027                         dist2 = DotProduct(temp, temp);
1028                         if (nradius2 < dist2)
1029                                 nradius2 = dist2;
1030                 }
1031         }
1032         // return data
1033         if (mins)
1034                 VectorCopy(nmins, mins);
1035         if (maxs)
1036                 VectorCopy(nmaxs, maxs);
1037         if (center)
1038                 VectorCopy(ncenter, center);
1039         if (radius)
1040                 *radius = sqrt(nradius2);
1041 }
1042
1043 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1044 {
1045         shadowmesh_t *nextmesh;
1046         for (;mesh;mesh = nextmesh)
1047         {
1048                 if (mesh->ebo)
1049                         R_Mesh_DestroyBufferObject(mesh->ebo);
1050                 if (mesh->vbo)
1051                         R_Mesh_DestroyBufferObject(mesh->vbo);
1052                 nextmesh = mesh->next;
1053                 Mem_Free(mesh);
1054         }
1055 }
1056
1057 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)
1058 {
1059         float v[3], tc[3];
1060         v[0] = ix;
1061         v[1] = iy;
1062         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1063                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1064         else
1065                 v[2] = 0;
1066         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1067         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1068         texcoord2f[0] = tc[0];
1069         texcoord2f[1] = tc[1];
1070 }
1071
1072 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)
1073 {
1074         float vup[3], vdown[3], vleft[3], vright[3];
1075         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1076         float sv[3], tv[3], nl[3];
1077         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1078         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1079         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1080         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1081         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1082         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1083         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1084         VectorAdd(svector3f, sv, svector3f);
1085         VectorAdd(tvector3f, tv, tvector3f);
1086         VectorAdd(normal3f, nl, normal3f);
1087         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1088         VectorAdd(svector3f, sv, svector3f);
1089         VectorAdd(tvector3f, tv, tvector3f);
1090         VectorAdd(normal3f, nl, normal3f);
1091         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1092         VectorAdd(svector3f, sv, svector3f);
1093         VectorAdd(tvector3f, tv, tvector3f);
1094         VectorAdd(normal3f, nl, normal3f);
1095 }
1096
1097 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)
1098 {
1099         int x, y, ix, iy, *e;
1100         e = element3i;
1101         for (y = 0;y < height;y++)
1102         {
1103                 for (x = 0;x < width;x++)
1104                 {
1105                         e[0] = (y + 1) * (width + 1) + (x + 0);
1106                         e[1] = (y + 0) * (width + 1) + (x + 0);
1107                         e[2] = (y + 1) * (width + 1) + (x + 1);
1108                         e[3] = (y + 0) * (width + 1) + (x + 0);
1109                         e[4] = (y + 0) * (width + 1) + (x + 1);
1110                         e[5] = (y + 1) * (width + 1) + (x + 1);
1111                         e += 6;
1112                 }
1113         }
1114         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1115         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1116                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1117                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1118 }
1119
1120 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1121 {
1122         if (!strcasecmp(s, "sin"))             return Q3WAVEFUNC_SIN;
1123         if (!strcasecmp(s, "square"))          return Q3WAVEFUNC_SQUARE;
1124         if (!strcasecmp(s, "triangle"))        return Q3WAVEFUNC_TRIANGLE;
1125         if (!strcasecmp(s, "sawtooth"))        return Q3WAVEFUNC_SAWTOOTH;
1126         if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1127         if (!strcasecmp(s, "noise"))           return Q3WAVEFUNC_NOISE;
1128         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1129         return Q3WAVEFUNC_NONE;
1130 }
1131
1132 static void Q3Shaders_Clear()
1133 {
1134         /* Just clear out everything... */
1135         Mem_FreePool (&q3shaders_mem);
1136         /* ...and alloc the structs again. */
1137         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1138         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1139                 sizeof (q3shader_data_t));
1140         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries, 
1141                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1142         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1143                 q3shaders_mem, sizeof (char**), 256);
1144 }
1145
1146 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1147 {
1148         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1149         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1150         q3shader_hash_entry_t* lastEntry = NULL;
1151         while (entry != NULL)
1152         {
1153                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1154                 {
1155                         Con_Printf("Shader '%s' already defined\n", shader->name);
1156                         return;
1157                 }
1158                 lastEntry = entry;
1159                 entry = entry->chain;
1160         }
1161         if (entry == NULL)
1162         {
1163                 if (lastEntry->shader.name[0] != 0)
1164                 {
1165                         /* Add to chain */
1166                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1167                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1168                         
1169                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1170                         lastEntry->chain = newEntry;
1171                         newEntry->chain = NULL;
1172                         lastEntry = newEntry;
1173                 }
1174                 /* else: head of chain, in hash entry array */
1175                 entry = lastEntry;
1176         }
1177         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1178 }
1179
1180 void Mod_LoadQ3Shaders(void)
1181 {
1182         int j;
1183         int fileindex;
1184         fssearch_t *search;
1185         char *f;
1186         const char *text;
1187         q3shaderinfo_t shader;
1188         q3shaderinfo_layer_t *layer;
1189         int numparameters;
1190         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1191
1192         Q3Shaders_Clear();
1193
1194         search = FS_Search("scripts/*.shader", true, false);
1195         if (!search)
1196                 return;
1197         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1198         {
1199                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1200                 if (!f)
1201                         continue;
1202                 while (COM_ParseToken_QuakeC(&text, false))
1203                 {
1204                         memset (&shader, 0, sizeof(shader));
1205                         shader.reflectmin = 0;
1206                         shader.reflectmax = 1;
1207                         shader.refractfactor = 1;
1208                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1209                         shader.reflectfactor = 1;
1210                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1211
1212                         strlcpy(shader.name, com_token, sizeof(shader.name));
1213                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1214                         {
1215                                 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1216                                 break;
1217                         }
1218                         while (COM_ParseToken_QuakeC(&text, false))
1219                         {
1220                                 if (!strcasecmp(com_token, "}"))
1221                                         break;
1222                                 if (!strcasecmp(com_token, "{"))
1223                                 {
1224                                         static q3shaderinfo_layer_t dummy;
1225                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1226                                         {
1227                                                 layer = shader.layers + shader.numlayers++;
1228                                         }
1229                                         else
1230                                         {
1231                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1232                                                 memset(&dummy, 0, sizeof(dummy));
1233                                                 layer = &dummy;
1234                                         }
1235                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1236                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1237                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1238                                         layer->blendfunc[0] = GL_ONE;
1239                                         layer->blendfunc[1] = GL_ZERO;
1240                                         while (COM_ParseToken_QuakeC(&text, false))
1241                                         {
1242                                                 if (!strcasecmp(com_token, "}"))
1243                                                         break;
1244                                                 if (!strcasecmp(com_token, "\n"))
1245                                                         continue;
1246                                                 numparameters = 0;
1247                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1248                                                 {
1249                                                         if (j < TEXTURE_MAXFRAMES + 4)
1250                                                         {
1251                                                                 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1252                                                                 numparameters = j + 1;
1253                                                         }
1254                                                         if (!COM_ParseToken_QuakeC(&text, true))
1255                                                                 break;
1256                                                 }
1257                                                 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1258                                                         parameter[j][0] = 0;
1259                                                 if (developer.integer >= 100)
1260                                                 {
1261                                                         Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1262                                                         for (j = 0;j < numparameters;j++)
1263                                                                 Con_Printf(" %s", parameter[j]);
1264                                                         Con_Print("\n");
1265                                                 }
1266                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1267                                                 {
1268                                                         if (numparameters == 2)
1269                                                         {
1270                                                                 if (!strcasecmp(parameter[1], "add"))
1271                                                                 {
1272                                                                         layer->blendfunc[0] = GL_ONE;
1273                                                                         layer->blendfunc[1] = GL_ONE;
1274                                                                 }
1275                                                                 else if (!strcasecmp(parameter[1], "filter"))
1276                                                                 {
1277                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1278                                                                         layer->blendfunc[1] = GL_ZERO;
1279                                                                 }
1280                                                                 else if (!strcasecmp(parameter[1], "blend"))
1281                                                                 {
1282                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1283                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1284                                                                 }
1285                                                         }
1286                                                         else if (numparameters == 3)
1287                                                         {
1288                                                                 int k;
1289                                                                 for (k = 0;k < 2;k++)
1290                                                                 {
1291                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1292                                                                                 layer->blendfunc[k] = GL_ONE;
1293                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1294                                                                                 layer->blendfunc[k] = GL_ZERO;
1295                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1296                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1297                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1298                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1299                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1300                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1301                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1302                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1303                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1304                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1305                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1306                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1307                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1308                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1309                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1310                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1311                                                                         else
1312                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1313                                                                 }
1314                                                         }
1315                                                 }
1316                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1317                                                         layer->alphatest = true;
1318                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1319                                                 {
1320                                                         if (!strcasecmp(parameter[0], "clampmap"))
1321                                                                 layer->clampmap = true;
1322                                                         layer->numframes = 1;
1323                                                         layer->framerate = 1;
1324                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1325                                                                 &q3shader_data->char_ptrs);
1326                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1327                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1328                                                                 shader.lighting = true;
1329                                                 }
1330                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1331                                                 {
1332                                                         int i;
1333                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1334                                                         layer->framerate = atof(parameter[1]);
1335                                                         layer->texturename = Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1336                                                         for (i = 0;i < layer->numframes;i++)
1337                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1338                                                 }
1339                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1340                                                 {
1341                                                         int i;
1342                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1343                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1344                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1345                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1346                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1347                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1348                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1349                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1350                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1351                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1352                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1353                                                         else if (!strcasecmp(parameter[1], "wave"))
1354                                                         {
1355                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1356                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1357                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1358                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1359                                                         }
1360                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1361                                                 }
1362                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1363                                                 {
1364                                                         int i;
1365                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1366                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1367                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1368                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1369                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1370                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1371                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1372                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1373                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1374                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1375                                                         else if (!strcasecmp(parameter[1], "wave"))
1376                                                         {
1377                                                                 layer->alphagen.alphagen = Q3RGBGEN_WAVE;
1378                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1379                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1380                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1381                                                         }
1382                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1383                                                 }
1384                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1385                                                 {
1386                                                         int i;
1387                                                         // observed values: tcgen environment
1388                                                         // no other values have been observed in real shaders
1389                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1390                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1391                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1392                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1393                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1394                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1395                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1396                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1397                                                 }
1398                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1399                                                 {
1400                                                         int i, tcmodindex;
1401                                                         // observed values:
1402                                                         // tcmod rotate #
1403                                                         // tcmod scale # #
1404                                                         // tcmod scroll # #
1405                                                         // tcmod stretch sin # # # #
1406                                                         // tcmod stretch triangle # # # #
1407                                                         // tcmod transform # # # # # #
1408                                                         // tcmod turb # # # #
1409                                                         // tcmod turb sin # # # #  (this is bogus)
1410                                                         // no other values have been observed in real shaders
1411                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1412                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1413                                                                         break;
1414                                                         if (tcmodindex < Q3MAXTCMODS)
1415                                                         {
1416                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1417                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1418                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1419                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1420                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1421                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1422                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1423                                                                 {
1424                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1425                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1426                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1427                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1428                                                                 }
1429                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1430                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1431                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1432                                                         }
1433                                                         else
1434                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1435                                                 }
1436                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1437                                                 if (!strcasecmp(com_token, "}"))
1438                                                         break;
1439                                         }
1440                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1441                                                 shader.lighting = true;
1442                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1443                                         {
1444                                                 if (layer == shader.layers + 0)
1445                                                 {
1446                                                         // vertex controlled transparency
1447                                                         shader.vertexalpha = true;
1448                                                 }
1449                                                 else
1450                                                 {
1451                                                         // multilayer terrain shader or similar
1452                                                         shader.textureblendalpha = true;
1453                                                 }
1454                                         }
1455                                         continue;
1456                                 }
1457                                 numparameters = 0;
1458                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1459                                 {
1460                                         if (j < TEXTURE_MAXFRAMES + 4)
1461                                         {
1462                                                 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1463                                                 numparameters = j + 1;
1464                                         }
1465                                         if (!COM_ParseToken_QuakeC(&text, true))
1466                                                 break;
1467                                 }
1468                                 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1469                                         parameter[j][0] = 0;
1470                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1471                                         break;
1472                                 if (developer.integer >= 100)
1473                                 {
1474                                         Con_Printf("%s: ", shader.name);
1475                                         for (j = 0;j < numparameters;j++)
1476                                                 Con_Printf(" %s", parameter[j]);
1477                                         Con_Print("\n");
1478                                 }
1479                                 if (numparameters < 1)
1480                                         continue;
1481                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1482                                 {
1483                                         if (!strcasecmp(parameter[1], "alphashadow"))
1484                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1485                                         else if (!strcasecmp(parameter[1], "areaportal"))
1486                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1487                                         else if (!strcasecmp(parameter[1], "botclip"))
1488                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1489                                         else if (!strcasecmp(parameter[1], "clusterportal"))
1490                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1491                                         else if (!strcasecmp(parameter[1], "detail"))
1492                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1493                                         else if (!strcasecmp(parameter[1], "donotenter"))
1494                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1495                                         else if (!strcasecmp(parameter[1], "dust"))
1496                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1497                                         else if (!strcasecmp(parameter[1], "hint"))
1498                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1499                                         else if (!strcasecmp(parameter[1], "fog"))
1500                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1501                                         else if (!strcasecmp(parameter[1], "lava"))
1502                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1503                                         else if (!strcasecmp(parameter[1], "lightfilter"))
1504                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1505                                         else if (!strcasecmp(parameter[1], "lightgrid"))
1506                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1507                                         else if (!strcasecmp(parameter[1], "metalsteps"))
1508                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1509                                         else if (!strcasecmp(parameter[1], "nodamage"))
1510                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1511                                         else if (!strcasecmp(parameter[1], "nodlight"))
1512                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1513                                         else if (!strcasecmp(parameter[1], "nodraw"))
1514                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1515                                         else if (!strcasecmp(parameter[1], "nodrop"))
1516                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1517                                         else if (!strcasecmp(parameter[1], "noimpact"))
1518                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1519                                         else if (!strcasecmp(parameter[1], "nolightmap"))
1520                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1521                                         else if (!strcasecmp(parameter[1], "nomarks"))
1522                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1523                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
1524                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1525                                         else if (!strcasecmp(parameter[1], "nonsolid"))
1526                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1527                                         else if (!strcasecmp(parameter[1], "origin"))
1528                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1529                                         else if (!strcasecmp(parameter[1], "playerclip"))
1530                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1531                                         else if (!strcasecmp(parameter[1], "sky"))
1532                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1533                                         else if (!strcasecmp(parameter[1], "slick"))
1534                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1535                                         else if (!strcasecmp(parameter[1], "slime"))
1536                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1537                                         else if (!strcasecmp(parameter[1], "structural"))
1538                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1539                                         else if (!strcasecmp(parameter[1], "trans"))
1540                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1541                                         else if (!strcasecmp(parameter[1], "water"))
1542                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1543                                         else if (!strcasecmp(parameter[1], "pointlight"))
1544                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1545                                         else if (!strcasecmp(parameter[1], "antiportal"))
1546                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1547                                         else
1548                                                 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1549                                 }
1550                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1551                                 {
1552                                         // some q3 skies don't have the sky parm set
1553                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
1554                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1555                                 }
1556                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1557                                 {
1558                                         // some q3 skies don't have the sky parm set
1559                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
1560                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1561                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1562                                 }
1563                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1564                                 {
1565                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1566                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1567                                 }
1568                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
1569                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1570                                 else if (!strcasecmp(parameter[0], "nopicmip"))
1571                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1572                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
1573                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1574                                 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1575                                 {
1576                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1577                                         shader.refractfactor = atof(parameter[1]);
1578                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1579                                 }
1580                                 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1581                                 {
1582                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1583                                         shader.reflectfactor = atof(parameter[1]);
1584                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1585                                 }
1586                                 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 11)
1587                                 {
1588                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1589                                         shader.reflectmin = atof(parameter[1]);
1590                                         shader.reflectmax = atof(parameter[2]);
1591                                         shader.refractfactor = atof(parameter[3]);
1592                                         shader.reflectfactor = atof(parameter[4]);
1593                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1594                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1595                                 }
1596                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1597                                 {
1598                                         int i, deformindex;
1599                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1600                                                 if (!shader.deforms[deformindex].deform)
1601                                                         break;
1602                                         if (deformindex < Q3MAXDEFORMS)
1603                                         {
1604                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1605                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1606                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1607                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1608                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1609                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1610                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1611                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1612                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1613                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1614                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1615                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1616                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1617                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1618                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1619                                                 else if (!strcasecmp(parameter[1], "wave"            ))
1620                                                 {
1621                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1622                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1623                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1624                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1625                                                 }
1626                                                 else if (!strcasecmp(parameter[1], "move"            ))
1627                                                 {
1628                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1629                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1630                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1631                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1632                                                 }
1633                                         }
1634                                 }
1635                         }
1636                         // identify if this is a blended terrain shader or similar
1637                         if (shader.numlayers)
1638                         {
1639                                 shader.backgroundlayer = -1;
1640                                 shader.primarylayer = 0;
1641                                 if ((shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
1642                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA && !shader.layers[0].alphatest)
1643                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
1644                                 {
1645                                         // terrain blending or other effects
1646                                         shader.backgroundlayer = 0;
1647                                         shader.primarylayer = 1;
1648                                 }
1649                                 // now see if the lightmap came first, and if so choose the second texture instead
1650                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
1651                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1652                                 {
1653                                         shader.backgroundlayer = -1;
1654                                         shader.primarylayer = 1;
1655                                 }
1656                         }
1657                         // fix up multiple reflection types
1658                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1659                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1660
1661                         Q3Shader_AddToHash (&shader);
1662                 }
1663                 Mem_Free(f);
1664         }
1665 }
1666
1667 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1668 {
1669         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
1670         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1671         while (entry != NULL)
1672         {
1673                 if (strcasecmp (entry->shader.name, name) == 0)
1674                         return &entry->shader;
1675                 entry = entry->chain;
1676         }
1677         return NULL;
1678 }
1679
1680 extern cvar_t r_picmipworld;
1681 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean q1bsp, qboolean q3bsp, qboolean md3)
1682 {
1683         int j;
1684         int texflags;
1685         qboolean success = true;
1686         q3shaderinfo_t *shader;
1687         strlcpy(texture->name, name, sizeof(texture->name));
1688         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1689         if (shader)
1690         {
1691                 if (developer.integer >= 100)
1692                         Con_DPrintf("%s: loaded shader for %s\n", loadmodel->name, name);
1693                 texture->surfaceparms = shader->surfaceparms;
1694                 texture->textureflags = shader->textureflags;
1695                 texture->basematerialflags = 0;
1696                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1697                 {
1698                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1699                         if (shader->skyboxname[0])
1700                         {
1701                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
1702                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1703                         }
1704                 }
1705                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1706                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1707                 else if (shader->surfaceparms & Q3SURFACEPARM_LAVA)
1708                         texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOSHADOW;
1709                 else if (shader->surfaceparms & Q3SURFACEPARM_SLIME)
1710                         texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
1711                 else if (shader->surfaceparms & Q3SURFACEPARM_WATER)
1712                         texture->basematerialflags |= MATERIALFLAG_WATER | MATERIALFLAG_LIGHTBOTHSIDES | MATERIALFLAG_WATERALPHA | MATERIALFLAG_NOSHADOW;
1713                 else
1714                         texture->basematerialflags |= MATERIALFLAG_WALL;
1715                 if (shader->layers[0].alphatest)
1716                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1717                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1718                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1719                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1720                         texture->biaspolygonoffset -= 2;
1721                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1722                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1723                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1724                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1725                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1726                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1727                 texture->customblendfunc[0] = GL_ONE;
1728                 texture->customblendfunc[1] = GL_ZERO;
1729                 if (shader->numlayers > 0)
1730                 {
1731                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1732                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1733 /*
1734 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1735 * additive               GL_ONE GL_ONE
1736 additive weird         GL_ONE GL_SRC_ALPHA
1737 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
1738 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1739 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1740 brighten               GL_DST_COLOR GL_ONE
1741 brighten               GL_ONE GL_SRC_COLOR
1742 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1743 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
1744 * modulate               GL_DST_COLOR GL_ZERO
1745 * modulate               GL_ZERO GL_SRC_COLOR
1746 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
1747 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1748 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1749 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
1750 * no blend               GL_ONE GL_ZERO
1751 nothing                GL_ZERO GL_ONE
1752 */
1753                         // if not opaque, figure out what blendfunc to use
1754                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1755                         {
1756                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1757                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1758                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1759                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1760                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1761                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1762                                 else
1763                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1764                         }
1765                 }
1766                 if (!shader->lighting)
1767                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1768                 if (shader->primarylayer >= 0)
1769                 {
1770                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
1771                         // copy over many primarylayer parameters
1772                         texture->rgbgen = primarylayer->rgbgen;
1773                         texture->alphagen = primarylayer->alphagen;
1774                         texture->tcgen = primarylayer->tcgen;
1775                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
1776                         // load the textures
1777                         texture->numskinframes = primarylayer->numframes;
1778                         texture->skinframerate = primarylayer->framerate;
1779                         for (j = 0;j < primarylayer->numframes;j++)
1780                         {
1781                                 texflags = TEXF_ALPHA | TEXF_PRECACHE;
1782                                 if (!(shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1783                                         texflags |= TEXF_MIPMAP;
1784                                 if (!(shader->textureflags & Q3TEXTUREFLAG_NOPICMIP) && ((!q1bsp && !q3bsp) || r_picmipworld.integer))
1785                                         texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1786                                 if (primarylayer->clampmap)
1787                                         texflags |= TEXF_CLAMP;
1788                                 if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], texflags, false)))
1789                                 {
1790                                         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);
1791                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
1792                                 }
1793                         }
1794                 }
1795                 if (shader->backgroundlayer >= 0)
1796                 {
1797                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
1798                         texture->backgroundnumskinframes = backgroundlayer->numframes;
1799                         texture->backgroundskinframerate = backgroundlayer->framerate;
1800                         for (j = 0;j < backgroundlayer->numframes;j++)
1801                         {
1802                                 if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : (TEXF_PICMIP | TEXF_COMPRESS)) | (backgroundlayer->clampmap ? TEXF_CLAMP : 0), false)))
1803                                 {
1804                                         Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
1805                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
1806                                 }
1807                         }
1808                 }
1809                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
1810                 texture->reflectmin = shader->reflectmin;
1811                 texture->reflectmax = shader->reflectmax;
1812                 texture->refractfactor = shader->refractfactor;
1813                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
1814                 texture->reflectfactor = shader->reflectfactor;
1815                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
1816         }
1817         else if (!strcmp(texture->name, "noshader"))
1818         {
1819                 if (developer.integer >= 100)
1820                         Con_DPrintf("%s: using default handler for %s\n", loadmodel->name, name);
1821                 texture->surfaceparms = 0;
1822         }
1823         else
1824         {
1825                 success = false;
1826                 if (developer.integer >= 100 || loadmodel->type == mod_brushq3)
1827                         Con_DPrintf("%s: No shader found for texture \"%s\"\n", loadmodel->name, texture->name);
1828                 texture->surfaceparms = 0;
1829                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
1830                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1831                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
1832                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1833                 else
1834                         texture->basematerialflags |= MATERIALFLAG_WALL;
1835                 texture->numskinframes = 1;
1836                 if (!(texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, TEXF_MIPMAP | TEXF_ALPHA | TEXF_PRECACHE | (r_picmipworld.integer ? TEXF_PICMIP : 0) | TEXF_COMPRESS, false)))
1837                         if(developer.integer || q3bsp) // only the Q3BSP path provides no alternative (like loading image directly, or internal texture)
1838                                 Con_Printf("^1%s:^7 could not load texture for missing shader ^3\"%s\"\n", loadmodel->name, texture->name);
1839         }
1840         // init the animation variables
1841         texture->currentframe = texture;
1842         if (texture->numskinframes < 1)
1843                 texture->numskinframes = 1;
1844         if (!texture->skinframes[0])
1845                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
1846         texture->currentskinframe = texture->skinframes[0];
1847         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
1848         return success;
1849 }
1850
1851 skinfile_t *Mod_LoadSkinFiles(void)
1852 {
1853         int i, words, numtags, line, tagsetsused = false, wordsoverflow;
1854         char *text;
1855         const char *data;
1856         skinfile_t *skinfile = NULL, *first = NULL;
1857         skinfileitem_t *skinfileitem;
1858         char word[10][MAX_QPATH];
1859         overridetagnameset_t tagsets[MAX_SKINS];
1860         overridetagname_t tags[256];
1861
1862 /*
1863 sample file:
1864 U_bodyBox,models/players/Legoman/BikerA2.tga
1865 U_RArm,models/players/Legoman/BikerA1.tga
1866 U_LArm,models/players/Legoman/BikerA1.tga
1867 U_armor,common/nodraw
1868 U_sword,common/nodraw
1869 U_shield,common/nodraw
1870 U_homb,common/nodraw
1871 U_backpack,common/nodraw
1872 U_colcha,common/nodraw
1873 tag_head,
1874 tag_weapon,
1875 tag_torso,
1876 */
1877         memset(tagsets, 0, sizeof(tagsets));
1878         memset(word, 0, sizeof(word));
1879         for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
1880         {
1881                 numtags = 0;
1882
1883                 // If it's the first file we parse
1884                 if (skinfile == NULL)
1885                 {
1886                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1887                         first = skinfile;
1888                 }
1889                 else
1890                 {
1891                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
1892                         skinfile = skinfile->next;
1893                 }
1894                 skinfile->next = NULL;
1895
1896                 for(line = 0;;line++)
1897                 {
1898                         // parse line
1899                         if (!COM_ParseToken_QuakeC(&data, true))
1900                                 break;
1901                         if (!strcmp(com_token, "\n"))
1902                                 continue;
1903                         words = 0;
1904                         wordsoverflow = false;
1905                         do
1906                         {
1907                                 if (words < 10)
1908                                         strlcpy(word[words++], com_token, sizeof (word[0]));
1909                                 else
1910                                         wordsoverflow = true;
1911                         }
1912                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
1913                         if (wordsoverflow)
1914                         {
1915                                 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);
1916                                 continue;
1917                         }
1918                         // words is always >= 1
1919                         if (!strcmp(word[0], "replace"))
1920                         {
1921                                 if (words == 3)
1922                                 {
1923                                         Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
1924                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1925                                         skinfileitem->next = skinfile->items;
1926                                         skinfile->items = skinfileitem;
1927                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
1928                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1929                                 }
1930                                 else
1931                                         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]);
1932                         }
1933                         else if (words == 2 && !strcmp(word[1], ","))
1934                         {
1935                                 // tag name, like "tag_weapon,"
1936                                 Con_DPrintf("Mod_LoadSkinFiles: parsed tag #%i \"%s\"\n", numtags, word[0]);
1937                                 memset(tags + numtags, 0, sizeof(tags[numtags]));
1938                                 strlcpy (tags[numtags].name, word[0], sizeof (tags[numtags].name));
1939                                 numtags++;
1940                         }
1941                         else if (words == 3 && !strcmp(word[1], ","))
1942                         {
1943                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
1944                                 Con_DPrintf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
1945                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
1946                                 skinfileitem->next = skinfile->items;
1947                                 skinfile->items = skinfileitem;
1948                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
1949                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
1950                         }
1951                         else
1952                                 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);
1953                 }
1954                 Mem_Free(text);
1955
1956                 if (numtags)
1957                 {
1958                         overridetagnameset_t *t;
1959                         t = tagsets + i;
1960                         t->num_overridetagnames = numtags;
1961                         t->data_overridetagnames = (overridetagname_t *)Mem_Alloc(loadmodel->mempool, t->num_overridetagnames * sizeof(overridetagname_t));
1962                         memcpy(t->data_overridetagnames, tags, t->num_overridetagnames * sizeof(overridetagname_t));
1963                         tagsetsused = true;
1964                 }
1965         }
1966         if (tagsetsused)
1967         {
1968                 loadmodel->data_overridetagnamesforskin = (overridetagnameset_t *)Mem_Alloc(loadmodel->mempool, i * sizeof(overridetagnameset_t));
1969                 memcpy(loadmodel->data_overridetagnamesforskin, tagsets, i * sizeof(overridetagnameset_t));
1970         }
1971         if (i)
1972                 loadmodel->numskins = i;
1973         return first;
1974 }
1975
1976 void Mod_FreeSkinFiles(skinfile_t *skinfile)
1977 {
1978         skinfile_t *next;
1979         skinfileitem_t *skinfileitem, *nextitem;
1980         for (;skinfile;skinfile = next)
1981         {
1982                 next = skinfile->next;
1983                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
1984                 {
1985                         nextitem = skinfileitem->next;
1986                         Mem_Free(skinfileitem);
1987                 }
1988                 Mem_Free(skinfile);
1989         }
1990 }
1991
1992 int Mod_CountSkinFiles(skinfile_t *skinfile)
1993 {
1994         int i;
1995         for (i = 0;skinfile;skinfile = skinfile->next, i++);
1996         return i;
1997 }
1998
1999 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2000 {
2001         int i;
2002         double isnap = 1.0 / snap;
2003         for (i = 0;i < numvertices*numcomponents;i++)
2004                 vertices[i] = floor(vertices[i]*isnap)*snap;
2005 }
2006
2007 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2008 {
2009         int i, outtriangles;
2010         float d, edgedir[3], temp[3];
2011         // a degenerate triangle is one with no width (thickness, surface area)
2012         // these are characterized by having all 3 points colinear (along a line)
2013         // or having two points identical
2014         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2015         {
2016                 // calculate first edge
2017                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir);
2018                 if (VectorLength2(edgedir) < 0.0001f)
2019                         continue; // degenerate first edge (no length)
2020                 VectorNormalize(edgedir);
2021                 // check if third point is on the edge (colinear)
2022                 d = -DotProduct(vertex3f + inelement3i[2] * 3, edgedir);
2023                 VectorMA(vertex3f + inelement3i[2] * 3, d, edgedir, temp);
2024                 if (VectorLength2(temp) < 0.0001f)
2025                         continue; // third point colinear with first edge
2026                 // valid triangle (no colinear points, no duplicate points)
2027                 VectorCopy(inelement3i, outelement3i);
2028                 outelement3i += 3;
2029                 outtriangles++;
2030         }
2031         return outtriangles;
2032 }
2033
2034 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2035 {
2036         int i, e;
2037         int firstvertex, lastvertex;
2038         if (numelements > 0 && elements)
2039         {
2040                 firstvertex = lastvertex = elements[0];
2041                 for (i = 1;i < numelements;i++)
2042                 {
2043                         e = elements[i];
2044                         firstvertex = min(firstvertex, e);
2045                         lastvertex = max(lastvertex, e);
2046                 }
2047         }
2048         else
2049                 firstvertex = lastvertex = 0;
2050         if (firstvertexpointer)
2051                 *firstvertexpointer = firstvertex;
2052         if (lastvertexpointer)
2053                 *lastvertexpointer = lastvertex;
2054 }
2055
2056 static void Mod_BuildVBOs(void)
2057 {
2058         if (!gl_support_arb_vertex_buffer_object)
2059                 return;
2060
2061         // element buffer is easy because it's just one array
2062         if (loadmodel->surfmesh.num_triangles)
2063                 loadmodel->surfmesh.ebo = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(int[3]), loadmodel->name);
2064
2065         // vertex buffer is several arrays and we put them in the same buffer
2066         //
2067         // is this wise?  the texcoordtexture2f array is used with dynamic
2068         // vertex/svector/tvector/normal when rendering animated models, on the
2069         // other hand animated models don't use a lot of vertices anyway...
2070         if (loadmodel->surfmesh.num_vertices)
2071         {
2072                 size_t size;
2073                 unsigned char *mem;
2074                 size = 0;
2075                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2076                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2077                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2078                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2079                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2080                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2081                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2082                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2083                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2084                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2085                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2086                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2087                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2088                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2089                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2090                 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2091                 Mem_Free(mem);
2092         }
2093 }