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Support frame groups for ALL model formats (a slightly extended version of animinfo...
[divverent/darkplaces.git] / model_shared.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // models.c -- model loading and caching
21
22 // models are the only shared resource between a client and server running
23 // on the same machine.
24
25 #include "quakedef.h"
26 #include "image.h"
27 #include "r_shadow.h"
28
29 cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0", "mipmaps model skins so they render faster in the distance and do not display noise artifacts, can cause discoloration of skins if they contain undesirable border colors"};
30
31 dp_model_t *loadmodel;
32
33 static mempool_t *mod_mempool;
34 static memexpandablearray_t models;
35
36 static mempool_t* q3shaders_mem;
37 typedef struct q3shader_hash_entry_s
38 {
39   q3shaderinfo_t shader;
40   struct q3shader_hash_entry_s* chain;
41 } q3shader_hash_entry_t;
42 #define Q3SHADER_HASH_SIZE  1021
43 typedef struct q3shader_data_s
44 {
45   memexpandablearray_t hash_entries;
46   q3shader_hash_entry_t hash[Q3SHADER_HASH_SIZE];
47   memexpandablearray_t char_ptrs;
48 } q3shader_data_t;
49 static q3shader_data_t* q3shader_data;
50
51 static void mod_start(void)
52 {
53         int i, count;
54         int nummodels = Mem_ExpandableArray_IndexRange(&models);
55         dp_model_t *mod;
56
57         SCR_PushLoadingScreen(false, "Loading models", 1.0);
58         count = 0;
59         for (i = 0;i < nummodels;i++)
60                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
61                         if (mod->used)
62                                 ++count;
63         for (i = 0;i < nummodels;i++)
64                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
65                         if (mod->used)
66                         {
67                                 SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
68                                 Mod_LoadModel(mod, true, false);
69                                 SCR_PopLoadingScreen(false);
70                         }
71         SCR_PopLoadingScreen(false);
72 }
73
74 static void mod_shutdown(void)
75 {
76         int i;
77         int nummodels = Mem_ExpandableArray_IndexRange(&models);
78         dp_model_t *mod;
79
80         for (i = 0;i < nummodels;i++)
81                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && (mod->loaded || mod->mempool))
82                         Mod_UnloadModel(mod);
83
84         Mod_FreeQ3Shaders();
85 }
86
87 static void mod_newmap(void)
88 {
89         msurface_t *surface;
90         int i, j, k, surfacenum, ssize, tsize;
91         int nummodels = Mem_ExpandableArray_IndexRange(&models);
92         dp_model_t *mod;
93
94         R_SkinFrame_PrepareForPurge();
95         for (i = 0;i < nummodels;i++)
96         {
97                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_textures)
98                 {
99                         for (j = 0;j < mod->num_textures;j++)
100                         {
101                                 for (k = 0;k < mod->data_textures[j].numskinframes;k++)
102                                         R_SkinFrame_MarkUsed(mod->data_textures[j].skinframes[k]);
103                                 for (k = 0;k < mod->data_textures[j].backgroundnumskinframes;k++)
104                                         R_SkinFrame_MarkUsed(mod->data_textures[j].backgroundskinframes[k]);
105                         }
106                 }
107         }
108         R_SkinFrame_Purge();
109
110         if (!cl_stainmaps_clearonload.integer)
111                 return;
112
113         for (i = 0;i < nummodels;i++)
114         {
115                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->mempool && mod->data_surfaces)
116                 {
117                         for (surfacenum = 0, surface = mod->data_surfaces;surfacenum < mod->num_surfaces;surfacenum++, surface++)
118                         {
119                                 if (surface->lightmapinfo && surface->lightmapinfo->stainsamples)
120                                 {
121                                         ssize = (surface->lightmapinfo->extents[0] >> 4) + 1;
122                                         tsize = (surface->lightmapinfo->extents[1] >> 4) + 1;
123                                         memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3);
124                                         mod->brushq1.lightmapupdateflags[surfacenum] = true;
125                                 }
126                         }
127                 }
128         }
129 }
130
131 /*
132 ===============
133 Mod_Init
134 ===============
135 */
136 static void Mod_Print(void);
137 static void Mod_Precache (void);
138 static void Mod_Decompile_f(void);
139 static void Mod_BuildVBOs(void);
140 void Mod_Init (void)
141 {
142         mod_mempool = Mem_AllocPool("modelinfo", 0, NULL);
143         Mem_ExpandableArray_NewArray(&models, mod_mempool, sizeof(dp_model_t), 16);
144
145         Mod_BrushInit();
146         Mod_AliasInit();
147         Mod_SpriteInit();
148
149         Cvar_RegisterVariable(&r_mipskins);
150         Cmd_AddCommand ("modellist", Mod_Print, "prints a list of loaded models");
151         Cmd_AddCommand ("modelprecache", Mod_Precache, "load a model");
152         Cmd_AddCommand ("modeldecompile", Mod_Decompile_f, "exports a model in several formats for editing purposes");
153 }
154
155 void Mod_RenderInit(void)
156 {
157         R_RegisterModule("Models", mod_start, mod_shutdown, mod_newmap);
158 }
159
160 void Mod_UnloadModel (dp_model_t *mod)
161 {
162         char name[MAX_QPATH];
163         qboolean used;
164         dp_model_t *parentmodel;
165
166         if (developer_loading.integer)
167                 Con_Printf("unloading model %s\n", mod->name);
168
169         strlcpy(name, mod->name, sizeof(name));
170         parentmodel = mod->brush.parentmodel;
171         used = mod->used;
172         if (mod->surfmesh.ebo3i)
173                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3i);
174         if (mod->surfmesh.ebo3s)
175                 R_Mesh_DestroyBufferObject(mod->surfmesh.ebo3s);
176         if (mod->surfmesh.vbo)
177                 R_Mesh_DestroyBufferObject(mod->surfmesh.vbo);
178         // free textures/memory attached to the model
179         R_FreeTexturePool(&mod->texturepool);
180         Mem_FreePool(&mod->mempool);
181         // clear the struct to make it available
182         memset(mod, 0, sizeof(dp_model_t));
183         // restore the fields we want to preserve
184         strlcpy(mod->name, name, sizeof(mod->name));
185         mod->brush.parentmodel = parentmodel;
186         mod->used = used;
187         mod->loaded = false;
188 }
189
190 void R_Model_Null_Draw(entity_render_t *ent)
191 {
192         return;
193 }
194
195
196 typedef void (*mod_framegroupify_parsegroups_t) (unsigned int i, int start, int len, float fps, qboolean loop, void *pass);
197
198 int Mod_FrameGroupify_ParseGroups(const char *buf, mod_framegroupify_parsegroups_t cb, void *pass)
199 {
200         const char *bufptr;
201         int start, len;
202         float fps;
203         unsigned int i;
204         qboolean loop;
205
206         bufptr = buf;
207         i = 0;
208         for(;;)
209         {
210                 // an anim scene!
211                 if (!COM_ParseToken_Simple(&bufptr, true, false))
212                         break;
213                 if (!strcmp(com_token, "\n"))
214                         continue; // empty line
215                 start = atoi(com_token);
216                 if (!COM_ParseToken_Simple(&bufptr, true, false))
217                         break;
218                 if (!strcmp(com_token, "\n"))
219                 {
220                         Con_Printf("framegroups file: missing number of frames\n");
221                         continue;
222                 }
223                 len = atoi(com_token);
224                 if (!COM_ParseToken_Simple(&bufptr, true, false))
225                         break;
226                 // we default to looping as it's usually wanted, so to NOT loop you append a 0
227                 if (strcmp(com_token, "\n"))
228                 {
229                         fps = atof(com_token);
230                         if (!COM_ParseToken_Simple(&bufptr, true, false))
231                                 break;
232                         if (strcmp(com_token, "\n"))
233                                 loop = atoi(com_token);
234                         else
235                                 loop = true;
236                 }
237                 else
238                 {
239                         fps = 20;
240                         loop = true;
241                 }
242
243                 if(cb)
244                         cb(i, start, len, fps, loop, pass);
245                 ++i;
246         }
247
248         return i;
249 }
250
251 void Mod_FrameGroupify_ParseGroups_Count (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
252 {
253         unsigned int *cnt = (unsigned int *) pass;
254         ++*cnt;
255 }
256
257 void Mod_FrameGroupify_ParseGroups_Store (unsigned int i, int start, int len, float fps, qboolean loop, void *pass)
258 {
259         animscene_t *anim = (animscene_t *) pass;
260         dpsnprintf(anim[i].name, sizeof(anim[i].name), "groupified_%d", i);
261         anim[i].firstframe = start;
262         anim[i].framecount = len;
263         anim[i].framerate = fps;
264         anim[i].loop = loop;
265         //Con_Printf("frame group %d is %d %d %f %d\n", i, start, len, fps, loop);
266 }
267
268 void Mod_FrameGroupify(dp_model_t *mod, const char *buf)
269 {
270         unsigned int cnt;
271
272         // 0. count
273         cnt = Mod_FrameGroupify_ParseGroups(buf, NULL, NULL);
274
275         // 1. reallocate
276         if(mod->animscenes)
277                 Mem_Free(mod->animscenes);
278         mod->animscenes = (animscene_t *) Mem_Alloc(tempmempool, sizeof(animscene_t) * cnt);
279
280         // 2. parse
281         Mod_FrameGroupify_ParseGroups(buf, Mod_FrameGroupify_ParseGroups_Store, mod->animscenes);
282 }
283
284 /*
285 ==================
286 Mod_LoadModel
287
288 Loads a model
289 ==================
290 */
291 dp_model_t *Mod_LoadModel(dp_model_t *mod, qboolean crash, qboolean checkdisk)
292 {
293         int num;
294         unsigned int crc;
295         void *buf;
296         fs_offset_t filesize;
297
298         mod->used = true;
299
300         if (mod->name[0] == '*') // submodel
301                 return mod;
302         
303         if (!strcmp(mod->name, "null"))
304         {
305                 if(mod->loaded)
306                         return mod;
307
308                 if (mod->loaded || mod->mempool)
309                         Mod_UnloadModel(mod);
310
311                 if (developer_loading.integer)
312                         Con_Printf("loading model %s\n", mod->name);
313
314                 mod->used = true;
315                 mod->crc = -1;
316                 mod->loaded = false;
317
318                 VectorClear(mod->normalmins);
319                 VectorClear(mod->normalmaxs);
320                 VectorClear(mod->yawmins);
321                 VectorClear(mod->yawmaxs);
322                 VectorClear(mod->rotatedmins);
323                 VectorClear(mod->rotatedmaxs);
324
325                 mod->modeldatatypestring = "null";
326                 mod->type = mod_null;
327                 mod->Draw = R_Model_Null_Draw;
328                 mod->numframes = 2;
329                 mod->numskins = 1;
330
331                 // no fatal errors occurred, so this model is ready to use.
332                 mod->loaded = true;
333
334                 return mod;
335         }
336
337         crc = 0;
338         buf = NULL;
339
340         // even if the model is loaded it still may need reloading...
341
342         // if it is not loaded or checkdisk is true we need to calculate the crc
343         if (!mod->loaded || checkdisk)
344         {
345                 if (checkdisk && mod->loaded)
346                         Con_DPrintf("checking model %s\n", mod->name);
347                 buf = FS_LoadFile (mod->name, tempmempool, false, &filesize);
348                 if (buf)
349                 {
350                         crc = CRC_Block((unsigned char *)buf, filesize);
351                         // we need to reload the model if the crc does not match
352                         if (mod->crc != crc)
353                                 mod->loaded = false;
354                 }
355         }
356
357         // if the model is already loaded and checks passed, just return
358         if (mod->loaded)
359         {
360                 if (buf)
361                         Mem_Free(buf);
362                 return mod;
363         }
364
365         if (developer_loading.integer)
366                 Con_Printf("loading model %s\n", mod->name);
367         
368         SCR_PushLoadingScreen(true, mod->name, 1);
369
370         // LordHavoc: unload the existing model in this slot (if there is one)
371         if (mod->loaded || mod->mempool)
372                 Mod_UnloadModel(mod);
373
374         // load the model
375         mod->used = true;
376         mod->crc = crc;
377         // errors can prevent the corresponding mod->loaded = true;
378         mod->loaded = false;
379
380         // default model radius and bounding box (mainly for missing models)
381         mod->radius = 16;
382         VectorSet(mod->normalmins, -mod->radius, -mod->radius, -mod->radius);
383         VectorSet(mod->normalmaxs, mod->radius, mod->radius, mod->radius);
384         VectorSet(mod->yawmins, -mod->radius, -mod->radius, -mod->radius);
385         VectorSet(mod->yawmaxs, mod->radius, mod->radius, mod->radius);
386         VectorSet(mod->rotatedmins, -mod->radius, -mod->radius, -mod->radius);
387         VectorSet(mod->rotatedmaxs, mod->radius, mod->radius, mod->radius);
388
389         if (!q3shaders_mem)
390         {
391                 // load q3 shaders for the first time, or after a level change
392                 Mod_LoadQ3Shaders();
393         }
394
395         if (buf)
396         {
397                 char *bufend = (char *)buf + filesize;
398
399                 // all models use memory, so allocate a memory pool
400                 mod->mempool = Mem_AllocPool(mod->name, 0, NULL);
401
402                 num = LittleLong(*((int *)buf));
403                 // call the apropriate loader
404                 loadmodel = mod;
405                      if (!strcasecmp(FS_FileExtension(mod->name), "obj")) Mod_OBJ_Load(mod, buf, bufend);
406                 else if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend);
407                 else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend);
408                 else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend);
409                 else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend);
410                 else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend);
411                 else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend);
412                 else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend);
413                 else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend);
414                 else if (!memcmp(buf, "ACTRHEAD", 8)) Mod_PSKMODEL_Load(mod, buf, bufend);
415                 else if (strlen(mod->name) >= 4 && !strcmp(mod->name + strlen(mod->name) - 4, ".map")) Mod_MAP_Load(mod, buf, bufend);
416                 else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend);
417                 else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name);
418                 Mem_Free(buf);
419
420                 buf = FS_LoadFile (va("%s.framegroups", mod->name), tempmempool, false, &filesize);
421                 if(buf)
422                         Mod_FrameGroupify(mod, buf);
423                 Mem_Free(buf);
424
425                 Mod_BuildVBOs();
426         }
427         else if (crash)
428         {
429                 // LordHavoc: Sys_Error was *ANNOYING*
430                 Con_Printf ("Mod_LoadModel: %s not found\n", mod->name);
431         }
432
433         // no fatal errors occurred, so this model is ready to use.
434         mod->loaded = true;
435
436         SCR_PopLoadingScreen(false);
437
438         return mod;
439 }
440
441 void Mod_ClearUsed(void)
442 {
443         int i;
444         int nummodels = Mem_ExpandableArray_IndexRange(&models);
445         dp_model_t *mod;
446         for (i = 0;i < nummodels;i++)
447                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0])
448                         mod->used = false;
449 }
450
451 void Mod_PurgeUnused(void)
452 {
453         int i;
454         int nummodels = Mem_ExpandableArray_IndexRange(&models);
455         dp_model_t *mod;
456         for (i = 0;i < nummodels;i++)
457         {
458                 if ((mod = (dp_model_t*) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && !mod->used)
459                 {
460                         Mod_UnloadModel(mod);
461                         Mem_ExpandableArray_FreeRecord(&models, mod);
462                 }
463         }
464 }
465
466 /*
467 ==================
468 Mod_FindName
469
470 ==================
471 */
472 dp_model_t *Mod_FindName(const char *name, const char *parentname)
473 {
474         int i;
475         int nummodels;
476         dp_model_t *mod;
477
478         if (!parentname)
479                 parentname = "";
480
481         // if we're not dedicatd, the renderer calls will crash without video
482         Host_StartVideo();
483
484         nummodels = Mem_ExpandableArray_IndexRange(&models);
485
486         if (!name[0])
487                 Host_Error ("Mod_ForName: NULL name");
488
489         // search the currently loaded models
490         for (i = 0;i < nummodels;i++)
491         {
492                 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))))
493                 {
494                         mod->used = true;
495                         return mod;
496                 }
497         }
498
499         // no match found, create a new one
500         mod = (dp_model_t *) Mem_ExpandableArray_AllocRecord(&models);
501         strlcpy(mod->name, name, sizeof(mod->name));
502         if (parentname[0])
503                 mod->brush.parentmodel = Mod_FindName(parentname, NULL);
504         else
505                 mod->brush.parentmodel = NULL;
506         mod->loaded = false;
507         mod->used = true;
508         return mod;
509 }
510
511 /*
512 ==================
513 Mod_ForName
514
515 Loads in a model for the given name
516 ==================
517 */
518 dp_model_t *Mod_ForName(const char *name, qboolean crash, qboolean checkdisk, const char *parentname)
519 {
520         dp_model_t *model;
521         model = Mod_FindName(name, parentname);
522         if (!model->loaded || checkdisk)
523                 Mod_LoadModel(model, crash, checkdisk);
524         return model;
525 }
526
527 /*
528 ==================
529 Mod_Reload
530
531 Reloads all models if they have changed
532 ==================
533 */
534 void Mod_Reload(void)
535 {
536         int i, count;
537         int nummodels = Mem_ExpandableArray_IndexRange(&models);
538         dp_model_t *mod;
539
540         SCR_PushLoadingScreen(false, "Reloading models", 1.0);
541         count = 0;
542         for (i = 0;i < nummodels;i++)
543                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
544                         ++count;
545         for (i = 0;i < nummodels;i++)
546                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*' && mod->used)
547                 {
548                         SCR_PushLoadingScreen(true, mod->name, 1.0 / count);
549                         Mod_LoadModel(mod, true, true);
550                         SCR_PopLoadingScreen(false);
551                 }
552         SCR_PopLoadingScreen(false);
553 }
554
555 unsigned char *mod_base;
556
557
558 //=============================================================================
559
560 /*
561 ================
562 Mod_Print
563 ================
564 */
565 static void Mod_Print(void)
566 {
567         int i;
568         int nummodels = Mem_ExpandableArray_IndexRange(&models);
569         dp_model_t *mod;
570
571         Con_Print("Loaded models:\n");
572         for (i = 0;i < nummodels;i++)
573         {
574                 if ((mod = (dp_model_t *) Mem_ExpandableArray_RecordAtIndex(&models, i)) && mod->name[0] && mod->name[0] != '*')
575                 {
576                         if (mod->brush.numsubmodels)
577                                 Con_Printf("%4iK %s (%i submodels)\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name, mod->brush.numsubmodels);
578                         else
579                                 Con_Printf("%4iK %s\n", mod->mempool ? (int)((mod->mempool->totalsize + 1023) / 1024) : 0, mod->name);
580                 }
581         }
582 }
583
584 /*
585 ================
586 Mod_Precache
587 ================
588 */
589 static void Mod_Precache(void)
590 {
591         if (Cmd_Argc() == 2)
592                 Mod_ForName(Cmd_Argv(1), false, true, Cmd_Argv(1)[0] == '*' ? cl.model_name[1] : NULL);
593         else
594                 Con_Print("usage: modelprecache <filename>\n");
595 }
596
597 int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, int numvertices, int *remapvertices)
598 {
599         int i, count;
600         unsigned char *used;
601         used = (unsigned char *)Mem_Alloc(tempmempool, numvertices);
602         memset(used, 0, numvertices);
603         for (i = 0;i < numelements;i++)
604                 used[elements[i]] = 1;
605         for (i = 0, count = 0;i < numvertices;i++)
606                 remapvertices[i] = used[i] ? count++ : -1;
607         Mem_Free(used);
608         return count;
609 }
610
611 #if 1
612 // fast way, using an edge hash
613 #define TRIANGLEEDGEHASH 8192
614 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
615 {
616         int i, j, p, e1, e2, *n, hashindex, count, match;
617         const int *e;
618         typedef struct edgehashentry_s
619         {
620                 struct edgehashentry_s *next;
621                 int triangle;
622                 int element[2];
623         }
624         edgehashentry_t;
625         edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
626         memset(edgehash, 0, sizeof(edgehash));
627         edgehashentries = edgehashentriesbuffer;
628         // if there are too many triangles for the stack array, allocate larger buffer
629         if (numtriangles > TRIANGLEEDGEHASH)
630                 edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
631         // find neighboring triangles
632         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
633         {
634                 for (j = 0, p = 2;j < 3;p = j, j++)
635                 {
636                         e1 = e[p];
637                         e2 = e[j];
638                         // this hash index works for both forward and backward edges
639                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
640                         hash = edgehashentries + i * 3 + j;
641                         hash->next = edgehash[hashindex];
642                         edgehash[hashindex] = hash;
643                         hash->triangle = i;
644                         hash->element[0] = e1;
645                         hash->element[1] = e2;
646                 }
647         }
648         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
649         {
650                 for (j = 0, p = 2;j < 3;p = j, j++)
651                 {
652                         e1 = e[p];
653                         e2 = e[j];
654                         // this hash index works for both forward and backward edges
655                         hashindex = (unsigned int)(e1 + e2) % TRIANGLEEDGEHASH;
656                         count = 0;
657                         match = -1;
658                         for (hash = edgehash[hashindex];hash;hash = hash->next)
659                         {
660                                 if (hash->element[0] == e2 && hash->element[1] == e1)
661                                 {
662                                         if (hash->triangle != i)
663                                                 match = hash->triangle;
664                                         count++;
665                                 }
666                                 else if ((hash->element[0] == e1 && hash->element[1] == e2))
667                                         count++;
668                         }
669                         // detect edges shared by three triangles and make them seams
670                         if (count > 2)
671                                 match = -1;
672                         n[p] = match;
673                 }
674
675                 // also send a keepalive here (this can take a while too!)
676                 CL_KeepaliveMessage(false);
677         }
678         // free the allocated buffer
679         if (edgehashentries != edgehashentriesbuffer)
680                 Mem_Free(edgehashentries);
681 }
682 #else
683 // very slow but simple way
684 static int Mod_FindTriangleWithEdge(const int *elements, int numtriangles, int start, int end, int ignore)
685 {
686         int i, match, count;
687         count = 0;
688         match = -1;
689         for (i = 0;i < numtriangles;i++, elements += 3)
690         {
691                      if ((elements[0] == start && elements[1] == end)
692                       || (elements[1] == start && elements[2] == end)
693                       || (elements[2] == start && elements[0] == end))
694                 {
695                         if (i != ignore)
696                                 match = i;
697                         count++;
698                 }
699                 else if ((elements[1] == start && elements[0] == end)
700                       || (elements[2] == start && elements[1] == end)
701                       || (elements[0] == start && elements[2] == end))
702                         count++;
703         }
704         // detect edges shared by three triangles and make them seams
705         if (count > 2)
706                 match = -1;
707         return match;
708 }
709
710 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles)
711 {
712         int i, *n;
713         const int *e;
714         for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
715         {
716                 n[0] = Mod_FindTriangleWithEdge(elements, numtriangles, e[1], e[0], i);
717                 n[1] = Mod_FindTriangleWithEdge(elements, numtriangles, e[2], e[1], i);
718                 n[2] = Mod_FindTriangleWithEdge(elements, numtriangles, e[0], e[2], i);
719         }
720 }
721 #endif
722
723 void Mod_ValidateElements(int *elements, int numtriangles, int firstvertex, int numverts, const char *filename, int fileline)
724 {
725         int i, warned = false, endvertex = firstvertex + numverts;
726         for (i = 0;i < numtriangles * 3;i++)
727         {
728                 if (elements[i] < firstvertex || elements[i] >= endvertex)
729                 {
730                         if (!warned)
731                         {
732                                 warned = true;
733                                 Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline);
734                         }
735                         elements[i] = firstvertex;
736                 }
737         }
738 }
739
740 // warning: this is an expensive function!
741 void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting)
742 {
743         int i, j;
744         const int *element;
745         float *vectorNormal;
746         float areaNormal[3];
747         // clear the vectors
748         memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
749         // process each vertex of each triangle and accumulate the results
750         // use area-averaging, to make triangles with a big area have a bigger
751         // weighting on the vertex normal than triangles with a small area
752         // to do so, just add the 'normals' together (the bigger the area
753         // the greater the length of the normal is
754         element = elements;
755         for (i = 0; i < numtriangles; i++, element += 3)
756         {
757                 TriangleNormal(
758                         vertex3f + element[0] * 3,
759                         vertex3f + element[1] * 3,
760                         vertex3f + element[2] * 3,
761                         areaNormal
762                         );
763
764                 if (!areaweighting)
765                         VectorNormalize(areaNormal);
766
767                 for (j = 0;j < 3;j++)
768                 {
769                         vectorNormal = normal3f + element[j] * 3;
770                         vectorNormal[0] += areaNormal[0];
771                         vectorNormal[1] += areaNormal[1];
772                         vectorNormal[2] += areaNormal[2];
773                 }
774         }
775         // and just normalize the accumulated vertex normal in the end
776         vectorNormal = normal3f + 3 * firstvertex;
777         for (i = 0; i < numvertices; i++, vectorNormal += 3)
778                 VectorNormalize(vectorNormal);
779 }
780
781 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)
782 {
783         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
784         // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
785         // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
786
787         // 6 multiply, 9 subtract
788         VectorSubtract(v1, v0, v10);
789         VectorSubtract(v2, v0, v20);
790         normal3f[0] = v20[1] * v10[2] - v20[2] * v10[1];
791         normal3f[1] = v20[2] * v10[0] - v20[0] * v10[2];
792         normal3f[2] = v20[0] * v10[1] - v20[1] * v10[0];
793         // 12 multiply, 10 subtract
794         tc10[1] = tc1[1] - tc0[1];
795         tc20[1] = tc2[1] - tc0[1];
796         svector3f[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
797         svector3f[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
798         svector3f[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
799         tc10[0] = tc1[0] - tc0[0];
800         tc20[0] = tc2[0] - tc0[0];
801         tvector3f[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
802         tvector3f[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
803         tvector3f[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
804         // 12 multiply, 4 add, 6 subtract
805         f = DotProduct(svector3f, normal3f);
806         svector3f[0] -= f * normal3f[0];
807         svector3f[1] -= f * normal3f[1];
808         svector3f[2] -= f * normal3f[2];
809         f = DotProduct(tvector3f, normal3f);
810         tvector3f[0] -= f * normal3f[0];
811         tvector3f[1] -= f * normal3f[1];
812         tvector3f[2] -= f * normal3f[2];
813         // if texture is mapped the wrong way (counterclockwise), the tangents
814         // have to be flipped, this is detected by calculating a normal from the
815         // two tangents, and seeing if it is opposite the surface normal
816         // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
817         CrossProduct(tvector3f, svector3f, tangentcross);
818         if (DotProduct(tangentcross, normal3f) < 0)
819         {
820                 VectorNegate(svector3f, svector3f);
821                 VectorNegate(tvector3f, tvector3f);
822         }
823 }
824
825 // warning: this is a very expensive function!
826 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)
827 {
828         int i, tnum;
829         float sdir[3], tdir[3], normal[3], *sv, *tv;
830         const float *v0, *v1, *v2, *tc0, *tc1, *tc2, *n;
831         float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2];
832         const int *e;
833         // clear the vectors
834         memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
835         memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3]));
836         // process each vertex of each triangle and accumulate the results
837         for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3)
838         {
839                 v0 = vertex3f + e[0] * 3;
840                 v1 = vertex3f + e[1] * 3;
841                 v2 = vertex3f + e[2] * 3;
842                 tc0 = texcoord2f + e[0] * 2;
843                 tc1 = texcoord2f + e[1] * 2;
844                 tc2 = texcoord2f + e[2] * 2;
845
846                 // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles
847                 // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates
848
849                 // calculate the edge directions and surface normal
850                 // 6 multiply, 9 subtract
851                 VectorSubtract(v1, v0, v10);
852                 VectorSubtract(v2, v0, v20);
853                 normal[0] = v20[1] * v10[2] - v20[2] * v10[1];
854                 normal[1] = v20[2] * v10[0] - v20[0] * v10[2];
855                 normal[2] = v20[0] * v10[1] - v20[1] * v10[0];
856
857                 // calculate the tangents
858                 // 12 multiply, 10 subtract
859                 tc10[1] = tc1[1] - tc0[1];
860                 tc20[1] = tc2[1] - tc0[1];
861                 sdir[0] = tc10[1] * v20[0] - tc20[1] * v10[0];
862                 sdir[1] = tc10[1] * v20[1] - tc20[1] * v10[1];
863                 sdir[2] = tc10[1] * v20[2] - tc20[1] * v10[2];
864                 tc10[0] = tc1[0] - tc0[0];
865                 tc20[0] = tc2[0] - tc0[0];
866                 tdir[0] = tc10[0] * v20[0] - tc20[0] * v10[0];
867                 tdir[1] = tc10[0] * v20[1] - tc20[0] * v10[1];
868                 tdir[2] = tc10[0] * v20[2] - tc20[0] * v10[2];
869
870                 // if texture is mapped the wrong way (counterclockwise), the tangents
871                 // have to be flipped, this is detected by calculating a normal from the
872                 // two tangents, and seeing if it is opposite the surface normal
873                 // 9 multiply, 2 add, 3 subtract, 1 compare, 50% chance of: 6 negates
874                 CrossProduct(tdir, sdir, tangentcross);
875                 if (DotProduct(tangentcross, normal) < 0)
876                 {
877                         VectorNegate(sdir, sdir);
878                         VectorNegate(tdir, tdir);
879                 }
880
881                 if (!areaweighting)
882                 {
883                         VectorNormalize(sdir);
884                         VectorNormalize(tdir);
885                 }
886                 for (i = 0;i < 3;i++)
887                 {
888                         VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3);
889                         VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3);
890                 }
891         }
892         // make the tangents completely perpendicular to the surface normal, and
893         // then normalize them
894         // 16 assignments, 2 divide, 2 sqrt, 2 negates, 14 adds, 24 multiplies
895         for (i = 0, sv = svector3f + 3 * firstvertex, tv = tvector3f + 3 * firstvertex, n = normal3f + 3 * firstvertex;i < numvertices;i++, sv += 3, tv += 3, n += 3)
896         {
897                 f = -DotProduct(sv, n);
898                 VectorMA(sv, f, n, sv);
899                 VectorNormalize(sv);
900                 f = -DotProduct(tv, n);
901                 VectorMA(tv, f, n, tv);
902                 VectorNormalize(tv);
903         }
904 }
905
906 void Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors)
907 {
908         unsigned char *data;
909         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));
910         loadmodel->surfmesh.num_vertices = numvertices;
911         loadmodel->surfmesh.num_triangles = numtriangles;
912         if (loadmodel->surfmesh.num_vertices)
913         {
914                 loadmodel->surfmesh.data_vertex3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
915                 loadmodel->surfmesh.data_svector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
916                 loadmodel->surfmesh.data_tvector3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
917                 loadmodel->surfmesh.data_normal3f = (float *)data, data += sizeof(float[3]) * loadmodel->surfmesh.num_vertices;
918                 loadmodel->surfmesh.data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
919                 loadmodel->surfmesh.data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * loadmodel->surfmesh.num_vertices;
920                 if (vertexcolors)
921                         loadmodel->surfmesh.data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * loadmodel->surfmesh.num_vertices;
922                 if (lightmapoffsets)
923                         loadmodel->surfmesh.data_lightmapoffsets = (int *)data, data += sizeof(int) * loadmodel->surfmesh.num_vertices;
924         }
925         if (loadmodel->surfmesh.num_triangles)
926         {
927                 loadmodel->surfmesh.data_element3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
928                 if (neighbors)
929                         loadmodel->surfmesh.data_neighbor3i = (int *)data, data += sizeof(int[3]) * loadmodel->surfmesh.num_triangles;
930                 if (loadmodel->surfmesh.num_vertices <= 65536)
931                         loadmodel->surfmesh.data_element3s = (unsigned short *)data, data += sizeof(unsigned short[3]) * loadmodel->surfmesh.num_triangles;
932         }
933 }
934
935 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)
936 {
937         shadowmesh_t *newmesh;
938         unsigned char *data;
939         int size;
940         size = sizeof(shadowmesh_t);
941         size += maxverts * sizeof(float[3]);
942         if (light)
943                 size += maxverts * sizeof(float[11]);
944         size += maxtriangles * sizeof(int[3]);
945         if (maxverts <= 65536)
946                 size += maxtriangles * sizeof(unsigned short[3]);
947         if (neighbors)
948                 size += maxtriangles * sizeof(int[3]);
949         if (expandable)
950                 size += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *) + maxverts * sizeof(shadowmeshvertexhash_t);
951         data = (unsigned char *)Mem_Alloc(mempool, size);
952         newmesh = (shadowmesh_t *)data;data += sizeof(*newmesh);
953         newmesh->map_diffuse = map_diffuse;
954         newmesh->map_specular = map_specular;
955         newmesh->map_normal = map_normal;
956         newmesh->maxverts = maxverts;
957         newmesh->maxtriangles = maxtriangles;
958         newmesh->numverts = 0;
959         newmesh->numtriangles = 0;
960
961         newmesh->vertex3f = (float *)data;data += maxverts * sizeof(float[3]);
962         if (light)
963         {
964                 newmesh->svector3f = (float *)data;data += maxverts * sizeof(float[3]);
965                 newmesh->tvector3f = (float *)data;data += maxverts * sizeof(float[3]);
966                 newmesh->normal3f = (float *)data;data += maxverts * sizeof(float[3]);
967                 newmesh->texcoord2f = (float *)data;data += maxverts * sizeof(float[2]);
968         }
969         newmesh->element3i = (int *)data;data += maxtriangles * sizeof(int[3]);
970         if (neighbors)
971         {
972                 newmesh->neighbor3i = (int *)data;data += maxtriangles * sizeof(int[3]);
973         }
974         if (expandable)
975         {
976                 newmesh->vertexhashtable = (shadowmeshvertexhash_t **)data;data += SHADOWMESHVERTEXHASH * sizeof(shadowmeshvertexhash_t *);
977                 newmesh->vertexhashentries = (shadowmeshvertexhash_t *)data;data += maxverts * sizeof(shadowmeshvertexhash_t);
978         }
979         if (maxverts <= 65536)
980                 newmesh->element3s = (unsigned short *)data;data += maxtriangles * sizeof(unsigned short[3]);
981         return newmesh;
982 }
983
984 shadowmesh_t *Mod_ShadowMesh_ReAlloc(mempool_t *mempool, shadowmesh_t *oldmesh, int light, int neighbors)
985 {
986         shadowmesh_t *newmesh;
987         newmesh = Mod_ShadowMesh_Alloc(mempool, oldmesh->numverts, oldmesh->numtriangles, oldmesh->map_diffuse, oldmesh->map_specular, oldmesh->map_normal, light, neighbors, false);
988         newmesh->numverts = oldmesh->numverts;
989         newmesh->numtriangles = oldmesh->numtriangles;
990
991         memcpy(newmesh->vertex3f, oldmesh->vertex3f, oldmesh->numverts * sizeof(float[3]));
992         if (newmesh->svector3f && oldmesh->svector3f)
993         {
994                 memcpy(newmesh->svector3f, oldmesh->svector3f, oldmesh->numverts * sizeof(float[3]));
995                 memcpy(newmesh->tvector3f, oldmesh->tvector3f, oldmesh->numverts * sizeof(float[3]));
996                 memcpy(newmesh->normal3f, oldmesh->normal3f, oldmesh->numverts * sizeof(float[3]));
997                 memcpy(newmesh->texcoord2f, oldmesh->texcoord2f, oldmesh->numverts * sizeof(float[2]));
998         }
999         memcpy(newmesh->element3i, oldmesh->element3i, oldmesh->numtriangles * sizeof(int[3]));
1000         if (newmesh->neighbor3i && oldmesh->neighbor3i)
1001                 memcpy(newmesh->neighbor3i, oldmesh->neighbor3i, oldmesh->numtriangles * sizeof(int[3]));
1002         return newmesh;
1003 }
1004
1005 int Mod_ShadowMesh_AddVertex(shadowmesh_t *mesh, float *vertex14f)
1006 {
1007         int hashindex, vnum;
1008         shadowmeshvertexhash_t *hash;
1009         // this uses prime numbers intentionally
1010         hashindex = (unsigned int) (vertex14f[0] * 2003 + vertex14f[1] * 4001 + vertex14f[2] * 7919) % SHADOWMESHVERTEXHASH;
1011         for (hash = mesh->vertexhashtable[hashindex];hash;hash = hash->next)
1012         {
1013                 vnum = (hash - mesh->vertexhashentries);
1014                 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]))
1015                  && (mesh->svector3f == NULL || (mesh->svector3f[vnum * 3 + 0] == vertex14f[3] && mesh->svector3f[vnum * 3 + 1] == vertex14f[4] && mesh->svector3f[vnum * 3 + 2] == vertex14f[5]))
1016                  && (mesh->tvector3f == NULL || (mesh->tvector3f[vnum * 3 + 0] == vertex14f[6] && mesh->tvector3f[vnum * 3 + 1] == vertex14f[7] && mesh->tvector3f[vnum * 3 + 2] == vertex14f[8]))
1017                  && (mesh->normal3f == NULL || (mesh->normal3f[vnum * 3 + 0] == vertex14f[9] && mesh->normal3f[vnum * 3 + 1] == vertex14f[10] && mesh->normal3f[vnum * 3 + 2] == vertex14f[11]))
1018                  && (mesh->texcoord2f == NULL || (mesh->texcoord2f[vnum * 2 + 0] == vertex14f[12] && mesh->texcoord2f[vnum * 2 + 1] == vertex14f[13])))
1019                         return hash - mesh->vertexhashentries;
1020         }
1021         vnum = mesh->numverts++;
1022         hash = mesh->vertexhashentries + vnum;
1023         hash->next = mesh->vertexhashtable[hashindex];
1024         mesh->vertexhashtable[hashindex] = hash;
1025         if (mesh->vertex3f) {mesh->vertex3f[vnum * 3 + 0] = vertex14f[0];mesh->vertex3f[vnum * 3 + 1] = vertex14f[1];mesh->vertex3f[vnum * 3 + 2] = vertex14f[2];}
1026         if (mesh->svector3f) {mesh->svector3f[vnum * 3 + 0] = vertex14f[3];mesh->svector3f[vnum * 3 + 1] = vertex14f[4];mesh->svector3f[vnum * 3 + 2] = vertex14f[5];}
1027         if (mesh->tvector3f) {mesh->tvector3f[vnum * 3 + 0] = vertex14f[6];mesh->tvector3f[vnum * 3 + 1] = vertex14f[7];mesh->tvector3f[vnum * 3 + 2] = vertex14f[8];}
1028         if (mesh->normal3f) {mesh->normal3f[vnum * 3 + 0] = vertex14f[9];mesh->normal3f[vnum * 3 + 1] = vertex14f[10];mesh->normal3f[vnum * 3 + 2] = vertex14f[11];}
1029         if (mesh->texcoord2f) {mesh->texcoord2f[vnum * 2 + 0] = vertex14f[12];mesh->texcoord2f[vnum * 2 + 1] = vertex14f[13];}
1030         return vnum;
1031 }
1032
1033 void Mod_ShadowMesh_AddTriangle(mempool_t *mempool, shadowmesh_t *mesh, rtexture_t *map_diffuse, rtexture_t *map_specular, rtexture_t *map_normal, float *vertex14f)
1034 {
1035         if (mesh->numtriangles == 0)
1036         {
1037                 // set the properties on this empty mesh to be more favorable...
1038                 // (note: this case only occurs for the first triangle added to a new mesh chain)
1039                 mesh->map_diffuse = map_diffuse;
1040                 mesh->map_specular = map_specular;
1041                 mesh->map_normal = map_normal;
1042         }
1043         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)
1044         {
1045                 if (mesh->next == NULL)
1046                         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);
1047                 mesh = mesh->next;
1048         }
1049         mesh->element3i[mesh->numtriangles * 3 + 0] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 0);
1050         mesh->element3i[mesh->numtriangles * 3 + 1] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 1);
1051         mesh->element3i[mesh->numtriangles * 3 + 2] = Mod_ShadowMesh_AddVertex(mesh, vertex14f + 14 * 2);
1052         mesh->numtriangles++;
1053 }
1054
1055 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)
1056 {
1057         int i, j, e;
1058         float vbuf[3*14], *v;
1059         memset(vbuf, 0, sizeof(vbuf));
1060         for (i = 0;i < numtris;i++)
1061         {
1062                 for (j = 0, v = vbuf;j < 3;j++, v += 14)
1063                 {
1064                         e = *element3i++;
1065                         if (vertex3f)
1066                         {
1067                                 v[0] = vertex3f[e * 3 + 0];
1068                                 v[1] = vertex3f[e * 3 + 1];
1069                                 v[2] = vertex3f[e * 3 + 2];
1070                         }
1071                         if (svector3f)
1072                         {
1073                                 v[3] = svector3f[e * 3 + 0];
1074                                 v[4] = svector3f[e * 3 + 1];
1075                                 v[5] = svector3f[e * 3 + 2];
1076                         }
1077                         if (tvector3f)
1078                         {
1079                                 v[6] = tvector3f[e * 3 + 0];
1080                                 v[7] = tvector3f[e * 3 + 1];
1081                                 v[8] = tvector3f[e * 3 + 2];
1082                         }
1083                         if (normal3f)
1084                         {
1085                                 v[9] = normal3f[e * 3 + 0];
1086                                 v[10] = normal3f[e * 3 + 1];
1087                                 v[11] = normal3f[e * 3 + 2];
1088                         }
1089                         if (texcoord2f)
1090                         {
1091                                 v[12] = texcoord2f[e * 2 + 0];
1092                                 v[13] = texcoord2f[e * 2 + 1];
1093                         }
1094                 }
1095                 Mod_ShadowMesh_AddTriangle(mempool, mesh, map_diffuse, map_specular, map_normal, vbuf);
1096         }
1097
1098         // the triangle calculation can take a while, so let's do a keepalive here
1099         CL_KeepaliveMessage(false);
1100 }
1101
1102 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)
1103 {
1104         // the preparation before shadow mesh initialization can take a while, so let's do a keepalive here
1105         CL_KeepaliveMessage(false);
1106
1107         return Mod_ShadowMesh_Alloc(mempool, maxverts, maxtriangles, map_diffuse, map_specular, map_normal, light, neighbors, expandable);
1108 }
1109
1110 static void Mod_ShadowMesh_CreateVBOs(shadowmesh_t *mesh)
1111 {
1112         if (!gl_support_arb_vertex_buffer_object)
1113                 return;
1114
1115         // element buffer is easy because it's just one array
1116         if (mesh->numtriangles)
1117         {
1118                 if (mesh->element3s)
1119                         mesh->ebo3s = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3s, mesh->numtriangles * sizeof(unsigned short[3]), "shadowmesh");
1120                 else
1121                         mesh->ebo3i = R_Mesh_CreateStaticBufferObject(GL_ELEMENT_ARRAY_BUFFER_ARB, mesh->element3i, mesh->numtriangles * sizeof(unsigned int[3]), "shadowmesh");
1122         }
1123
1124         // vertex buffer is several arrays and we put them in the same buffer
1125         //
1126         // is this wise?  the texcoordtexture2f array is used with dynamic
1127         // vertex/svector/tvector/normal when rendering animated models, on the
1128         // other hand animated models don't use a lot of vertices anyway...
1129         if (mesh->numverts)
1130         {
1131                 size_t size;
1132                 unsigned char *mem;
1133                 size = 0;
1134                 mesh->vbooffset_vertex3f           = size;if (mesh->vertex3f          ) size += mesh->numverts * sizeof(float[3]);
1135                 mesh->vbooffset_svector3f          = size;if (mesh->svector3f         ) size += mesh->numverts * sizeof(float[3]);
1136                 mesh->vbooffset_tvector3f          = size;if (mesh->tvector3f         ) size += mesh->numverts * sizeof(float[3]);
1137                 mesh->vbooffset_normal3f           = size;if (mesh->normal3f          ) size += mesh->numverts * sizeof(float[3]);
1138                 mesh->vbooffset_texcoord2f         = size;if (mesh->texcoord2f        ) size += mesh->numverts * sizeof(float[2]);
1139                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
1140                 if (mesh->vertex3f          ) memcpy(mem + mesh->vbooffset_vertex3f          , mesh->vertex3f          , mesh->numverts * sizeof(float[3]));
1141                 if (mesh->svector3f         ) memcpy(mem + mesh->vbooffset_svector3f         , mesh->svector3f         , mesh->numverts * sizeof(float[3]));
1142                 if (mesh->tvector3f         ) memcpy(mem + mesh->vbooffset_tvector3f         , mesh->tvector3f         , mesh->numverts * sizeof(float[3]));
1143                 if (mesh->normal3f          ) memcpy(mem + mesh->vbooffset_normal3f          , mesh->normal3f          , mesh->numverts * sizeof(float[3]));
1144                 if (mesh->texcoord2f        ) memcpy(mem + mesh->vbooffset_texcoord2f        , mesh->texcoord2f        , mesh->numverts * sizeof(float[2]));
1145                 mesh->vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, "shadowmesh");
1146                 Mem_Free(mem);
1147         }
1148 }
1149
1150 shadowmesh_t *Mod_ShadowMesh_Finish(mempool_t *mempool, shadowmesh_t *firstmesh, qboolean light, qboolean neighbors, qboolean createvbo)
1151 {
1152         shadowmesh_t *mesh, *newmesh, *nextmesh;
1153         // reallocate meshs to conserve space
1154         for (mesh = firstmesh, firstmesh = NULL;mesh;mesh = nextmesh)
1155         {
1156                 nextmesh = mesh->next;
1157                 if (mesh->numverts >= 3 && mesh->numtriangles >= 1)
1158                 {
1159                         newmesh = Mod_ShadowMesh_ReAlloc(mempool, mesh, light, neighbors);
1160                         newmesh->next = firstmesh;
1161                         firstmesh = newmesh;
1162                         if (newmesh->element3s)
1163                         {
1164                                 int i;
1165                                 for (i = 0;i < newmesh->numtriangles*3;i++)
1166                                         newmesh->element3s[i] = newmesh->element3i[i];
1167                         }
1168                         if (createvbo)
1169                                 Mod_ShadowMesh_CreateVBOs(newmesh);
1170                 }
1171                 Mem_Free(mesh);
1172         }
1173
1174         // this can take a while, so let's do a keepalive here
1175         CL_KeepaliveMessage(false);
1176
1177         return firstmesh;
1178 }
1179
1180 void Mod_ShadowMesh_CalcBBox(shadowmesh_t *firstmesh, vec3_t mins, vec3_t maxs, vec3_t center, float *radius)
1181 {
1182         int i;
1183         shadowmesh_t *mesh;
1184         vec3_t nmins, nmaxs, ncenter, temp;
1185         float nradius2, dist2, *v;
1186         VectorClear(nmins);
1187         VectorClear(nmaxs);
1188         // calculate bbox
1189         for (mesh = firstmesh;mesh;mesh = mesh->next)
1190         {
1191                 if (mesh == firstmesh)
1192                 {
1193                         VectorCopy(mesh->vertex3f, nmins);
1194                         VectorCopy(mesh->vertex3f, nmaxs);
1195                 }
1196                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1197                 {
1198                         if (nmins[0] > v[0]) nmins[0] = v[0];if (nmaxs[0] < v[0]) nmaxs[0] = v[0];
1199                         if (nmins[1] > v[1]) nmins[1] = v[1];if (nmaxs[1] < v[1]) nmaxs[1] = v[1];
1200                         if (nmins[2] > v[2]) nmins[2] = v[2];if (nmaxs[2] < v[2]) nmaxs[2] = v[2];
1201                 }
1202         }
1203         // calculate center and radius
1204         ncenter[0] = (nmins[0] + nmaxs[0]) * 0.5f;
1205         ncenter[1] = (nmins[1] + nmaxs[1]) * 0.5f;
1206         ncenter[2] = (nmins[2] + nmaxs[2]) * 0.5f;
1207         nradius2 = 0;
1208         for (mesh = firstmesh;mesh;mesh = mesh->next)
1209         {
1210                 for (i = 0, v = mesh->vertex3f;i < mesh->numverts;i++, v += 3)
1211                 {
1212                         VectorSubtract(v, ncenter, temp);
1213                         dist2 = DotProduct(temp, temp);
1214                         if (nradius2 < dist2)
1215                                 nradius2 = dist2;
1216                 }
1217         }
1218         // return data
1219         if (mins)
1220                 VectorCopy(nmins, mins);
1221         if (maxs)
1222                 VectorCopy(nmaxs, maxs);
1223         if (center)
1224                 VectorCopy(ncenter, center);
1225         if (radius)
1226                 *radius = sqrt(nradius2);
1227 }
1228
1229 void Mod_ShadowMesh_Free(shadowmesh_t *mesh)
1230 {
1231         shadowmesh_t *nextmesh;
1232         for (;mesh;mesh = nextmesh)
1233         {
1234                 if (mesh->ebo3i)
1235                         R_Mesh_DestroyBufferObject(mesh->ebo3i);
1236                 if (mesh->ebo3s)
1237                         R_Mesh_DestroyBufferObject(mesh->ebo3s);
1238                 if (mesh->vbo)
1239                         R_Mesh_DestroyBufferObject(mesh->vbo);
1240                 nextmesh = mesh->next;
1241                 Mem_Free(mesh);
1242         }
1243 }
1244
1245 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)
1246 {
1247         float v[3], tc[3];
1248         v[0] = ix;
1249         v[1] = iy;
1250         if (ix >= 0 && iy >= 0 && ix < imagewidth && iy < imageheight)
1251                 v[2] = (imagepixels[((iy*imagewidth)+ix)*4+0] + imagepixels[((iy*imagewidth)+ix)*4+1] + imagepixels[((iy*imagewidth)+ix)*4+2]) * (1.0f / 765.0f);
1252         else
1253                 v[2] = 0;
1254         Matrix4x4_Transform(pixelstepmatrix, v, vertex3f);
1255         Matrix4x4_Transform(pixeltexturestepmatrix, v, tc);
1256         texcoord2f[0] = tc[0];
1257         texcoord2f[1] = tc[1];
1258 }
1259
1260 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)
1261 {
1262         float vup[3], vdown[3], vleft[3], vright[3];
1263         float tcup[3], tcdown[3], tcleft[3], tcright[3];
1264         float sv[3], tv[3], nl[3];
1265         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, pixelstepmatrix, pixeltexturestepmatrix);
1266         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy - 1, vup, tcup, pixelstepmatrix, pixeltexturestepmatrix);
1267         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix, iy + 1, vdown, tcdown, pixelstepmatrix, pixeltexturestepmatrix);
1268         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix - 1, iy, vleft, tcleft, pixelstepmatrix, pixeltexturestepmatrix);
1269         Mod_GetTerrainVertex3fTexCoord2fFromBGRA(imagepixels, imagewidth, imageheight, ix + 1, iy, vright, tcright, pixelstepmatrix, pixeltexturestepmatrix);
1270         Mod_BuildBumpVectors(vertex3f, vup, vright, texcoord2f, tcup, tcright, svector3f, tvector3f, normal3f);
1271         Mod_BuildBumpVectors(vertex3f, vright, vdown, texcoord2f, tcright, tcdown, sv, tv, nl);
1272         VectorAdd(svector3f, sv, svector3f);
1273         VectorAdd(tvector3f, tv, tvector3f);
1274         VectorAdd(normal3f, nl, normal3f);
1275         Mod_BuildBumpVectors(vertex3f, vdown, vleft, texcoord2f, tcdown, tcleft, sv, tv, nl);
1276         VectorAdd(svector3f, sv, svector3f);
1277         VectorAdd(tvector3f, tv, tvector3f);
1278         VectorAdd(normal3f, nl, normal3f);
1279         Mod_BuildBumpVectors(vertex3f, vleft, vup, texcoord2f, tcleft, tcup, sv, tv, nl);
1280         VectorAdd(svector3f, sv, svector3f);
1281         VectorAdd(tvector3f, tv, tvector3f);
1282         VectorAdd(normal3f, nl, normal3f);
1283 }
1284
1285 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)
1286 {
1287         int x, y, ix, iy, *e;
1288         e = element3i;
1289         for (y = 0;y < height;y++)
1290         {
1291                 for (x = 0;x < width;x++)
1292                 {
1293                         e[0] = (y + 1) * (width + 1) + (x + 0);
1294                         e[1] = (y + 0) * (width + 1) + (x + 0);
1295                         e[2] = (y + 1) * (width + 1) + (x + 1);
1296                         e[3] = (y + 0) * (width + 1) + (x + 0);
1297                         e[4] = (y + 0) * (width + 1) + (x + 1);
1298                         e[5] = (y + 1) * (width + 1) + (x + 1);
1299                         e += 6;
1300                 }
1301         }
1302         Mod_BuildTriangleNeighbors(neighbor3i, element3i, width*height*2);
1303         for (y = 0, iy = y1;y < height + 1;y++, iy++)
1304                 for (x = 0, ix = x1;x < width + 1;x++, ix++, vertex3f += 3, texcoord2f += 2, svector3f += 3, tvector3f += 3, normal3f += 3)
1305                         Mod_GetTerrainVertexFromBGRA(imagepixels, imagewidth, imageheight, ix, iy, vertex3f, texcoord2f, svector3f, tvector3f, normal3f, pixelstepmatrix, pixeltexturestepmatrix);
1306 }
1307
1308 q3wavefunc_t Mod_LoadQ3Shaders_EnumerateWaveFunc(const char *s)
1309 {
1310         if (!strcasecmp(s, "sin"))             return Q3WAVEFUNC_SIN;
1311         if (!strcasecmp(s, "square"))          return Q3WAVEFUNC_SQUARE;
1312         if (!strcasecmp(s, "triangle"))        return Q3WAVEFUNC_TRIANGLE;
1313         if (!strcasecmp(s, "sawtooth"))        return Q3WAVEFUNC_SAWTOOTH;
1314         if (!strcasecmp(s, "inversesawtooth")) return Q3WAVEFUNC_INVERSESAWTOOTH;
1315         if (!strcasecmp(s, "noise"))           return Q3WAVEFUNC_NOISE;
1316         Con_DPrintf("Mod_LoadQ3Shaders: unknown wavefunc %s\n", s);
1317         return Q3WAVEFUNC_NONE;
1318 }
1319
1320 void Mod_FreeQ3Shaders(void)
1321 {
1322         Mem_FreePool(&q3shaders_mem);
1323 }
1324
1325 static void Q3Shader_AddToHash (q3shaderinfo_t* shader)
1326 {
1327         unsigned short hash = CRC_Block_CaseInsensitive ((const unsigned char *)shader->name, strlen (shader->name));
1328         q3shader_hash_entry_t* entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1329         q3shader_hash_entry_t* lastEntry = NULL;
1330         while (entry != NULL)
1331         {
1332                 if (strcasecmp (entry->shader.name, shader->name) == 0)
1333                 {
1334                         Con_Printf("Shader '%s' already defined\n", shader->name);
1335                         return;
1336                 }
1337                 lastEntry = entry;
1338                 entry = entry->chain;
1339         }
1340         if (entry == NULL)
1341         {
1342                 if (lastEntry->shader.name[0] != 0)
1343                 {
1344                         /* Add to chain */
1345                         q3shader_hash_entry_t* newEntry = (q3shader_hash_entry_t*)
1346                           Mem_ExpandableArray_AllocRecord (&q3shader_data->hash_entries);
1347
1348                         while (lastEntry->chain != NULL) lastEntry = lastEntry->chain;
1349                         lastEntry->chain = newEntry;
1350                         newEntry->chain = NULL;
1351                         lastEntry = newEntry;
1352                 }
1353                 /* else: head of chain, in hash entry array */
1354                 entry = lastEntry;
1355         }
1356         memcpy (&entry->shader, shader, sizeof (q3shaderinfo_t));
1357 }
1358
1359 extern cvar_t r_picmipworld;
1360 void Mod_LoadQ3Shaders(void)
1361 {
1362         int j;
1363         int fileindex;
1364         fssearch_t *search;
1365         char *f;
1366         const char *text;
1367         q3shaderinfo_t shader;
1368         q3shaderinfo_layer_t *layer;
1369         int numparameters;
1370         char parameter[TEXTURE_MAXFRAMES + 4][Q3PATHLENGTH];
1371
1372         Mod_FreeQ3Shaders();
1373
1374         q3shaders_mem = Mem_AllocPool("q3shaders", 0, NULL);
1375         q3shader_data = (q3shader_data_t*)Mem_Alloc (q3shaders_mem,
1376                 sizeof (q3shader_data_t));
1377         Mem_ExpandableArray_NewArray (&q3shader_data->hash_entries,
1378                 q3shaders_mem, sizeof (q3shader_hash_entry_t), 256);
1379         Mem_ExpandableArray_NewArray (&q3shader_data->char_ptrs,
1380                 q3shaders_mem, sizeof (char**), 256);
1381
1382         search = FS_Search("scripts/*.shader", true, false);
1383         if (!search)
1384                 return;
1385         for (fileindex = 0;fileindex < search->numfilenames;fileindex++)
1386         {
1387                 text = f = (char *)FS_LoadFile(search->filenames[fileindex], tempmempool, false, NULL);
1388                 if (!f)
1389                         continue;
1390                 while (COM_ParseToken_QuakeC(&text, false))
1391                 {
1392                         memset (&shader, 0, sizeof(shader));
1393                         shader.reflectmin = 0;
1394                         shader.reflectmax = 1;
1395                         shader.refractfactor = 1;
1396                         Vector4Set(shader.refractcolor4f, 1, 1, 1, 1);
1397                         shader.reflectfactor = 1;
1398                         Vector4Set(shader.reflectcolor4f, 1, 1, 1, 1);
1399                         shader.r_water_wateralpha = 1;
1400
1401                         strlcpy(shader.name, com_token, sizeof(shader.name));
1402                         if (!COM_ParseToken_QuakeC(&text, false) || strcasecmp(com_token, "{"))
1403                         {
1404                                 Con_Printf("%s parsing error - expected \"{\", found \"%s\"\n", search->filenames[fileindex], com_token);
1405                                 break;
1406                         }
1407                         while (COM_ParseToken_QuakeC(&text, false))
1408                         {
1409                                 if (!strcasecmp(com_token, "}"))
1410                                         break;
1411                                 if (!strcasecmp(com_token, "{"))
1412                                 {
1413                                         static q3shaderinfo_layer_t dummy;
1414                                         if (shader.numlayers < Q3SHADER_MAXLAYERS)
1415                                         {
1416                                                 layer = shader.layers + shader.numlayers++;
1417                                         }
1418                                         else
1419                                         {
1420                                                 // parse and process it anyway, just don't store it (so a map $lightmap or such stuff still is found)
1421                                                 memset(&dummy, 0, sizeof(dummy));
1422                                                 layer = &dummy;
1423                                         }
1424                                         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1425                                         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1426                                         layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1427                                         layer->blendfunc[0] = GL_ONE;
1428                                         layer->blendfunc[1] = GL_ZERO;
1429                                         while (COM_ParseToken_QuakeC(&text, false))
1430                                         {
1431                                                 if (!strcasecmp(com_token, "}"))
1432                                                         break;
1433                                                 if (!strcasecmp(com_token, "\n"))
1434                                                         continue;
1435                                                 numparameters = 0;
1436                                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1437                                                 {
1438                                                         if (j < TEXTURE_MAXFRAMES + 4)
1439                                                         {
1440                                                                 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1441                                                                 numparameters = j + 1;
1442                                                         }
1443                                                         if (!COM_ParseToken_QuakeC(&text, true))
1444                                                                 break;
1445                                                 }
1446                                                 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1447                                                         parameter[j][0] = 0;
1448                                                 if (developer.integer >= 100)
1449                                                 {
1450                                                         Con_Printf("%s %i: ", shader.name, shader.numlayers - 1);
1451                                                         for (j = 0;j < numparameters;j++)
1452                                                                 Con_Printf(" %s", parameter[j]);
1453                                                         Con_Print("\n");
1454                                                 }
1455                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "blendfunc"))
1456                                                 {
1457                                                         if (numparameters == 2)
1458                                                         {
1459                                                                 if (!strcasecmp(parameter[1], "add"))
1460                                                                 {
1461                                                                         layer->blendfunc[0] = GL_ONE;
1462                                                                         layer->blendfunc[1] = GL_ONE;
1463                                                                 }
1464                                                                 else if (!strcasecmp(parameter[1], "filter"))
1465                                                                 {
1466                                                                         layer->blendfunc[0] = GL_DST_COLOR;
1467                                                                         layer->blendfunc[1] = GL_ZERO;
1468                                                                 }
1469                                                                 else if (!strcasecmp(parameter[1], "blend"))
1470                                                                 {
1471                                                                         layer->blendfunc[0] = GL_SRC_ALPHA;
1472                                                                         layer->blendfunc[1] = GL_ONE_MINUS_SRC_ALPHA;
1473                                                                 }
1474                                                         }
1475                                                         else if (numparameters == 3)
1476                                                         {
1477                                                                 int k;
1478                                                                 for (k = 0;k < 2;k++)
1479                                                                 {
1480                                                                         if (!strcasecmp(parameter[k+1], "GL_ONE"))
1481                                                                                 layer->blendfunc[k] = GL_ONE;
1482                                                                         else if (!strcasecmp(parameter[k+1], "GL_ZERO"))
1483                                                                                 layer->blendfunc[k] = GL_ZERO;
1484                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_COLOR"))
1485                                                                                 layer->blendfunc[k] = GL_SRC_COLOR;
1486                                                                         else if (!strcasecmp(parameter[k+1], "GL_SRC_ALPHA"))
1487                                                                                 layer->blendfunc[k] = GL_SRC_ALPHA;
1488                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_COLOR"))
1489                                                                                 layer->blendfunc[k] = GL_DST_COLOR;
1490                                                                         else if (!strcasecmp(parameter[k+1], "GL_DST_ALPHA"))
1491                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1492                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_COLOR"))
1493                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_COLOR;
1494                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_SRC_ALPHA"))
1495                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_SRC_ALPHA;
1496                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_COLOR"))
1497                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_COLOR;
1498                                                                         else if (!strcasecmp(parameter[k+1], "GL_ONE_MINUS_DST_ALPHA"))
1499                                                                                 layer->blendfunc[k] = GL_ONE_MINUS_DST_ALPHA;
1500                                                                         else
1501                                                                                 layer->blendfunc[k] = GL_ONE; // default in case of parsing error
1502                                                                 }
1503                                                         }
1504                                                 }
1505                                                 if (numparameters >= 2 && !strcasecmp(parameter[0], "alphafunc"))
1506                                                         layer->alphatest = true;
1507                                                 if (numparameters >= 2 && (!strcasecmp(parameter[0], "map") || !strcasecmp(parameter[0], "clampmap")))
1508                                                 {
1509                                                         if (!strcasecmp(parameter[0], "clampmap"))
1510                                                                 layer->clampmap = true;
1511                                                         layer->numframes = 1;
1512                                                         layer->framerate = 1;
1513                                                         layer->texturename = (char**)Mem_ExpandableArray_AllocRecord (
1514                                                                 &q3shader_data->char_ptrs);
1515                                                         layer->texturename[0] = Mem_strdup (q3shaders_mem, parameter[1]);
1516                                                         if (!strcasecmp(parameter[1], "$lightmap"))
1517                                                                 shader.lighting = true;
1518                                                 }
1519                                                 else if (numparameters >= 3 && (!strcasecmp(parameter[0], "animmap") || !strcasecmp(parameter[0], "animclampmap")))
1520                                                 {
1521                                                         int i;
1522                                                         layer->numframes = min(numparameters - 2, TEXTURE_MAXFRAMES);
1523                                                         layer->framerate = atof(parameter[1]);
1524                                                         layer->texturename = (char **) Mem_Alloc (q3shaders_mem, sizeof (char*) * layer->numframes);
1525                                                         for (i = 0;i < layer->numframes;i++)
1526                                                                 layer->texturename[i] = Mem_strdup (q3shaders_mem, parameter[i + 2]);
1527                                                 }
1528                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "rgbgen"))
1529                                                 {
1530                                                         int i;
1531                                                         for (i = 0;i < numparameters - 2 && i < Q3RGBGEN_MAXPARMS;i++)
1532                                                                 layer->rgbgen.parms[i] = atof(parameter[i+2]);
1533                                                              if (!strcasecmp(parameter[1], "identity"))         layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITY;
1534                                                         else if (!strcasecmp(parameter[1], "const"))            layer->rgbgen.rgbgen = Q3RGBGEN_CONST;
1535                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->rgbgen.rgbgen = Q3RGBGEN_ENTITY;
1536                                                         else if (!strcasecmp(parameter[1], "exactvertex"))      layer->rgbgen.rgbgen = Q3RGBGEN_EXACTVERTEX;
1537                                                         else if (!strcasecmp(parameter[1], "identitylighting")) layer->rgbgen.rgbgen = Q3RGBGEN_IDENTITYLIGHTING;
1538                                                         else if (!strcasecmp(parameter[1], "lightingdiffuse"))  layer->rgbgen.rgbgen = Q3RGBGEN_LIGHTINGDIFFUSE;
1539                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSENTITY;
1540                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->rgbgen.rgbgen = Q3RGBGEN_ONEMINUSVERTEX;
1541                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->rgbgen.rgbgen = Q3RGBGEN_VERTEX;
1542                                                         else if (!strcasecmp(parameter[1], "wave"))
1543                                                         {
1544                                                                 layer->rgbgen.rgbgen = Q3RGBGEN_WAVE;
1545                                                                 layer->rgbgen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1546                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1547                                                                         layer->rgbgen.waveparms[i] = atof(parameter[i+3]);
1548                                                         }
1549                                                         else Con_DPrintf("%s parsing warning: unknown rgbgen %s\n", search->filenames[fileindex], parameter[1]);
1550                                                 }
1551                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "alphagen"))
1552                                                 {
1553                                                         int i;
1554                                                         for (i = 0;i < numparameters - 2 && i < Q3ALPHAGEN_MAXPARMS;i++)
1555                                                                 layer->alphagen.parms[i] = atof(parameter[i+2]);
1556                                                              if (!strcasecmp(parameter[1], "identity"))         layer->alphagen.alphagen = Q3ALPHAGEN_IDENTITY;
1557                                                         else if (!strcasecmp(parameter[1], "const"))            layer->alphagen.alphagen = Q3ALPHAGEN_CONST;
1558                                                         else if (!strcasecmp(parameter[1], "entity"))           layer->alphagen.alphagen = Q3ALPHAGEN_ENTITY;
1559                                                         else if (!strcasecmp(parameter[1], "lightingspecular")) layer->alphagen.alphagen = Q3ALPHAGEN_LIGHTINGSPECULAR;
1560                                                         else if (!strcasecmp(parameter[1], "oneminusentity"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSENTITY;
1561                                                         else if (!strcasecmp(parameter[1], "oneminusvertex"))   layer->alphagen.alphagen = Q3ALPHAGEN_ONEMINUSVERTEX;
1562                                                         else if (!strcasecmp(parameter[1], "portal"))           layer->alphagen.alphagen = Q3ALPHAGEN_PORTAL;
1563                                                         else if (!strcasecmp(parameter[1], "vertex"))           layer->alphagen.alphagen = Q3ALPHAGEN_VERTEX;
1564                                                         else if (!strcasecmp(parameter[1], "wave"))
1565                                                         {
1566                                                                 layer->alphagen.alphagen = Q3ALPHAGEN_WAVE;
1567                                                                 layer->alphagen.wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1568                                                                 for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1569                                                                         layer->alphagen.waveparms[i] = atof(parameter[i+3]);
1570                                                         }
1571                                                         else Con_DPrintf("%s parsing warning: unknown alphagen %s\n", search->filenames[fileindex], parameter[1]);
1572                                                 }
1573                                                 else if (numparameters >= 2 && (!strcasecmp(parameter[0], "texgen") || !strcasecmp(parameter[0], "tcgen")))
1574                                                 {
1575                                                         int i;
1576                                                         // observed values: tcgen environment
1577                                                         // no other values have been observed in real shaders
1578                                                         for (i = 0;i < numparameters - 2 && i < Q3TCGEN_MAXPARMS;i++)
1579                                                                 layer->tcgen.parms[i] = atof(parameter[i+2]);
1580                                                              if (!strcasecmp(parameter[1], "base"))        layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1581                                                         else if (!strcasecmp(parameter[1], "texture"))     layer->tcgen.tcgen = Q3TCGEN_TEXTURE;
1582                                                         else if (!strcasecmp(parameter[1], "environment")) layer->tcgen.tcgen = Q3TCGEN_ENVIRONMENT;
1583                                                         else if (!strcasecmp(parameter[1], "lightmap"))    layer->tcgen.tcgen = Q3TCGEN_LIGHTMAP;
1584                                                         else if (!strcasecmp(parameter[1], "vector"))      layer->tcgen.tcgen = Q3TCGEN_VECTOR;
1585                                                         else Con_DPrintf("%s parsing warning: unknown tcgen mode %s\n", search->filenames[fileindex], parameter[1]);
1586                                                 }
1587                                                 else if (numparameters >= 2 && !strcasecmp(parameter[0], "tcmod"))
1588                                                 {
1589                                                         int i, tcmodindex;
1590                                                         // observed values:
1591                                                         // tcmod rotate #
1592                                                         // tcmod scale # #
1593                                                         // tcmod scroll # #
1594                                                         // tcmod stretch sin # # # #
1595                                                         // tcmod stretch triangle # # # #
1596                                                         // tcmod transform # # # # # #
1597                                                         // tcmod turb # # # #
1598                                                         // tcmod turb sin # # # #  (this is bogus)
1599                                                         // no other values have been observed in real shaders
1600                                                         for (tcmodindex = 0;tcmodindex < Q3MAXTCMODS;tcmodindex++)
1601                                                                 if (!layer->tcmods[tcmodindex].tcmod)
1602                                                                         break;
1603                                                         if (tcmodindex < Q3MAXTCMODS)
1604                                                         {
1605                                                                 for (i = 0;i < numparameters - 2 && i < Q3TCMOD_MAXPARMS;i++)
1606                                                                         layer->tcmods[tcmodindex].parms[i] = atof(parameter[i+2]);
1607                                                                          if (!strcasecmp(parameter[1], "entitytranslate")) layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ENTITYTRANSLATE;
1608                                                                 else if (!strcasecmp(parameter[1], "rotate"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_ROTATE;
1609                                                                 else if (!strcasecmp(parameter[1], "scale"))           layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCALE;
1610                                                                 else if (!strcasecmp(parameter[1], "scroll"))          layer->tcmods[tcmodindex].tcmod = Q3TCMOD_SCROLL;
1611                                                                 else if (!strcasecmp(parameter[1], "page"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_PAGE;
1612                                                                 else if (!strcasecmp(parameter[1], "stretch"))
1613                                                                 {
1614                                                                         layer->tcmods[tcmodindex].tcmod = Q3TCMOD_STRETCH;
1615                                                                         layer->tcmods[tcmodindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[2]);
1616                                                                         for (i = 0;i < numparameters - 3 && i < Q3WAVEPARMS;i++)
1617                                                                                 layer->tcmods[tcmodindex].waveparms[i] = atof(parameter[i+3]);
1618                                                                 }
1619                                                                 else if (!strcasecmp(parameter[1], "transform"))       layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TRANSFORM;
1620                                                                 else if (!strcasecmp(parameter[1], "turb"))            layer->tcmods[tcmodindex].tcmod = Q3TCMOD_TURBULENT;
1621                                                                 else Con_DPrintf("%s parsing warning: unknown tcmod mode %s\n", search->filenames[fileindex], parameter[1]);
1622                                                         }
1623                                                         else
1624                                                                 Con_DPrintf("%s parsing warning: too many tcmods on one layer\n", search->filenames[fileindex]);
1625                                                 }
1626                                                 // break out a level if it was a closing brace (not using the character here to not confuse vim)
1627                                                 if (!strcasecmp(com_token, "}"))
1628                                                         break;
1629                                         }
1630                                         if (layer->rgbgen.rgbgen == Q3RGBGEN_LIGHTINGDIFFUSE || layer->rgbgen.rgbgen == Q3RGBGEN_VERTEX)
1631                                                 shader.lighting = true;
1632                                         if (layer->alphagen.alphagen == Q3ALPHAGEN_VERTEX)
1633                                         {
1634                                                 if (layer == shader.layers + 0)
1635                                                 {
1636                                                         // vertex controlled transparency
1637                                                         shader.vertexalpha = true;
1638                                                 }
1639                                                 else
1640                                                 {
1641                                                         // multilayer terrain shader or similar
1642                                                         shader.textureblendalpha = true;
1643                                                 }
1644                                         }
1645                                         layer->texflags = TEXF_ALPHA | TEXF_PRECACHE;
1646                                         if (!(shader.surfaceparms & Q3SURFACEPARM_NOMIPMAPS))
1647                                                 layer->texflags |= TEXF_MIPMAP;
1648                                         if (!(shader.textureflags & Q3TEXTUREFLAG_NOPICMIP))
1649                                                 layer->texflags |= TEXF_PICMIP | TEXF_COMPRESS;
1650                                         if (layer->clampmap)
1651                                                 layer->texflags |= TEXF_CLAMP;
1652                                         continue;
1653                                 }
1654                                 numparameters = 0;
1655                                 for (j = 0;strcasecmp(com_token, "\n") && strcasecmp(com_token, "}");j++)
1656                                 {
1657                                         if (j < TEXTURE_MAXFRAMES + 4)
1658                                         {
1659                                                 strlcpy(parameter[j], com_token, sizeof(parameter[j]));
1660                                                 numparameters = j + 1;
1661                                         }
1662                                         if (!COM_ParseToken_QuakeC(&text, true))
1663                                                 break;
1664                                 }
1665                                 for (j = numparameters;j < TEXTURE_MAXFRAMES + 4;j++)
1666                                         parameter[j][0] = 0;
1667                                 if (fileindex == 0 && !strcasecmp(com_token, "}"))
1668                                         break;
1669                                 if (developer.integer >= 100)
1670                                 {
1671                                         Con_Printf("%s: ", shader.name);
1672                                         for (j = 0;j < numparameters;j++)
1673                                                 Con_Printf(" %s", parameter[j]);
1674                                         Con_Print("\n");
1675                                 }
1676                                 if (numparameters < 1)
1677                                         continue;
1678                                 if (!strcasecmp(parameter[0], "surfaceparm") && numparameters >= 2)
1679                                 {
1680                                         if (!strcasecmp(parameter[1], "alphashadow"))
1681                                                 shader.surfaceparms |= Q3SURFACEPARM_ALPHASHADOW;
1682                                         else if (!strcasecmp(parameter[1], "areaportal"))
1683                                                 shader.surfaceparms |= Q3SURFACEPARM_AREAPORTAL;
1684                                         else if (!strcasecmp(parameter[1], "botclip"))
1685                                                 shader.surfaceparms |= Q3SURFACEPARM_BOTCLIP;
1686                                         else if (!strcasecmp(parameter[1], "clusterportal"))
1687                                                 shader.surfaceparms |= Q3SURFACEPARM_CLUSTERPORTAL;
1688                                         else if (!strcasecmp(parameter[1], "detail"))
1689                                                 shader.surfaceparms |= Q3SURFACEPARM_DETAIL;
1690                                         else if (!strcasecmp(parameter[1], "donotenter"))
1691                                                 shader.surfaceparms |= Q3SURFACEPARM_DONOTENTER;
1692                                         else if (!strcasecmp(parameter[1], "dust"))
1693                                                 shader.surfaceparms |= Q3SURFACEPARM_DUST;
1694                                         else if (!strcasecmp(parameter[1], "hint"))
1695                                                 shader.surfaceparms |= Q3SURFACEPARM_HINT;
1696                                         else if (!strcasecmp(parameter[1], "fog"))
1697                                                 shader.surfaceparms |= Q3SURFACEPARM_FOG;
1698                                         else if (!strcasecmp(parameter[1], "lava"))
1699                                                 shader.surfaceparms |= Q3SURFACEPARM_LAVA;
1700                                         else if (!strcasecmp(parameter[1], "lightfilter"))
1701                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTFILTER;
1702                                         else if (!strcasecmp(parameter[1], "lightgrid"))
1703                                                 shader.surfaceparms |= Q3SURFACEPARM_LIGHTGRID;
1704                                         else if (!strcasecmp(parameter[1], "metalsteps"))
1705                                                 shader.surfaceparms |= Q3SURFACEPARM_METALSTEPS;
1706                                         else if (!strcasecmp(parameter[1], "nodamage"))
1707                                                 shader.surfaceparms |= Q3SURFACEPARM_NODAMAGE;
1708                                         else if (!strcasecmp(parameter[1], "nodlight"))
1709                                                 shader.surfaceparms |= Q3SURFACEPARM_NODLIGHT;
1710                                         else if (!strcasecmp(parameter[1], "nodraw"))
1711                                                 shader.surfaceparms |= Q3SURFACEPARM_NODRAW;
1712                                         else if (!strcasecmp(parameter[1], "nodrop"))
1713                                                 shader.surfaceparms |= Q3SURFACEPARM_NODROP;
1714                                         else if (!strcasecmp(parameter[1], "noimpact"))
1715                                                 shader.surfaceparms |= Q3SURFACEPARM_NOIMPACT;
1716                                         else if (!strcasecmp(parameter[1], "nolightmap"))
1717                                                 shader.surfaceparms |= Q3SURFACEPARM_NOLIGHTMAP;
1718                                         else if (!strcasecmp(parameter[1], "nomarks"))
1719                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMARKS;
1720                                         else if (!strcasecmp(parameter[1], "nomipmaps"))
1721                                                 shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1722                                         else if (!strcasecmp(parameter[1], "nonsolid"))
1723                                                 shader.surfaceparms |= Q3SURFACEPARM_NONSOLID;
1724                                         else if (!strcasecmp(parameter[1], "origin"))
1725                                                 shader.surfaceparms |= Q3SURFACEPARM_ORIGIN;
1726                                         else if (!strcasecmp(parameter[1], "playerclip"))
1727                                                 shader.surfaceparms |= Q3SURFACEPARM_PLAYERCLIP;
1728                                         else if (!strcasecmp(parameter[1], "sky"))
1729                                                 shader.surfaceparms |= Q3SURFACEPARM_SKY;
1730                                         else if (!strcasecmp(parameter[1], "slick"))
1731                                                 shader.surfaceparms |= Q3SURFACEPARM_SLICK;
1732                                         else if (!strcasecmp(parameter[1], "slime"))
1733                                                 shader.surfaceparms |= Q3SURFACEPARM_SLIME;
1734                                         else if (!strcasecmp(parameter[1], "structural"))
1735                                                 shader.surfaceparms |= Q3SURFACEPARM_STRUCTURAL;
1736                                         else if (!strcasecmp(parameter[1], "trans"))
1737                                                 shader.surfaceparms |= Q3SURFACEPARM_TRANS;
1738                                         else if (!strcasecmp(parameter[1], "water"))
1739                                                 shader.surfaceparms |= Q3SURFACEPARM_WATER;
1740                                         else if (!strcasecmp(parameter[1], "pointlight"))
1741                                                 shader.surfaceparms |= Q3SURFACEPARM_POINTLIGHT;
1742                                         else if (!strcasecmp(parameter[1], "antiportal"))
1743                                                 shader.surfaceparms |= Q3SURFACEPARM_ANTIPORTAL;
1744                                         else
1745                                                 Con_DPrintf("%s parsing warning: unknown surfaceparm \"%s\"\n", search->filenames[fileindex], parameter[1]);
1746                                 }
1747                                 else if (!strcasecmp(parameter[0], "dpshadow"))
1748                                         shader.dpshadow = true;
1749                                 else if (!strcasecmp(parameter[0], "dpnoshadow"))
1750                                         shader.dpnoshadow = true;
1751                                 else if (!strcasecmp(parameter[0], "sky") && numparameters >= 2)
1752                                 {
1753                                         // some q3 skies don't have the sky parm set
1754                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
1755                                         strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1756                                 }
1757                                 else if (!strcasecmp(parameter[0], "skyparms") && numparameters >= 2)
1758                                 {
1759                                         // some q3 skies don't have the sky parm set
1760                                         shader.surfaceparms |= Q3SURFACEPARM_SKY;
1761                                         if (!atoi(parameter[1]) && strcasecmp(parameter[1], "-"))
1762                                                 strlcpy(shader.skyboxname, parameter[1], sizeof(shader.skyboxname));
1763                                 }
1764                                 else if (!strcasecmp(parameter[0], "cull") && numparameters >= 2)
1765                                 {
1766                                         if (!strcasecmp(parameter[1], "disable") || !strcasecmp(parameter[1], "none") || !strcasecmp(parameter[1], "twosided"))
1767                                                 shader.textureflags |= Q3TEXTUREFLAG_TWOSIDED;
1768                                 }
1769                                 else if (!strcasecmp(parameter[0], "nomipmaps"))
1770                                         shader.surfaceparms |= Q3SURFACEPARM_NOMIPMAPS;
1771                                 else if (!strcasecmp(parameter[0], "nopicmip"))
1772                                         shader.textureflags |= Q3TEXTUREFLAG_NOPICMIP;
1773                                 else if (!strcasecmp(parameter[0], "polygonoffset"))
1774                                         shader.textureflags |= Q3TEXTUREFLAG_POLYGONOFFSET;
1775                                 else if (!strcasecmp(parameter[0], "dp_refract") && numparameters >= 5)
1776                                 {
1777                                         shader.textureflags |= Q3TEXTUREFLAG_REFRACTION;
1778                                         shader.refractfactor = atof(parameter[1]);
1779                                         Vector4Set(shader.refractcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), 1);
1780                                 }
1781                                 else if (!strcasecmp(parameter[0], "dp_reflect") && numparameters >= 6)
1782                                 {
1783                                         shader.textureflags |= Q3TEXTUREFLAG_REFLECTION;
1784                                         shader.reflectfactor = atof(parameter[1]);
1785                                         Vector4Set(shader.reflectcolor4f, atof(parameter[2]), atof(parameter[3]), atof(parameter[4]), atof(parameter[5]));
1786                                 }
1787                                 else if (!strcasecmp(parameter[0], "dp_water") && numparameters >= 12)
1788                                 {
1789                                         shader.textureflags |= Q3TEXTUREFLAG_WATERSHADER;
1790                                         shader.reflectmin = atof(parameter[1]);
1791                                         shader.reflectmax = atof(parameter[2]);
1792                                         shader.refractfactor = atof(parameter[3]);
1793                                         shader.reflectfactor = atof(parameter[4]);
1794                                         Vector4Set(shader.refractcolor4f, atof(parameter[5]), atof(parameter[6]), atof(parameter[7]), 1);
1795                                         Vector4Set(shader.reflectcolor4f, atof(parameter[8]), atof(parameter[9]), atof(parameter[10]), 1);
1796                                         shader.r_water_wateralpha = atof(parameter[11]);
1797                                 }
1798                                 else if (!strcasecmp(parameter[0], "deformvertexes") && numparameters >= 2)
1799                                 {
1800                                         int i, deformindex;
1801                                         for (deformindex = 0;deformindex < Q3MAXDEFORMS;deformindex++)
1802                                                 if (!shader.deforms[deformindex].deform)
1803                                                         break;
1804                                         if (deformindex < Q3MAXDEFORMS)
1805                                         {
1806                                                 for (i = 0;i < numparameters - 2 && i < Q3DEFORM_MAXPARMS;i++)
1807                                                         shader.deforms[deformindex].parms[i] = atof(parameter[i+2]);
1808                                                      if (!strcasecmp(parameter[1], "projectionshadow")) shader.deforms[deformindex].deform = Q3DEFORM_PROJECTIONSHADOW;
1809                                                 else if (!strcasecmp(parameter[1], "autosprite"      )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE;
1810                                                 else if (!strcasecmp(parameter[1], "autosprite2"     )) shader.deforms[deformindex].deform = Q3DEFORM_AUTOSPRITE2;
1811                                                 else if (!strcasecmp(parameter[1], "text0"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT0;
1812                                                 else if (!strcasecmp(parameter[1], "text1"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT1;
1813                                                 else if (!strcasecmp(parameter[1], "text2"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT2;
1814                                                 else if (!strcasecmp(parameter[1], "text3"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT3;
1815                                                 else if (!strcasecmp(parameter[1], "text4"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT4;
1816                                                 else if (!strcasecmp(parameter[1], "text5"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT5;
1817                                                 else if (!strcasecmp(parameter[1], "text6"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT6;
1818                                                 else if (!strcasecmp(parameter[1], "text7"           )) shader.deforms[deformindex].deform = Q3DEFORM_TEXT7;
1819                                                 else if (!strcasecmp(parameter[1], "bulge"           )) shader.deforms[deformindex].deform = Q3DEFORM_BULGE;
1820                                                 else if (!strcasecmp(parameter[1], "normal"          )) shader.deforms[deformindex].deform = Q3DEFORM_NORMAL;
1821                                                 else if (!strcasecmp(parameter[1], "wave"            ))
1822                                                 {
1823                                                         shader.deforms[deformindex].deform = Q3DEFORM_WAVE;
1824                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[3]);
1825                                                         for (i = 0;i < numparameters - 4 && i < Q3WAVEPARMS;i++)
1826                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+4]);
1827                                                 }
1828                                                 else if (!strcasecmp(parameter[1], "move"            ))
1829                                                 {
1830                                                         shader.deforms[deformindex].deform = Q3DEFORM_MOVE;
1831                                                         shader.deforms[deformindex].wavefunc = Mod_LoadQ3Shaders_EnumerateWaveFunc(parameter[5]);
1832                                                         for (i = 0;i < numparameters - 6 && i < Q3WAVEPARMS;i++)
1833                                                                 shader.deforms[deformindex].waveparms[i] = atof(parameter[i+6]);
1834                                                 }
1835                                         }
1836                                 }
1837                         }
1838                         // pick the primary layer to render with
1839                         if (shader.numlayers)
1840                         {
1841                                 shader.backgroundlayer = -1;
1842                                 shader.primarylayer = 0;
1843                                 // if lightmap comes first this is definitely an ordinary texture
1844                                 // if the first two layers have the correct blendfuncs and use vertex alpha, it is a blended terrain shader
1845                                 if ((shader.layers[shader.primarylayer].texturename != NULL)
1846                                   && !strcasecmp(shader.layers[shader.primarylayer].texturename[0], "$lightmap"))
1847                                 {
1848                                         shader.backgroundlayer = -1;
1849                                         shader.primarylayer = 1;
1850                                 }
1851                                 else if (shader.numlayers >= 2
1852                                 &&   shader.layers[1].alphagen.alphagen == Q3ALPHAGEN_VERTEX
1853                                 &&  (shader.layers[0].blendfunc[0] == GL_ONE       && shader.layers[0].blendfunc[1] == GL_ZERO                && !shader.layers[0].alphatest)
1854                                 && ((shader.layers[1].blendfunc[0] == GL_SRC_ALPHA && shader.layers[1].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1855                                 ||  (shader.layers[1].blendfunc[0] == GL_ONE       && shader.layers[1].blendfunc[1] == GL_ZERO                &&  shader.layers[1].alphatest)))
1856                                 {
1857                                         // terrain blending or other effects
1858                                         shader.backgroundlayer = 0;
1859                                         shader.primarylayer = 1;
1860                                 }
1861                         }
1862                         // fix up multiple reflection types
1863                         if(shader.textureflags & Q3TEXTUREFLAG_WATERSHADER)
1864                                 shader.textureflags &= ~(Q3TEXTUREFLAG_REFRACTION | Q3TEXTUREFLAG_REFLECTION);
1865
1866                         Q3Shader_AddToHash (&shader);
1867                 }
1868                 Mem_Free(f);
1869         }
1870 }
1871
1872 q3shaderinfo_t *Mod_LookupQ3Shader(const char *name)
1873 {
1874         unsigned short hash;
1875         q3shader_hash_entry_t* entry;
1876         if (!q3shaders_mem)
1877                 Mod_LoadQ3Shaders();
1878         hash = CRC_Block_CaseInsensitive ((const unsigned char *)name, strlen (name));
1879         entry = q3shader_data->hash + (hash % Q3SHADER_HASH_SIZE);
1880         while (entry != NULL)
1881         {
1882                 if (strcasecmp (entry->shader.name, name) == 0)
1883                         return &entry->shader;
1884                 entry = entry->chain;
1885         }
1886         return NULL;
1887 }
1888
1889 qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qboolean warnmissing, qboolean fallback, int defaulttexflags)
1890 {
1891         int j;
1892         int texflagsmask;
1893         qboolean success = true;
1894         q3shaderinfo_t *shader;
1895         if (!name)
1896                 name = "";
1897         strlcpy(texture->name, name, sizeof(texture->name));
1898         shader = name[0] ? Mod_LookupQ3Shader(name) : NULL;
1899
1900         texflagsmask = ~0;
1901         if(!(defaulttexflags & TEXF_PICMIP))
1902                 texflagsmask &= ~TEXF_PICMIP;
1903         if(!(defaulttexflags & TEXF_COMPRESS))
1904                 texflagsmask &= ~TEXF_COMPRESS;
1905
1906         if (shader)
1907         {
1908                 if (developer_loading.integer)
1909                         Con_Printf("%s: loaded shader for %s\n", loadmodel->name, name);
1910                 texture->surfaceparms = shader->surfaceparms;
1911
1912                 // allow disabling of picmip or compression by defaulttexflags
1913                 texture->textureflags = shader->textureflags & texflagsmask;
1914
1915                 if (shader->surfaceparms & Q3SURFACEPARM_SKY)
1916                 {
1917                         texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
1918                         if (shader->skyboxname[0])
1919                         {
1920                                 // quake3 seems to append a _ to the skybox name, so this must do so as well
1921                                 dpsnprintf(loadmodel->brush.skybox, sizeof(loadmodel->brush.skybox), "%s_", shader->skyboxname);
1922                         }
1923                 }
1924                 else if ((texture->surfaceflags & Q3SURFACEFLAG_NODRAW) || shader->numlayers == 0)
1925                         texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
1926                 else
1927                         texture->basematerialflags = MATERIALFLAG_WALL;
1928
1929                 if (shader->layers[0].alphatest)
1930                         texture->basematerialflags |= MATERIALFLAG_ALPHATEST | MATERIALFLAG_NOSHADOW;
1931                 if (shader->textureflags & Q3TEXTUREFLAG_TWOSIDED)
1932                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
1933                 if (shader->textureflags & Q3TEXTUREFLAG_POLYGONOFFSET)
1934                         texture->biaspolygonoffset -= 2;
1935                 if (shader->textureflags & Q3TEXTUREFLAG_REFRACTION)
1936                         texture->basematerialflags |= MATERIALFLAG_REFRACTION;
1937                 if (shader->textureflags & Q3TEXTUREFLAG_REFLECTION)
1938                         texture->basematerialflags |= MATERIALFLAG_REFLECTION;
1939                 if (shader->textureflags & Q3TEXTUREFLAG_WATERSHADER)
1940                         texture->basematerialflags |= MATERIALFLAG_WATERSHADER;
1941                 texture->customblendfunc[0] = GL_ONE;
1942                 texture->customblendfunc[1] = GL_ZERO;
1943                 if (shader->numlayers > 0)
1944                 {
1945                         texture->customblendfunc[0] = shader->layers[0].blendfunc[0];
1946                         texture->customblendfunc[1] = shader->layers[0].blendfunc[1];
1947 /*
1948 Q3 shader blendfuncs actually used in the game (* = supported by DP)
1949 * additive               GL_ONE GL_ONE
1950 additive weird         GL_ONE GL_SRC_ALPHA
1951 additive weird 2       GL_ONE GL_ONE_MINUS_SRC_ALPHA
1952 * alpha                  GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
1953 alpha inverse          GL_ONE_MINUS_SRC_ALPHA GL_SRC_ALPHA
1954 brighten               GL_DST_COLOR GL_ONE
1955 brighten               GL_ONE GL_SRC_COLOR
1956 brighten weird         GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA
1957 brighten weird 2       GL_DST_COLOR GL_SRC_ALPHA
1958 * modulate               GL_DST_COLOR GL_ZERO
1959 * modulate               GL_ZERO GL_SRC_COLOR
1960 modulate inverse       GL_ZERO GL_ONE_MINUS_SRC_COLOR
1961 modulate inverse alpha GL_ZERO GL_SRC_ALPHA
1962 modulate weird inverse GL_ONE_MINUS_DST_COLOR GL_ZERO
1963 * modulate x2            GL_DST_COLOR GL_SRC_COLOR
1964 * no blend               GL_ONE GL_ZERO
1965 nothing                GL_ZERO GL_ONE
1966 */
1967                         // if not opaque, figure out what blendfunc to use
1968                         if (shader->layers[0].blendfunc[0] != GL_ONE || shader->layers[0].blendfunc[1] != GL_ZERO)
1969                         {
1970                                 if (shader->layers[0].blendfunc[0] == GL_ONE && shader->layers[0].blendfunc[1] == GL_ONE)
1971                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1972                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE)
1973                                         texture->basematerialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1974                                 else if (shader->layers[0].blendfunc[0] == GL_SRC_ALPHA && shader->layers[0].blendfunc[1] == GL_ONE_MINUS_SRC_ALPHA)
1975                                         texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1976                                 else
1977                                         texture->basematerialflags |= MATERIALFLAG_CUSTOMBLEND | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
1978                         }
1979                 }
1980                 if (!shader->lighting)
1981                         texture->basematerialflags |= MATERIALFLAG_FULLBRIGHT;
1982                 if (shader->primarylayer >= 0)
1983                 {
1984                         q3shaderinfo_layer_t* primarylayer = shader->layers + shader->primarylayer;
1985                         // copy over many primarylayer parameters
1986                         texture->rgbgen = primarylayer->rgbgen;
1987                         texture->alphagen = primarylayer->alphagen;
1988                         texture->tcgen = primarylayer->tcgen;
1989                         memcpy(texture->tcmods, primarylayer->tcmods, sizeof(texture->tcmods));
1990                         // load the textures
1991                         texture->numskinframes = primarylayer->numframes;
1992                         texture->skinframerate = primarylayer->framerate;
1993                         for (j = 0;j < primarylayer->numframes;j++)
1994                         {
1995                                 if(cls.state == ca_dedicated)
1996                                 {
1997                                         texture->skinframes[j] = NULL;
1998                                 }
1999                                 else if (!(texture->skinframes[j] = R_SkinFrame_LoadExternal(primarylayer->texturename[j], primarylayer->texflags & texflagsmask, false)))
2000                                 {
2001                                         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);
2002                                         texture->skinframes[j] = R_SkinFrame_LoadMissing();
2003                                 }
2004                         }
2005                 }
2006                 if (shader->backgroundlayer >= 0)
2007                 {
2008                         q3shaderinfo_layer_t* backgroundlayer = shader->layers + shader->backgroundlayer;
2009                         texture->backgroundnumskinframes = backgroundlayer->numframes;
2010                         texture->backgroundskinframerate = backgroundlayer->framerate;
2011                         for (j = 0;j < backgroundlayer->numframes;j++)
2012                         {
2013                                 if(cls.state == ca_dedicated)
2014                                 {
2015                                         texture->skinframes[j] = NULL;
2016                                 }
2017                                 else if (!(texture->backgroundskinframes[j] = R_SkinFrame_LoadExternal(backgroundlayer->texturename[j], backgroundlayer->texflags & texflagsmask, false)))
2018                                 {
2019                                         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);
2020                                         texture->backgroundskinframes[j] = R_SkinFrame_LoadMissing();
2021                                 }
2022                         }
2023                 }
2024                 if (shader->dpshadow)
2025                         texture->basematerialflags &= ~MATERIALFLAG_NOSHADOW;
2026                 if (shader->dpnoshadow)
2027                         texture->basematerialflags |= MATERIALFLAG_NOSHADOW;
2028                 memcpy(texture->deforms, shader->deforms, sizeof(texture->deforms));
2029                 texture->reflectmin = shader->reflectmin;
2030                 texture->reflectmax = shader->reflectmax;
2031                 texture->refractfactor = shader->refractfactor;
2032                 Vector4Copy(shader->refractcolor4f, texture->refractcolor4f);
2033                 texture->reflectfactor = shader->reflectfactor;
2034                 Vector4Copy(shader->reflectcolor4f, texture->reflectcolor4f);
2035                 texture->r_water_wateralpha = shader->r_water_wateralpha;
2036         }
2037         else if (!strcmp(texture->name, "noshader") || !texture->name[0])
2038         {
2039                 if (developer.integer >= 100)
2040                         Con_Printf("^1%s:^7 using fallback noshader material for ^3\"%s\"\n", loadmodel->name, name);
2041                 texture->surfaceparms = 0;
2042         }
2043         else if (!strcmp(texture->name, "common/nodraw") || !strcmp(texture->name, "textures/common/nodraw"))
2044         {
2045                 if (developer.integer >= 100)
2046                         Con_Printf("^1%s:^7 using fallback nodraw material for ^3\"%s\"\n", loadmodel->name, name);
2047                 texture->surfaceparms = 0;
2048                 texture->basematerialflags = MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2049         }
2050         else
2051         {
2052                 if (developer.integer >= 100)
2053                         Con_Printf("^1%s:^7 No shader found for texture ^3\"%s\"\n", loadmodel->name, texture->name);
2054                 texture->surfaceparms = 0;
2055                 if (texture->surfaceflags & Q3SURFACEFLAG_NODRAW)
2056                         texture->basematerialflags |= MATERIALFLAG_NODRAW | MATERIALFLAG_NOSHADOW;
2057                 else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
2058                         texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
2059                 else
2060                         texture->basematerialflags |= MATERIALFLAG_WALL;
2061                 texture->numskinframes = 1;
2062                 if(cls.state == ca_dedicated)
2063                 {
2064                         texture->skinframes[0] = NULL;
2065                 }
2066                 else
2067                 {
2068                         if (fallback)
2069                         {
2070                                 qboolean has_alpha;
2071                                 if ((texture->skinframes[0] = R_SkinFrame_LoadExternal_CheckAlpha(texture->name, defaulttexflags, false, &has_alpha)))
2072                                 {
2073                                         if(has_alpha && (defaulttexflags & TEXF_ALPHA))
2074                                                 texture->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
2075                                 }
2076                                 else
2077                                         success = false;
2078                         }
2079                         else
2080                                 success = false;
2081                         if (!success && warnmissing)
2082                                 Con_Printf("^1%s:^7 could not load texture ^3\"%s\"\n", loadmodel->name, texture->name);
2083                 }
2084         }
2085         // init the animation variables
2086         texture->currentframe = texture;
2087         if (texture->numskinframes < 1)
2088                 texture->numskinframes = 1;
2089         if (!texture->skinframes[0])
2090                 texture->skinframes[0] = R_SkinFrame_LoadMissing();
2091         texture->currentskinframe = texture->skinframes[0];
2092         texture->backgroundcurrentskinframe = texture->backgroundskinframes[0];
2093         return success;
2094 }
2095
2096 skinfile_t *Mod_LoadSkinFiles(void)
2097 {
2098         int i, words, line, wordsoverflow;
2099         char *text;
2100         const char *data;
2101         skinfile_t *skinfile = NULL, *first = NULL;
2102         skinfileitem_t *skinfileitem;
2103         char word[10][MAX_QPATH];
2104
2105 /*
2106 sample file:
2107 U_bodyBox,models/players/Legoman/BikerA2.tga
2108 U_RArm,models/players/Legoman/BikerA1.tga
2109 U_LArm,models/players/Legoman/BikerA1.tga
2110 U_armor,common/nodraw
2111 U_sword,common/nodraw
2112 U_shield,common/nodraw
2113 U_homb,common/nodraw
2114 U_backpack,common/nodraw
2115 U_colcha,common/nodraw
2116 tag_head,
2117 tag_weapon,
2118 tag_torso,
2119 */
2120         memset(word, 0, sizeof(word));
2121         for (i = 0;i < MAX_SKINS && (data = text = (char *)FS_LoadFile(va("%s_%i.skin", loadmodel->name, i), tempmempool, true, NULL));i++)
2122         {
2123                 // If it's the first file we parse
2124                 if (skinfile == NULL)
2125                 {
2126                         skinfile = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2127                         first = skinfile;
2128                 }
2129                 else
2130                 {
2131                         skinfile->next = (skinfile_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfile_t));
2132                         skinfile = skinfile->next;
2133                 }
2134                 skinfile->next = NULL;
2135
2136                 for(line = 0;;line++)
2137                 {
2138                         // parse line
2139                         if (!COM_ParseToken_QuakeC(&data, true))
2140                                 break;
2141                         if (!strcmp(com_token, "\n"))
2142                                 continue;
2143                         words = 0;
2144                         wordsoverflow = false;
2145                         do
2146                         {
2147                                 if (words < 10)
2148                                         strlcpy(word[words++], com_token, sizeof (word[0]));
2149                                 else
2150                                         wordsoverflow = true;
2151                         }
2152                         while (COM_ParseToken_QuakeC(&data, true) && strcmp(com_token, "\n"));
2153                         if (wordsoverflow)
2154                         {
2155                                 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);
2156                                 continue;
2157                         }
2158                         // words is always >= 1
2159                         if (!strcmp(word[0], "replace"))
2160                         {
2161                                 if (words == 3)
2162                                 {
2163                                         if (developer_loading.integer)
2164                                                 Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[1], word[2]);
2165                                         skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2166                                         skinfileitem->next = skinfile->items;
2167                                         skinfile->items = skinfileitem;
2168                                         strlcpy (skinfileitem->name, word[1], sizeof (skinfileitem->name));
2169                                         strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2170                                 }
2171                                 else
2172                                         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]);
2173                         }
2174                         else if (words >= 2 && !strncmp(word[0], "tag_", 4))
2175                         {
2176                                 // tag name, like "tag_weapon,"
2177                                 // not used for anything (not even in Quake3)
2178                         }
2179                         else if (words >= 2 && !strcmp(word[1], ","))
2180                         {
2181                                 // mesh shader name, like "U_RArm,models/players/Legoman/BikerA1.tga"
2182                                 if (developer_loading.integer)
2183                                         Con_Printf("Mod_LoadSkinFiles: parsed mesh \"%s\" shader replacement \"%s\"\n", word[0], word[2]);
2184                                 skinfileitem = (skinfileitem_t *)Mem_Alloc(loadmodel->mempool, sizeof(skinfileitem_t));
2185                                 skinfileitem->next = skinfile->items;
2186                                 skinfile->items = skinfileitem;
2187                                 strlcpy (skinfileitem->name, word[0], sizeof (skinfileitem->name));
2188                                 strlcpy (skinfileitem->replacement, word[2], sizeof (skinfileitem->replacement));
2189                         }
2190                         else
2191                                 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);
2192                 }
2193                 Mem_Free(text);
2194         }
2195         if (i)
2196                 loadmodel->numskins = i;
2197         return first;
2198 }
2199
2200 void Mod_FreeSkinFiles(skinfile_t *skinfile)
2201 {
2202         skinfile_t *next;
2203         skinfileitem_t *skinfileitem, *nextitem;
2204         for (;skinfile;skinfile = next)
2205         {
2206                 next = skinfile->next;
2207                 for (skinfileitem = skinfile->items;skinfileitem;skinfileitem = nextitem)
2208                 {
2209                         nextitem = skinfileitem->next;
2210                         Mem_Free(skinfileitem);
2211                 }
2212                 Mem_Free(skinfile);
2213         }
2214 }
2215
2216 int Mod_CountSkinFiles(skinfile_t *skinfile)
2217 {
2218         int i;
2219         for (i = 0;skinfile;skinfile = skinfile->next, i++);
2220         return i;
2221 }
2222
2223 void Mod_SnapVertices(int numcomponents, int numvertices, float *vertices, float snap)
2224 {
2225         int i;
2226         double isnap = 1.0 / snap;
2227         for (i = 0;i < numvertices*numcomponents;i++)
2228                 vertices[i] = floor(vertices[i]*isnap)*snap;
2229 }
2230
2231 int Mod_RemoveDegenerateTriangles(int numtriangles, const int *inelement3i, int *outelement3i, const float *vertex3f)
2232 {
2233         int i, outtriangles;
2234         float edgedir1[3], edgedir2[3], temp[3];
2235         // a degenerate triangle is one with no width (thickness, surface area)
2236         // these are characterized by having all 3 points colinear (along a line)
2237         // or having two points identical
2238         // the simplest check is to calculate the triangle's area
2239         for (i = 0, outtriangles = 0;i < numtriangles;i++, inelement3i += 3)
2240         {
2241                 // calculate first edge
2242                 VectorSubtract(vertex3f + inelement3i[1] * 3, vertex3f + inelement3i[0] * 3, edgedir1);
2243                 VectorSubtract(vertex3f + inelement3i[2] * 3, vertex3f + inelement3i[0] * 3, edgedir2);
2244                 CrossProduct(edgedir1, edgedir2, temp);
2245                 if (VectorLength2(temp) < 0.001f)
2246                         continue; // degenerate triangle (no area)
2247                 // valid triangle (has area)
2248                 VectorCopy(inelement3i, outelement3i);
2249                 outelement3i += 3;
2250                 outtriangles++;
2251         }
2252         return outtriangles;
2253 }
2254
2255 void Mod_VertexRangeFromElements(int numelements, const int *elements, int *firstvertexpointer, int *lastvertexpointer)
2256 {
2257         int i, e;
2258         int firstvertex, lastvertex;
2259         if (numelements > 0 && elements)
2260         {
2261                 firstvertex = lastvertex = elements[0];
2262                 for (i = 1;i < numelements;i++)
2263                 {
2264                         e = elements[i];
2265                         firstvertex = min(firstvertex, e);
2266                         lastvertex = max(lastvertex, e);
2267                 }
2268         }
2269         else
2270                 firstvertex = lastvertex = 0;
2271         if (firstvertexpointer)
2272                 *firstvertexpointer = firstvertex;
2273         if (lastvertexpointer)
2274                 *lastvertexpointer = lastvertex;
2275 }
2276
2277 void Mod_MakeSortedSurfaces(dp_model_t *mod)
2278 {
2279         // make an optimal set of texture-sorted batches to draw...
2280         int j, t;
2281         int *firstsurfacefortexture;
2282         int *numsurfacesfortexture;
2283         if (!mod->sortedmodelsurfaces)
2284                 mod->sortedmodelsurfaces = (int *) Mem_Alloc(loadmodel->mempool, mod->nummodelsurfaces * sizeof(*mod->sortedmodelsurfaces));
2285         firstsurfacefortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*firstsurfacefortexture));
2286         numsurfacesfortexture = (int *) Mem_Alloc(tempmempool, mod->num_textures * sizeof(*numsurfacesfortexture));
2287         memset(numsurfacesfortexture, 0, mod->num_textures * sizeof(*numsurfacesfortexture));
2288         for (j = 0;j < mod->nummodelsurfaces;j++)
2289         {
2290                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2291                 int t = (int)(surface->texture - mod->data_textures);
2292                 numsurfacesfortexture[t]++;
2293         }
2294         j = 0;
2295         for (t = 0;t < mod->num_textures;t++)
2296         {
2297                 firstsurfacefortexture[t] = j;
2298                 j += numsurfacesfortexture[t];
2299         }
2300         for (j = 0;j < mod->nummodelsurfaces;j++)
2301         {
2302                 const msurface_t *surface = mod->data_surfaces + j + mod->firstmodelsurface;
2303                 int t = (int)(surface->texture - mod->data_textures);
2304                 mod->sortedmodelsurfaces[firstsurfacefortexture[t]++] = j + mod->firstmodelsurface;
2305         }
2306         Mem_Free(firstsurfacefortexture);
2307         Mem_Free(numsurfacesfortexture);
2308 }
2309
2310 static void Mod_BuildVBOs(void)
2311 {
2312         if (!gl_support_arb_vertex_buffer_object)
2313                 return;
2314
2315         // element buffer is easy because it's just one array
2316         if (loadmodel->surfmesh.num_triangles)
2317         {
2318                 if (loadmodel->surfmesh.data_element3s)
2319                 {
2320                         int i;
2321                         for (i = 0;i < loadmodel->surfmesh.num_triangles*3;i++)
2322                                 loadmodel->surfmesh.data_element3s[i] = loadmodel->surfmesh.data_element3i[i];
2323                         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);
2324                 }
2325                 else
2326                         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);
2327         }
2328
2329         // vertex buffer is several arrays and we put them in the same buffer
2330         //
2331         // is this wise?  the texcoordtexture2f array is used with dynamic
2332         // vertex/svector/tvector/normal when rendering animated models, on the
2333         // other hand animated models don't use a lot of vertices anyway...
2334         if (loadmodel->surfmesh.num_vertices)
2335         {
2336                 size_t size;
2337                 unsigned char *mem;
2338                 size = 0;
2339                 loadmodel->surfmesh.vbooffset_vertex3f           = size;if (loadmodel->surfmesh.data_vertex3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2340                 loadmodel->surfmesh.vbooffset_svector3f          = size;if (loadmodel->surfmesh.data_svector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2341                 loadmodel->surfmesh.vbooffset_tvector3f          = size;if (loadmodel->surfmesh.data_tvector3f         ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2342                 loadmodel->surfmesh.vbooffset_normal3f           = size;if (loadmodel->surfmesh.data_normal3f          ) size += loadmodel->surfmesh.num_vertices * sizeof(float[3]);
2343                 loadmodel->surfmesh.vbooffset_texcoordtexture2f  = size;if (loadmodel->surfmesh.data_texcoordtexture2f ) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2344                 loadmodel->surfmesh.vbooffset_texcoordlightmap2f = size;if (loadmodel->surfmesh.data_texcoordlightmap2f) size += loadmodel->surfmesh.num_vertices * sizeof(float[2]);
2345                 loadmodel->surfmesh.vbooffset_lightmapcolor4f    = size;if (loadmodel->surfmesh.data_lightmapcolor4f   ) size += loadmodel->surfmesh.num_vertices * sizeof(float[4]);
2346                 mem = (unsigned char *)Mem_Alloc(tempmempool, size);
2347                 if (loadmodel->surfmesh.data_vertex3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_vertex3f          , loadmodel->surfmesh.data_vertex3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2348                 if (loadmodel->surfmesh.data_svector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_svector3f         , loadmodel->surfmesh.data_svector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2349                 if (loadmodel->surfmesh.data_tvector3f         ) memcpy(mem + loadmodel->surfmesh.vbooffset_tvector3f         , loadmodel->surfmesh.data_tvector3f         , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2350                 if (loadmodel->surfmesh.data_normal3f          ) memcpy(mem + loadmodel->surfmesh.vbooffset_normal3f          , loadmodel->surfmesh.data_normal3f          , loadmodel->surfmesh.num_vertices * sizeof(float[3]));
2351                 if (loadmodel->surfmesh.data_texcoordtexture2f ) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordtexture2f , loadmodel->surfmesh.data_texcoordtexture2f , loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2352                 if (loadmodel->surfmesh.data_texcoordlightmap2f) memcpy(mem + loadmodel->surfmesh.vbooffset_texcoordlightmap2f, loadmodel->surfmesh.data_texcoordlightmap2f, loadmodel->surfmesh.num_vertices * sizeof(float[2]));
2353                 if (loadmodel->surfmesh.data_lightmapcolor4f   ) memcpy(mem + loadmodel->surfmesh.vbooffset_lightmapcolor4f   , loadmodel->surfmesh.data_lightmapcolor4f   , loadmodel->surfmesh.num_vertices * sizeof(float[4]));
2354                 loadmodel->surfmesh.vbo = R_Mesh_CreateStaticBufferObject(GL_ARRAY_BUFFER_ARB, mem, size, loadmodel->name);
2355                 Mem_Free(mem);
2356         }
2357 }
2358
2359 static void Mod_Decompile_OBJ(dp_model_t *model, const char *filename, const char *mtlfilename, const char *originalfilename)
2360 {
2361         int vertexindex, surfaceindex, triangleindex, textureindex, countvertices = 0, countsurfaces = 0, countfaces = 0, counttextures = 0;
2362         int a, b, c;
2363         const char *texname;
2364         const int *e;
2365         const float *v, *vn, *vt;
2366         size_t l;
2367         size_t outbufferpos = 0;
2368         size_t outbuffermax = 0x100000;
2369         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2370         const msurface_t *surface;
2371         const int maxtextures = 256;
2372         char *texturenames = (char *) Z_Malloc(maxtextures * MAX_QPATH);
2373
2374         // construct the mtllib file
2375         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "# mtllib for %s exported by darkplaces engine\n", originalfilename);
2376         if (l > 0)
2377                 outbufferpos += l;
2378         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2379         {
2380                 countsurfaces++;
2381                 countvertices += surface->num_vertices;
2382                 countfaces += surface->num_triangles;
2383                 texname = (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default";
2384                 for (textureindex = 0;textureindex < maxtextures && texturenames[textureindex*MAX_QPATH];textureindex++)
2385                         if (!strcmp(texturenames + textureindex * MAX_QPATH, texname))
2386                                 break;
2387                 if (textureindex >= maxtextures)
2388                         continue; // just a precaution
2389                 if (counttextures < textureindex + 1)
2390                         counttextures = textureindex + 1;
2391                 strlcpy(texturenames + textureindex * MAX_QPATH, texname, MAX_QPATH);
2392                 if (outbufferpos >= outbuffermax >> 1)
2393                 {
2394                         outbuffermax *= 2;
2395                         oldbuffer = outbuffer;
2396                         outbuffer = (char *) Z_Malloc(outbuffermax);
2397                         memcpy(outbuffer, oldbuffer, outbufferpos);
2398                         Z_Free(oldbuffer);
2399                 }
2400                 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");
2401                 if (l > 0)
2402                         outbufferpos += l;
2403         }
2404
2405         // write the mtllib file
2406         FS_WriteFile(mtlfilename, outbuffer, outbufferpos);
2407         outbufferpos = 0;
2408
2409         // construct the obj file
2410         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);
2411         if (l > 0)
2412                 outbufferpos += l;
2413         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)
2414         {
2415                 if (outbufferpos >= outbuffermax >> 1)
2416                 {
2417                         outbuffermax *= 2;
2418                         oldbuffer = outbuffer;
2419                         outbuffer = (char *) Z_Malloc(outbuffermax);
2420                         memcpy(outbuffer, oldbuffer, outbufferpos);
2421                         Z_Free(oldbuffer);
2422                 }
2423                 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]);
2424                 if (l > 0)
2425                         outbufferpos += l;
2426         }
2427         for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2428         {
2429                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "usemtl %s\n", (surface->texture && surface->texture->name[0]) ? surface->texture->name : "default");
2430                 if (l > 0)
2431                         outbufferpos += l;
2432                 for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2433                 {
2434                         if (outbufferpos >= outbuffermax >> 1)
2435                         {
2436                                 outbuffermax *= 2;
2437                                 oldbuffer = outbuffer;
2438                                 outbuffer = (char *) Z_Malloc(outbuffermax);
2439                                 memcpy(outbuffer, oldbuffer, outbufferpos);
2440                                 Z_Free(oldbuffer);
2441                         }
2442                         a = e[0]+1;
2443                         b = e[2]+1;
2444                         c = e[1]+1;
2445                         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);
2446                         if (l > 0)
2447                                 outbufferpos += l;
2448                 }
2449         }
2450
2451         // write the obj file
2452         FS_WriteFile(filename, outbuffer, outbufferpos);
2453
2454         // clean up
2455         Z_Free(outbuffer);
2456         Z_Free(texturenames);
2457
2458         // print some stats
2459         Con_Printf("Wrote %s (%i bytes, %i vertices, %i faces, %i surfaces with %i distinct textures)\n", filename, (int)outbufferpos, countvertices, countfaces, countsurfaces, counttextures);
2460 }
2461
2462 static void Mod_Decompile_SMD(dp_model_t *model, const char *filename, int firstpose, int numposes, qboolean writetriangles)
2463 {
2464         int countnodes = 0, counttriangles = 0, countframes = 0;
2465         int surfaceindex;
2466         int triangleindex;
2467         int transformindex;
2468         int poseindex;
2469         int cornerindex;
2470         float modelscale;
2471         const int *e;
2472         const float *pose;
2473         size_t l;
2474         size_t outbufferpos = 0;
2475         size_t outbuffermax = 0x100000;
2476         char *outbuffer = (char *) Z_Malloc(outbuffermax), *oldbuffer;
2477         const msurface_t *surface;
2478         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "version 1\nnodes\n");
2479         if (l > 0)
2480                 outbufferpos += l;
2481         modelscale = 1;
2482         if(model->num_poses >= 0)
2483                 modelscale = sqrt(model->data_poses[0] * model->data_poses[0] + model->data_poses[1] * model->data_poses[1] + model->data_poses[2] * model->data_poses[2]);
2484         if(fabs(modelscale - 1) > 1e-4)
2485         {
2486                 if(firstpose == 0) // only print the when writing the reference pose
2487                         Con_Printf("The model has an old-style model scale of %f\n", modelscale);
2488         }
2489         else
2490                 modelscale = 1;
2491         for (transformindex = 0;transformindex < model->num_bones;transformindex++)
2492         {
2493                 if (outbufferpos >= outbuffermax >> 1)
2494                 {
2495                         outbuffermax *= 2;
2496                         oldbuffer = outbuffer;
2497                         outbuffer = (char *) Z_Malloc(outbuffermax);
2498                         memcpy(outbuffer, oldbuffer, outbufferpos);
2499                         Z_Free(oldbuffer);
2500                 }
2501                 countnodes++;
2502                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i \"%s\" %3i\n", transformindex, model->data_bones[transformindex].name, model->data_bones[transformindex].parent);
2503                 if (l > 0)
2504                         outbufferpos += l;
2505         }
2506         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\nskeleton\n");
2507         if (l > 0)
2508                 outbufferpos += l;
2509         for (poseindex = 0, pose = model->data_poses + model->num_bones * 12 * firstpose;poseindex < numposes;poseindex++)
2510         {
2511                 countframes++;
2512                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "time %i\n", poseindex);
2513                 if (l > 0)
2514                         outbufferpos += l;
2515                 for (transformindex = 0;transformindex < model->num_bones;transformindex++, pose += 12)
2516                 {
2517                         float a, b, c;
2518                         float angles[3];
2519                         float mtest[3][4];
2520                         if (outbufferpos >= outbuffermax >> 1)
2521                         {
2522                                 outbuffermax *= 2;
2523                                 oldbuffer = outbuffer;
2524                                 outbuffer = (char *) Z_Malloc(outbuffermax);
2525                                 memcpy(outbuffer, oldbuffer, outbufferpos);
2526                                 Z_Free(oldbuffer);
2527                         }
2528
2529                         // strangely the smd angles are for a transposed matrix, so we
2530                         // have to generate a transposed matrix, then convert that...
2531                         mtest[0][0] = pose[ 0];
2532                         mtest[0][1] = pose[ 4];
2533                         mtest[0][2] = pose[ 8];
2534                         mtest[0][3] = pose[ 3];
2535                         mtest[1][0] = pose[ 1];
2536                         mtest[1][1] = pose[ 5];
2537                         mtest[1][2] = pose[ 9];
2538                         mtest[1][3] = pose[ 7];
2539                         mtest[2][0] = pose[ 2];
2540                         mtest[2][1] = pose[ 6];
2541                         mtest[2][2] = pose[10];
2542                         mtest[2][3] = pose[11];
2543                         AnglesFromVectors(angles, mtest[0], mtest[2], false);
2544                         if (angles[0] >= 180) angles[0] -= 360;
2545                         if (angles[1] >= 180) angles[1] -= 360;
2546                         if (angles[2] >= 180) angles[2] -= 360;
2547
2548                         a = DEG2RAD(angles[ROLL]);
2549                         b = DEG2RAD(angles[PITCH]);
2550                         c = DEG2RAD(angles[YAW]);
2551
2552 #if 0
2553 {
2554                         float cy, sy, cp, sp, cr, sr;
2555                         float test[3][4];
2556                         // smd matrix construction, for comparing to non-transposed m
2557                         sy = sin(c);
2558                         cy = cos(c);
2559                         sp = sin(b);
2560                         cp = cos(b);
2561                         sr = sin(a);
2562                         cr = cos(a);
2563
2564                         test[0][0] = cp*cy;
2565                         test[1][0] = cp*sy;
2566                         test[2][0] = -sp;
2567                         test[0][1] = sr*sp*cy+cr*-sy;
2568                         test[1][1] = sr*sp*sy+cr*cy;
2569                         test[2][1] = sr*cp;
2570                         test[0][2] = (cr*sp*cy+-sr*-sy);
2571                         test[1][2] = (cr*sp*sy+-sr*cy);
2572                         test[2][2] = cr*cp;
2573                         test[0][3] = pose[3];
2574                         test[1][3] = pose[7];
2575                         test[2][3] = pose[11];
2576 }
2577 #endif
2578                         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%3i %f %f %f %f %f %f\n", transformindex, pose[3] * modelscale, pose[7] * modelscale, pose[11] * modelscale, DEG2RAD(angles[ROLL]), DEG2RAD(angles[PITCH]), DEG2RAD(angles[YAW]));
2579                         if (l > 0)
2580                                 outbufferpos += l;
2581                 }
2582         }
2583         l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2584         if (l > 0)
2585                 outbufferpos += l;
2586         if (writetriangles)
2587         {
2588                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "triangles\n");
2589                 if (l > 0)
2590                         outbufferpos += l;
2591                 for (surfaceindex = 0, surface = model->data_surfaces;surfaceindex < model->num_surfaces;surfaceindex++, surface++)
2592                 {
2593                         for (triangleindex = 0, e = model->surfmesh.data_element3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
2594                         {
2595                                 counttriangles++;
2596                                 if (outbufferpos >= outbuffermax >> 1)
2597                                 {
2598                                         outbuffermax *= 2;
2599                                         oldbuffer = outbuffer;
2600                                         outbuffer = (char *) Z_Malloc(outbuffermax);
2601                                         memcpy(outbuffer, oldbuffer, outbufferpos);
2602                                         Z_Free(oldbuffer);
2603                                 }
2604                                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "%s\n", surface->texture && surface->texture->name[0] ? surface->texture->name : "default.bmp");
2605                                 if (l > 0)
2606                                         outbufferpos += l;
2607                                 for (cornerindex = 0;cornerindex < 3;cornerindex++)
2608                                 {
2609                                         const int index = e[2-cornerindex];
2610                                         const float *v = model->surfmesh.data_vertex3f + index * 3;
2611                                         const float *vn = model->surfmesh.data_normal3f + index * 3;
2612                                         const float *vt = model->surfmesh.data_texcoordtexture2f + index * 2;
2613                                         const int *wi = model->surfmesh.data_vertexweightindex4i + index * 4;
2614                                         const float *wf = model->surfmesh.data_vertexweightinfluence4f + index * 4;
2615                                              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]);
2616                                         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]);
2617                                         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]);
2618                                         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]);
2619                                         if (l > 0)
2620                                                 outbufferpos += l;
2621                                 }
2622                         }
2623                 }
2624                 l = dpsnprintf(outbuffer + outbufferpos, outbuffermax - outbufferpos, "end\n");
2625                 if (l > 0)
2626                         outbufferpos += l;
2627         }
2628
2629         FS_WriteFile(filename, outbuffer, outbufferpos);
2630         Z_Free(outbuffer);
2631
2632         Con_Printf("Wrote %s (%i bytes, %i nodes, %i frames, %i triangles)\n", filename, (int)outbufferpos, countnodes, countframes, counttriangles);
2633 }
2634
2635 /*
2636 ================
2637 Mod_Decompile_f
2638
2639 decompiles a model to editable files
2640 ================
2641 */
2642 static void Mod_Decompile_f(void)
2643 {
2644         int i, j, k, l, first, count;
2645         dp_model_t *mod;
2646         char inname[MAX_QPATH];
2647         char outname[MAX_QPATH];
2648         char mtlname[MAX_QPATH];
2649         char basename[MAX_QPATH];
2650         char animname[MAX_QPATH];
2651         char animname2[MAX_QPATH];
2652         char zymtextbuffer[16384];
2653         char dpmtextbuffer[16384];
2654         int zymtextsize = 0;
2655         int dpmtextsize = 0;
2656
2657         if (Cmd_Argc() != 2)
2658         {
2659                 Con_Print("usage: modeldecompile <filename>\n");
2660                 return;
2661         }
2662
2663         strlcpy(inname, Cmd_Argv(1), sizeof(inname));
2664         FS_StripExtension(inname, basename, sizeof(basename));
2665
2666         mod = Mod_ForName(inname, false, true, inname[0] == '*' ? cl.model_name[1] : NULL);
2667         if (mod->brush.submodel)
2668         {
2669                 // if we're decompiling a submodel, be sure to give it a proper name based on its parent
2670                 FS_StripExtension(cl.model_name[1], outname, sizeof(outname));
2671                 dpsnprintf(basename, sizeof(basename), "%s/%s", outname, mod->name);
2672                 outname[0] = 0;
2673         }
2674         if (!mod)
2675         {
2676                 Con_Print("No such model\n");
2677                 return;
2678         }
2679         if (!mod->surfmesh.num_triangles)
2680         {
2681                 Con_Print("Empty model (or sprite)\n");
2682                 return;
2683         }
2684
2685         // export OBJ if possible (not on sprites)
2686         if (mod->surfmesh.num_triangles)
2687         {
2688                 dpsnprintf(outname, sizeof(outname), "%s_decompiled.obj", basename);
2689                 dpsnprintf(mtlname, sizeof(mtlname), "%s_decompiled.mtl", basename);
2690                 Mod_Decompile_OBJ(mod, outname, mtlname, inname);
2691         }
2692
2693         // export SMD if possible (only for skeletal models)
2694         if (mod->surfmesh.num_triangles && mod->num_bones)
2695         {
2696                 dpsnprintf(outname, sizeof(outname), "%s_decompiled/ref1.smd", basename);
2697                 Mod_Decompile_SMD(mod, outname, 0, 1, true);
2698                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "output out.zym\nscale 1\norigin 0 0 0\nmesh ref1.smd\n");
2699                 if (l > 0) zymtextsize += l;
2700                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "outputdir .\nmodel out\nscale 1\norigin 0 0 0\nscene ref1.smd\n");
2701                 if (l > 0) dpmtextsize += l;
2702                 for (i = 0;i < mod->numframes;i = j)
2703                 {
2704                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2705                         first = mod->animscenes[i].firstframe;
2706                         if (mod->animscenes[i].framecount > 1)
2707                         {
2708                                 // framegroup anim
2709                                 count = mod->animscenes[i].framecount;
2710                                 j = i + 1;
2711                         }
2712                         else
2713                         {
2714                                 // individual frame
2715                                 // check for additional frames with same name
2716                                 for (l = 0, k = strlen(animname);animname[l];l++)
2717                                         if ((animname[l] < '0' || animname[l] > '9') && animname[l] != '_')
2718                                                 k = l + 1;
2719                                 animname[k] = 0;
2720                                 count = (mod->num_poses / mod->num_bones) - first;
2721                                 for (j = i + 1;j < mod->numframes;j++)
2722                                 {
2723                                         strlcpy(animname2, mod->animscenes[j].name, sizeof(animname2));
2724                                         for (l = 0, k = strlen(animname2);animname2[l];l++)
2725                                                 if ((animname2[l] < '0' || animname2[l] > '9') && animname2[l] != '_')
2726                                                         k = l + 1;
2727                                         animname2[k] = 0;
2728                                         if (strcmp(animname2, animname) || mod->animscenes[j].framecount > 1)
2729                                         {
2730                                                 count = mod->animscenes[j].firstframe - first;
2731                                                 break;
2732                                         }
2733                                 }
2734                                 // if it's only one frame, use the original frame name
2735                                 if (j == i + 1)
2736                                         strlcpy(animname, mod->animscenes[i].name, sizeof(animname));
2737                                 
2738                         }
2739                         dpsnprintf(outname, sizeof(outname), "%s_decompiled/%s.smd", basename, animname);
2740                         Mod_Decompile_SMD(mod, outname, first, count, false);
2741                         if (zymtextsize < (int)sizeof(zymtextbuffer) - 100)
2742                         {
2743                                 l = dpsnprintf(zymtextbuffer + zymtextsize, sizeof(zymtextbuffer) - zymtextsize, "scene %s.smd fps %g\n", animname, mod->animscenes[i].framerate);
2744                                 if (l > 0) zymtextsize += l;
2745                         }
2746                         if (dpmtextsize < (int)sizeof(dpmtextbuffer) - 100)
2747                         {
2748                                 l = dpsnprintf(dpmtextbuffer + dpmtextsize, sizeof(dpmtextbuffer) - dpmtextsize, "scene %s.smd\n", animname);
2749                                 if (l > 0) dpmtextsize += l;
2750                         }
2751                 }
2752                 if (zymtextsize)
2753                         FS_WriteFile(va("%s_decompiled/out_zym.txt", basename), zymtextbuffer, (fs_offset_t)zymtextsize);
2754                 if (dpmtextsize)
2755                         FS_WriteFile(va("%s_decompiled/out_dpm.txt", basename), dpmtextbuffer, (fs_offset_t)dpmtextsize);
2756         }
2757 }
2758