]> icculus.org git repositories - divverent/darkplaces.git/blob - model_shared.c
fix areagrid mins/maxs calculation (improves fps on peace6dot5 a LOT)
[divverent/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28 #include "polygon.h"
29
30 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
31 cvar_t mod_generatelightmaps_unitspersample = {CVAR_SAVE, "mod_generatelightmaps_unitspersample", "8", "lightmap resolution"};
32 cvar_t mod_generatelightmaps_borderpixels = {CVAR_SAVE, "mod_generatelightmaps_borderpixels", "2", "extra space around polygons to prevent sampling artifacts"};
33 cvar_t mod_generatelightmaps_texturesize = {CVAR_SAVE, "mod_generatelightmaps_texturesize", "1024", "size of lightmap textures"};
34 cvar_t mod_generatelightmaps_lightmapsamples = {CVAR_SAVE, "mod_generatelightmaps_lightmapsamples", "16", "number of shadow tests done per lightmap pixel"};
35 cvar_t mod_generatelightmaps_vertexsamples = {CVAR_SAVE, "mod_generatelightmaps_vertexsamples", "16", "number of shadow tests done per vertex"};
36 cvar_t mod_generatelightmaps_gridsamples = {CVAR_SAVE, "mod_generatelightmaps_gridsamples", "64", "number of shadow tests done per lightgrid cell"};
37 cvar_t mod_generatelightmaps_lightmapradius = {CVAR_SAVE, "mod_generatelightmaps_lightmapradius", "16", "sampling area around each lightmap pixel"};
38 cvar_t mod_generatelightmaps_vertexradius = {CVAR_SAVE, "mod_generatelightmaps_vertexradius", "16", "sampling area around each vertex"};
39 cvar_t mod_generatelightmaps_gridradius = {CVAR_SAVE, "mod_generatelightmaps_gridradius", "64", "sampling area around each lightgrid cell center"};
40
41 dp_model_t *loadmodel;
42
43 static mempool_t *mod_mempool;
44 static memexpandablearray_t models;
45
46 static mempool_t* q3shaders_mem;
47 typedef struct q3shader_hash_entry_s
48 {
49   q3shaderinfo_t shader;
50   struct q3shader_hash_entry_s* chain;
51 } q3shader_hash_entry_t;
52 #define Q3SHADER_HASH_SIZE  1021
53 typedef struct q3shader_data_s
54 {
55   memexpandablearray_t hash_entries;
56   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
57   memexpandablearray_t char_ptrs;
58 } q3shader_data_t;
59 static q3shader_data_t* q3shader_data;
60
61 static void mod_start(void)
62 {
63         int i, count;
64         int nummodels = Mem_ExpandableArray_IndexRange(&models);
65         dp_model_t *mod;
66
67         SCR_PushLoadingScreen(false, "Loading models", 1.0);
68         count = 0;
69         for (i = 0;i < nummodels;i++)
70                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
71                         if (mod->used)
72                                 ++count;
73         for (i = 0;i < nummodels;i++)
74                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
75                         if (mod->used)
76                         {
77                                 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
78                                 Mod_LoadModel(mod, true, false);
79                                 SCR_PopLoadingScreen(false);
80                         }
81         SCR_PopLoadingScreen(false);
82 }
83
84 static void mod_shutdown(void)
85 {
86         int i;
87         int nummodels = Mem_ExpandableArray_IndexRange(&models);
88         dp_model_t *mod;
89
90         for (i = 0;i < nummodels;i++)
91                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
92                         Mod_UnloadModel(mod);
93
94         Mod_FreeQ3Shaders();
95 }
96
97 static void mod_newmap(void)
98 {
99         msurface_t *surface;
100         int i, j, k, surfacenum, ssize, tsize;
101         int nummodels = Mem_ExpandableArray_IndexRange(&models);
102         dp_model_t *mod;
103
104         for (i = 0;i < nummodels;i++)
105         {
106                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool)
107                 {
108                         for (j = 0;j < mod->num_textures && mod->data_textures;j++)
109                         {
110                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
111                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
112                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
113                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
114                         }
115                         if (mod->brush.solidskyskinframe)
116                                 R_SkinFrame_MarkUsed(mod->brush.solidskyskinframe);
117                         if (mod->brush.alphaskyskinframe)
118                                 R_SkinFrame_MarkUsed(mod->brush.alphaskyskinframe);
119                 }
120         }
121
122         if (!cl_stainmaps_clearonload.integer)
123                 return;
124
125         for (i = 0;i < nummodels;i++)
126         {
127                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
128                 {
129                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
130                         {
131                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
132                                 {
133                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
134                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
135                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
136                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
137                                 }
138                         }
139                 }
140         }
141 }
142
143 /*
144 ===============
145 Mod_Init
146 ===============
147 */
148 static void Mod_Print(void);
149 static void Mod_Precache (void);
150 static void Mod_Decompile_f(void);
151 static void Mod_GenerateLightmaps_f(void);
152 void Mod_Init (void)
153 {
154         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
155         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
156
157         Mod_BrushInit();
158         Mod_AliasInit();
159         Mod_SpriteInit();
160
161         Cvar_RegisterVariable(&r_mipskins);
162         Cvar_RegisterVariable(&mod_generatelightmaps_unitspersample);
163         Cvar_RegisterVariable(&mod_generatelightmaps_borderpixels);
164         Cvar_RegisterVariable(&mod_generatelightmaps_texturesize);
165
166         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapsamples);
167         Cvar_RegisterVariable(&mod_generatelightmaps_vertexsamples);
168         Cvar_RegisterVariable(&mod_generatelightmaps_gridsamples);
169         Cvar_RegisterVariable(&mod_generatelightmaps_lightmapradius);
170         Cvar_RegisterVariable(&mod_generatelightmaps_vertexradius);
171         Cvar_RegisterVariable(&mod_generatelightmaps_gridradius);
172
173         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
174         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
175         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
176         Cmd_AddCommand ("mod_generatelightmaps", Mod_GenerateLightmaps_f, "rebuilds lighting on current worldmodel");
177 }
178
179 void Mod_RenderInit(void)
180 {
181         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
182 }
183
184 void Mod_UnloadModel (dp_model_t *mod)
185 {
186         char name[MAX_QPATH];
187         qboolean used;
188         dp_model_t *parentmodel;
189
190         if (developer_loading.integer)
191                 Con_Printf("unloading model %s\n", mod->name);
192
193         strlcpy(name, mod->name, sizeof(name));
194         parentmodel = mod->brush.parentmodel;
195         used = mod->used;
196         if (mod->surfmesh.ebo3i)
197                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
198         if (mod->surfmesh.ebo3s)
199                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
200         if (mod->surfmesh.vbo)
201                 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
202         // free textures/memory attached to the model
203         R_FreeTexturePool(&mod->texturepool);
204         Mem_FreePool(&mod->mempool);
205         // clear the struct to make it available
206         memset(mod, 0, sizeof(dp_model_t));
207         // restore the fields we want to preserve
208         strlcpy(mod->name, name, sizeof(mod->name));
209         mod->brush.parentmodel = parentmodel;
210         mod->used = used;
211         mod->loaded = false;
212 }
213
214 void R_Model_Null_Draw(entity_render_t *ent)
215 {
216         return;
217 }
218
219
220 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
221
222 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
223 {
224         const char *bufptr;
225         int start, len;
226         float fps;
227         unsigned int i;
228         qboolean loop;
229
230         bufptr = buf;
231         i = 0;
232         for(;;)
233         {
234                 // an anim scene!
235                 if (!COM_ParseToken_Simple(&bufptr, true, false))
236                         break;
237                 if (!strcmp(com_token, "\n"))
238                         continue; // empty line
239                 start = atoi(com_token);
240                 if (!COM_ParseToken_Simple(&bufptr, true, false))
241                         break;
242                 if (!strcmp(com_token, "\n"))
243                 {
244                         Con_Printf("framegroups file: missing number of frames\n");
245                         continue;
246                 }
247                 len = atoi(com_token);
248                 if (!COM_ParseToken_Simple(&bufptr, true, false))
249                         break;
250                 // we default to looping as it's usually wanted, so to NOT loop you append a 0
251                 if (strcmp(com_token, "\n"))
252                 {
253                         fps = atof(com_token);
254                         if (!COM_ParseToken_Simple(&bufptr, true, false))
255                                 break;
256                         if (strcmp(com_token, "\n"))
257                                 loop = atoi(com_token) != 0;
258                         else
259                                 loop = true;
260                 }
261                 else
262                 {
263                         fps = 20;
264                         loop = true;
265                 }
266
267                 if(cb)
268                         cb(i, start, len, fps, loop, pass);
269                 ++i;
270         }
271
272         return i;
273 }
274
275 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
276 {
277         unsigned int *cnt = (unsigned int *) pass;
278         ++*cnt;
279 }
280
281 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
282 {
283         dp_model_t *mod = (dp_model_t *) pass;
284         animscene_t *anim = &mod->animscenes[i];
285         dpsnprintf(anim->name, sizeof(anim[i].name), "groupified_%d", i);
286         anim->firstframe = bound(0, start, mod->num_poses - 1);
287         anim->framecount = bound(1, len, mod->num_poses - anim->firstframe);
288         anim->framerate = max(1, fps);
289         anim->loop = !!loop;
290         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
291 }
292
293 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
294 {
295         unsigned int cnt;
296
297         // 0. count
298         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
299         if(!cnt)
300         {
301                 Con_Printf("no scene found in framegroups file, aborting\n");
302                 return;
303         }
304         mod->numframes = cnt;
305
306         // 1. reallocate
307         // (we do not free the previous animscenes, but model unloading will free the pool owning them, so it's okay)
308         mod->animscenes = (animscene_t *) Mem_Alloc(mod->mempool, sizeof(animscene_t) * mod->numframes);
309
310         // 2. parse
311         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod);
312 }
313
314 /*
315 ==================
316 Mod_LoadModel
317
318 Loads a model
319 ==================
320 */
321 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
322 {
323         int num;
324         unsigned int crc;
325         void *buf;
326         fs_offset_t filesize;
327
328         mod->used = true;
329
330         if (mod->name[0] == '*') // submodel
331                 return mod;
332         
333         if (!strcmp(mod->name, "null"))
334         {
335                 if(mod->loaded)
336                         return mod;
337
338                 if (mod->loaded || mod->mempool)
339                         Mod_UnloadModel(mod);
340
341                 if (developer_loading.integer)
342                         Con_Printf("loading model %s\n", mod->name);
343
344                 mod->used = true;
345                 mod->crc = (unsigned int)-1;
346                 mod->loaded = false;
347
348                 VectorClear(mod->normalmins);
349                 VectorClear(mod->normalmaxs);
350                 VectorClear(mod->yawmins);
351                 VectorClear(mod->yawmaxs);
352                 VectorClear(mod->rotatedmins);
353                 VectorClear(mod->rotatedmaxs);
354
355                 mod->modeldatatypestring = "null";
356                 mod->type = mod_null;
357                 mod->Draw = R_Model_Null_Draw;
358                 mod->numframes = 2;
359                 mod->numskins = 1;
360
361                 // no fatal errors occurred, so this model is ready to use.
362                 mod->loaded = true;
363
364                 return mod;
365         }
366
367         crc = 0;
368         buf = NULL;
369
370         // even if the model is loaded it still may need reloading...
371
372         // if it is not loaded or checkdisk is true we need to calculate the crc
373         if (!mod->loaded || checkdisk)
374         {
375                 if (checkdisk && mod->loaded)
376                         Con_DPrintf("checking model %s\n", mod->name);
377                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
378                 if (buf)
379                 {
380                         crc = CRC_Block((unsigned char *)buf, filesize);
381                         // we need to reload the model if the crc does not match
382                         if (mod->crc != crc)
383                                 mod->loaded = false;
384                 }
385         }
386
387         // if the model is already loaded and checks passed, just return
388         if (mod->loaded)
389         {
390                 if (buf)
391                         Mem_Free(buf);
392                 return mod;
393         }
394
395         if (developer_loading.integer)
396                 Con_Printf("loading model %s\n", mod->name);
397         
398         SCR_PushLoadingScreen(true, mod->name, 1);
399
400         // LordHavoc: unload the existing model in this slot (if there is one)
401         if (mod->loaded || mod->mempool)
402                 Mod_UnloadModel(mod);
403
404         // load the model
405         mod->used = true;
406         mod->crc = crc;
407         // errors can prevent the corresponding mod->loaded = true;
408         mod->loaded = false;
409
410         // default model radius and bounding box (mainly for missing models)
411         mod->radius = 16;
412         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
413         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
414         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
415         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
416         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
417         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
418
419         if (!q3shaders_mem)
420         {
421                 // load q3 shaders for the first time, or after a level change
422                 Mod_LoadQ3Shaders();
423         }
424
425         if (buf)
426         {
427                 char *bufend = (char *)buf + filesize;
428
429                 // all models use memory, so allocate a memory pool
430                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
431
432                 num = LittleLong(*((int *)buf));
433                 // call the apropriate loader
434                 loadmodel = mod;
435                      if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
436                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
437                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
438                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
439                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
440                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
441                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
442                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
443                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
444                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
445                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
446                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
447                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
448                 Mem_Free(buf);
449
450                 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
451                 if(buf)
452                 {
453                         Mod_FrameGroupify(mod, (const char *)buf);
454                         Mem_Free(buf);
455                 }
456
457                 Mod_BuildVBOs();
458         }
459         else if (crash)
460         {
461                 // LordHavoc: Sys_Error was *ANNOYING*
462                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
463         }
464
465         // no fatal errors occurred, so this model is ready to use.
466         mod->loaded = true;
467
468         SCR_PopLoadingScreen(false);
469
470         return mod;
471 }
472
473 void Mod_ClearUsed(void)
474 {
475         int i;
476         int nummodels = Mem_ExpandableArray_IndexRange(&models);
477         dp_model_t *mod;
478         for (i = 0;i < nummodels;i++)
479                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
480                         mod->used = false;
481 }
482
483 void Mod_PurgeUnused(void)
484 {
485         int i;
486         int nummodels = Mem_ExpandableArray_IndexRange(&models);
487         dp_model_t *mod;
488         for (i = 0;i < nummodels;i++)
489         {
490                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
491                 {
492                         Mod_UnloadModel(mod);
493                         Mem_ExpandableArray_FreeRecord(&models, mod);
494                 }
495         }
496 }
497
498 /*
499 ==================
500 Mod_FindName
501
502 ==================
503 */
504 dp_model_t *Mod_FindName(const char *name, const char *parentname)
505 {
506         int i;
507         int nummodels;
508         dp_model_t *mod;
509
510         if (!parentname)
511                 parentname = "";
512
513         // if we're not dedicatd, the renderer calls will crash without video
514         Host_StartVideo();
515
516         nummodels = Mem_ExpandableArray_IndexRange(&models);
517
518         if (!name[0])
519                 Host_Error ("Mod_ForName: NULL name");
520
521         // search the currently loaded models
522         for (i = 0;i < nummodels;i++)
523         {
524                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !strcmp(mod->name, name) && ((!mod->brush.parentmodel && !parentname[0]) || (mod->brush.parentmodel && parentname[0] && !strcmp(mod->brush.parentmodel->name, parentname))))
525                 {
526                         mod->used = true;
527                         return mod;
528                 }
529         }
530
531         // no match found, create a new one
532         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
533         strlcpy(mod->name, name, sizeof(mod->name));
534         if (parentname[0])
535                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
536         else
537                 mod->brush.parentmodel = NULL;
538         mod->loaded = false;
539         mod->used = true;
540         return mod;
541 }
542
543 /*
544 ==================
545 Mod_ForName
546
547 Loads in a model for the given name
548 ==================
549 */
550 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
551 {
552         dp_model_t *model;
553         model = Mod_FindName(name, parentname);
554         if (!model->loaded || checkdisk)
555                 Mod_LoadModel(model, crash, checkdisk);
556         return model;
557 }
558
559 /*
560 ==================
561 Mod_Reload
562
563 Reloads all models if they have changed
564 ==================
565 */
566 void Mod_Reload(void)
567 {
568         int i, count;
569         int nummodels = Mem_ExpandableArray_IndexRange(&models);
570         dp_model_t *mod;
571
572         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
573         count = 0;
574         for (i = 0;i < nummodels;i++)
575                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
576                         ++count;
577         for (i = 0;i < nummodels;i++)
578                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
579                 {
580                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
581                         Mod_LoadModel(mod, true, true);
582                         SCR_PopLoadingScreen(false);
583                 }
584         SCR_PopLoadingScreen(false);
585 }
586
587 unsigned char *mod_base;
588
589
590 //=============================================================================
591
592 /*
593 ================
594 Mod_Print
595 ================
596 */
597 static void Mod_Print(void)
598 {
599         int i;
600         int nummodels = Mem_ExpandableArray_IndexRange(&models);
601         dp_model_t *mod;
602
603         Con_Print("Loaded models:\n");
604         for (i = 0;i < nummodels;i++)
605         {
606                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
607                 {
608                         if (mod->brush.numsubmodels)
609                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
610                         else
611                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
612                 }
613         }
614 }
615
616 /*
617 ================
618 Mod_Precache
619 ================
620 */
621 static void Mod_Precache(void)
622 {
623         if (Cmd_Argc() == 2)
624                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
625         else
626                 Con_Print("usage: modelprecache <filename>\n");
627 }
628
629 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
630 {
631         int i, count;
632         unsigned char *used;
633         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
634         memset(used, 0, numvertices);
635         for (i = 0;i < numelements;i++)
636                 used[elements[i]] = 1;
637         for (i = 0, count = 0;i < numvertices;i++)
638                 remapvertices[i] = used[i] ? count++ : -1;
639         Mem_Free(used);
640         return count;
641 }
642
643 #if 1
644 // fast way, using an edge hash
645 #define TRIANGLEEDGEHASH 8192
646 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
647 {
648         int i, j, p, e1, e2, *n, hashindex, count, match;
649         const int *e;
650         typedef struct edgehashentry_s
651         {
652                 struct edgehashentry_s *next;
653                 int triangle;
654                 int element[2];
655         }
656         edgehashentry_t;
657         static edgehashentry_t **edgehash;
658         edgehashentry_t *edgehashentries, *hash;
659         if (!numtriangles)
660                 return;
661         edgehash = Mem_Alloc(tempmempool, TRIANGLEEDGEHASH * sizeof(*edgehash));
662         // if there are too many triangles for the stack array, allocate larger buffer
663         edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
664         // find neighboring triangles
665         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
666         {
667                 for (j = 0, p = 2;j < 3;p = j, j++)
668                 {
669                         e1 = e[p];
670                         e2 = e[j];
671                         // this hash index works for both forward and backward edges
672                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
673                         hash = edgehashentries + i * 3 + j;
674                         hash->next = edgehash[hashindex];
675                         edgehash[hashindex] = hash;
676                         hash->triangle = i;
677                         hash->element[0] = e1;
678                         hash->element[1] = e2;
679                 }
680         }
681         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
682         {
683                 for (j = 0, p = 2;j < 3;p = j, j++)
684                 {
685                         e1 = e[p];
686                         e2 = e[j];
687                         // this hash index works for both forward and backward edges
688                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
689                         count = 0;
690                         match = -1;
691                         for (hash = edgehash[hashindex];hash;hash = hash->next)
692                         {
693                                 if (hash->element[0] == e2 && hash->element[1] == e1)
694                                 {
695                                         if (hash->triangle != i)
696                                                 match = hash->triangle;
697                                         count++;
698                                 }
699                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
700                                         count++;
701                         }
702                         // detect edges shared by three triangles and make them seams
703                         if (count > 2)
704                                 match = -1;
705                         n[p] = match;
706                 }
707
708                 // also send a keepalive here (this can take a while too!)
709                 CL_KeepaliveMessage(false);
710         }
711         // free the allocated buffer
712         Mem_Free(edgehashentries);
713         Mem_Free(edgehash);
714 }
715 #else
716 // very slow but simple way
717 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
718 {
719         int i, match, count;
720         count = 0;
721         match = -1;
722         for (i = 0;i < numtriangles;i++, elements += 3)
723         {
724                      if ((elements[0] == start && elements[1] == end)
725                       || (elements[1] == start && elements[2] == end)
726                       || (elements[2] == start && elements[0] == end))
727                 {
728                         if (i != ignore)
729                                 match = i;
730                         count++;
731                 }
732                 else if ((elements[1] == start && elements[0] == end)
733                       || (elements[2] == start && elements[1] == end)
734                       || (elements[0] == start && elements[2] == end))
735                         count++;
736         }
737         // detect edges shared by three triangles and make them seams
738         if (count > 2)
739                 match = -1;
740         return match;
741 }
742
743 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
744 {
745         int i, *n;
746         const int *e;
747         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
748         {
749                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
750                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
751                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
752         }
753 }
754 #endif
755
756 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
757 {
758         int i, warned = false, endvertex = firstvertex + numverts;
759         for (i = 0;i < numtriangles * 3;i++)
760         {
761                 if (elements[i] < firstvertex || elements[i] >= endvertex)
762                 {
763                         if (!warned)
764                         {
765                                 warned = true;
766                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
767                         }
768                         elements[i] = firstvertex;
769                 }
770         }
771 }
772
773 // warning: this is an expensive function!
774 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
775 {
776         int i, j;
777         const int *element;
778         float *vectorNormal;
779         float areaNormal[3];
780         // clear the vectors
781         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
782         // process each vertex of each triangle and accumulate the results
783         // use area-averaging, to make triangles with a big area have a bigger
784         // weighting on the vertex normal than triangles with a small area
785         // to do so, just add the 'normals' together (the bigger the area
786         // the greater the length of the normal is
787         element = elements;
788         for (i = 0; i < numtriangles; i++, element += 3)
789         {
790                 TriangleNormal(
791                         vertex3f + element[0] * 3,
792                         vertex3f + element[1] * 3,
793                         vertex3f + element[2] * 3,
794                         areaNormal
795                         );
796
797                 if (!areaweighting)
798                         VectorNormalize(areaNormal);
799
800                 for (j = 0;j < 3;j++)
801                 {
802                         vectorNormal = normal3f + element[j] * 3;
803                         vectorNormal[0] += areaNormal[0];
804                         vectorNormal[1] += areaNormal[1];
805                         vectorNormal[2] += areaNormal[2];
806                 }
807         }
808         // and just normalize the accumulated vertex normal in the end
809         vectorNormal = normal3f + 3 * firstvertex;
810         for (i = 0; i < numvertices; i++, vectorNormal += 3)
811                 VectorNormalize(vectorNormal);
812 }
813
814 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)
815 {
816         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
817         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
818         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
819
820         // 6 multiply, 9 subtract
821         VectorSubtract(v1, v0, v10);
822         VectorSubtract(v2, v0, v20);
823         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
824         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
825         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
826         // 12 multiply, 10 subtract
827         tc10[1] = tc1[1] - tc0[1];
828         tc20[1] = tc2[1] - tc0[1];
829         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
830         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
831         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
832         tc10[0] = tc1[0] - tc0[0];
833         tc20[0] = tc2[0] - tc0[0];
834         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
835         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
836         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
837         // 12 multiply, 4 add, 6 subtract
838         f = DotProduct(svector3f, normal3f);
839         svector3f[0] -= f * normal3f[0];
840         svector3f[1] -= f * normal3f[1];
841         svector3f[2] -= f * normal3f[2];
842         f = DotProduct(tvector3f, normal3f);
843         tvector3f[0] -= f * normal3f[0];
844         tvector3f[1] -= f * normal3f[1];
845         tvector3f[2] -= f * normal3f[2];
846         // if texture is mapped the wrong way (counterclockwise), the tangents
847         // have to be flipped, this is detected by calculating a normal from the
848         // two tangents, and seeing if it is opposite the surface normal
849         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
850         CrossProduct(tvector3f, svector3f, tangentcross);
851         if (DotProduct(tangentcross, normal3f) < 0)
852         {
853                 VectorNegate(svector3f, svector3f);
854                 VectorNegate(tvector3f, tvector3f);
855         }
856 }
857
858 // warning: this is a very expensive function!
859 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)
860 {
861         int i, tnum;
862         float sdir[3], tdir[3], normal[3], *sv, *tv;
863         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
864         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
865         const int *e;
866         // clear the vectors
867         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
868         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
869         // process each vertex of each triangle and accumulate the results
870         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
871         {
872                 v0 = vertex3f + e[0] * 3;
873                 v1 = vertex3f + e[1] * 3;
874                 v2 = vertex3f + e[2] * 3;
875                 tc0 = texcoord2f + e[0] * 2;
876                 tc1 = texcoord2f + e[1] * 2;
877                 tc2 = texcoord2f + e[2] * 2;
878
879                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
880                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
881
882                 // calculate the edge directions and surface normal
883                 // 6 multiply, 9 subtract
884                 VectorSubtract(v1, v0, v10);
885                 VectorSubtract(v2, v0, v20);
886                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
887                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
888                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
889
890                 // calculate the tangents
891                 // 12 multiply, 10 subtract
892                 tc10[1] = tc1[1] - tc0[1];
893                 tc20[1] = tc2[1] - tc0[1];
894                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
895                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
896                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
897                 tc10[0] = tc1[0] - tc0[0];
898                 tc20[0] = tc2[0] - tc0[0];
899                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
900                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
901                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
902
903                 // if texture is mapped the wrong way (counterclockwise), the tangents
904                 // have to be flipped, this is detected by calculating a normal from the
905                 // two tangents, and seeing if it is opposite the surface normal
906                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
907                 CrossProduct(tdir, sdir, tangentcross);
908                 if (DotProduct(tangentcross, normal) < 0)
909                 {
910                         VectorNegate(sdir, sdir);
911                         VectorNegate(tdir, tdir);
912                 }
913
914                 if (!areaweighting)
915                 {
916                         VectorNormalize(sdir);
917                         VectorNormalize(tdir);
918                 }
919                 for (i = 0;i < 3;i++)
920                 {
921                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
922                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
923                 }
924         }
925         // make the tangents completely perpendicular to the surface normal, and
926         // then normalize them
927         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
928         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
929         {
930                 f = -DotProduct(sv, n);
931                 VectorMA(sv, f, n, sv);
932                 VectorNormalize(sv);
933                 f = -DotProduct(tv, n);
934                 VectorMA(tv, f, n, tv);
935                 VectorNormalize(tv);
936         }
937 }
938
939 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
940 {
941         unsigned char *data;
942         data = (unsigned char *)Mem_Alloc(mempool, numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + (neighbors ? 3 : 0)) * sizeof(int) + (numvertices <= 65536 ? numtriangles * sizeof(unsigned short[3]) : 0));
943         loadmodel->surfmesh.num_vertices = numvertices;
944         loadmodel->surfmesh.num_triangles = numtriangles;
945         if (loadmodel->surfmesh.num_vertices)
946         {
947                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
948                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
949                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
950                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
951                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
952                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
953                 if (vertexcolors)
954                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
955                 if (lightmapoffsets)
956                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
957         }
958         if (loadmodel->surfmesh.num_triangles)
959         {
960                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
961                 if (neighbors)
962                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
963                 if (loadmodel->surfmesh.num_vertices <= 65536)
964                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
965         }
966 }
967
968 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)
969 {
970         shadowmesh_t *newmesh;
971         unsigned char *data;
972         int size;
973         size = sizeof(shadowmesh_t);
974         size += maxverts * sizeof(float[3]);
975         if (light)
976                 size += maxverts * sizeof(float[11]);
977         size += maxtriangles * sizeof(int[3]);
978         if (maxverts <= 65536)
979                 size += maxtriangles * sizeof(unsigned short[3]);
980         if (neighbors)
981                 size += maxtriangles * sizeof(int[3]);
982         if (expandable)
983                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
984         data = (unsigned char *)Mem_Alloc(mempool, size);
985         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
986         newmesh->map_diffuse = map_diffuse;
987         newmesh->map_specular = map_specular;
988         newmesh->map_normal = map_normal;
989         newmesh->maxverts = maxverts;
990         newmesh->maxtriangles = maxtriangles;
991         newmesh->numverts = 0;
992         newmesh->numtriangles = 0;
993         memset(newmesh->sideoffsets, 0, sizeof(newmesh->sideoffsets));
994         memset(newmesh->sidetotals, 0, sizeof(newmesh->sidetotals));
995
996         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
997         if (light)
998         {
999                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
1000                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
1001                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
1002                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
1003         }
1004         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1005         if (neighbors)
1006         {
1007                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
1008         }
1009         if (expandable)
1010         {
1011                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
1012                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
1013         }
1014         if (maxverts <= 65536)
1015                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
1016         return newmesh;
1017 }
1018
1019 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
1020 {
1021         shadowmesh_t *newmesh;
1022         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
1023         newmesh->numverts = oldmesh->numverts;
1024         newmesh->numtriangles = oldmesh->numtriangles;
1025         memcpy(newmesh->sideoffsets, oldmesh->sideoffsets, sizeof(oldmesh->sideoffsets));
1026         memcpy(newmesh->sidetotals, oldmesh->sidetotals, sizeof(oldmesh->sidetotals));
1027
1028         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
1029         if (newmesh->svector3f && oldmesh->svector3f)
1030         {
1031                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
1032                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
1033                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
1034                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
1035         }
1036         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1037         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1038                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1039         return newmesh;
1040 }
1041
1042 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1043 {
1044         int hashindex, vnum;
1045         shadowmeshvertexhash_t *hash;
1046         // this uses prime numbers intentionally
1047         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1048         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1049         {
1050                 vnum = (hash - mesh->vertexhashentries);
1051                 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]))
1052                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1053                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1054                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1055                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1056                         return hash - mesh->vertexhashentries;
1057         }
1058         vnum = mesh->numverts++;
1059         hash = mesh->vertexhashentries + vnum;
1060         hash->next = mesh->vertexhashtable[hashindex];
1061         mesh->vertexhashtable[hashindex] = hash;
1062         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1063         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1064         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1065         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1066         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1067         return vnum;
1068 }
1069
1070 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1071 {
1072         if (mesh->numtriangles == 0)
1073         {
1074                 // set the properties on this empty mesh to be more favorable...
1075                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1076                 mesh->map_diffuse = map_diffuse;
1077                 mesh->map_specular = map_specular;
1078                 mesh->map_normal = map_normal;
1079         }
1080         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)
1081         {
1082                 if (mesh->next == NULL)
1083                         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);
1084                 mesh = mesh->next;
1085         }
1086         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1087         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1088         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1089         mesh->numtriangles++;
1090 }
1091
1092 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)
1093 {
1094         int i, j, e;
1095         float vbuf[3*14], *v;
1096         memset(vbuf, 0, sizeof(vbuf));
1097         for (i = 0;i < numtris;i++)
1098         {
1099                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1100                 {
1101                         e = *element3i++;
1102                         if (vertex3f)
1103                         {
1104                                 v[0] = vertex3f[e * 3 + 0];
1105                                 v[1] = vertex3f[e * 3 + 1];
1106                                 v[2] = vertex3f[e * 3 + 2];
1107                         }
1108                         if (svector3f)
1109                         {
1110                                 v[3] = svector3f[e * 3 + 0];
1111                                 v[4] = svector3f[e * 3 + 1];
1112                                 v[5] = svector3f[e * 3 + 2];
1113                         }
1114                         if (tvector3f)
1115                         {
1116                                 v[6] = tvector3f[e * 3 + 0];
1117                                 v[7] = tvector3f[e * 3 + 1];
1118                                 v[8] = tvector3f[e * 3 + 2];
1119                         }
1120                         if (normal3f)
1121                         {
1122                                 v[9] = normal3f[e * 3 + 0];
1123                                 v[10] = normal3f[e * 3 + 1];
1124                                 v[11] = normal3f[e * 3 + 2];
1125                         }
1126                         if (texcoord2f)
1127                         {
1128                                 v[12] = texcoord2f[e * 2 + 0];
1129                                 v[13] = texcoord2f[e * 2 + 1];
1130                         }
1131                 }
1132                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1133         }
1134
1135         // the triangle calculation can take a while, so let's do a keepalive here
1136         CL_KeepaliveMessage(false);
1137 }
1138
1139 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)
1140 {
1141         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1142         CL_KeepaliveMessage(false);
1143
1144         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1145 }
1146
1147 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1148 {
1149         if (!vid.support.arb_vertex_buffer_object)
1150                 return;
1151         if (mesh->vbo)
1152                 return;
1153
1154         // element buffer is easy because it's just one array
1155         if (mesh->numtriangles)
1156         {
1157                 if (mesh->element3s)
1158                         mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1159                 else
1160                         mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1161         }
1162
1163         // vertex buffer is several arrays and we put them in the same buffer
1164         //
1165         // is this wise?  the texcoordtexture2f array is used with dynamic
1166         // vertex/svector/tvector/normal when rendering animated models, on the
1167         // other hand animated models don't use a lot of vertices anyway...
1168         if (mesh->numverts)
1169         {
1170                 size_t size;
1171                 unsigned char *mem;
1172                 size = 0;
1173                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1174                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1175                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1176                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1177                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1178                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1179                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1180                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1181                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1182                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1183                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1184                 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1185                 Mem_Free(mem);
1186         }
1187 }
1188
1189 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1190 {
1191         shadowmesh_t *mesh, *newmesh, *nextmesh;
1192         // reallocate meshs to conserve space
1193         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1194         {
1195                 nextmesh = mesh->next;
1196                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1197                 {
1198                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1199                         newmesh->next = firstmesh;
1200                         firstmesh = newmesh;
1201                         if (newmesh->element3s)
1202                         {
1203                                 int i;
1204                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1205                                         newmesh->element3s[i] = newmesh->element3i[i];
1206                         }
1207                         if (createvbo)
1208                                 Mod_ShadowMesh_CreateVBOs(newmesh);
1209                 }
1210                 Mem_Free(mesh);
1211         }
1212
1213         // this can take a while, so let's do a keepalive here
1214         CL_KeepaliveMessage(false);
1215
1216         return firstmesh;
1217 }
1218
1219 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1220 {
1221         int i;
1222         shadowmesh_t *mesh;
1223         vec3_t nmins, nmaxs, ncenter, temp;
1224         float nradius2, dist2, *v;
1225         VectorClear(nmins);
1226         VectorClear(nmaxs);
1227         // calculate bbox
1228         for (mesh = firstmesh;mesh;mesh = mesh->next)
1229         {
1230                 if (mesh == firstmesh)
1231                 {
1232                         VectorCopy(mesh->vertex3f, nmins);
1233                         VectorCopy(mesh->vertex3f, nmaxs);
1234                 }
1235                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1236                 {
1237                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1238                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1239                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1240                 }
1241         }
1242         // calculate center and radius
1243         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1244         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1245         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1246         nradius2 = 0;
1247         for (mesh = firstmesh;mesh;mesh = mesh->next)
1248         {
1249                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1250                 {
1251                         VectorSubtract(v, ncenter, temp);
1252                         dist2 = DotProduct(temp, temp);
1253                         if (nradius2 < dist2)
1254                                 nradius2 = dist2;
1255                 }
1256         }
1257         // return data
1258         if (mins)
1259                 VectorCopy(nmins, mins);
1260         if (maxs)
1261                 VectorCopy(nmaxs, maxs);
1262         if (center)
1263                 VectorCopy(ncenter, center);
1264         if (radius)
1265                 *radius = sqrt(nradius2);
1266 }
1267
1268 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1269 {
1270         shadowmesh_t *nextmesh;
1271         for (;mesh;mesh = nextmesh)
1272         {
1273                 if (mesh->ebo3i)
1274                         R_Mesh_DestroyBufferObject(mesh->ebo3i);
1275                 if (mesh->ebo3s)
1276                         R_Mesh_DestroyBufferObject(mesh->ebo3s);
1277                 if (mesh->vbo)
1278                         R_Mesh_DestroyBufferObject(mesh->vbo);
1279                 nextmesh = mesh->next;
1280                 Mem_Free(mesh);
1281         }
1282 }
1283
1284 void Mod_CreateCollisionMesh(dp_model_t *mod)
1285 {
1286         int k;
1287         int numcollisionmeshtriangles;
1288         const msurface_t *surface;
1289         mempool_t *mempool = mod->mempool;
1290         if (!mempool && mod->brush.parentmodel)
1291                 mempool = mod->brush.parentmodel->mempool;
1292         // make a single combined collision mesh for physics engine use
1293         // TODO rewrite this to use the collision brushes as source, to fix issues with e.g. common/caulk which creates no drawsurface
1294         numcollisionmeshtriangles = 0;
1295         for (k = 0;k < mod->nummodelsurfaces;k++)
1296         {
1297                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1298                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1299                         continue;
1300                 numcollisionmeshtriangles += surface->num_triangles;
1301         }
1302         mod->brush.collisionmesh = Mod_ShadowMesh_Begin(mempool, numcollisionmeshtriangles * 3, numcollisionmeshtriangles, NULL, NULL, NULL, false, false, true);
1303         for (k = 0;k < mod->nummodelsurfaces;k++)
1304         {
1305                 surface = mod->data_surfaces + mod->firstmodelsurface + k;
1306                 if (!(surface->texture->supercontents & SUPERCONTENTS_SOLID))
1307                         continue;
1308                 Mod_ShadowMesh_AddMesh(mempool, mod->brush.collisionmesh, NULL, NULL, NULL, mod->surfmesh.data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (mod->surfmesh.data_element3i + 3 * surface->num_firsttriangle));
1309         }
1310         mod->brush.collisionmesh = Mod_ShadowMesh_Finish(mempool, mod->brush.collisionmesh, false, true, false);
1311 }
1312
1313 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)
1314 {
1315         float v[3], tc[3];
1316         v[0] = ix;
1317         v[1] = iy;
1318         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1319                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1320         else
1321                 v[2] = 0;
1322         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1323         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1324         texcoord2f[0] = tc[0];
1325         texcoord2f[1] = tc[1];
1326 }
1327
1328 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)
1329 {
1330         float vup[3], vdown[3], vleft[3], vright[3];
1331         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1332         float sv[3], tv[3], nl[3];
1333         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1334         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1335         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1336         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1337         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1338         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1339         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1340         VectorAdd(svector3f, sv, svector3f);
1341         VectorAdd(tvector3f, tv, tvector3f);
1342         VectorAdd(normal3f, nl, normal3f);
1343         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1344         VectorAdd(svector3f, sv, svector3f);
1345         VectorAdd(tvector3f, tv, tvector3f);
1346         VectorAdd(normal3f, nl, normal3f);
1347         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1348         VectorAdd(svector3f, sv, svector3f);
1349         VectorAdd(tvector3f, tv, tvector3f);
1350         VectorAdd(normal3f, nl, normal3f);
1351 }
1352
1353 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)
1354 {
1355         int x, y, ix, iy, *e;
1356         e = element3i;
1357         for (y = 0;y < height;y++)
1358         {
1359                 for (x = 0;x < width;x++)
1360                 {
1361                         e[0] = (y + 1) * (width + 1) + (x + 0);
1362                         e[1] = (y + 0) * (width + 1) + (x + 0);
1363                         e[2] = (y + 1) * (width + 1) + (x + 1);
1364                         e[3] = (y + 0) * (width + 1) + (x + 0);
1365                         e[4] = (y + 0) * (width + 1) + (x + 1);
1366                         e[5] = (y + 1) * (width + 1) + (x + 1);
1367                         e += 6;
1368                 }
1369         }
1370         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1371         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1372                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1373                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1374 }
1375
1376 #if 0
1377 void Mod_Terrain_SurfaceRecurseChunk(dp_model_t *model, int stepsize, int x, int y)
1378 {
1379         float mins[3];
1380         float maxs[3];
1381         float chunkwidth = min(stepsize, model->terrain.width - 1 - x);
1382         float chunkheight = min(stepsize, model->terrain.height - 1 - y);
1383         float viewvector[3];
1384         unsigned int firstvertex;
1385         unsigned int *e;
1386         float *v;
1387         if (chunkwidth < 2 || chunkheight < 2)
1388                 return;
1389         VectorSet(mins, model->terrain.mins[0] +  x    * stepsize * model->terrain.scale[0], model->terrain.mins[1] +  y    * stepsize * model->terrain.scale[1], model->terrain.mins[2]);
1390         VectorSet(maxs, model->terrain.mins[0] + (x+1) * stepsize * model->terrain.scale[0], model->terrain.mins[1] + (y+1) * stepsize * model->terrain.scale[1], model->terrain.maxs[2]);
1391         viewvector[0] = bound(mins[0], localvieworigin, maxs[0]) - model->terrain.vieworigin[0];
1392         viewvector[1] = bound(mins[1], localvieworigin, maxs[1]) - model->terrain.vieworigin[1];
1393         viewvector[2] = bound(mins[2], localvieworigin, maxs[2]) - model->terrain.vieworigin[2];
1394         if (stepsize > 1 && VectorLength(viewvector) < stepsize*model->terrain.scale[0]*r_terrain_lodscale.value)
1395         {
1396                 // too close for this stepsize, emit as 4 chunks instead
1397                 stepsize /= 2;
1398                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y);
1399                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y);
1400                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x, y+stepsize);
1401                 Mod_Terrain_SurfaceRecurseChunk(model, stepsize, x+stepsize, y+stepsize);
1402                 return;
1403         }
1404         // emit the geometry at stepsize into our vertex buffer / index buffer
1405         // we add two columns and two rows for skirt
1406         outwidth = chunkwidth+2;
1407         outheight = chunkheight+2;
1408         outwidth2 = outwidth-1;
1409         outheight2 = outheight-1;
1410         outwidth3 = outwidth+1;
1411         outheight3 = outheight+1;
1412         firstvertex = numvertices;
1413         e = model->terrain.element3i + numtriangles;
1414         numtriangles += chunkwidth*chunkheight*2+chunkwidth*2*2+chunkheight*2*2;
1415         v = model->terrain.vertex3f + numvertices;
1416         numvertices += (chunkwidth+1)*(chunkheight+1)+(chunkwidth+1)*2+(chunkheight+1)*2;
1417         // emit the triangles (note: the skirt is treated as two extra rows and two extra columns)
1418         for (ty = 0;ty < outheight;ty++)
1419         {
1420                 for (tx = 0;tx < outwidth;tx++)
1421                 {
1422                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1423                         *e++ = firstvertex + (ty  )*outwidth3+(tx+1);
1424                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1425                         *e++ = firstvertex + (ty  )*outwidth3+(tx  );
1426                         *e++ = firstvertex + (ty+1)*outwidth3+(tx+1);
1427                         *e++ = firstvertex + (ty+1)*outwidth3+(tx  );
1428                 }
1429         }
1430         // TODO: emit surface vertices (x+tx*stepsize, y+ty*stepsize)
1431         for (ty = 0;ty <= outheight;ty++)
1432         {
1433                 skirtrow = ty == 0 || ty == outheight;
1434                 ry = y+bound(1, ty, outheight)*stepsize;
1435                 for (tx = 0;tx <= outwidth;tx++)
1436                 {
1437                         skirt = skirtrow || tx == 0 || tx == outwidth;
1438                         rx = x+bound(1, tx, outwidth)*stepsize;
1439                         v[0] = rx*scale[0];
1440                         v[1] = ry*scale[1];
1441                         v[2] = heightmap[ry*terrainwidth+rx]*scale[2];
1442                         v += 3;
1443                 }
1444         }
1445         // TODO: emit skirt vertices
1446 }
1447
1448 void Mod_Terrain_UpdateSurfacesForViewOrigin(dp_model_t *model)
1449 {
1450         for (y = 0;y < model->terrain.size[1];y += model->terrain.
1451         Mod_Terrain_SurfaceRecurseChunk(model, model->terrain.maxstepsize, x, y);
1452         Mod_Terrain_BuildChunk(model, 
1453 }
1454 #endif
1455
1456 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1457 {
1458         if (!strcasecmp(s, "sin"))             return Q3WAVEFUNC_SIN;
1459         if (!strcasecmp(s, "square"))          return Q3WAVEFUNC_SQUARE;
1460         if (!strcasecmp(s, "triangle"))        return Q3WAVEFUNC_TRIANGLE;
1461         if (!strcasecmp(s, "sawtooth"))        return Q3WAVEFUNC_SAWTOOTH;
1462         if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1463         if (!strcasecmp(s, "noise"))           return Q3WAVEFUNC_NOISE;
1464         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1465         return Q3WAVEFUNC_NONE;
1466 }
1467
1468 void Mod_FreeQ3Shaders(void)
1469 {
1470         Mem_FreePool(&q3shaders_mem);
1471 }
1472
1473 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1474 {
1475         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1476         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1477         q3shader_hash_entry_t* lastEntry = NULL;
1478         while (entry != NULL)
1479         {
1480                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1481                 {
1482                         unsigned char *start, *end, *start2;
1483                         start = (unsigned char *) (&shader->Q3SHADERINFO_COMPARE_START);
1484                         end = ((unsigned char *) (&shader->Q3SHADERINFO_COMPARE_END)) + sizeof(shader->Q3SHADERINFO_COMPARE_END);
1485                         start2 = (unsigned char *) (&entry->shader.Q3SHADERINFO_COMPARE_START);
1486                         if(memcmp(start, start2, end - start))
1487                                 Con_DPrintf("Shader '%s' already defined, ignoring mismatching redeclaration\n", shader->name);
1488                         else
1489                                 Con_DPrintf("Shader '%s' already defined\n", shader->name);
1490                         return;
1491                 }
1492                 lastEntry = entry;
1493                 entry = entry->chain;
1494         }
1495         if (entry == NULL)
1496         {
1497                 if (lastEntry->shader.name[0] != 0)
1498                 {
1499                         /* Add to chain */
1500                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1501                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1502
1503                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1504                         lastEntry->chain = newEntry;
1505                         newEntry->chain = NULL;
1506                         lastEntry = newEntry;
1507                 }
1508                 /* else: head of chain, in hash entry array */
1509                 entry = lastEntry;
1510         }
1511         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1512 }
1513
1514 extern cvar_t r_picmipworld;
1515 void Mod_LoadQ3Shaders(void)
1516 {
1517         int j;
1518         int fileindex;
1519         fssearch_t *search;
1520         char *f;
1521         const char *text;
1522         q3shaderinfo_t shader;
1523         q3shaderinfo_layer_t *layer;
1524         int numparameters;
1525         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1526
1527         Mod_FreeQ3Shaders();
1528
1529         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1530         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1531                 sizeof (q3shader_data_t));
1532         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1533                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1534         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1535                 q3shaders_mem, sizeof (char**), 256);
1536
1537         search = FS_Search("scripts/*.shader", true, false);
1538         if (!search)
1539                 return;
1540         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1541         {
1542                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1543                 if (!f)
1544                         continue;
1545                 while (COM_ParseToken_QuakeC(&text, false))
1546                 {
1547                         memset (&shader, 0, sizeof(shader));
1548                         shader.reflectmin = 0;
1549                         shader.reflectmax = 1;
1550                         shader.refractfactor = 1;
1551                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1552                         shader.reflectfactor = 1;
1553                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1554                         shader.r_water_wateralpha = 1;
1555                         shader.specularscalemod = 1;
1556                         shader.specularpowermod = 1;
1557
1558                         strlcpy(shader.name, com_token, sizeof(shader.name));
1559                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1560                         {
1561                                 Con_DPrintf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1562                                 break;
1563                         }
1564                         while (COM_ParseToken_QuakeC(&text, false))
1565                         {
1566                                 if (!strcasecmp(com_token, "}"))
1567                                         break;
1568                                 if (!strcasecmp(com_token, "{"))
1569                                 {
1570                                         static q3shaderinfo_layer_t dummy;
1571                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1572                                         {
1573                                                 layer = shader.layers + shader.numlayers++;
1574                                         }
1575                                         else
1576                                         {
1577                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1578                                                 memset(&dummy, 0, sizeof(dummy));
1579                                                 layer = &dummy;
1580                                         }
1581                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1582                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1583                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1584                                         layer->blendfunc[0] = GL_ONE;
1585                                         layer->blendfunc[1] = GL_ZERO;
1586                                         while (COM_ParseToken_QuakeC(&text, false))
1587                                         {
1588                                                 if (!strcasecmp(com_token, "}"))
1589                                                         break;
1590                                                 if (!strcasecmp(com_token, "\n"))
1591                                                         continue;
1592                                                 numparameters = 0;
1593                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1594                                                 {
1595                                                         if (j < TEXTURE_MAXFRAMES + 4)
1596                                                         {
1597                                                                 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1598                                                                 numparameters = j + 1;
1599                                                         }
1600                                                         if (!COM_ParseToken_QuakeC(&text, true))
1601                                                                 break;
1602                                                 }
1603                                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1604                                                 //      parameter[j][0] = 0;
1605                                                 if (developer_insane.integer)
1606                                                 {
1607                                                         Con_DPrintf("%s %i: ", shader.name, shader.numlayers - 1);
1608                                                         for (j = 0;j < numparameters;j++)
1609                                                                 Con_DPrintf(" %s", parameter[j]);
1610                                                         Con_DPrint("\n");
1611                                                 }
1612                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1613                                                 {
1614                                                         if (numparameters == 2)
1615                                                         {
1616                                                                 if (!strcasecmp(parameter[1], "add"))
1617                                                                 {
1618                                                                         layer->blendfunc[0] = GL_ONE;
1619                                                                         layer->blendfunc[1] = GL_ONE;
1620                                                                 }
1621                                                                 else if (!strcasecmp(parameter[1], "filter"))
1622                                                                 {
1623                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1624                                                                         layer->blendfunc[1] = GL_ZERO;
1625                                                                 }
1626                                                                 else if (!strcasecmp(parameter[1], "blend"))
1627                                                                 {
1628                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1629                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1630                                                                 }
1631                                                         }
1632                                                         else if (numparameters == 3)
1633                                                         {
1634                                                                 int k;
1635                                                                 for (k = 0;k < 2;k++)
1636                                                                 {
1637                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1638                                                                                 layer->blendfunc[k] = GL_ONE;
1639                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1640                                                                                 layer->blendfunc[k] = GL_ZERO;
1641                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1642                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1643                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1644                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1645                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1646                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1647                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1648                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1649                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1650                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1651                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1652                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1653                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1654                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1655                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1656                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1657                                                                         else
1658                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1659                                                                 }
1660                                                         }
1661                                                 }
1662                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1663                                                         layer->alphatest = true;
1664                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1665                                                 {
1666                                                         if (!strcasecmp(parameter[0], "clampmap"))
1667                                                                 layer->clampmap = true;
1668                                                         layer->numframes = 1;
1669                                                         layer->framerate = 1;
1670                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1671                                                                 &q3shader_data->char_ptrs);
1672                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1673                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1674                                                                 shader.lighting = true;
1675                                                 }
1676                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1677                                                 {
1678                                                         int i;
1679                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1680                                                         layer->framerate = atof(parameter[1]);
1681                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1682                                                         for (i = 0;i < layer->numframes;i++)
1683                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1684                                                 }
1685                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1686                                                 {
1687                                                         int i;
1688                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1689                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1690                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1691                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1692                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1693                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1694                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1695                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1696                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1697                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1698                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1699                                                         else if (!strcasecmp(parameter[1], "wave"))
1700                                                         {
1701                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1702                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1703                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1704                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1705                                                         }
1706                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1707                                                 }
1708                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1709                                                 {
1710                                                         int i;
1711                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1712                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1713                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1714                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1715                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1716                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1717                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1718                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1719                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1720                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1721                                                         else if (!strcasecmp(parameter[1], "wave"))
1722                                                         {
1723                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1724                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1725                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1726                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1727                                                         }
1728                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1729                                                 }
1730                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1731                                                 {
1732                                                         int i;
1733                                                         // observed values: tcgen environment
1734                                                         // no other values have been observed in real shaders
1735                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1736                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1737                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1738                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1739                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1740                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1741                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1742                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1743                                                 }
1744                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1745                                                 {
1746                                                         int i, tcmodindex;
1747                                                         // observed values:
1748                                                         // tcmod rotate #
1749                                                         // tcmod scale # #
1750                                                         // tcmod scroll # #
1751                                                         // tcmod stretch sin # # # #
1752                                                         // tcmod stretch triangle # # # #
1753                                                         // tcmod transform # # # # # #
1754                                                         // tcmod turb # # # #
1755                                                         // tcmod turb sin # # # #  (this is bogus)
1756                                                         // no other values have been observed in real shaders
1757                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1758                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1759                                                                         break;
1760                                                         if (tcmodindex < Q3MAXTCMODS)
1761                                                         {
1762                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1763                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1764                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1765                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1766                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1767                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1768                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1769                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1770                                                                 {
1771                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1772                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1773                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1774                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1775                                                                 }
1776                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1777                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1778                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1779                                                         }
1780                                                         else
1781                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1782                                                 }
1783                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1784                                                 if (!strcasecmp(com_token, "}"))
1785                                                         break;
1786                                         }
1787                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1788                                                 shader.lighting = true;
1789                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1790                                         {
1791                                                 if (layer == shader.layers + 0)
1792                                                 {
1793                                                         // vertex controlled transparency
1794                                                         shader.vertexalpha = true;
1795                                                 }
1796                                                 else
1797                                                 {
1798                                                         // multilayer terrain shader or similar
1799                                                         shader.textureblendalpha = true;
1800                                                 }
1801                                         }
1802                                         layer->texflags = TEXF_ALPHA;
1803                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1804                                                 layer->texflags |= TEXF_MIPMAP;
1805                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1806                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1807                                         if (layer->clampmap)
1808                                                 layer->texflags |= TEXF_CLAMP;
1809                                         continue;
1810                                 }
1811                                 numparameters = 0;
1812                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1813                                 {
1814                                         if (j < TEXTURE_MAXFRAMES + 4)
1815                                         {
1816                                                 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1817                                                 numparameters = j + 1;
1818                                         }
1819                                         if (!COM_ParseToken_QuakeC(&text, true))
1820                                                 break;
1821                                 }
1822                                 //for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1823                                 //      parameter[j][0] = 0;
1824                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1825                                         break;
1826                                 if (developer_insane.integer)
1827                                 {
1828                                         Con_DPrintf("%s: ", shader.name);
1829                                         for (j = 0;j < numparameters;j++)
1830                                                 Con_DPrintf(" %s", parameter[j]);
1831                                         Con_DPrint("\n");
1832                                 }
1833                                 if (numparameters < 1)
1834                                         continue;
1835                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1836                                 {
1837                                         if (!strcasecmp(parameter[1], "alphashadow"))
1838                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1839                                         else if (!strcasecmp(parameter[1], "areaportal"))
1840                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1841                                         else if (!strcasecmp(parameter[1], "botclip"))
1842                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1843                                         else if (!strcasecmp(parameter[1], "clusterportal"))
1844                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1845                                         else if (!strcasecmp(parameter[1], "detail"))
1846                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1847                                         else if (!strcasecmp(parameter[1], "donotenter"))
1848                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1849                                         else if (!strcasecmp(parameter[1], "dust"))
1850                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1851                                         else if (!strcasecmp(parameter[1], "hint"))
1852                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1853                                         else if (!strcasecmp(parameter[1], "fog"))
1854                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1855                                         else if (!strcasecmp(parameter[1], "lava"))
1856                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1857                                         else if (!strcasecmp(parameter[1], "lightfilter"))
1858                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1859                                         else if (!strcasecmp(parameter[1], "lightgrid"))
1860                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1861                                         else if (!strcasecmp(parameter[1], "metalsteps"))
1862                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1863                                         else if (!strcasecmp(parameter[1], "nodamage"))
1864                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1865                                         else if (!strcasecmp(parameter[1], "nodlight"))
1866                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1867                                         else if (!strcasecmp(parameter[1], "nodraw"))
1868                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1869                                         else if (!strcasecmp(parameter[1], "nodrop"))
1870                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1871                                         else if (!strcasecmp(parameter[1], "noimpact"))
1872                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1873                                         else if (!strcasecmp(parameter[1], "nolightmap"))
1874                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1875                                         else if (!strcasecmp(parameter[1], "nomarks"))
1876                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1877                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
1878                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1879                                         else if (!strcasecmp(parameter[1], "nonsolid"))
1880                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1881                                         else if (!strcasecmp(parameter[1], "origin"))
1882                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1883                                         else if (!strcasecmp(parameter[1], "playerclip"))
1884                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1885                                         else if (!strcasecmp(parameter[1], "sky"))
1886                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1887                                         else if (!strcasecmp(parameter[1], "slick"))
1888                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1889                                         else if (!strcasecmp(parameter[1], "slime"))
1890                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1891                                         else if (!strcasecmp(parameter[1], "structural"))
1892                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1893                                         else if (!strcasecmp(parameter[1], "trans"))
1894                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1895                                         else if (!strcasecmp(parameter[1], "water"))
1896                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1897                                         else if (!strcasecmp(parameter[1], "pointlight"))
1898                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1899                                         else if (!strcasecmp(parameter[1], "antiportal"))
1900                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1901                                         else
1902                                                 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1903                                 }
1904                                 else if (!strcasecmp(parameter[0], "dpshadow"))
1905                                         shader.dpshadow = true;
1906                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1907                                         shader.dpnoshadow = true;
1908                                 else if (!strcasecmp(parameter[0], "dpreflectcube"))
1909                                         strlcpy(shader.dpreflectcube, parameter[1], sizeof(shader.dpreflectcube));
1910                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1911                                 {
1912                                         // some q3 skies don't have the sky parm set
1913                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
1914                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1915                                 }
1916                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1917                                 {
1918                                         // some q3 skies don't have the sky parm set
1919                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
1920                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1921                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1922                                 }
1923                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1924                                 {
1925                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1926                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1927                                 }
1928                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
1929                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1930                                 else if (!strcasecmp(parameter[0], "nopicmip"))
1931                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1932                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
1933                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1934                                 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1935                                 {
1936                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1937                                         shader.refractfactor = atof(parameter[1]);
1938                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1939                                 }
1940                                 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1941                                 {
1942                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1943                                         shader.reflectfactor = atof(parameter[1]);
1944                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1945                                 }
1946                                 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1947                                 {
1948                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1949                                         shader.reflectmin = atof(parameter[1]);
1950                                         shader.reflectmax = atof(parameter[2]);
1951                                         shader.refractfactor = atof(parameter[3]);
1952                                         shader.reflectfactor = atof(parameter[4]);
1953                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1954                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1955                                         shader.r_water_wateralpha = atof(parameter[11]);
1956                                 }
1957                                 else if (!strcasecmp(parameter[0], "dp_glossintensitymod") && numparameters >= 2)
1958                                 {
1959                                         shader.specularscalemod = atof(parameter[1]);
1960                                 }
1961                                 else if (!strcasecmp(parameter[0], "dp_glossexponentmod") && numparameters >= 2)
1962                                 {
1963                                         shader.specularpowermod = atof(parameter[1]);
1964                                 }
1965                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1966                                 {
1967                                         int i, deformindex;
1968                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1969                                                 if (!shader.deforms[deformindex].deform)
1970                                                         break;
1971                                         if (deformindex < Q3MAXDEFORMS)
1972                                         {
1973                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1974                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1975                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1976                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1977                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1978                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1979                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1980                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1981                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1982                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1983                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1984                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1985                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1986                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1987                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1988                                                 else if (!strcasecmp(parameter[1], "wave"            ))
1989                                                 {
1990                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1991                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1992                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1993                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1994                                                 }
1995                                                 else if (!strcasecmp(parameter[1], "move"            ))
1996                                                 {
1997                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1998                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1999                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
2000                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
2001                                                 }
2002                                         }
2003                                 }
2004                         }
2005                         // pick the primary layer to render with
2006                         if (shader.numlayers)
2007                         {
2008                                 shader.backgroundlayer = -1;
2009                                 shader.primarylayer = 0;
2010                                 // if lightmap comes first this is definitely an ordinary texture
2011                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
2012                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
2013                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
2014                                 {
2015                                         shader.backgroundlayer = -1;
2016                                         shader.primarylayer = 1;
2017                                 }
2018                                 else if (shader.numlayers >= 2
2019                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
2020                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
2021                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2022                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
2023                                 {
2024                                         // terrain blending or other effects
2025                                         shader.backgroundlayer = 0;
2026                                         shader.primarylayer = 1;
2027                                 }
2028                         }
2029                         // fix up multiple reflection types
2030                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
2031                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
2032
2033                         Q3Shader_AddToHash (&shader);
2034                 }
2035                 Mem_Free(f);
2036         }
2037         FS_FreeSearch(search);
2038 }
2039
2040 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
2041 {
2042         unsigned short hash;
2043         q3shader_hash_entry_t* entry;
2044         if (!q3shaders_mem)
2045                 Mod_LoadQ3Shaders();
2046         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
2047         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
2048         while (entry != NULL)
2049         {
2050                 if (strcasecmp (entry->shader.name, name) == 0)
2051                         return &entry->shader;
2052                 entry = entry->chain;
2053         }
2054         return NULL;
2055 }
2056
2057 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
2058 {
2059         int j;
2060         int texflagsmask;
2061         qboolean success = true;
2062         q3shaderinfo_t *shader;
2063         if (!name)
2064                 name = "";
2065         strlcpy(texture->name, name, sizeof(texture->name));
2066         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
2067
2068         texflagsmask = ~0;
2069         if(!(defaulttexflags & TEXF_PICMIP))
2070                 texflagsmask &= ~TEXF_PICMIP;
2071         if(!(defaulttexflags & TEXF_COMPRESS))
2072                 texflagsmask &= ~TEXF_COMPRESS;
2073         texture->specularscalemod = 1; // unless later loaded from the shader
2074         texture->specularpowermod = 1; // unless later loaded from the shader
2075         // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
2076         // HERE, AND Q1BSP LOADING
2077         // JUST GREP FOR "specularscalemod = 1".
2078
2079         if (shader)
2080         {
2081                 if (developer_loading.integer)
2082                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
2083                 texture->surfaceparms = shader->surfaceparms;
2084
2085                 // allow disabling of picmip or compression by defaulttexflags
2086                 texture->textureflags = shader->textureflags & texflagsmask;
2087
2088                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
2089                 {
2090                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2091                         if (shader->skyboxname[0])
2092                         {
2093                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
2094                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
2095                         }
2096                 }
2097                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
2098                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2099                 else
2100                         texture->basematerialflags = MATERIALFLAG_WALL;
2101
2102                 if (shader->layers[0].alphatest)
2103                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
2104                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
2105                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
2106                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
2107                         texture->biaspolygonoffset -= 2;
2108                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
2109                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
2110                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
2111                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
2112                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
2113                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
2114                 texture->customblendfunc[0] = GL_ONE;
2115                 texture->customblendfunc[1] = GL_ZERO;
2116                 if (shader->numlayers > 0)
2117                 {
2118                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
2119                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
2120 /*
2121 Q3 shader blendfuncs actually used in the game (* = supported by DP)
2122 * additive               GL_ONE GL_ONE
2123 additive weird         GL_ONE GL_SRC_ALPHA
2124 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
2125 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
2126 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
2127 brighten               GL_DST_COLOR GL_ONE
2128 brighten               GL_ONE GL_SRC_COLOR
2129 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
2130 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
2131 * modulate               GL_DST_COLOR GL_ZERO
2132 * modulate               GL_ZERO GL_SRC_COLOR
2133 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
2134 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
2135 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
2136 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
2137 * no blend               GL_ONE GL_ZERO
2138 nothing                GL_ZERO GL_ONE
2139 */
2140                         // if not opaque, figure out what blendfunc to use
2141                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
2142                         {
2143                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
2144                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2145                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
2146                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2147                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
2148                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2149                                 else
2150                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2151                         }
2152                 }
2153                 if (!shader->lighting)
2154                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
2155                 if (shader->primarylayer >= 0)
2156                 {
2157                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
2158                         // copy over many primarylayer parameters
2159                         texture->rgbgen = primarylayer->rgbgen;
2160                         texture->alphagen = primarylayer->alphagen;
2161                         texture->tcgen = primarylayer->tcgen;
2162                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
2163                         // load the textures
2164                         texture->numskinframes = primarylayer->numframes;
2165                         texture->skinframerate = primarylayer->framerate;
2166                         for (j = 0;j < primarylayer->numframes;j++)
2167                         {
2168                                 if(cls.state == ca_dedicated)
2169                                 {
2170                                         texture->skinframes[j] = NULL;
2171                                 }
2172                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
2173                                 {
2174                                         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);
2175                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2176                                 }
2177                         }
2178                 }
2179                 if (shader->backgroundlayer >= 0)
2180                 {
2181                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2182                         // copy over one secondarylayer parameter
2183                         memcpy(texture->backgroundtcmods, backgroundlayer->tcmods, sizeof(texture->backgroundtcmods));
2184                         // load the textures
2185                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2186                         texture->backgroundskinframerate = backgroundlayer->framerate;
2187                         for (j = 0;j < backgroundlayer->numframes;j++)
2188                         {
2189                                 if(cls.state == ca_dedicated)
2190                                 {
2191                                         texture->skinframes[j] = NULL;
2192                                 }
2193                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
2194                                 {
2195                                         Con_Printf("^1%s:^7 could not load texture ^3\"%s\"^7 (background frame %i) for shader ^2\"%s\"\n", loadmodel->name, backgroundlayer->texturename[j], j, texture->name);
2196                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2197                                 }
2198                         }
2199                 }
2200                 if (shader->dpshadow)
2201                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2202                 if (shader->dpnoshadow)
2203                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2204                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2205                 texture->reflectmin = shader->reflectmin;
2206                 texture->reflectmax = shader->reflectmax;
2207                 texture->refractfactor = shader->refractfactor;
2208                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2209                 texture->reflectfactor = shader->reflectfactor;
2210                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2211                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2212                 texture->specularscalemod = shader->specularscalemod;
2213                 texture->specularpowermod = shader->specularpowermod;
2214                 if (shader->dpreflectcube[0])
2215                         texture->reflectcubetexture = R_GetCubemap(shader->dpreflectcube);
2216         }
2217         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2218         {
2219                 if (developer_extra.integer)
2220                         Con_DPrintf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2221                 texture->surfaceparms = 0;
2222         }
2223         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2224         {
2225                 if (developer_extra.integer)
2226                         Con_DPrintf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2227                 texture->surfaceparms = 0;
2228                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2229         }
2230         else
2231         {
2232                 if (developer_extra.integer)
2233                         Con_DPrintf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2234                 texture->surfaceparms = 0;
2235                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2236                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2237                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2238                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2239                 else
2240                         texture->basematerialflags |= MATERIALFLAG_WALL;
2241                 texture->numskinframes = 1;
2242                 if(cls.state == ca_dedicated)
2243                 {
2244                         texture->skinframes[0] = NULL;
2245                 }
2246                 else
2247                 {
2248                         if (fallback)
2249                         {
2250                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal(texture->name, defaulttexflags, false)))
2251                                 {
2252                                         if(texture->skinframes[0]->hasalpha)
2253                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2254                                 }
2255                                 else
2256                                         success = false;
2257                         }
2258                         else
2259                                 success = false;
2260                         if (!success && warnmissing)
2261                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2262                 }
2263         }
2264         // init the animation variables
2265         texture->currentframe = texture;
2266         if (texture->numskinframes < 1)
2267                 texture->numskinframes = 1;
2268         if (!texture->skinframes[0])
2269                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2270         texture->currentskinframe = texture->skinframes[0];
2271         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2272         return success;
2273 }
2274
2275 skinfile_t *Mod_LoadSkinFiles(void)
2276 {
2277         int i, words, line, wordsoverflow;
2278         char *text;
2279         const char *data;
2280         skinfile_t *skinfile = NULL, *first = NULL;
2281         skinfileitem_t *skinfileitem;
2282         char word[10][MAX_QPATH];
2283
2284 /*
2285 sample file:
2286 U_bodyBox,models/players/Legoman/BikerA2.tga
2287 U_RArm,models/players/Legoman/BikerA1.tga
2288 U_LArm,models/players/Legoman/BikerA1.tga
2289 U_armor,common/nodraw
2290 U_sword,common/nodraw
2291 U_shield,common/nodraw
2292 U_homb,common/nodraw
2293 U_backpack,common/nodraw
2294 U_colcha,common/nodraw
2295 tag_head,
2296 tag_weapon,
2297 tag_torso,
2298 */
2299         memset(word, 0, sizeof(word));
2300         for (i = 0;i < 256 && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2301         {
2302                 // If it's the first file we parse
2303                 if (skinfile == NULL)
2304                 {
2305                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2306                         first = skinfile;
2307                 }
2308                 else
2309                 {
2310                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2311                         skinfile = skinfile->next;
2312                 }
2313                 skinfile->next = NULL;
2314
2315                 for(line = 0;;line++)
2316                 {
2317                         // parse line
2318                         if (!COM_ParseToken_QuakeC(&data, true))
2319                                 break;
2320                         if (!strcmp(com_token, "\n"))
2321                                 continue;
2322                         words = 0;
2323                         wordsoverflow = false;
2324                         do
2325                         {
2326                                 if (words < 10)
2327                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2328                                 else
2329                                         wordsoverflow = true;
2330                         }
2331                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2332                         if (wordsoverflow)
2333                         {
2334                                 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);
2335                                 continue;
2336                         }
2337                         // words is always >= 1
2338                         if (!strcmp(word[0], "replace"))
2339                         {
2340                                 if (words == 3)
2341                                 {
2342                                         if (developer_loading.integer)
2343                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2344                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2345                                         skinfileitem->next = skinfile->items;
2346                                         skinfile->items = skinfileitem;
2347                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2348                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2349                                 }
2350                                 else
2351                                         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]);
2352                         }
2353                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2354                         {
2355                                 // tag name, like "tag_weapon,"
2356                                 // not used for anything (not even in Quake3)
2357                         }
2358                         else if (words >= 2 && !strcmp(word[1], ","))
2359                         {
2360                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2361                                 if (developer_loading.integer)
2362                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2363                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2364                                 skinfileitem->next = skinfile->items;
2365                                 skinfile->items = skinfileitem;
2366                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2367                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2368                         }
2369                         else
2370                                 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);
2371                 }
2372                 Mem_Free(text);
2373         }
2374         if (i)
2375                 loadmodel->numskins = i;
2376         return first;
2377 }
2378
2379 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2380 {
2381         skinfile_t *next;
2382         skinfileitem_t *skinfileitem, *nextitem;
2383         for (;skinfile;skinfile = next)
2384         {
2385                 next = skinfile->next;
2386                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2387                 {
2388                         nextitem = skinfileitem->next;
2389                         Mem_Free(skinfileitem);
2390                 }
2391                 Mem_Free(skinfile);
2392         }
2393 }
2394
2395 int Mod_CountSkinFiles(skinfile_t *skinfile)
2396 {
2397         int i;
2398         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2399         return i;
2400 }
2401
2402 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2403 {
2404         int i;
2405         double isnap = 1.0 / snap;
2406         for (i = 0;i < numvertices*numcomponents;i++)
2407                 vertices[i] = floor(vertices[i]*isnap)*snap;
2408 }
2409
2410 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2411 {
2412         int i, outtriangles;
2413         float edgedir1[3], edgedir2[3], temp[3];
2414         // a degenerate triangle is one with no width (thickness, surface area)
2415         // these are characterized by having all 3 points colinear (along a line)
2416         // or having two points identical
2417         // the simplest check is to calculate the triangle's area
2418         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2419         {
2420                 // calculate first edge
2421                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2422                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2423                 CrossProduct(edgedir1, edgedir2, temp);
2424                 if (VectorLength2(temp) < 0.001f)
2425                         continue; // degenerate triangle (no area)
2426                 // valid triangle (has area)
2427                 VectorCopy(inelement3i, outelement3i);
2428                 outelement3i += 3;
2429                 outtriangles++;
2430         }
2431         return outtriangles;
2432 }
2433
2434 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2435 {
2436         int i, e;
2437         int firstvertex, lastvertex;
2438         if (numelements > 0 && elements)
2439         {
2440                 firstvertex = lastvertex = elements[0];
2441                 for (i = 1;i < numelements;i++)
2442                 {
2443                         e = elements[i];
2444                         firstvertex = min(firstvertex, e);
2445                         lastvertex = max(lastvertex, e);
2446                 }
2447         }
2448         else
2449                 firstvertex = lastvertex = 0;
2450         if (firstvertexpointer)
2451                 *firstvertexpointer = firstvertex;
2452         if (lastvertexpointer)
2453                 *lastvertexpointer = lastvertex;
2454 }
2455
2456 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2457 {
2458         // make an optimal set of texture-sorted batches to draw...
2459         int j, t;
2460         int *firstsurfacefortexture;
2461         int *numsurfacesfortexture;
2462         if (!mod->sortedmodelsurfaces)
2463                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2464         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2465         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2466         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2467         for (j = 0;j < mod->nummodelsurfaces;j++)
2468         {
2469                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2470                 int t = (int)(surface->texture - mod->data_textures);
2471                 numsurfacesfortexture[t]++;
2472         }
2473         j = 0;
2474         for (t = 0;t < mod->num_textures;t++)
2475         {
2476                 firstsurfacefortexture[t] = j;
2477                 j += numsurfacesfortexture[t];
2478         }
2479         for (j = 0;j < mod->nummodelsurfaces;j++)
2480         {
2481                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2482                 int t = (int)(surface->texture - mod->data_textures);
2483                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2484         }
2485         Mem_Free(firstsurfacefortexture);
2486         Mem_Free(numsurfacesfortexture);
2487 }
2488
2489 void Mod_BuildVBOs(void)
2490 {
2491         if (gl_paranoid.integer && loadmodel->surfmesh.data_element3s && loadmodel->surfmesh.data_element3i)
2492         {
2493                 int i;
2494                 for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2495                 {
2496                         if (loadmodel->surfmesh.data_element3s[i] != loadmodel->surfmesh.data_element3i[i])
2497                         {
2498                                 Con_Printf("Mod_BuildVBOs: element %u is incorrect (%u should be %u)\n", i, loadmodel->surfmesh.data_element3s[i], loadmodel->surfmesh.data_element3i[i]);
2499                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2500                         }
2501                 }
2502         }
2503
2504         if (!vid.support.arb_vertex_buffer_object)
2505                 return;
2506         // only build a vbo if one has not already been created (this is important for brush models which load specially)
2507         if (loadmodel->surfmesh.vbo)
2508                 return;
2509
2510         // element buffer is easy because it's just one array
2511         if (loadmodel->surfmesh.num_triangles)
2512         {
2513                 if (loadmodel->surfmesh.data_element3s)
2514                         loadmodel->surfmesh.ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3s, loadmodel->surfmesh.num_triangles * sizeof(unsigned short[3]), loadmodel->name);
2515                 else
2516                         loadmodel->surfmesh.ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, loadmodel->surfmesh.data_element3i, loadmodel->surfmesh.num_triangles * sizeof(unsigned int[3]), loadmodel->name);
2517         }
2518
2519         // vertex buffer is several arrays and we put them in the same buffer
2520         //
2521         // is this wise?  the texcoordtexture2f array is used with dynamic
2522         // vertex/svector/tvector/normal when rendering animated models, on the
2523         // other hand animated models don't use a lot of vertices anyway...
2524         if (loadmodel->surfmesh.num_vertices)
2525         {
2526                 size_t size;
2527                 unsigned char *mem;
2528                 size = 0;
2529                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2530                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2531                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2532                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2533                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2534                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2535                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2536                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2537                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2538                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2539                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2540                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2541                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2542                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2543                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2544                 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2545                 Mem_Free(mem);
2546         }
2547 }
2548
2549 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2550 {
2551         int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2552         int a, b, c;
2553         const char *texname;
2554         const int *e;
2555         const float *v, *vn, *vt;
2556         size_t l;
2557         size_t outbufferpos = 0;
2558         size_t outbuffermax = 0x100000;
2559         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2560         const msurface_t *surface;
2561         const int maxtextures = 256;
2562         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2563
2564         // construct the mtllib file
2565         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2566         if (l > 0)
2567                 outbufferpos += l;
2568         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2569         {
2570                 countsurfaces++;
2571                 countvertices += surface->num_vertices;
2572                 countfaces += surface->num_triangles;
2573                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2574                 for (textureindex = 0;textureindex < counttextures;textureindex++)
2575                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2576                                 break;
2577                 if (textureindex < counttextures)
2578                         continue; // already wrote this material entry
2579                 if (textureindex >= maxtextures)
2580                         continue; // just a precaution
2581                 textureindex = counttextures++;
2582                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2583                 if (outbufferpos >= outbuffermax >> 1)
2584                 {
2585                         outbuffermax *= 2;
2586                         oldbuffer = outbuffer;
2587                         outbuffer = (char *) Z_Malloc(outbuffermax);
2588                         memcpy(outbuffer, oldbuffer, outbufferpos);
2589                         Z_Free(oldbuffer);
2590                 }
2591                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "newmtl %s\nNs 96.078431\nKa 0 0 0\nKd 0.64 0.64 0.64\nKs 0.5 0.5 0.5\nNi 1\nd 1\nillum 2\nmap_Kd %s%s\n\n", texname, texname, strstr(texname, ".tga") ? "" : ".tga");
2592                 if (l > 0)
2593                         outbufferpos += l;
2594         }
2595
2596         // write the mtllib file
2597         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2598         outbufferpos = 0;
2599
2600         // construct the obj file
2601         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# model exported from %s by darkplaces engine\n# %i vertices, %i faces, %i surfaces\nmtllib %s\n", originalfilename, countvertices, countfaces, countsurfaces, mtlfilename);
2602         if (l > 0)
2603                 outbufferpos += l;
2604         for (vertexindex = 0, v = model->surfmesh.data_vertex3f, vn = model->surfmesh.data_normal3f, vt = model->surfmesh.data_texcoordtexture2f;vertexindex < model->surfmesh.num_vertices;vertexindex++, v += 3, vn += 3, vt += 2)
2605         {
2606                 if (outbufferpos >= outbuffermax >> 1)
2607                 {
2608                         outbuffermax *= 2;
2609                         oldbuffer = outbuffer;
2610                         outbuffer = (char *) Z_Malloc(outbuffermax);
2611                         memcpy(outbuffer, oldbuffer, outbufferpos);
2612                         Z_Free(oldbuffer);
2613                 }
2614                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "v %f %f %f\nvn %f %f %f\nvt %f %f\n", v[0], v[2], -v[1], vn[0], vn[2], -vn[1], vt[0], 1-vt[1]);
2615                 if (l > 0)
2616                         outbufferpos += l;
2617         }
2618         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2619         {
2620                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2621                 if (l > 0)
2622                         outbufferpos += l;
2623                 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2624                 {
2625                         if (outbufferpos >= outbuffermax >> 1)
2626                         {
2627                                 outbuffermax *= 2;
2628                                 oldbuffer = outbuffer;
2629                                 outbuffer = (char *) Z_Malloc(outbuffermax);
2630                                 memcpy(outbuffer, oldbuffer, outbufferpos);
2631                                 Z_Free(oldbuffer);
2632                         }
2633                         a = e[0]+1;
2634                         b = e[2]+1;
2635                         c = e[1]+1;
2636                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "f %i/%i/%i %i/%i/%i %i/%i/%i\n", a,a,a,b,b,b,c,c,c);
2637                         if (l > 0)
2638                                 outbufferpos += l;
2639                 }
2640         }
2641
2642         // write the obj file
2643         FS_WriteFile(filename, outbuffer, outbufferpos);
2644
2645         // clean up
2646         Z_Free(outbuffer);
2647         Z_Free(texturenames);
2648
2649         // print some stats
2650         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2651 }
2652
2653 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2654 {
2655         int countnodes = 0, counttriangles = 0, countframes = 0;
2656         int surfaceindex;
2657         int triangleindex;
2658         int transformindex;
2659         int poseindex;
2660         int cornerindex;
2661         const int *e;
2662         size_t l;
2663         size_t outbufferpos = 0;
2664         size_t outbuffermax = 0x100000;
2665         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2666         const msurface_t *surface;
2667         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2668         if (l > 0)
2669                 outbufferpos += l;
2670         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2671         {
2672                 if (outbufferpos >= outbuffermax >> 1)
2673                 {
2674                         outbuffermax *= 2;
2675                         oldbuffer = outbuffer;
2676                         outbuffer = (char *) Z_Malloc(outbuffermax);
2677                         memcpy(outbuffer, oldbuffer, outbufferpos);
2678                         Z_Free(oldbuffer);
2679                 }
2680                 countnodes++;
2681                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2682                 if (l > 0)
2683                         outbufferpos += l;
2684         }
2685         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2686         if (l > 0)
2687                 outbufferpos += l;
2688         for (poseindex = 0;poseindex < numposes;poseindex++)
2689         {
2690                 countframes++;
2691                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2692                 if (l > 0)
2693                         outbufferpos += l;
2694                 for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2695                 {
2696                         float a, b, c;
2697                         float angles[3];
2698                         float mtest[4][3];
2699                         matrix4x4_t posematrix;
2700                         if (outbufferpos >= outbuffermax >> 1)
2701                         {
2702                                 outbuffermax *= 2;
2703                                 oldbuffer = outbuffer;
2704                                 outbuffer = (char *) Z_Malloc(outbuffermax);
2705                                 memcpy(outbuffer, oldbuffer, outbufferpos);
2706                                 Z_Free(oldbuffer);
2707                         }
2708
2709                         // strangely the smd angles are for a transposed matrix, so we
2710                         // have to generate a transposed matrix, then convert that...
2711                         Matrix4x4_FromBonePose6s(&posematrix, model->num_posescale, model->data_poses6s + 6*(model->num_bones * poseindex + transformindex));
2712                         Matrix4x4_ToArray12FloatGL(&posematrix, mtest[0]);
2713                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
2714                         if (angles[0] >= 180) angles[0] -= 360;
2715                         if (angles[1] >= 180) angles[1] -= 360;
2716                         if (angles[2] >= 180) angles[2] -= 360;
2717
2718                         a = DEG2RAD(angles[ROLL]);
2719                         b = DEG2RAD(angles[PITCH]);
2720                         c = DEG2RAD(angles[YAW]);
2721
2722 #if 0
2723 {
2724                         float cy, sy, cp, sp, cr, sr;
2725                         float test[4][3];
2726                         // smd matrix construction, for comparing
2727                         sy = sin(c);
2728                         cy = cos(c);
2729                         sp = sin(b);
2730                         cp = cos(b);
2731                         sr = sin(a);
2732                         cr = cos(a);
2733
2734                         test[0][0] = cp*cy;
2735                         test[0][1] = cp*sy;
2736                         test[0][2] = -sp;
2737                         test[1][0] = sr*sp*cy+cr*-sy;
2738                         test[1][1] = sr*sp*sy+cr*cy;
2739                         test[1][2] = sr*cp;
2740                         test[2][0] = (cr*sp*cy+-sr*-sy);
2741                         test[2][1] = (cr*sp*sy+-sr*cy);
2742                         test[2][2] = cr*cp;
2743                         test[3][0] = pose[9];
2744                         test[3][1] = pose[10];
2745                         test[3][2] = pose[11];
2746 }
2747 #endif
2748                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, mtest[3][0], mtest[3][1], mtest[3][2], DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
2749                         if (l > 0)
2750                                 outbufferpos += l;
2751                 }
2752         }
2753         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2754         if (l > 0)
2755                 outbufferpos += l;
2756         if (writetriangles)
2757         {
2758                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2759                 if (l > 0)
2760                         outbufferpos += l;
2761                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2762                 {
2763                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2764                         {
2765                                 counttriangles++;
2766                                 if (outbufferpos >= outbuffermax >> 1)
2767                                 {
2768                                         outbuffermax *= 2;
2769                                         oldbuffer = outbuffer;
2770                                         outbuffer = (char *) Z_Malloc(outbuffermax);
2771                                         memcpy(outbuffer, oldbuffer, outbufferpos);
2772                                         Z_Free(oldbuffer);
2773                                 }
2774                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2775                                 if (l > 0)
2776                                         outbufferpos += l;
2777                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2778                                 {
2779                                         const int index = e[2-cornerindex];
2780                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
2781                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
2782                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2783                                         const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
2784                                         const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
2785                                              if (wf[3]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 4 %i %f %i %f %i %f %i %f\n", wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1], wi[2], wf[2], wi[3], wf[3]);
2786                                         else if (wf[2]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 3 %i %f %i %f %i %f\n"      , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1], wi[2], wf[2]);
2787                                         else if (wf[1]) l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f 2 %i %f %i %f\n"            , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1], wi[0], wf[0], wi[1], wf[1]);
2788                                         else            l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f %f %f\n"                          , wi[0], v[0], v[1], v[2], vn[0], vn[1], vn[2], vt[0], 1 - vt[1]);
2789                                         if (l > 0)
2790                                                 outbufferpos += l;
2791                                 }
2792                         }
2793                 }
2794                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2795                 if (l > 0)
2796                         outbufferpos += l;
2797         }
2798
2799         FS_WriteFile(filename, outbuffer, outbufferpos);
2800         Z_Free(outbuffer);
2801
2802         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2803 }
2804
2805 /*
2806 ================
2807 Mod_Decompile_f
2808
2809 decompiles a model to editable files
2810 ================
2811 */
2812 static void Mod_Decompile_f(void)
2813 {
2814         int i, j, k, l, first, count;
2815         dp_model_t *mod;
2816         char inname[MAX_QPATH];
2817         char outname[MAX_QPATH];
2818         char mtlname[MAX_QPATH];
2819         char basename[MAX_QPATH];
2820         char animname[MAX_QPATH];
2821         char animname2[MAX_QPATH];
2822         char zymtextbuffer[16384];
2823         char dpmtextbuffer[16384];
2824         int zymtextsize = 0;
2825         int dpmtextsize = 0;
2826
2827         if (Cmd_Argc() != 2)
2828         {
2829                 Con_Print("usage: modeldecompile <filename>\n");
2830                 return;
2831         }
2832
2833         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2834         FS_StripExtension(inname, basename, sizeof(basename));
2835
2836         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
2837         if (mod->brush.submodel)
2838         {
2839                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
2840                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
2841                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
2842                 outname[0] = 0;
2843         }
2844         if (!mod)
2845         {
2846                 Con_Print("No such model\n");
2847                 return;
2848         }
2849         if (!mod->surfmesh.num_triangles)
2850         {
2851                 Con_Print("Empty model (or sprite)\n");
2852                 return;
2853         }
2854
2855         // export OBJ if possible (not on sprites)
2856         if (mod->surfmesh.num_triangles)
2857         {
2858                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2859                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2860                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2861         }
2862
2863         // export SMD if possible (only for skeletal models)
2864         if (mod->surfmesh.num_triangles && mod->num_bones)
2865         {
2866                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2867                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2868                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2869                 if (l > 0) zymtextsize += l;
2870                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2871                 if (l > 0) dpmtextsize += l;
2872                 for (i = 0;i < mod->numframes;i = j)
2873                 {
2874                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2875                         first = mod->animscenes[i].firstframe;
2876                         if (mod->animscenes[i].framecount > 1)
2877                         {
2878                                 // framegroup anim
2879                                 count = mod->animscenes[i].framecount;
2880                                 j = i + 1;
2881                         }
2882                         else
2883                         {
2884                                 // individual frame
2885                                 // check for additional frames with same name
2886                                 for (l = 0, k = strlen(animname);animname[l];l++)
2887                                         if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
2888                                                 k = l + 1;
2889                                 animname[k] = 0;
2890                                 count = mod->num_poses - first;
2891                                 for (j = i + 1;j < mod->numframes;j++)
2892                                 {
2893                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
2894                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
2895                                                 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
2896                                                         k = l + 1;
2897                                         animname2[k] = 0;
2898                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
2899                                         {
2900                                                 count = mod->animscenes[j].firstframe - first;
2901                                                 break;
2902                                         }
2903                                 }
2904                                 // if it's only one frame, use the original frame name
2905                                 if (j == i + 1)
2906                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2907                                 
2908                         }
2909                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
2910                         Mod_Decompile_SMD(mod, outname, first, count, false);
2911                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
2912                         {
2913                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
2914                                 if (l > 0) zymtextsize += l;
2915                         }
2916                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
2917                         {
2918                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
2919                                 if (l > 0) dpmtextsize += l;
2920                         }
2921                 }
2922                 if (zymtextsize)
2923                         FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
2924                 if (dpmtextsize)
2925                         FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
2926         }
2927 }
2928
2929 void Mod_AllocLightmap_Init(mod_alloclightmap_state_t *state, int width, int height)
2930 {
2931         int y;
2932         memset(state, 0, sizeof(*state));
2933         state->width = width;
2934         state->height = height;
2935         state->currentY = 0;
2936         state->rows = Mem_Alloc(loadmodel->mempool, state->height * sizeof(*state->rows));
2937         for (y = 0;y < state->height;y++)
2938         {
2939                 state->rows[y].currentX = 0;
2940                 state->rows[y].rowY = -1;
2941         }
2942 }
2943
2944 void Mod_AllocLightmap_Reset(mod_alloclightmap_state_t *state)
2945 {
2946         int y;
2947         state->currentY = 0;
2948         for (y = 0;y < state->height;y++)
2949         {
2950                 state->rows[y].currentX = 0;
2951                 state->rows[y].rowY = -1;
2952         }
2953 }
2954
2955 void Mod_AllocLightmap_Free(mod_alloclightmap_state_t *state)
2956 {
2957         if (state->rows)
2958                 Mem_Free(state->rows);
2959         memset(state, 0, sizeof(*state));
2960 }
2961
2962 qboolean Mod_AllocLightmap_Block(mod_alloclightmap_state_t *state, int blockwidth, int blockheight, int *outx, int *outy)
2963 {
2964         mod_alloclightmap_row_t *row;
2965         int y;
2966
2967         row = state->rows + blockheight;
2968         if ((row->rowY < 0) || (row->currentX + blockwidth > state->width))
2969         {
2970                 if (state->currentY + blockheight <= state->height)
2971                 {
2972                         // use the current allocation position
2973                         row->rowY = state->currentY;
2974                         row->currentX = 0;
2975                         state->currentY += blockheight;
2976                 }
2977                 else
2978                 {
2979                         // find another position
2980                         for (y = blockheight;y < state->height;y++)
2981                         {
2982                                 if ((state->rows[y].rowY >= 0) && (state->rows[y].currentX + blockwidth <= state->width))
2983                                 {
2984                                         row = state->rows + y;
2985                                         break;
2986                                 }
2987                         }
2988                         if (y == state->height)
2989                                 return false;
2990                 }
2991         }
2992         *outy = row->rowY;
2993         *outx = row->currentX;
2994         row->currentX += blockwidth;
2995
2996         return true;
2997 }
2998
2999 typedef struct lightmapsample_s
3000 {
3001         float pos[3];
3002         float sh1[4][3];
3003         float *vertex_color;
3004         unsigned char *lm_bgr;
3005         unsigned char *lm_dir;
3006 }
3007 lightmapsample_t;
3008
3009 typedef struct lightmapvertex_s
3010 {
3011         int index;
3012         float pos[3];
3013         float normal[3];
3014         float texcoordbase[2];
3015         float texcoordlightmap[2];
3016         float lightcolor[4];
3017 }
3018 lightmapvertex_t;
3019
3020 typedef struct lightmaptriangle_s
3021 {
3022         int triangleindex;
3023         int surfaceindex;
3024         int lightmapindex;
3025         int axis;
3026         int lmoffset[2];
3027         int lmsize[2];
3028         // 2D modelspace coordinates of min corner
3029         // snapped to lightmap grid but not in grid coordinates
3030         float lmbase[2];
3031         // 2D modelspace to lightmap coordinate scale
3032         float lmscale[2];
3033         float vertex[3][3];
3034         float mins[3];
3035         float maxs[3];
3036 }
3037 lightmaptriangle_t;
3038
3039 typedef struct lightmaplight_s
3040 {
3041         float origin[3];
3042         float radius;
3043         float iradius;
3044         float radius2;
3045         float color[3];
3046         svbsp_t svbsp;
3047 }
3048 lightmaplight_t;
3049
3050 lightmaptriangle_t *mod_generatelightmaps_lightmaptriangles;
3051
3052 #define MAX_LIGHTMAPSAMPLES 64
3053 static int mod_generatelightmaps_numoffsets[3];
3054 static float mod_generatelightmaps_offsets[3][MAX_LIGHTMAPSAMPLES][3];
3055
3056 static int mod_generatelightmaps_numlights;
3057 static lightmaplight_t *mod_generatelightmaps_lightinfo;
3058
3059 extern int R_Shadow_GetRTLightInfo(unsigned int lightindex, float *origin, float *radius, float *color);
3060 extern cvar_t r_shadow_lightattenuationdividebias;
3061 extern cvar_t r_shadow_lightattenuationlinearscale;
3062
3063 static void Mod_GenerateLightmaps_LightPoint(dp_model_t *model, const vec3_t pos, vec3_t ambient, vec3_t diffuse, vec3_t lightdir)
3064 {
3065         int i;
3066         int index;
3067         int result;
3068         float relativepoint[3];
3069         float color[3];
3070         float dir[3];
3071         float dist;
3072         float dist2;
3073         float intensity;
3074         float sample[5*3];
3075         float lightorigin[3];
3076         float lightradius;
3077         float lightradius2;
3078         float lightiradius;
3079         float lightcolor[3];
3080         trace_t trace;
3081         for (i = 0;i < 5*3;i++)
3082                 sample[i] = 0.0f;
3083         for (index = 0;;index++)
3084         {
3085                 result = R_Shadow_GetRTLightInfo(index, lightorigin, &lightradius, lightcolor);
3086                 if (result < 0)
3087                         break;
3088                 if (result == 0)
3089                         continue;
3090                 lightradius2 = lightradius * lightradius;
3091                 VectorSubtract(lightorigin, pos, relativepoint);
3092                 dist2 = VectorLength2(relativepoint);
3093                 if (dist2 >= lightradius2)
3094                         continue;
3095                 lightiradius = 1.0f / lightradius;
3096                 dist = sqrt(dist2) * lightiradius;
3097                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3098                 if (intensity <= 0)
3099                         continue;
3100                 if (model && model->TraceLine)
3101                 {
3102                         model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
3103                         if (trace.fraction < 1)
3104                                 continue;
3105                 }
3106                 // scale down intensity to add to both ambient and diffuse
3107                 //intensity *= 0.5f;
3108                 VectorNormalize(relativepoint);
3109                 VectorScale(lightcolor, intensity, color);
3110                 VectorMA(sample    , 0.5f            , color, sample    );
3111                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3112                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3113                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3114                 // calculate a weighted average light direction as well
3115                 intensity *= VectorLength(color);
3116                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3117         }
3118         // calculate the direction we'll use to reduce the sample to a directional light source
3119         VectorCopy(sample + 12, dir);
3120         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3121         VectorNormalize(dir);
3122         // extract the diffuse color along the chosen direction and scale it
3123         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]);
3124         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]);
3125         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]);
3126         // subtract some of diffuse from ambient
3127         VectorMA(sample, -0.333f, diffuse, ambient);
3128         // store the normalized lightdir
3129         VectorCopy(dir, lightdir);
3130 }
3131
3132 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(const dp_model_t *model, svbsp_t *svbsp, const float *mins, const float *maxs)
3133 {
3134         int surfaceindex;
3135         int triangleindex;
3136         const msurface_t *surface;
3137         const float *vertex3f = model->surfmesh.data_vertex3f;
3138         const int *element3i = model->surfmesh.data_element3i;
3139         const int *e;
3140         float v2[3][3];
3141         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->nummodelsurfaces;surfaceindex++, surface++)
3142         {
3143                 if (!BoxesOverlap(surface->mins, surface->maxs, mins, maxs))
3144                         continue;
3145                 if (surface->texture->basematerialflags & MATERIALFLAG_NOSHADOW)
3146                         continue;
3147                 for (triangleindex = 0, e = element3i + 3*surface->num_firsttriangle;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3148                 {
3149                         VectorCopy(vertex3f + 3*e[0], v2[0]);
3150                         VectorCopy(vertex3f + 3*e[1], v2[1]);
3151                         VectorCopy(vertex3f + 3*e[2], v2[2]);
3152                         SVBSP_AddPolygon(svbsp, 3, v2[0], true, NULL, NULL, 0);
3153                 }
3154         }
3155 }
3156
3157 static void Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(dp_model_t *model, lightmaplight_t *lightinfo)
3158 {
3159         int maxnodes = 1<<14;
3160         svbsp_node_t *nodes;
3161         float origin[3];
3162         float mins[3];
3163         float maxs[3];
3164         svbsp_t svbsp;
3165         VectorSet(mins, lightinfo->origin[0] - lightinfo->radius, lightinfo->origin[1] - lightinfo->radius, lightinfo->origin[2] - lightinfo->radius);
3166         VectorSet(maxs, lightinfo->origin[0] + lightinfo->radius, lightinfo->origin[1] + lightinfo->radius, lightinfo->origin[2] + lightinfo->radius);
3167         VectorCopy(lightinfo->origin, origin);
3168         nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3169         for (;;)
3170         {
3171                 SVBSP_Init(&svbsp, origin, maxnodes, nodes);
3172                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP_InsertSurfaces(model, &svbsp, mins, maxs);
3173                 if (svbsp.ranoutofnodes)
3174                 {
3175                         maxnodes *= 2;
3176                         if (maxnodes >= 1<<22)
3177                         {
3178                                 Mem_Free(nodes);
3179                                 return;
3180                         }
3181                         Mem_Free(nodes);
3182                         nodes = Mem_Alloc(tempmempool, maxnodes * sizeof(*nodes));
3183                 }
3184                 else
3185                         break;
3186         }
3187         if (svbsp.numnodes > 0)
3188         {
3189                 svbsp.nodes = Mem_Alloc(tempmempool, svbsp.numnodes * sizeof(*nodes));
3190                 memcpy(svbsp.nodes, nodes, svbsp.numnodes * sizeof(*nodes));
3191                 lightinfo->svbsp = svbsp;
3192         }
3193         Mem_Free(nodes);
3194 }
3195
3196 static void Mod_GenerateLightmaps_CreateLights(dp_model_t *model)
3197 {
3198         int index;
3199         int result;
3200         lightmaplight_t *lightinfo;
3201         float origin[3];
3202         float radius;
3203         float color[3];
3204         mod_generatelightmaps_numlights = 0;
3205         for (index = 0;;index++)
3206         {
3207                 result = R_Shadow_GetRTLightInfo(index, origin, &radius, color);
3208                 if (result < 0)
3209                         break;
3210                 if (result > 0)
3211                         mod_generatelightmaps_numlights++;
3212         }
3213         if (mod_generatelightmaps_numlights > 0)
3214         {
3215                 mod_generatelightmaps_lightinfo = Mem_Alloc(tempmempool, mod_generatelightmaps_numlights * sizeof(*mod_generatelightmaps_lightinfo));
3216                 lightinfo = mod_generatelightmaps_lightinfo;
3217                 for (index = 0;;index++)
3218                 {
3219                         result = R_Shadow_GetRTLightInfo(index, lightinfo->origin, &lightinfo->radius, lightinfo->color);
3220                         if (result < 0)
3221                                 break;
3222                         if (result > 0)
3223                                 lightinfo++;
3224                 }
3225         }
3226         for (index = 0, lightinfo = mod_generatelightmaps_lightinfo;index < mod_generatelightmaps_numlights;index++, lightinfo++)
3227         {
3228                 lightinfo->iradius = 1.0f / lightinfo->radius;
3229                 lightinfo->radius2 = lightinfo->radius * lightinfo->radius;
3230                 // TODO: compute svbsp
3231                 Mod_GenerateLightmaps_CreateLights_ComputeSVBSP(model, lightinfo);
3232         }
3233 }
3234
3235 static void Mod_GenerateLightmaps_DestroyLights(dp_model_t *model)
3236 {
3237         int i;
3238         if (mod_generatelightmaps_lightinfo)
3239         {
3240                 for (i = 0;i < mod_generatelightmaps_numlights;i++)
3241                         if (mod_generatelightmaps_lightinfo[i].svbsp.nodes)
3242                                 Mem_Free(mod_generatelightmaps_lightinfo[i].svbsp.nodes);
3243                 Mem_Free(mod_generatelightmaps_lightinfo);
3244         }
3245         mod_generatelightmaps_lightinfo = NULL;
3246         mod_generatelightmaps_numlights = 0;
3247 }
3248
3249 static qboolean Mod_GenerateLightmaps_SamplePoint_SVBSP(const svbsp_t *svbsp, const float *pos)
3250 {
3251         const svbsp_node_t *node;
3252         const svbsp_node_t *nodes = svbsp->nodes;
3253         int num = 0;
3254         while (num >= 0)
3255         {
3256                 node = nodes + num;
3257                 num = node->children[DotProduct(node->plane, pos) < node->plane[3]];
3258         }
3259         return num == -1; // true if empty, false if solid (shadowed)
3260 }
3261
3262 static void Mod_GenerateLightmaps_SamplePoint(const float *pos, const float *normal, float *sample, int numoffsets, const float *offsets)
3263 {
3264         int i;
3265         float relativepoint[3];
3266         float color[3];
3267         float offsetpos[3];
3268         float dist;
3269         float dist2;
3270         float intensity;
3271         int offsetindex;
3272         int hits;
3273         int tests;
3274         const lightmaplight_t *lightinfo;
3275         trace_t trace;
3276         for (i = 0;i < 5*3;i++)
3277                 sample[i] = 0.0f;
3278         for (i = 0, lightinfo = mod_generatelightmaps_lightinfo;i < mod_generatelightmaps_numlights;i++, lightinfo++)
3279         {
3280                 //R_SampleRTLights(pos, sample, numoffsets, offsets);
3281                 VectorSubtract(lightinfo->origin, pos, relativepoint);
3282                 // don't accept light from behind a surface, it causes bad shading
3283                 if (normal && DotProduct(relativepoint, normal) <= 0)
3284                         continue;
3285                 dist2 = VectorLength2(relativepoint);
3286                 if (dist2 >= lightinfo->radius2)
3287                         continue;
3288                 dist = sqrt(dist2) * lightinfo->iradius;
3289                 intensity = dist < 1 ? ((1.0f - dist) * r_shadow_lightattenuationlinearscale.value / (r_shadow_lightattenuationdividebias.value + dist*dist)) : 0;
3290                 if (intensity <= 0)
3291                         continue;
3292                 if (cl.worldmodel && cl.worldmodel->TraceLine && numoffsets > 0)
3293                 {
3294                         hits = 0;
3295                         tests = 1;
3296                         if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, pos))
3297                                 hits++;
3298                         for (offsetindex = 1;offsetindex < numoffsets;offsetindex++)
3299                         {
3300                                 VectorAdd(pos, offsets + 3*offsetindex, offsetpos);
3301                                 if (!normal)
3302                                 {
3303                                         // for light grid we'd better check visibility of the offset point
3304                                         cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
3305                                         if (trace.fraction < 1)
3306                                                 VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
3307                                 }
3308                                 tests++;
3309                                 if (Mod_GenerateLightmaps_SamplePoint_SVBSP(&lightinfo->svbsp, offsetpos))
3310                                         hits++;
3311                         }
3312                         if (!hits)
3313                                 continue;
3314                         // scale intensity according to how many rays succeeded
3315                         // we know one test is valid, half of the rest will fail...
3316                         //if (normal && tests > 1)
3317                         //      intensity *= (tests - 1.0f) / tests;
3318                         intensity *= (float)hits / tests;
3319                 }
3320                 // scale down intensity to add to both ambient and diffuse
3321                 //intensity *= 0.5f;
3322                 VectorNormalize(relativepoint);
3323                 VectorScale(lightinfo->color, intensity, color);
3324                 VectorMA(sample    , 0.5f            , color, sample    );
3325                 VectorMA(sample + 3, relativepoint[0], color, sample + 3);
3326                 VectorMA(sample + 6, relativepoint[1], color, sample + 6);
3327                 VectorMA(sample + 9, relativepoint[2], color, sample + 9);
3328                 // calculate a weighted average light direction as well
3329                 intensity *= VectorLength(color);
3330                 VectorMA(sample + 12, intensity, relativepoint, sample + 12);
3331         }
3332 }
3333
3334 static void Mod_GenerateLightmaps_LightmapSample(const float *pos, const float *normal, unsigned char *lm_bgr, unsigned char *lm_dir)
3335 {
3336         float sample[5*3];
3337         float color[3];
3338         float dir[3];
3339         float f;
3340         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[0], mod_generatelightmaps_offsets[0][0]);
3341         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3342         VectorCopy(sample + 12, dir);
3343         VectorNormalize(dir);
3344         //VectorAdd(dir, normal, dir);
3345         //VectorNormalize(dir);
3346         f = DotProduct(dir, normal);
3347         f = max(0, f) * 255.0f;
3348         VectorScale(sample, f, color);
3349         //VectorCopy(normal, dir);
3350         VectorSet(dir, (dir[0]+1.0f)*127.5f, (dir[1]+1.0f)*127.5f, (dir[2]+1.0f)*127.5f);
3351         lm_bgr[0] = (unsigned char)bound(0.0f, color[2], 255.0f);
3352         lm_bgr[1] = (unsigned char)bound(0.0f, color[1], 255.0f);
3353         lm_bgr[2] = (unsigned char)bound(0.0f, color[0], 255.0f);
3354         lm_bgr[3] = 255;
3355         lm_dir[0] = (unsigned char)dir[2];
3356         lm_dir[1] = (unsigned char)dir[1];
3357         lm_dir[2] = (unsigned char)dir[0];
3358         lm_dir[3] = 255;
3359 }
3360
3361 static void Mod_GenerateLightmaps_VertexSample(const float *pos, const float *normal, float *vertex_color)
3362 {
3363         float sample[5*3];
3364         Mod_GenerateLightmaps_SamplePoint(pos, normal, sample, mod_generatelightmaps_numoffsets[1], mod_generatelightmaps_offsets[1][0]);
3365         VectorCopy(sample, vertex_color);
3366 }
3367
3368 static void Mod_GenerateLightmaps_GridSample(const float *pos, q3dlightgrid_t *s)
3369 {
3370         float sample[5*3];
3371         float ambient[3];
3372         float diffuse[3];
3373         float dir[3];
3374         Mod_GenerateLightmaps_SamplePoint(pos, NULL, sample, mod_generatelightmaps_numoffsets[2], mod_generatelightmaps_offsets[2][0]);
3375         // calculate the direction we'll use to reduce the sample to a directional light source
3376         VectorCopy(sample + 12, dir);
3377         //VectorSet(dir, sample[3] + sample[4] + sample[5], sample[6] + sample[7] + sample[8], sample[9] + sample[10] + sample[11]);
3378         VectorNormalize(dir);
3379         // extract the diffuse color along the chosen direction and scale it
3380         diffuse[0] = (dir[0]*sample[3] + dir[1]*sample[6] + dir[2]*sample[ 9] + sample[ 0]) * 127.5f;
3381         diffuse[1] = (dir[0]*sample[4] + dir[1]*sample[7] + dir[2]*sample[10] + sample[ 1]) * 127.5f;
3382         diffuse[2] = (dir[0]*sample[5] + dir[1]*sample[8] + dir[2]*sample[11] + sample[ 2]) * 127.5f;
3383         // scale the ambient from 0-2 to 0-255 and subtract some of diffuse
3384         VectorScale(sample, 127.5f, ambient);
3385         VectorMA(ambient, -0.333f, diffuse, ambient);
3386         // encode to the grid format
3387         s->ambientrgb[0] = (unsigned char)bound(0.0f, ambient[0], 255.0f);
3388         s->ambientrgb[1] = (unsigned char)bound(0.0f, ambient[1], 255.0f);
3389         s->ambientrgb[2] = (unsigned char)bound(0.0f, ambient[2], 255.0f);
3390         s->diffusergb[0] = (unsigned char)bound(0.0f, diffuse[0], 255.0f);
3391         s->diffusergb[1] = (unsigned char)bound(0.0f, diffuse[1], 255.0f);
3392         s->diffusergb[2] = (unsigned char)bound(0.0f, diffuse[2], 255.0f);
3393         if (dir[2] >= 0.99f) {s->diffusepitch = 0;s->diffuseyaw = 0;}
3394         else if (dir[2] <= -0.99f) {s->diffusepitch = 128;s->diffuseyaw = 0;}
3395         else {s->diffusepitch = (unsigned char)(acos(dir[2]) * (127.5f/M_PI));s->diffuseyaw = (unsigned char)(atan2(dir[1], dir[0]) * (127.5f/M_PI));}
3396 }
3397
3398 static void Mod_GenerateLightmaps_InitSampleOffsets(dp_model_t *model)
3399 {
3400         float radius[3];
3401         float temp[3];
3402         int i, j;
3403         memset(mod_generatelightmaps_offsets, 0, sizeof(mod_generatelightmaps_offsets));
3404         mod_generatelightmaps_numoffsets[0] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_lightmapsamples.integer);
3405         mod_generatelightmaps_numoffsets[1] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_vertexsamples.integer);
3406         mod_generatelightmaps_numoffsets[2] = min(MAX_LIGHTMAPSAMPLES, mod_generatelightmaps_gridsamples.integer);
3407         radius[0] = mod_generatelightmaps_lightmapradius.value;
3408         radius[1] = mod_generatelightmaps_vertexradius.value;
3409         radius[2] = mod_generatelightmaps_gridradius.value;
3410         for (i = 0;i < 3;i++)
3411         {
3412                 for (j = 1;j < mod_generatelightmaps_numoffsets[i];j++)
3413                 {
3414                         VectorRandom(temp);
3415                         VectorScale(temp, radius[i], mod_generatelightmaps_offsets[i][j]);
3416                 }
3417         }
3418 }
3419
3420 static void Mod_GenerateLightmaps_DestroyLightmaps(dp_model_t *model)
3421 {
3422         msurface_t *surface;
3423         int surfaceindex;
3424         int i;
3425         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3426         {
3427                 surface = model->data_surfaces + surfaceindex;
3428                 surface->lightmaptexture = NULL;
3429                 surface->deluxemaptexture = NULL;
3430         }
3431         if (model->brushq3.data_lightmaps)
3432         {
3433                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3434                         if (model->brushq3.data_lightmaps[i])
3435                                 R_FreeTexture(model->brushq3.data_lightmaps[i]);
3436                 Mem_Free(model->brushq3.data_lightmaps);
3437                 model->brushq3.data_lightmaps = NULL;
3438         }
3439         if (model->brushq3.data_deluxemaps)
3440         {
3441                 for (i = 0;i < model->brushq3.num_mergedlightmaps;i++)
3442                         if (model->brushq3.data_deluxemaps[i])
3443                                 R_FreeTexture(model->brushq3.data_deluxemaps[i]);
3444                 Mem_Free(model->brushq3.data_deluxemaps);
3445                 model->brushq3.data_deluxemaps = NULL;
3446         }
3447 }
3448
3449 static void Mod_GenerateLightmaps_UnweldTriangles(dp_model_t *model)
3450 {
3451         msurface_t *surface;
3452         int surfaceindex;
3453         int vertexindex;
3454         int outvertexindex;
3455         int i;
3456         const int *e;
3457         surfmesh_t oldsurfmesh;
3458         size_t size;
3459         unsigned char *data;
3460         oldsurfmesh = model->surfmesh;
3461         model->surfmesh.num_triangles = oldsurfmesh.num_triangles;
3462         model->surfmesh.num_vertices = oldsurfmesh.num_triangles * 3;
3463         size = 0;
3464         size += model->surfmesh.num_vertices * sizeof(float[3]);
3465         size += model->surfmesh.num_vertices * sizeof(float[3]);
3466         size += model->surfmesh.num_vertices * sizeof(float[3]);
3467         size += model->surfmesh.num_vertices * sizeof(float[3]);
3468         size += model->surfmesh.num_vertices * sizeof(float[2]);
3469         size += model->surfmesh.num_vertices * sizeof(float[2]);
3470         size += model->surfmesh.num_vertices * sizeof(float[4]);
3471         data = (unsigned char *)Mem_Alloc(model->mempool, size);
3472         model->surfmesh.data_vertex3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3473         model->surfmesh.data_normal3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3474         model->surfmesh.data_svector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3475         model->surfmesh.data_tvector3f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[3]);
3476         model->surfmesh.data_texcoordtexture2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3477         model->surfmesh.data_texcoordlightmap2f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[2]);
3478         model->surfmesh.data_lightmapcolor4f = (float *)data;data += model->surfmesh.num_vertices * sizeof(float[4]);
3479         if (model->surfmesh.num_vertices > 65536)
3480                 model->surfmesh.data_element3s = NULL;
3481
3482         if (model->surfmesh.vbo)
3483                 R_Mesh_DestroyBufferObject(model->surfmesh.vbo);
3484         model->surfmesh.vbo = 0;
3485         if (model->surfmesh.ebo3i)
3486                 R_Mesh_DestroyBufferObject(model->surfmesh.ebo3i);
3487         model->surfmesh.ebo3i = 0;
3488         if (model->surfmesh.ebo3s)
3489                 R_Mesh_DestroyBufferObject(model->surfmesh.ebo3s);
3490         model->surfmesh.ebo3s = 0;
3491
3492         // convert all triangles to unique vertex data
3493         outvertexindex = 0;
3494         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3495         {
3496                 surface = model->data_surfaces + surfaceindex;
3497                 surface->num_firstvertex = outvertexindex;
3498                 surface->num_vertices = surface->num_triangles*3;
3499                 e = oldsurfmesh.data_element3i + surface->num_firsttriangle*3;
3500                 for (i = 0;i < surface->num_triangles*3;i++)
3501                 {
3502                         vertexindex = e[i];
3503                         model->surfmesh.data_vertex3f[outvertexindex*3+0] = oldsurfmesh.data_vertex3f[vertexindex*3+0];
3504                         model->surfmesh.data_vertex3f[outvertexindex*3+1] = oldsurfmesh.data_vertex3f[vertexindex*3+1];
3505                         model->surfmesh.data_vertex3f[outvertexindex*3+2] = oldsurfmesh.data_vertex3f[vertexindex*3+2];
3506                         model->surfmesh.data_normal3f[outvertexindex*3+0] = oldsurfmesh.data_normal3f[vertexindex*3+0];
3507                         model->surfmesh.data_normal3f[outvertexindex*3+1] = oldsurfmesh.data_normal3f[vertexindex*3+1];
3508                         model->surfmesh.data_normal3f[outvertexindex*3+2] = oldsurfmesh.data_normal3f[vertexindex*3+2];
3509                         model->surfmesh.data_svector3f[outvertexindex*3+0] = oldsurfmesh.data_svector3f[vertexindex*3+0];
3510                         model->surfmesh.data_svector3f[outvertexindex*3+1] = oldsurfmesh.data_svector3f[vertexindex*3+1];
3511                         model->surfmesh.data_svector3f[outvertexindex*3+2] = oldsurfmesh.data_svector3f[vertexindex*3+2];
3512                         model->surfmesh.data_tvector3f[outvertexindex*3+0] = oldsurfmesh.data_tvector3f[vertexindex*3+0];
3513                         model->surfmesh.data_tvector3f[outvertexindex*3+1] = oldsurfmesh.data_tvector3f[vertexindex*3+1];
3514                         model->surfmesh.data_tvector3f[outvertexindex*3+2] = oldsurfmesh.data_tvector3f[vertexindex*3+2];
3515                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+0];
3516                         model->surfmesh.data_texcoordtexture2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordtexture2f[vertexindex*2+1];
3517                         if (oldsurfmesh.data_texcoordlightmap2f)
3518                         {
3519                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+0] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+0];
3520                                 model->surfmesh.data_texcoordlightmap2f[outvertexindex*2+1] = oldsurfmesh.data_texcoordlightmap2f[vertexindex*2+1];
3521                         }
3522                         if (oldsurfmesh.data_lightmapcolor4f)
3523                         {
3524                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+0] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+0];
3525                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+1] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+1];
3526                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+2] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+2];
3527                                 model->surfmesh.data_lightmapcolor4f[outvertexindex*4+3] = oldsurfmesh.data_lightmapcolor4f[vertexindex*4+3];
3528                         }
3529                         else
3530                                 Vector4Set(model->surfmesh.data_lightmapcolor4f + 4*outvertexindex, 1, 1, 1, 1);
3531                         model->surfmesh.data_element3i[surface->num_firsttriangle*3+i] = outvertexindex;
3532                         outvertexindex++;
3533                 }
3534         }
3535         if (model->surfmesh.data_element3s)
3536                 for (i = 0;i < model->surfmesh.num_triangles*3;i++)
3537                         model->surfmesh.data_element3s[i] = model->surfmesh.data_element3i[i];
3538
3539         // find and update all submodels to use this new surfmesh data
3540         for (i = 0;i < model->brush.numsubmodels;i++)
3541                 model->brush.submodels[i]->surfmesh = model->surfmesh;
3542 }
3543
3544 static void Mod_GenerateLightmaps_CreateTriangleInformation(dp_model_t *model)
3545 {
3546         msurface_t *surface;
3547         int surfaceindex;
3548         int i;
3549         int axis;
3550         float normal[3];
3551         const int *e;
3552         lightmaptriangle_t *triangle;
3553         // generate lightmap triangle structs
3554         mod_generatelightmaps_lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3555         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3556         {
3557                 surface = model->data_surfaces + surfaceindex;
3558                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3559                 for (i = 0;i < surface->num_triangles;i++)
3560                 {
3561                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3562                         triangle->triangleindex = surface->num_firsttriangle+i;
3563                         triangle->surfaceindex = surfaceindex;
3564                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+0], triangle->vertex[0]);
3565                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+1], triangle->vertex[1]);
3566                         VectorCopy(model->surfmesh.data_vertex3f + 3*e[i*3+2], triangle->vertex[2]);
3567                         // calculate bounds of triangle
3568                         triangle->mins[0] = min(triangle->vertex[0][0], min(triangle->vertex[1][0], triangle->vertex[2][0]));
3569                         triangle->mins[1] = min(triangle->vertex[0][1], min(triangle->vertex[1][1], triangle->vertex[2][1]));
3570                         triangle->mins[2] = min(triangle->vertex[0][2], min(triangle->vertex[1][2], triangle->vertex[2][2]));
3571                         triangle->maxs[0] = max(triangle->vertex[0][0], max(triangle->vertex[1][0], triangle->vertex[2][0]));
3572                         triangle->maxs[1] = max(triangle->vertex[0][1], max(triangle->vertex[1][1], triangle->vertex[2][1]));
3573                         triangle->maxs[2] = max(triangle->vertex[0][2], max(triangle->vertex[1][2], triangle->vertex[2][2]));
3574                         // pick an axial projection based on the triangle normal
3575                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], normal);
3576                         axis = 0;
3577                         if (fabs(normal[1]) > fabs(normal[axis]))
3578                                 axis = 1;
3579                         if (fabs(normal[2]) > fabs(normal[axis]))
3580                                 axis = 2;
3581                         triangle->axis = axis;
3582                 }
3583         }
3584 }
3585
3586 static void Mod_GenerateLightmaps_DestroyTriangleInformation(dp_model_t *model)
3587 {
3588         if (mod_generatelightmaps_lightmaptriangles)
3589                 Mem_Free(mod_generatelightmaps_lightmaptriangles);
3590         mod_generatelightmaps_lightmaptriangles = NULL;
3591 }
3592
3593 float lmaxis[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
3594
3595 static void Mod_GenerateLightmaps_CreateLightmaps(dp_model_t *model)
3596 {
3597         msurface_t *surface;
3598         int surfaceindex;
3599         int lightmapindex;
3600         int lightmapnumber;
3601         int i;
3602         int j;
3603         int k;
3604         int x;
3605         int y;
3606         int axis;
3607         int axis1;
3608         int axis2;
3609         int retry;
3610         int pixeloffset;
3611         float trianglenormal[3];
3612         float samplecenter[3];
3613         float samplenormal[3];
3614         float temp[3];
3615         float lmiscale[2];
3616         float slopex;
3617         float slopey;
3618         float slopebase;
3619         float lmscalepixels;
3620         float lmmins;
3621         float lmmaxs;
3622         float lm_basescalepixels;
3623         int lm_borderpixels;
3624         int lm_texturesize;
3625         int lm_maxpixels;
3626         const int *e;
3627         lightmaptriangle_t *triangle;
3628         unsigned char *lightmappixels;
3629         unsigned char *deluxemappixels;
3630         mod_alloclightmap_state_t lmstate;
3631
3632         // generate lightmap projection information for all triangles
3633         if (model->texturepool == NULL)
3634                 model->texturepool = R_AllocTexturePool();
3635         lm_basescalepixels = 1.0f / max(0.0001f, mod_generatelightmaps_unitspersample.value);
3636         lm_borderpixels = mod_generatelightmaps_borderpixels.integer;
3637         lm_texturesize = bound(lm_borderpixels*2+1, 64, (int)vid.maxtexturesize_2d);
3638         lm_maxpixels = lm_texturesize-(lm_borderpixels*2+1);
3639         Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3640         lightmapnumber = 0;
3641         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3642         {
3643                 surface = model->data_surfaces + surfaceindex;
3644                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3645                 lmscalepixels = lm_basescalepixels;
3646                 for (retry = 0;retry < 30;retry++)
3647                 {
3648                         // after a couple failed attempts, degrade quality to make it fit
3649                         if (retry > 1)
3650                                 lmscalepixels *= 0.5f;
3651                         for (i = 0;i < surface->num_triangles;i++)
3652                         {
3653                                 triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3654                                 triangle->lightmapindex = lightmapnumber;
3655                                 // calculate lightmap bounds in 3D pixel coordinates, limit size,
3656                                 // pick two planar axes for projection
3657                                 // lightmap coordinates here are in pixels
3658                                 // lightmap projections are snapped to pixel grid explicitly, such
3659                                 // that two neighboring triangles sharing an edge and projection
3660                                 // axis will have identical sampl espacing along their shared edge
3661                                 k = 0;
3662                                 for (j = 0;j < 3;j++)
3663                                 {
3664                                         if (j == triangle->axis)
3665                                                 continue;
3666                                         lmmins = floor(triangle->mins[j]*lmscalepixels)-lm_borderpixels;
3667                                         lmmaxs = floor(triangle->maxs[j]*lmscalepixels)+lm_borderpixels;
3668                                         triangle->lmsize[k] = (int)(lmmaxs-lmmins);
3669                                         triangle->lmbase[k] = lmmins/lmscalepixels;
3670                                         triangle->lmscale[k] = lmscalepixels;
3671                                         k++;
3672                                 }
3673                                 if (!Mod_AllocLightmap_Block(&lmstate, triangle->lmsize[0], triangle->lmsize[1], &triangle->lmoffset[0], &triangle->lmoffset[1]))
3674                                         break;
3675                         }
3676                         // if all fit in this texture, we're done with this surface
3677                         if (i == surface->num_triangles)
3678                                 break;
3679                         // if we haven't maxed out the lightmap size yet, we retry the
3680                         // entire surface batch...
3681                         if (lm_texturesize * 2 <= min(mod_generatelightmaps_texturesize.integer, (int)vid.maxtexturesize_2d))
3682                         {
3683                                 lm_texturesize *= 2;
3684                                 surfaceindex = -1;
3685                                 lightmapnumber = 0;
3686                                 Mod_AllocLightmap_Free(&lmstate);
3687                                 Mod_AllocLightmap_Init(&lmstate, lm_texturesize, lm_texturesize);
3688                                 break;
3689                         }
3690                         // if we have maxed out the lightmap size, and this triangle does
3691                         // not fit in the same texture as the rest of the surface, we have
3692                         // to retry the entire surface in a new texture (can only use one)
3693                         // with multiple retries, the lightmap quality degrades until it
3694                         // fits (or gives up)
3695                         if (surfaceindex > 0)
3696                                 lightmapnumber++;
3697                         Mod_AllocLightmap_Reset(&lmstate);
3698                 }
3699         }
3700         lightmapnumber++;
3701         Mod_AllocLightmap_Free(&lmstate);
3702
3703         // now put triangles together into lightmap textures, and do not allow
3704         // triangles of a surface to go into different textures (as that would
3705         // require rewriting the surface list)
3706         model->brushq3.deluxemapping_modelspace = true;
3707         model->brushq3.deluxemapping = true;
3708         model->brushq3.num_mergedlightmaps = lightmapnumber;
3709         model->brushq3.data_lightmaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
3710         model->brushq3.data_deluxemaps = Mem_Alloc(model->mempool, model->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
3711         lightmappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
3712         deluxemappixels = Mem_Alloc(tempmempool, model->brushq3.num_mergedlightmaps * lm_texturesize * lm_texturesize * 4);
3713         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3714         {
3715                 surface = model->data_surfaces + surfaceindex;
3716                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3717                 for (i = 0;i < surface->num_triangles;i++)
3718                 {
3719                         triangle = &mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle+i];
3720                         TriangleNormal(triangle->vertex[0], triangle->vertex[1], triangle->vertex[2], trianglenormal);
3721                         VectorNormalize(trianglenormal);
3722                         VectorCopy(trianglenormal, samplenormal); // FIXME: this is supposed to be interpolated per pixel from vertices
3723                         axis = triangle->axis;
3724                         axis1 = axis == 0 ? 1 : 0;
3725                         axis2 = axis == 2 ? 1 : 2;
3726                         lmiscale[0] = 1.0f / triangle->lmscale[0];
3727                         lmiscale[1] = 1.0f / triangle->lmscale[1];
3728                         if (trianglenormal[axis] < 0)
3729                                 VectorNegate(trianglenormal, trianglenormal);
3730                         CrossProduct(lmaxis[axis2], trianglenormal, temp);slopex = temp[axis] / temp[axis1];
3731                         CrossProduct(lmaxis[axis1], trianglenormal, temp);slopey = temp[axis] / temp[axis2];
3732                         slopebase = triangle->vertex[0][axis] - triangle->vertex[0][axis1]*slopex - triangle->vertex[0][axis2]*slopey;
3733                         for (j = 0;j < 3;j++)
3734                         {
3735                                 float *t2f = model->surfmesh.data_texcoordlightmap2f + e[i*3+j]*2;
3736                                 t2f[0] = ((triangle->vertex[j][axis1] - triangle->lmbase[0]) * triangle->lmscale[0] + triangle->lmoffset[0]) / lm_texturesize;
3737                                 t2f[1] = ((triangle->vertex[j][axis2] - triangle->lmbase[1]) * triangle->lmscale[1] + triangle->lmoffset[1]) / lm_texturesize;
3738 #if 0
3739                                 samplecenter[axis1] = (t2f[0]*lm_texturesize-triangle->lmoffset[0])*lmiscale[0] + triangle->lmbase[0];
3740                                 samplecenter[axis2] = (t2f[1]*lm_texturesize-triangle->lmoffset[1])*lmiscale[1] + triangle->lmbase[1];
3741                                 samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
3742                                 Con_Printf("%f:%f %f:%f %f:%f = %f %f\n", triangle->vertex[j][axis1], samplecenter[axis1], triangle->vertex[j][axis2], samplecenter[axis2], triangle->vertex[j][axis], samplecenter[axis], t2f[0], t2f[1]);
3743 #endif
3744                         }
3745
3746 #if 0
3747                         switch (axis)
3748                         {
3749                         default:
3750                         case 0:
3751                                 forward[0] = 0;
3752                                 forward[1] = 1.0f / triangle->lmscale[0];
3753                                 forward[2] = 0;
3754                                 left[0] = 0;
3755                                 left[1] = 0;
3756                                 left[2] = 1.0f / triangle->lmscale[1];
3757                                 up[0] = 1.0f;
3758                                 up[1] = 0;
3759                                 up[2] = 0;
3760                                 origin[0] = 0;
3761                                 origin[1] = triangle->lmbase[0];
3762                                 origin[2] = triangle->lmbase[1];
3763                                 break;
3764                         case 1:
3765                                 forward[0] = 1.0f / triangle->lmscale[0];
3766                                 forward[1] = 0;
3767                                 forward[2] = 0;
3768                                 left[0] = 0;
3769                                 left[1] = 0;
3770                                 left[2] = 1.0f / triangle->lmscale[1];
3771                                 up[0] = 0;
3772                                 up[1] = 1.0f;
3773                                 up[2] = 0;
3774                                 origin[0] = triangle->lmbase[0];
3775                                 origin[1] = 0;
3776                                 origin[2] = triangle->lmbase[1];
3777                                 break;
3778                         case 2:
3779                                 forward[0] = 1.0f / triangle->lmscale[0];
3780                                 forward[1] = 0;
3781                                 forward[2] = 0;
3782                                 left[0] = 0;
3783                                 left[1] = 1.0f / triangle->lmscale[1];
3784                                 left[2] = 0;
3785                                 up[0] = 0;
3786                                 up[1] = 0;
3787                                 up[2] = 1.0f;
3788                                 origin[0] = triangle->lmbase[0];
3789                                 origin[1] = triangle->lmbase[1];
3790                                 origin[2] = 0;
3791                                 break;
3792                         }
3793                         Matrix4x4_FromVectors(&backmatrix, forward, left, up, origin);
3794 #endif
3795 #define LM_DIST_EPSILON (1.0f / 32.0f)
3796                         for (y = 0;y < triangle->lmsize[1];y++)
3797                         {
3798                                 pixeloffset = ((triangle->lightmapindex * lm_texturesize + y + triangle->lmoffset[1]) * lm_texturesize + triangle->lmoffset[0]) * 4;
3799                                 for (x = 0;x < triangle->lmsize[0];x++, pixeloffset += 4)
3800                                 {
3801                                         samplecenter[axis1] = (x+0.5f)*lmiscale[0] + triangle->lmbase[0];
3802                                         samplecenter[axis2] = (y+0.5f)*lmiscale[1] + triangle->lmbase[1];
3803                                         samplecenter[axis] = samplecenter[axis1]*slopex + samplecenter[axis2]*slopey + slopebase;
3804                                         VectorMA(samplecenter, 0.125f, samplenormal, samplecenter);
3805                                         Mod_GenerateLightmaps_LightmapSample(samplecenter, samplenormal, lightmappixels + pixeloffset, deluxemappixels + pixeloffset);
3806                                 }
3807                         }
3808                 }
3809         }
3810
3811         for (lightmapindex = 0;lightmapindex < model->brushq3.num_mergedlightmaps;lightmapindex++)
3812         {
3813                 model->brushq3.data_lightmaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("lightmap%i", lightmapindex), lm_texturesize, lm_texturesize, lightmappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, NULL);
3814                 model->brushq3.data_deluxemaps[lightmapindex] = R_LoadTexture2D(model->texturepool, va("deluxemap%i", lightmapindex), lm_texturesize, lm_texturesize, deluxemappixels + lightmapindex * lm_texturesize * lm_texturesize * 4, TEXTYPE_BGRA, TEXF_FORCELINEAR, NULL);
3815         }
3816
3817         if (lightmappixels)
3818                 Mem_Free(lightmappixels);
3819         if (deluxemappixels)
3820                 Mem_Free(deluxemappixels);
3821
3822         for (surfaceindex = 0;surfaceindex < model->num_surfaces;surfaceindex++)
3823         {
3824                 surface = model->data_surfaces + surfaceindex;
3825                 e = model->surfmesh.data_element3i + surface->num_firsttriangle*3;
3826                 if (!surface->num_triangles)
3827                         continue;
3828                 lightmapindex = mod_generatelightmaps_lightmaptriangles[surface->num_firsttriangle].lightmapindex;
3829                 surface->lightmaptexture = model->brushq3.data_lightmaps[lightmapindex];
3830                 surface->deluxemaptexture = model->brushq3.data_deluxemaps[lightmapindex];
3831                 surface->lightmapinfo = NULL;
3832         }
3833
3834         model->brush.LightPoint = Mod_GenerateLightmaps_LightPoint;
3835         model->brushq1.lightdata = NULL;
3836         model->brushq1.lightmapupdateflags = NULL;
3837         model->brushq1.firstrender = false;
3838         model->brushq1.num_lightstyles = 0;
3839         model->brushq1.data_lightstyleinfo = NULL;
3840         for (i = 0;i < model->brush.numsubmodels;i++)
3841         {
3842                 model->brush.submodels[i]->brushq1.lightmapupdateflags = NULL;
3843                 model->brush.submodels[i]->brushq1.firstrender = false;
3844                 model->brush.submodels[i]->brushq1.num_lightstyles = 0;
3845                 model->brush.submodels[i]->brushq1.data_lightstyleinfo = NULL;
3846         }
3847 }
3848
3849 static void Mod_GenerateLightmaps_UpdateVertexColors(dp_model_t *model)
3850 {
3851         int i;
3852         for (i = 0;i < model->surfmesh.num_vertices;i++)
3853                 Mod_GenerateLightmaps_VertexSample(model->surfmesh.data_vertex3f + 3*i, model->surfmesh.data_normal3f + 3*i, model->surfmesh.data_lightmapcolor4f + 4*i);
3854 }
3855
3856 static void Mod_GenerateLightmaps_UpdateLightGrid(dp_model_t *model)
3857 {
3858         int x;
3859         int y;
3860         int z;
3861         int index = 0;
3862         float pos[3];
3863         for (z = 0;z < model->brushq3.num_lightgrid_isize[2];z++)
3864         {
3865                 pos[2] = (model->brushq3.num_lightgrid_imins[2] + z + 0.5f) * model->brushq3.num_lightgrid_cellsize[2];
3866                 for (y = 0;y < model->brushq3.num_lightgrid_isize[1];y++)
3867                 {
3868                         pos[1] = (model->brushq3.num_lightgrid_imins[1] + y + 0.5f) * model->brushq3.num_lightgrid_cellsize[1];
3869                         for (x = 0;x < model->brushq3.num_lightgrid_isize[0];x++, index++)
3870                         {
3871                                 pos[0] = (model->brushq3.num_lightgrid_imins[0] + x + 0.5f) * model->brushq3.num_lightgrid_cellsize[0];
3872                                 Mod_GenerateLightmaps_GridSample(pos, model->brushq3.data_lightgrid + index);
3873                         }
3874                 }
3875         }
3876 }
3877
3878 extern cvar_t mod_q3bsp_nolightmaps;
3879 static void Mod_GenerateLightmaps(dp_model_t *model)
3880 {
3881         //lightmaptriangle_t *lightmaptriangles = Mem_Alloc(model->mempool, model->surfmesh.num_triangles * sizeof(lightmaptriangle_t));
3882         dp_model_t *oldloadmodel = loadmodel;
3883         loadmodel = model;
3884
3885         Mod_GenerateLightmaps_InitSampleOffsets(model);
3886         Mod_GenerateLightmaps_DestroyLightmaps(model);
3887         Mod_GenerateLightmaps_UnweldTriangles(model);
3888         Mod_GenerateLightmaps_CreateTriangleInformation(model);
3889         Mod_GenerateLightmaps_CreateLights(model);
3890         if(!mod_q3bsp_nolightmaps.integer)
3891                 Mod_GenerateLightmaps_CreateLightmaps(model);
3892         Mod_GenerateLightmaps_UpdateVertexColors(model);
3893         Mod_GenerateLightmaps_UpdateLightGrid(model);
3894         Mod_GenerateLightmaps_DestroyLights(model);
3895         Mod_GenerateLightmaps_DestroyTriangleInformation(model);
3896
3897         loadmodel = oldloadmodel;
3898 }
3899
3900 static void Mod_GenerateLightmaps_f(void)
3901 {
3902         if (Cmd_Argc() != 1)
3903         {
3904                 Con_Printf("usage: mod_generatelightmaps\n");
3905                 return;
3906         }
3907         if (!cl.worldmodel)
3908         {
3909                 Con_Printf("no worldmodel loaded\n");
3910                 return;
3911         }
3912         Mod_GenerateLightmaps(cl.worldmodel);
3913 }