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